This article is over 1 years old and may contain outdated information.
As is the norm, Icarus is having its weekly update today, March 23, 2023, and we have compiled the complete list of changes for the Icarus Week 68 update patch. This week, RocketWerkzcomes has come up with a batch of performance improvements. Without further ado, here is Icarus Week 68 patch.
Icarus Week 68 Update Patch Notes
Performance Improvements
- Removed overlapping events from collision objects on animals and changed some components to ‘non-physical’. This should improve performance with animals moving around, as it limits how many events can happen when an animal moves around an area of the map.
- Fixed duplicate spawn of aim assist component on animals
- Fixed aim assist component triggering multiple overlap updates during the spawn. This was a small bug that duplicated the process and caused a small hitch when animals spawned
- Removed root motion from idle animations for Buffalo
- Made talent trees share a pool of popups rather than each having its own. This significantly impacts load times when changing maps (on average, about 5 seconds faster). This affected moving from the character select > HAB > Prospect.
- Fixed a use case where UI popups were waiting for a valid UI on dedicated servers. (Dedicated servers never have a UI)
- Improved ‘talent requirement checks’ performance by avoiding data lookups where possible.
- Fixed settings from auto-saving during initial load and then recursively rebuilt their widgets.
- Fixed the settings screen from being constructed multiple times when the UI first gets built.
- Fixed deep vein ore deposits setting their material twice on the servers during startup.
- Cached a lookup of the replication state of stats to allow for faster replication updates when stats change. This speeds up the host working out which stats need to be sent to clients when stats change.
- Fixed stat container updates triggering multiple events per rebuild.
- Removed all critical hit logic from the stats system. Critical hit afflictions are now handled by a new column in the StatAfflictions table. The only stat still using this was the chance to immobilize on throwing knife crit.
- Fixed issue where hits against inanimate objects were being considered as crits.
- Envirosuit slots no longer get rebuilt every time the players’ stat container updates.
- Removed expensive gathering function from the atmosphere controller. Replaced calls to grab the variables that are being used instead of directly.
- Changed drop ship parts to no longer tick and animate while not rendered.
- Disabled collision with the drop ship door (while landed).
- Objects that can be sat on no longer tick when they aren’t used.
- Moved some audio systems tick to during physics as they do not contribute to actor positions. Audio systems being moved to the physics tick is due to them being a good candidate as they don’t influence object positions and, therefore, can be done separately.
- Disabled overlaps on the root mesh of equipped items.
- Disabled overlaps on tree proxies.
- Optimized some calls to the firearm controller in the player’s animation bp.
- Prevented armor meshes from being created on dedicated servers. This obsolete update cost impacted performance due to servers not rendering cosmetic meshes.
- Improved item trait retrieval speeds of several traits by improving the time required to access categories in the data tables.
Galileo Progress – Icarus Week 68 Update
This week’s progress on Galileo has been focused on the game’s bestiary rewards, connecting progress to the rewards so they are correctly granted to players.
Changelog v1.2.43.108956 – Icarus Week 68 Update
Optimisation
- Reworked creature spawning to be spread over multiple frames. This should reduce hitches when new animals spawn.
- Removed overlapping events from collision objects on animals and changed some components to non-physical. This should improve performance with animals moving around.
- Fixed duplicate spawn of aim assists component on animals.
- Fixed aim assist component triggering multiple overlap updates during the spawn.
- Removed root motion from idle animations for Buffalo.
- Made talent trees share a pool of popups rather than each having its own. This significantly impacts load times when changing maps (about 5 seconds faster).
- Fixed case where UI popups were waiting for a valid UI on dedicated servers. (Dedicated servers never have a UI)
- Improved performance of talent requirement checks by avoiding data lookups where possible.
- Fixed settings from auto-saving during initial load and then recursively rebuilt their widgets.
- Fixed settings screen from being constructed multiple times when the UI first gets built.
- Prevented multiple refreshes from happening in one frame in the cheat overlay.
- Fixed deep vein ore deposits setting their material twice on the servers during startup.
- Moved map manager saving of map state to code. Merged map manager saves data gathering functions to prevent additional iterations of the map tiles.
- Cached a lookup of the replication state of stats to allow for faster replication updates when stats change
- Fixed stat container updates triggering multiple events per rebuild.
- Removed all critical hit logic from the stats system. Critical hit afflictions are now handled by a new column in the StatAfflictions table. The only stat still using this was the chance to immobilize on throwing knife crit.
- Fixed issue where hits against inanimate objects were being considered as crits.
- Envirosuit slots no longer get rebuilt every time the player’s stat container updates.
- Removed expensive gathering function from atmosphere controller. Replaced calls to grab the variables that are being used instead of directly.
- Changed drop ship parts to no longer tick, and they no longer animate while not rendered, as it was still happening in the background.
- Disabled collision with the drop ship door (while landed).
- Objects that can be sat on no longer tick when they aren’t used.
- Moved some audio systems tick to during physics as they do not contribute to actor positions.
- Disabled overlaps on the root mesh of equipped items.
- Disabled overlaps on tree proxies.
- Optimized some calls to the firearm controller in the player anim bp.
- Prevented armor meshes from being created on dedicated servers.
- Improved item trait retrieval speeds of several traits.
- Added missing D_StatAfflictions from the previous commit.
- Fixed issues with blueprint tooltips not showing alteration packs correctly.
- Fixed issues with blueprint tooltips, adding a copy of the set bonuses text each time the tooltip has hovered.
Fixed
- Updates and improvements to distancing for the transport pod. Removing old profilers
- Update Maximum Loops to prevent PIE crashes in new missions.
- REMNANT: Added failsafe tracking of radar scan locations (will now additionally be marked as complete if there is a scan in the area at any time, note this may not fix missions in progress.)
- Fix enzyme geyser audio was broken due to a change to OverlapAudioComponent, resulting in non-unique component names in subcomponents. Fixed by changing subcomponent ownership from the owning actor to the overlap component itself.
- Remove execution pins from a new storm particle system that was added for DLC, making it look like the existing weather is severe (internal only.)
- FIRE WALK: Re-apply cannot decay modifier on crate after reload to prevent cases where the modifier fails to load.
- Fixing up Item Static which had some things marked incorrectly as DEV.
- Fixing up Item Static which had some things marked incorrectly as DEV again.
- IRONCLAD: Added failsafe for loss of snap points.
- Fixed bug where animation played when receiving a new modifier sometimes obstructed crosshair.
Future Content
- Fixing Caves On Green Quad and Updated Arctic Cave, Prometheus.
- More visual updates on the Prospector field guide UI.
- Setting up Heatmaps for Olympus and Styx for the different fish spawn locations and creating spawn zones based on each heatmap.
- Hooking up New Olympus & Styx Fish Spawning Heatmaps to their respective terrains.
- Adding rock dog vomit audio, event, and notify.
- General clean up and polishing in Blue swamp, deep swamp underwater dressing in Green/Blue, DLC.
- Aquariums now swap using their dirty mesh when not connected to active power/water connections.
- PRO_Story_5: Added audio-visual feedback quest step
- Adjustments to drop pod transport sonic boom audio and fixed rock dog NPC not having correct parent behavior for footsteps for new FS notify.
- Fixing Caves On Green Quad, Prometheus.
- Setting up Rhubarb, Kumara, Avocado & Strawberry data tables for items, growth states, and rewards can now be grown when acquired.
- Adding rock dog vomit as a vocalization event, so it’s not interrupted by flinch sounds. Also, lowering idle state vocals spawn rates.
- Balance and specializer updates to transport pods.
- Enabled unlock all prospects cheat for PRO.
- PRO_Story_5: Tweaked spawn locations and added obstacles.
- General Landscape Polish & Clean Up, Fixed Caves in Swamp, Tundra, Arctic & Updated Cave Template on Blue/Green Quad, DLC Map.
Icarus Week 68 update patch notes are available on its Steam page, while the game is ready for download on PCs.