We are aware there is an issue with Gramps monsters being incorrect this week. Unfortunately, we are unable to fix it right now and will swap out the monsters next week. The team apologizes for the inconvenience.
Hardware maintenances will solely consist of IT tasks required to continue smooth operation of the game. From now on, we will be alternating between Hardware Maintenance and Update Maintenance from week to week. Current schedule looks like this:
1. On the subject of trying to hot-reload the xml files:
I've made some progress on that, but there's still more to do. There's some added functionality I need to add, apparently, before that's really going to work as well as I need it to. But it definitely got a lot closer today, and this took about the first half of the day to work on it. Right now if you try to hot reload xml, it will potentially lock up the game, but when you kill it and reload it, it will have what you want. I just need to fix the whole lock up part, but it's one step at a time.
2. On the subject of the memory leaks, which still exist:
Notice I'm not saying "the memory leak" anymore? I do suspect that there was mainly one big memory leak in the past, but at this point there are definitely multiple. Some of them are caused by the semantic changes I've made to how we use collections -- aka, in building the panopticon, I introduced new temporary memory leaks, but in exchange I gain the ability to find them and kill them, and also to improve performance in general in the future. I fixed at least six memory leaks today, none of which were the "big one" that is causing the most trouble.
Daniexpert was kind enough to provide a very useful core dump from that new feature, and by diffing that against an early-stage core dump of my own, this is how I'm not just finding the memory leaks, but also places where I can optimize capacity allocations. The side effect of the latter is that the game runs faster, and most notably that it's wicked fast to load savegames now. I mean, it's down from something like 1.5 seconds to 0.5 seconds; that hardly matters, but it does feel nice. And the overall ram usage being lowered, and the during-gameplay performance improvements that this also leads to, are the real win.
I'm currently going painstakingly through that one core dump, and just fixing things as I find them after careful analysis, rather than trying to find the big leak that I know is in there. Something has allocated 23 million objects when it really should be closer to three million based on another metric, and in that core dump is the answer to that question. When I find that, hopefully tomorrow or the next working day, that should be the end of the big memory leak (knock on wood). In the meantime, I don't want to leave any smaller memory leaks around just because I'm in a hurry, so I'm taking the time to do it right.
3. On the subject of the stalling background threads:
This is really intermittent and frustrating, and requires you to more or less restart the game to get it to work properly after it happens. It only seems to happen after having loaded multiple savegames in one run of the game. While chatting with Daniexpert about the data he was able to show me from it happening to him again today, I think I may have come up with a solution for it. I'll need to actually implement it and test it, but I'm hoping I can squeeze that in tomorrow, as well.
4. Everything else?
These items are my top priority right now until they are fixed. After that, there's many other general bugs, and then a load of new features and things coming down the pipeline. I'm really excited about those things, but I want to finish this stuff out right and have this running really smoothly for everyone. I really have no idea how many more days of this pre-everything-else work is left, but I will be able to do daily releases like this one with updates, at least.
A double-dealing of Dredge updates for you! Sprint 16 saw the introduction of ocean depth and lots of art updates; from boat model concepts and visible boat damage to improved sea foam.
Sprint 17 introduced the new fish encyclopedia to track your catches and some strange goings-on on the waters around The Marrows...
We here at Northwood Studios have a special announcement to make. We’ve partnered with Makeship in order to bring you your very own SCP-096 plushie!
Makeship has worked with some incredible creators in the past and as such we’re proud knowing this plushie is of the highest quality. Now this is a pre-order meaning the product will only be made if we reach 200 sales, if this isn’t reached then don’t worry anyone who pre-ordered will get a refund.
Pre-orders are only available until Friday 19th of November at which point you’ll no longer be able to get this limited edition plushie. If you want to get one for yourself check out this link: https://shop.makeship.com/3bldYaY
We hope everyone enjoys them as much as we do and until next time, have a fantastic day.
Developer Diary #8 from Sakari "P" our Japanese producer is now available in English where he talks about the Achievements and Trophies in Phantom Breaker Omnia.
Did anyone see that coming? Not only did you guys conquer the Desert, but you fought off the first of Icarus’ native species, a gigantic sandworm. We did our best to keep it a secret all week, and judging by some of the surprised faces we’ve seen in your videos, it did not disappoint!
Mission: Blacksand was also supported by the return of Mission: Broken Arrow for those who didn’t get the chance to complete it last weekend. Between the two challenges we saw thousands of completions, thousands of bosses defeated, and an uncountable number of gruesome maulings by bears and bases turned to matchwood by fire.
Make sure you keep sharing all your photos, videos and art with us by posting it in #screenshots in Discord, or tagging us with #surviveicarus on socials.
Credit: DeathEmber & Therealfaux
An Art Team of thousands
This week provided an entire new biome, new creatures, and one very angry looking worm, and you turned all of that into some of the best content we’ve seen yet. We’re blown away, and wanted to share just a few of our favourites here:
Beta Weekend Six brings the first iteration of our tiered missions, giving you a taste of the progression through missions objectives and character development. This means we will be wiping your characters at the start of the Beta Weekend so we can watch how you progress and through the missions. You’ll also learn more about factions, the various powers behind the failed Icarus project.
Beta Weekend Seven is a fun one. We’re hosting a big celebration for all of you, and how much you’ve given us over the last seven Beta Weekends. We’ll be hosting community competitions and giveaways to send off our Beta Weekends in style and get ready for the fast approaching 1.0 launch...
Because if you hadn’t checked your calendar, that’s just over a month away. All going to plan, December 4th brings Icarus: First Cohort to your PCs, ready for you to set your mark on this new-age gold rush. Look out for a Day 1 patch, exotics-mining, detailed patched notes and lots of exciting new prospects and missions to explore. We cannot wait.
Screenshots
If you want to get a picturesque shot, remember to press 9 on your Number Pad to hide the UI, and post them in #screenshots in our Discord.
Credit: Arrowgon
Credit: website607
Credit: Sarvannis
Credit: Atoning
Credit: CMat
A special mention of a special group of prospectors
The Icarus Wiki Team who have been diligently building out an amazing online encyclopedia for Icarus, spent some of their time this weekend working on a special treat for the Rocketwerkz team. As some of you might know, Rocketwerkz is based in beautiful Auckland, New Zealand, with our office on the top floor of the PwC building overlooking the waterfront. The Wiki team took it upon themselves to recreate it in Icarus and gave us a tour. Here are a few of the amazing shots, with a side-by-side to give you an idea of their accuracy.
Get ready for Beta Weekend #6
The sun might be setting on Beta Weekend 5, but Beta Weekend 6 brings a whole bunch of new missions and experiences for you all. Read about how our Beta Weekends work here
[h4]Dual Snake[/h4] Exactly 3 years, 8 months, 28 days ago, Dual Snake was launched. It took us one year and one month of development, and it was an amazing ride, tough, but amazing nonetheless. This past week, we made a decision: We decided that we would make Dual Snake free-to-play! It's a bold move, but a good one, as we develop our new game Primateria, we wanted that the people who know our work, get to know our first game as well since our lovely two-headed snake will be present in Primateria.
[h4]Skin and badge[/h4] Of course, for the people who had purchased the game before our change, they will receive a skin and a badge that goes next to their names. It's just a small token to thank all of you for supporting us.
Nails start charge dmg increased from 15 to 20 Nails max charge dmg increased from 70 to 75 Pounce RMB alt fire attack dmg increased from 4 to 7 Base stamina regeneration increased from 1.5 to 2.3 Fear and stamina regeneration radius size around player and ai Edith's increased from 9 to 11 meters increased Crouch jump height from 9 to 10
Corey
Increased time it takes to reach max sprint speed from 2 to 6 seconds. Increased travel mode start cooldown from 10 to 30 seconds Increased Corey's head hit box to make her easier to hit.
Radu
Increased sprint jump stamina cost from 35 to 50 Reduced the height and width of the dagger hit box from .3 to .25. Increased the Dagger miss cooldown from .5 to 1.5 Fixed an issue that would cause the dagger to perpetually affect your characters movement speed when getting hit by it.
Psycho Phil
Fixed his jump so he can traverse to the same places as the cast can. increased chainsaw chargers from 125 to 200 decreased reload speed from 4 seconds to 2 seconds. increased chainsaw damage from 6 damager per hit to 7 damager per hit.
Killer Keith
Fixed his jump so he can traverse to the same places as the cast can.
Punkie Increased sprint jump height from 13 to 14
Punkie (Human) You can now use Ambush while sprinting. Reduced weapon switching from 1.5 second to .25 seconds. Slightly reduced scythe attack range.
Gourd Horde You can now kill downed players while by holding F on them. (Finisher animation coming soon) Sprinting no longer requires stamina Stamina
CAST
Finishers
Reduced the fate reward for interrupting a finisher from 500 to 50.
Unarmed
Increased the LMB punch hit box width and height from .1 to .3
Kitchen Knife
Increased both attack hit box width and height from .1 to .3
Switchblade
Increased both attack hit box width and height from .1 to .3
Machete
Increased both attack hit box width and height from .1 to .3
Matriarch
Increased the time from which the matriarch will spawn from 7 to 8 minutes.
Trick or Treat Event
Zombies have new sound effects!
October Map
Effigies
Adjusted magic glyph spawns Fixed some areas you could get stuck in Added crouch zone in the windows on old house on the hill. Adjusted some legend spawns to make it more balanced for the cast Fixed an issue where you could stuck inside the wells. Removed floating toilet paper roll in parking lot >_>; Removed awkward bolt on door in cast spawn. Removed the ability to grab item through long shack wall beams.
Fixes / Exploits
Fixed Issue where sometimes the wrong cutscene would play at the end of a match. Fixed an issue where charged attacks could be exploited with travel mode and weapon switch. Fixed issue where Zombie Ryan skin would prevent her from dying. Fixed a few grammar and typos.