News Liste ICARUS

Icarus Week 193 Update | New backpack options on Armor Stands
ICARUS
15.08.25 03:49 Community Announcements
Week 193 is here, and this week we’re adding new backpack-specific functionality to the Armor stands, to make using the ‘hot-swap’ feature more simple.

Notable Improvements:


  • Added Great Hunts boss respawn time to C0NT4CT device's 'Bosses' tab
  • Fixed Heavy Flamethrower unintentionally consuming large amounts of biofuel for Alt attacks
  • Added interaction prompt to collect all dead player inventories inside of empty boss arenas
  • Improve overall visual quality on Low/Medium Anti-Aliasing settings



This Week: Armor Stand improvements



The addition of Armor Stands in Week 180 was well received, but a few unexpected issues cropped up that we wanted to address this week.

Backpacks were being included by default in the ‘Hot-swap’ functionality, which meant that excess items were being dropped on the ground if there was a difference in inventory capacity and slots. Not only was this messy, but it also meant you’d have to spend time re-organising your inventory system, something that defeats the whole purpose of ‘hot-swapping’ gear for efficiency.

To address this, we’ve added a new toggle option titled ‘Swap Backpacks’ which you can set to either include or exclude backpacks as part of the hot-swap functionality. This toggle can be found in the inventory UI screen for the Armor stand, just below the ‘Swap’ button.

This will be set to ‘disabled’ by default, and the setting is per armor stand, not per player. This means you’ll need to set it up the way you want for each armor stand, and check your teammates haven’t changed it also.



Next Week: Carbon Fiber signs



Next week, we’re adding a new Carbon Fiber signs set, for something a little more modern to decorate and signpost your base.



Your support makes these updates possible.



https://store.steampowered.com/app/3315290/Icarus_Great_Hunts_Campaigns/

https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/

Changelog v2.3.4.140913



New Content


[expand type=details expanded=false]
  • Players can now swap armour via the armour stand UI, in addition to in normal interaction
  • Added armour stand UI string to string table
  • Armour Stands can now be configured to not swap backpacks via a checkbox in the stand UI

[/expand]

Fixed


[expand type=details expanded=false]
  • Quick Solution so that LureItemWearRate does not show up on the Flamethrower Legendary Weapon when looking at the Upgrade Stat Comparision
  • Added GH boss respawn time to C0NT4CT device's 'Bosses' tab
  • Undo range //Icarus_Stream/Trunk/Icarus/Content/BP/Objects/World/Items/Deployables/AI/BP_Deer_Corpse.uasset from revision 43 to revision #head
  • Increase required level for Beehive unlock to 15 as it requires Refined Wood from the Carpentry Bench which is gated at level 15
  • Change accolades 'Harshest of Conditions' (Survive5Hours) and 'Outpost Veteran' (10HoursOutpost) to be hours rather than seconds
  • Change the 'Poor Hans' (EndAbyss) Accolade from being a three step to a one off (as achievement description is no clear)
  • Fixed a mismatch between subtitles and dialogue in IM OPT2 mission
  • Fix an issue with clean up of instanced levels where the level geo is not built at the origin
  • Gated ManualAISpawnPoint 'Cleanup on EndPlay' behaviour behind a config bool
  • Added IsServer checks to arena boss summon cleanup
  • Arena bosses are now cleaned up properly when all players leave the arena level. This should fix an edge case where players could end up fighting more than one boss at once
  • Arena boss summons are now cleaned up properly when all players leave the arena level
  • Delete obsolete AISpawnZone rows that shouldve gone in CL 117959 and 132693
  • Remove now obsolete AISpawnConfig row that should have gone in CL 117959
  • Fix wrap policy on new translatable text for Weather Cards
  • Remove Item.Utility, Traits.Equippable.FocusLock, Item.Utility.ShowBackpack, and Item.Slot.SkinningBench tags from animal corpse ItemsStatic rows that use the AnimalCorpse_NoCarry or AnimalCorpse_Mount interactable, as they cannot be picked up and don't need these tags.
  • Also remove Usable and Deployable entries from these rows as they are also not needed.
  • Fix Large Deer being blacklisted and not having the correct display name
  • Refactor and tidied Burst logic for Heavy Flamethrower Burst Injector to no longer hit the same target more than once resulting in undesired behavior (roll change running multiple times) and unncessary damage packet spam. Cleanup unused duplicate logic (eg; LavaPuddles). Doubled Pyrophobia lifetime (5->10) if triggered by Burst Injector. Add explosive stats to Alterations so performance is communicated in UI. Balance fuel consumption for both Charged (1000->350) and Burst (1000->450) injectors. Balanced damage of Charged (300->350) and Burst (600->450) injectors
  • Updated Quarrite bestiary entries to reflect it's lack of weak points, mining damage weakness, and boss' ability to ricochet bullets
  • Added scale box to Creature Trait widgets in bestiary so that text doesn't overflow
  • Fixed Legendary Heavy Flamethrower's 'Charged Injector' not firing fireballs on alt fire
  • Fixed Legendary Heavy Flamethrower's alternate attacks using 1000 biofuel instead of the specified 100
  • Fixed mammoth tusk bone powder recipe giving 800 powder instead of 400
  • AIcarusActor, AIcarusPayload now replicate by default. This should fix some intermittent GetGridNodesForActor errors where actors were being culled at a much closer distance than they should have been for clients
  • Juvenile Rock Golems are no longer targeted by other hostile creatures
  • Fixed issue with Juvenile Rock Golem where it's armour pieces would fly off when first spawned
  • Fixed issue with Rock Golem where it's armour pieces would fly off when first spawned
  • Added more encouragement for calf up ramps
  • Fixed 'success' text not being in string table on creature scanner
  • Added missing native files to fix build error
  • When all players leave a boss arena, there is now a interaction prompt on the entrance to collect all dead player inventories inside
  • Adjusted 'leave cave' tooltip positioning inside boss arenas
  • Fixed boss arena exit tooltip saying 'enter'
  • Added system for pulling out specific recorder components from BaseLevelCaveRecorders save states
  • Remove obsolete Floatable rows from all ItemsStatic rows
  • Increase Anti-Aliasing quality settings on Low/Medium as the performance gains (on hardware well below min-spec) didn't nearly equal the visual quality loss

[/expand]

Future Content


[expand type=details expanded=false]
  • Add Banana bread food data. Tooling tweaks
  • Removing v1 of rad pros spot and adding v2. balance, adjustments and additional layers
  • Outpost_012 - fixed more floating rocks, adjusted some river splines and added waterfalls to fix transition to ocean water type
  • Added first pass SK mesh, Physics asset, materials and textures for the hopping creature
  • Updating rad pros aggro loop audio for better timing
  • ELY1 - Adding Missing Texture for the Maps
  • ELY1 - Enabled full quest runthrough and not subsets
  • ELY1 - Added quest markers to Map for Communicator Tower, Eden and the NPC's within EDEN
  • ELY1 - Make Text Adjustments and more verbose objective failure / description messages
  • ELY1 - Adding Steps to use the provided map to find the communication tower
  • ELY1 - Added Steps to find and disable the communicaton tower
  • ELY1 - Adding Steps to use the ECHO Device to Find EDEN
  • ELY1 - Adding Communication Tower Prebuild Structure and BP for Deployable
  • ELY1 - Fixing issues with defend step as they location wasn't updated correctly so the mission would stop if the player wasn't at 0,0,0
  • Extending Note System to be able to display Images
  • ELY1 - Increase Defence Time from 60seconds to 300seconds
  • ELY1 - Setting up new Towers Map Note to grant to player with locations of potential TPS communicaiton towers
  • ELY1 - Rejigged Quest Steps so you have to search a few potential locations to find a communication tower
  • ELY1 - Removed Steps involving Radiation will spin off into own quest
  • Add unique Beach AI spawn group for Outpost012
  • Replaced Raptor art assets with updated mesh and textures
  • Imported art assets for the Raptor juvie
  • Cliff and Landscape Pass in Arctic, Green Quad, Elysium
  • Updates to rad prosp aggro eq
  • Frequency adjustments to Rad Pros
  • Reimported some item icons to be 256x256
  • Chew - Implementation
  • Adjustments to irradiated prospectors audio volumes
  • Adding irradiated prospector death, aggro loop, spot audio event and data table setup
  • Meta uranium initial blockout and FX
  • Elysium - cliff placement, decal and slope rock painting in NW volcanic, red quad
  • Added Gas and Electricity Fireplace Variation icons
  • Slinker - Adjusted physics asset, Removed ability to pick up corpse. Unchecked jump debug
  • Bounder - Fixed jump arc numbers. Adjusted bounder physics asset
  • Added Stone Brick and Scoria Brick icons
  • Resave ProcessorRecipes for whitespace fix
  • Add 25 new food/drinks recipes with unique stats for Dangerous Horizons. Add tooling for viewing foods
  • Fix ignored warning on Outpost012 ProspectList DT entry for image
  • Elysium - cliff placement in NW volcanic, red quad
  • Slinker - Added lookat ctrl rig -Fixed jump anim config. -Fixed ragdoll physics. -Fixed slinker turn not being root motion. -Added slinker corpse recipe
  • Adding first batch of irradiated prospector vocalisations and events and data table setups. Not currently playing most sounds
  • creature fur shader update, removed the switch to use 2nd UV channel
  • Outpost_012 - fixed some floating rocks
  • ELY1 - Adding Scaffolding for Mission Steps
  • ELY1 - Setting up Makeshift Beacon Mission item, Session Flag and Functions
  • ELY1 - Added Implementation of Steps to Craft a Makeshift Beacon, Deploy to a Suitable Height, Defend the Beacon and Then Collect the Equipment Sent from EDEN
  • Finished Mission Setup & Implementaiton for ElyStory0
  • Renaming MaximumRadiationTolerance_+ to MaximumRadiation_+ to keep in line with other survival stats
  • Initial Setup of Elysium Mission 0 & 1
  • Quick Setup of Flamethrower Turret, Item, Recipe, Blueprint etc
  • Basic Item Setup and Blueprint Setup for the Tesla Coil including recipes / icons / talents etc
  • Added icon to Creature name text entry widget on MountInterface to better signify that names can be edited
  • Adjust wind bending based on quality level to test performance cost. By default, no change, but lowering r.MaterialQualityLevel to 0 will disable wind bending (set quality to 0)
  • Updated BP_Manufacturer
  • Adding Wall mounted Charging Station which snaps to others which are placed, item setup, blueprint, recipe, icon etc
  • Added DEP_Manufacturing_Unit_T5 with destructible and BP
  • Added DEP_Powered_Charger_Wall
  • Added DEP_Turret_Flamethrower, with destructible and updated BP
  • Hopping Creature - First pass implementation
  • Added first pass of some Irradiated Prospector (IP) behaviours
  • Added a bunch of anims for IP
  • IcarusNPCCharacters can now override the MoveSpeedMapping multiplier if required
  • Cliff and Landscape Pass in Arctic, Green Quad, Elysium
  • Update material, mesh and FX for Meta_Uranium
  • Updating rad prospector attack to a v2 with a better direction. Will replace most sounds. Unlinking audio from rad prosp for now until actions are in place
  • updated raptor juvie skinning, added bones and carcass skeletal mesh
  • Updated skinning on raptor skeletal mesh. Updated physics asset
  • Elysium - cliff placement, decal and slope rock painting in NW volcanic, red quad
  • Adjusted eye material and physics asset constraints for the hopping creature
  • Chew - Updated size to match reference (2.5x). Fixed feet sliding after scaling. Fixed jump distance/arc. Added Damage Curve. Chew now acts similar to the buffalo, wanders until attacked
  • Add farming packets to workshop for new DHs resources
  • Cliff and Landscape Pass in Arctic, Green Quad, Elysium
  • Adjustments to distancing of Rad pros footsteps
  • Lots of updates and additions to rad pros vocals, movements, data tables, notifys etc. Lots to go
  • Elysium - cliff placement and decal painting in NW volcanic, red quad
  • Adjusted wind settings for Alpine Lilly and Yucca Flower plants. Also updated the Alpine Lilly meshes and textures
  • Snow Pygmy Lop - Added initial implementation (without meshes)
  • Updated meta uranium FX and material
  • Disable DT validation for Fillable. Disable icon check for ItemsStatic validation as its repeating what Itemable validation does. Small fixes
  • Added first pass SK mesh, Physics asset, materials and textures for the Dragonfly creature
  • Adding more vocals and layers to the rad prospector. Volume tweaks etc
  • Fixed orientation of APEX meshes for Curved Angled Glass Walls
  • Added slinker swim and sleep animations to the project
  • Cliff and Landscape Pass in Arctic, Green Quad, Elysium
  • Added first pass of the sulfer worm's skinning with materials and textures
  • Small tweak to rad prospector drag audio
  • Replacing all rad pros spot sounds with trash creature blended in to make it more scary and intense
  • Second pass on SMs for GT_Stick_Tree assets for the geothermal area
  • Juvenile Raptor Implementation
  • Elysium - cliff placement and landscape sculpting to reshape impassable slopes in NW volcanic, red quad
  • Adding Irad Pros crawl audio sounds. 1 shots and looped audio triggering additioanl crawl 1 shots. Varioius adjustments
  • Add dithered PerInstanceFade rendering support to Rock master material. This softens the pop on meshes coming in and out of view, most noticeable on the new scree slopes in T021. Cleared out some texture references to old non-CAC AO setup
  • Misc fixes for DT validation warnings
  • Adding rad prospector updated spot and death audio

[/expand]
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