As is the norm, RocketWerkz has released an Icarus weekly update for week 62, and we have its complete list of changes here. This week, the developers will introduce a major patch. And with this update, the team has introduced an ore- regenerating item, the Thumper.
With the Thumper, players should be able to regenerate harvestable Ore deposits at the Thumper location. If you’re seeking more ore, the Thumper is a large and powerful item that stands 16 feet tall to ensure easy harvesting. The complete and official patch notes for the Icarus week 62 update are here.
Icarus Week 62 Update Patch Notes
Thumper
- The ‘Thumper’ is a new deployable device that should tackle the problem of resource scarcity, especially in Open World mode.
- This is the first of two items we’re adding, with this one focusing on Ore resources (but not Stone or Deep Ore Veins).
- The team is planning ways to regenerate trees in the future.
- This is one of the largest deployable in the game, standing at over 16 feet tall.
- It is a sight to behold and truly earns its name.
- You can craft the Thumper in Tier 4 at the Fabricator, with a high production cost but potentially endless rewards.
- The Thumper requires an electrical connection to activate, currently 1500W.
- It’s best to deploy in an area where you have previously mined all the available ore
- Players can also activate and pause the Thumper at leisure without multiple usages of cooldown.
- On the interface, you can see the expected regeneration output from the Thumper’s deployment and what kind of threats you might expect to face by using it. Did we say threats?
- Understandably, a 198-pound device slamming an extremely heavy weight into the ground and disturbing the surrounding environment will draw unwanted attention. The immense noise and vibrations will spur retaliation – so be on your guard.
- The more Ore is available, the bigger the impact on the surrounding environment. Therefore expect more opposition when taking on lucrative deposits in densely populated areas.
- The machine won’t damage players but will disrupt the environment with dust clouds and more that could impair your vision and hearing.
- The Thumper will regenerate nearby Ore nodes but won’t regenerate Stone deposits or Deep Ore Veins.
- This is because we implement Stone voxels and deep ore veins differently than Ore voxels, which you can see in their different visual designs.
- This meant that, technically, this system wouldn’t work on them as well as ore voxels. Still, it wasn’t required, as the sheer volume of available Rock deposits dwarfs that of Ore deposits, and deep ore provided a consistent stream of resources.
The design intent behind the Thumper
- Players have requested Ore Regeneration for a while, especially from those with large bases in Open World mode or are investing in Tier 4 technology.
- The team then decided to take their time to make this a well-designed feature and a new planetary technology instead of including it as a standard feature or an automatic game process.
- Environmental terraforming is a key part of Icarus’ lore.
- And having resources refresh quietly in the background didn’t sit right with the dev team, considering the large-scale impact it can have.
- Besides, UDA scientists would never miss an opportunity to mess with the planet some more if they could.
- Associating respawning with a machine you craft and deploy is also important for the player experience.
- The dev team feels that this feature provides a sense of control.
- Additionally, it offers players some tactical choices regarding where and when they respawn resources rather than automation or something you didn’t actively notice happening.
- Like many decisions in Icarus, adding a ‘risk/reward’ factor to using the Thumper involves a strategic tradeoff.
- Is the risk of disrupting the environment worth the effort, and are you prepared for it?
- As mentioned above, we’re also working on ways for plant life to respawn in a future update.
Changelog v1.2.37.107436 Patch Notes
New Content
- Adding in pass on Landshark tweaks and swapping out thumper mesh for the proper version, adding in entries for unique projectile for Landshark with modifiers to be hooked up
- Added power connection requirement to thumper. Set up animations and placeholder VFX/Screen Shake on the thumper.
- Adding audio to the thumper
- Updating Thumper Name and Description
- Adding Talent for Thumper and Unlocking Recipe
- Adjusting Thumper Minimum Time and adding the ability for players to Pause the Thumper
- Added Thumper icon to D_Itemable
- Adding back context for the Thumper device and hooking up to D_Meshables
- Adjustments to Thumper VFX, add working and final thump NS
- Adding in a unique modifier for the Landshark spit poison and adding in telegraphing for the dive attacks
- Added a new in-world tooltip for Thumper
- Added ability to override default tooltip widget class
- Increased recipe cost of Thumper device
- Increase the carry weight of the Thumper Device to do its size justice
- Added retreat death animation to LandShark. Added ‘risk level’ info to the Thumper tooltip that indicates how difficult the process will be. Added Thumper-related UMG text to ST_UMG. Doubled health of LandShark. Thumper now cleans up dead worms
- Thumper device no longer affected by weather
- Fixed bug where regenerated voxels would need to be manually updated by mining them to force their mesh to update to the ‘reset’ visual state
- Increased initial connection timeouts for all net drivers to 3 minutes to reduce potential connection issues with joining dedicated servers
- Increased initial connection time out to 3 minutes. This should reduce cases of error 61s when trying to join a server.
- Fixed bug where a prospector dying in one prospect and then beginning a new prospect would cause the prospector to drop into an already dead state
- Updating Landshark dive attack audio to be more appropriate for an attack
- Fixing normal issues due to Unreal Computing normals instead of manually importing them with the Skeletal Mesh
- Added a reset to the DBNO logging on death
- Making a unique asset for the Landshark death to use correct audio, upped the damage of its projectiles slightly and added in stamina action cost to the poison modifier.
- Increase radius on Thumper screen shake effect from 10m to 15m
- Changing the Landshark ranged modifier to be cured with antibiotics and adding a modifier to the dive attack
- Adding unique Landshark death movement event to sync up with new death animation. Adding notifier
- Optimize Thumper GroundImpact effect
- Adding heavy metal deploy sound to Thumper
- Added more logging and fixed another case where auto-retry joining was failing during an error 65
- Increased thumper effect radius.
- Added map icon and radius to indicate thumper location & effect radius.
- The thumper tooltip now displays voxel count instead of raw resource count.
- Increased maximum thumper event duration.
- Increased maximum LandShark spawn count per event.
- Fixed bug where LandShark dive attack could target twice.
- Thumper is now deactivated when it takes 20% of total health damage (since the last activation)
- Fixed extraction mission progression blocker UI presentation and detection steps.
- Fixed hidden sort UI to not hide the title of the container.
- LandShark dive now has a chance to apply a new modifier debuff.
- Increased resource count to reach maximum thumper difficulty again, increased maximum number of land sharks at the highest difficulty.
- Added new pulse material effect when first placing thumper down
- Added a more suitable specific sound set and event for the Landshark dive.
- Adjusted timing of notifiers
- Added a more suitable specific sound set and event for the Landshark dive. Adjusted timing of notifiers
- Fixed issue where AI running on behavior trees (LandShark, ScorpionBoss, SandWorm) weren’t correctly removing their attack stats after attack animation finishes
- Land Shark boss melee attack: Fixed blood thinning paste not applying to the debuff duration
- Land Shark boss spit attack: Lowered the movement speed and physical resistance penalties increased the stamina action cost penalty
- Thumper: Removed glass from recipe cost
- Fixed a typo in the Thumper description
Fixed
- Fixed an issue where deployables in pre-built structures wouldn’t load correctly.
- Fixing all affliction trigger percent chance stats and affliction triggers so that resistance reduces the chance of getting an affliction instead of increasing it (Cave Dweller Alteration is now Fixed)
- Adding Cheat for Triggering Afflictions
- Fixes for client-side replication of regenerated voxel rocks. Voxels that have been regenerated into a new resource type now have their new type replicated to clients correctly. Re-enabled support for reinitialization of mineral voxels
- Fixed bug where venomous fish would continue to be able to attack the player after they had left the water
- Added temporary logging for testing if camera movement is being allowed on death
- Fix an issue where the weather forecast would reset the pattern index if saved, loaded, then saved, loaded after the initial forecast, past the first block, and save/load/save/load during the same block.
Future Content
- Painted Yeast Plant and Reed Flowers in Swamp biome, pt2 Purple Quad, DLC
- Adding Ponga Audio, event, and data table entry
- Fixed GeothermalSplines 2nd layer being generated multiple times
- Finished Leveling Out Landscape Under Lava Rivers/Lake on P2 Area Purple Quad, DLC Map
- Small adjustments to lava hunter notify timings
- Tonal adjustments to a few of the lava hunter layers
- Update Prometheus map image textures to reflect world changes and fix missing lava rivers. Texture settings were fudged to alleviate dark image output before the final art pass
- Update Prometheus heightmap image textures to reflect changes to the world layout. Ensured settings matched Oly/Styx
- Collision, LODs, optimization of SW, TU, GL Cliff meshes and materials
- UnPainted Yeast Plant and Reed Flowers, Added Mushroom on Hollow Trunks Purple Quad, DLC
- Foliage passed on Blue and Green Quads and Added Multiple New PFS Prometheus
- Painted Green Tea in Swamp biome, Wild Tea and Cocoa in Lava biome, pt2 Purple Quad, DLC
- Adding Lava Hunter vomit start sounds, event, and notify
- Update GOAPDebugger to output Relationship data
- BatDogs are no longer hostile toward other AI types
- Adding lava hunter vomit loop, event, and anim loop notify
- Transition Cave P1-P2 Set Dressing & fixing bugs on purple on Purple Quad, DLC Map
- Foliage pass on Blue and Green Quads, Prometheus
- Remove the ProjectionLocation component from Flax BPs.
- Correct LOD settings on numerous Prometheus foliage assets to fix meshes from billboarding way too soon
- Adding additional vomit throat gargle layer for lava hunter
- convex hull collision for SW, GL, TU Macro Top meshes
- Painted Beans and Cocoa in Lava biome, pt2 Purple Quad, DLC
- Cleaned up and re-painted breakable Obsedian closer to lava and Scoria more in-land around p2, Purple Quad, DLC
- SW Cliffs – re-imported Cliff_03 (SW, GL, TU) to fix positioning in the map
- Initial partial pass for Generated LODs for Prometheus. Still very much WIP
- Fixed fishing trap using an invalid inventory id (none)
- Polish pass on thumper audio
- Added the ability to collapse the log window with the Escape key and added Logging to the server lobby window
- convex hull collision for SW, TU, and GL macro meshes
- Weather Device VFX Prototype
- Adding Lavahunter Roar sounds, event, and data table entry
- Transition Cave P1-P2 Set Dressing & Decal Pass in P1 Area on Purple Quad, DLC Map
- Adding Lava Hunter Attack sounds and data table and anim notify
- Reduced The Amount of Aloe Vera On the map and Continued With Foliage Pass, Blue and Green Quad, Prometheus.
RocketWerkz has shared Icarus week 62: v1.2.37.107436 update Patch Notes is on its official Steam Page. At the same time, the game is available for download on Steam to PCs.