Icarus has released a new update today, March 3, 2023, and here is the complete list of changes. RocketWerkz has added several popular Quality of Life suggestions that players submitted via their Feature Upvote tool. Below are the official patch notes for Icarus.
Icarus Week 65 Update Patch Notes
- The dev team added search bars to the Talent, Blueprint, Workshop, and Mission screens to highlight any item searched.
- Added an ‘Add to Stacks’ inventory button, which adds whatever items are in the player’s inventory into any container if they match a thing already in the container.
- The developers added ‘Compass Mark’ pins to the compass, which can be placed on the map, making it easier to navigate.
- Fixed ‘Fog of War, so it is correctly saved locally during multiplayer games.
- Screws and Nails will show how many will be crafted in the tooltip.
- Players can now search for icons when adding text or icons to small wooden signs.
Changelog v1.2.40.108280
New Content
- Added ability to search for icons when customizing wooden signs.
- Map Icons are now displayed on the compass by default.
- Compass icons will share the same icon as the map-space counterpart, which can be overridden in D_MapIcons.
- Can set MaxCompassDisplayDistance (D_MapIcons) to have compass icons fade out after a certain distance.
- Made compass function that checks for map icon updates more performant.
- Added Tusk to Crushed Bone recipe to Material Processor.
- Add the ability to search and highlight talents in blueprints, players, prospects, and outposts.
- Add the ability to search and highlight talents in the workshop.
- Fixed an issue for crash after running out of reconnection retries.
- Map exploration fog is now used with open-world prospects.
- Added more logging to track the cause of bad voxel states on dedicated servers.
- Added Minor visual tweaks to the search bar.
- Add a button to containers (UMG_Chest) that transfer all items in the player’s inventory of the same type of items already in the destination inventory; when commodities are transferred to a destination inventory with the ‘transfer like’ button, sort the destination inventory by tag.
- Changed the label on the ‘Transfer Like’ button to ‘Add To Stacks.’
- Hid the search filter from UMG_Sort. Users assume it relates to new talent searching and will search the inventory.
- Added compass icons for other players.
- Adjusting Search Bar locations and widget visuals, it’s now clearer.
- Permit the ‘Add To Stacks’ button on processors.
Fixed
- Renaming ‘Metal Miner’ -> ‘Iron Miner’ to better reflect its effect.
- Fixed a bug where compass icons wouldn’t appear if they used the default color.
- Fixed an issue where compass icon visibility wasn’t updated to the correct state if the linked map icon had yet to be rendered.
- The dropship map icon now waits for valid ownership before initializing and is only initialized on the local owner.
- Fixed Dynamic Collect mission not stopping audio for clients when the ID tag is collected.
- Explored map fog is now correctly loaded on clients. This data is now moved into the appropriate PlayerData folder on load and should be backed up by cloud saves.
- Fixed rare crashes caused by invalid building pieces on dedicated servers.
- Fixed an issue that would cause log spam during the tutorial mission on dedicated servers.
- DYNAMIC missions: The slightly reduced maximum range of all tasks further reduced this range on more complex difficulties.
- DYNAMIC Grow, Mine, and Tools missions: Greatly reduced spawn range of mission collection pods.
- Updated Dynamic Collect mission method for stopping audio.
- Fixed a bug where fully destroyed items weren’t being repaired by the repair bench.
- Added new SpawnCaveVariant check box to BP_DeepOreDepositSpawn to allow manually switching to cave-type ore deposit.
- Removed the option to salt spoiled food items at the salting bench.
- Updated Salting Station UI text for Food Already Salted to say Food Salted and show as a warning instead of an error.
- Moved Flatbread Dough T4 placement to Marble Kitchen Bench instead of Chemistry bench as it is a food item.
- Update experience event text for skinning a Jaguar to say Jaguar instead of Cougar correctly.
- DYNAMIC Collect: Fixed Dead Prospector in-world tooltip-tooltip not appearing until after the tags are collected.
- Thumper event duration updates dynamically during the fight, meaning voxels mined while the event is underway (or paused) contribute to the overall event duration.
- LandShark now has a maximum distance it can travel when deciding on a new combat target, which should prevent cases where LandShark kills players. It teleports to the player’s bed when they respond (provided the player’s bed isn’t within the maximum target distance).
- Fixed LandShark not being able to find valid emerging locations within some larger caves.
- Fixed bug where IsOpenWorld bool on IcarusGameStateSurvival wasn’t being set correctly
- Added additional logging to voxels to identify issues
- Players drop ship spawn points now prefer flatter areas.
- Fixed bug where new missions wouldn’t automatically have a difficulty selected on the UI. Open World / Outposts now use ‘Medium’ as their default set difficulty.
- Fixed an issue where salted food spoil duration reverting to non-spoiled duration when a stacked salted food item is consumed from the Hotbar
- Fixed an issue where search talents highlighted where an exact match did not highlight (search is fuzzy)
- Fixed Take All button is no longer visible on corpses etc. (broken only in experimental)
- Removed stats on Polar Bear cubs that were incorrectly copied over from standard Bears; Polar Bear Cubs can no longer mine voxels or cause deep wounds.
- Removed the ‘Fuzzy Search’ when highlighting, instead use an exact match (longer search strings mean more false positives)
- When searching player talents and blueprint talents are searched for highlighting, include the tooltip description in the search.
- Fixed Visibility on the Prospect Widgets so that players can select them when searching
- Tweaked visual of Player/Blueprint talent highlight
- The dev team fixed an issue where outposts were not selectable when highlighted by search (experimental branch only)
- Tweaked visual of remaining talent search highlights
- Made wooden sign icon search less fuzzy, slightly increased visibility of player talent widget search highlight
Future Content
- Quick cleanup pass on the folder structure for Olympus. Moving 2000 assets out of the root folder and into organized subfolders
- Adjustments to new biomes, cave entrance volumes, and biome caves ambiances.
- Added music tracks state change trigger component, which can be added to world or quest objects to trigger track state parameters on music tracks in their group.
- Set Up More Shots For Trailer DLC
- Added Updated Volcanic Level for Cinematic Shots and DLC Trailer.
- Adding an exotic tree device starts audio and event and notify.
- Removed various empty references from the tundra sapling and destructible bush meshes.
- Generated and cleaned up splines for lava lakes/rivers in P2 LC Area on Purple, DLC.
- Set music quest conditions to only replicate to the owner.
- Test event for new music.
- Build a fix for the previous commit.
- Renaming the food parameter to fix the previous commit
- Fixed Burnt Dead Prospector blueprint having erroneous cube mesh added.
- Added ITM_SW_Mushroom_Shelf_A
- Geothermal banks – material edits, fixed incorrect texture saturation, adjusted sulfur texture to reduce tiling.
- LC Terraces – material adjustments, added terrace rocks 03-07 for the bottom of the pool.
- Consistency passes on Cave mesh shadow settings. Ensured roof/wall meshes and large meshes cast Far Shadows, and that was all. Cast Contact Shadows modified CavePrefab logic to take Shadow settings from the source mesh and apply them to the processed Cave. Mesh to ensure not every cave mesh has blanket-used shadow settings, which are costly and may not provide the best visual outcomes.
- Fixed incorrect navmesh settings on LC Cliffs 12-16, Lrg_08, and river cliffs.
- Fixed incorrect navmesh settings on Cliff_04 and Cliff_11 (GL, SW, TU variants).
- Add exotic tree device gripper events, arm events, rotating events, and anim notifiers. Yet to be tested in-game.
- Added Spines to the Lava Rivers in the purple quad, Prometheus.
- Added LODs to Volcano mesh.
- Added LODs to glacier mesh.
- Set Up Lava Hunter Shot For Trailer & Added Rocks to Deep Water Swamp on Green/Blue/Yellow Quad, DLC Map.
- Updated shadow geometry for Prometheus.
- Added several assets for Wood Buildable Rework Investigation.
- Force save on Terrain016 to trigger the build of level assets to test cave changes (CL 107887).
- Added spline points and terrace rocks in geothermal pools, cleaned up lava river splines in pt2, Purple, DLC.
- Added ITM_Salt.
- Fixed LOD materials on MACTOP_05 (SW, GL, TU variants).
- Adjusted color of MI_Water_SulfurPool_02.
- Adding in exotic plant harvest sounds and event and blueprint info.
- Adding ice borer events, ice crack audio, and adding to the blueprint.
- Removed Large Water Flow Points and Fixed Edge Splines On Lava Rivers, Purple Quad, and Prometheus.
- Added Cave to Grassland & Polish on Green, DLC Map.
- Added art assets for T4 aquarium foliage to the project.
- Adding an obsidian tool pickaxe impact audio event and sounds.
- Trailer Sets and Sequencers.
- Added ability to trigger dynamic faction missions through T3 communicator device.
- Lava Hunter Trailer Shot, Lava Lakes & River Replaced.
- Lava River Replaced on Cinematic Level and Edited River Splines on Purple Quad, Prometheus.
- Adding obsidian pickaxe data table entry.
- Finished up the last Lava River Splines on Purple Quad and Cliff pass in the swamp, Prometheus.
- Removing extractor sounds from the blueprint of the exotic tree harvester. Sounds will play off animations when hooked up – not automatically off BP.
- Polish Grassland Cave, Add Ferns/Mushroom to Mega Tree Roots/Hollow Trunk & Polish Rock in Deepwater Swamp on Green/Blue/Yellow Quad, DLC Map
- Adding obsidian axe audio, events, and data table entries
- Adding 16 New Fish items, fish setups, and fish spawn zones and adjusted fishing bench recipes
- Added dynamic faction mission UI to T4 communicator device. IcarusGameStateSurvival now has a replicated bool signifying whether or not we’re currently playing an Open World prospect.
- Adjustments to obsidian axe to balance between other axes.
- Adding additional layers to harvest exotic plants gives it slightly more of a point of difference to standard harvestable plants. May adjust after testing in-game.
- Adding actor BP for lavafall base VFX.
- Fixed physical material setting on sulfur pool material instances so that complex collision queries correctly see them as water. Fixes incorrect footstep audio on geothermal terraces.
- Adding art assets for T4 Aquarium, T3 Aquarium, and T3 Aquarium foliage.
- Polish Grassland Cliffs, Fix Deep Ore RVT in Hand Made Caves & Landscape Painting on Green Quad, DLC Map.
- Replaced Template Cave, Added Waterfall VFX and General Polish on Purple Quad, Prometheus.
- Update to exotic processor loop audio sound.
- Adding Base Logic for the Fishing Traps and completing Item Setups.
- Adding exotic processor start loop and end audio and events and blueprint implementation. BP still needs more fine-tuning for the best playback.
- Added destruction assets for T4 and T3 aquariums.
- Added ability for EnvQueryTest_BoundsMask to specify a test radius, meaning items can choose only to succeed if the surrounding area is also valid.
- Adjustments to exotic processor BP logic and also update to the sound loop.
- PRO_Story_5 additional setup.
- Implemented basic fishing functionality and fixed a bug within the ‘catch fish’ function where it always returned false
- General cleanup around the lava biome added more stalagmites around geothermal pools, Purple Quad, and DLC.
- Adding Lava Broodling SK mesh and base anim set for implementation.
Icarus is available for Microsoft Windows, while the official patch notes are available on its official Steam page. Â