Week Eighty Six is here, and adds two new shields to Icarus for you to craft and wear.
On top of adding Bone and Steel Heater Shields, we’ve added the ability to equip these on your back in the utility (G) slot - giving you protection against unexpected attacks from behind and a new way to accessorize.
Finally, this morning we announced our biggest news since launch - the upcoming release of our first major expansion, Icarus: New Frontiers. Have a look at all the details in the links below.
New Frontiers
If you missed it earlier - we have announced the launch date of our first major expansion - Icarus: New Frontiers! Wishlist now to stay up to date with the latest news.
We’ve added two new shields this week at lower tiers that are accessible for newer players early into your prospects when you’ve yet to establish a base.
The Bone Shield at Tier 1 is an entry-level shield option requiring limited materials, and providing some basic protection early in the game. Its unique look makes it worth crafting, even if shields aren’t normally your thing.
The Steel Heater Shield is a high Tier 2 option, which provides a much greater angle of protection and has a more classic look.
This now gives you wood, bone, and steel shield options. What material would you like to see next? Leave your ideas in the comments and we’ll make sure to add them to our discussion list for next week's team catch-up!
Back Damage Mitigation
Shields this week have also received a new feature, thanks to a great community suggestion.
Shields can now be equipped in place of a backpack in the utility slot. While in this slot, they’ll provide protection from attacks from behind, giving you a chance to respond.
On top of this, they add a new way to decorate your prospector and carry your equipment on cross-map missions.
Keep sending us suggestions on featureupvote and leaving them in the Steam comments - you never know when one might make it into the game!
If you like what we’re doing with Icarus, and want to support our continued development, consider purchasing one of our DLCs for a few dollars, it would mean a lot to us.
Adding in ability for players to equip shields in the 'G' Slot and show on their back
Added the ability to block damage while the shield is unequipped on your utility slot
Fixed a bug where if you had a shield in your utility slot and equipped it, it would be both on your arm and on your back. It now correctly removes itself from the players back
1.4.0 Fixed Cliff Actors Poking Through Caves, Fixed Floating Cliff Actors, Red, Green and Quads, Styx
Removed duplicate wolf entry from Gotta Catch Them All accolade
Fixing issue where carved wood bed was not providing as much of a buff as was intended, it now provides a better sleeping bonus than rustic wood beds, wood beds and bed rolls
Fixed kill experience event for Komodo to correctly grant Komodo kill experience
Linked translated text to inventory armor slots, as they were unable to be translated
Future Content
Polish pass on NS_OrbitalTracking Niagra System
Added KNI_IronWood
WIP polish pass across orbital strike VFX. Decal and lighting pass. Still more work to do
Added ARR_IronWood
Added BLT_IronWood
Added new weather events to light weather pool ready for use on Prometheus missions
Fixing Desync of Transport Pods on Clients, Fixing Desync od prebuilt structures on Clients
Fixing Map Icons for Prebuild Structures not appearing on clients, enabling questmovement replication and transportpod movement replication
Added new creature skinning bench recipes, and updated rewards on a few creatures
General balance and adjustments to gas flyer
Fixing Missing Search Area on Clients in PRO_Story_1
Removed restriction on swapping roof corner type without the recipe, if you already have a crafted roof corner piece
Fixed new Scoria Brick trap door unlock requirement
Adding bestiary audio for new creatures gasfly and slug
Fixing Obsidian & Cold Steel Knife Ballistics assets so they use the correct collision when thrown
Adding IronWood Meshes to DT and Setting up Item Icons and Ballisitic Assets
Fixing Roat Skinned Mesh and Bones
Adjustments to slug footstep audio and other small tweaks. Added water to footstep surface layer
Removed biome filter on sulfur weather event, this currently has no impact as weather is across the entire biome
Adding Iron Wood Ammo Icons
Updated bulbous flax and swamp flax destructable meshs with soft normals to remove hard edges when harvesting
Adding collision event to gas flyer in data table
Fix predator bird continuing to make wing flap sounds during death ragdoll by bypassing pose evaluation in anim BP if in ragdoll state
Added Weather event icons
Added SPR_IronWood
Fixed bad merge of weather actions datatable
Rasied landscape along rivers to prevent small seams, Green Quad, Prometheus
Added animation when the weather forecast changes due to new mission selection
Small delay and adjustment to timing of VO when daisy is murdered so it doesn't play immediately
Lots of audio tweaks to the hail on buildings. Added all missing audio components for windows and roofs and floors to play the correct audio
Added miasmatic item icon
Small Adjustment to dialogue timing
Added PRP_Alien_Hovel_A and PRP_Alien_Hovel_B for testing on CAVE_AlienFossil_MED_002
Updated SM's, destructibles and APEX for Brick tier Roof assets
WIP orbital strike Impact VFX. Proof of concept, more work required. Hooked up system to event BP
Added missing IsServer check to previous landmine on-killed explosion fix
Fixed bug where landmine wouldn't explode when damaged if that first instance of damage was enough to destroy the mine
Fixed Striker foot sliding when walking
Updating Story 6 to include new creatures and a new scanner
Updating Travel quests to not have their colliders effect creature navigation
Added an industrial round dining table, currently feature locked
Reducing the ducking for the acid rain sizzle sounds in the rain
Fixing repeated line in Mission 1 in DLC. Also added distant creature call to later on VO line to make more sense
Added new Character and Corpse BPs for Komodo variant
Landscape changes to prevent seams in cliffs and removed foliage sticking out from tops of cliffs, Purple and Green Quad, Prometheus
Minor grammar fix in dialogue
Fixed Striker corpse setups
Added recipies for all the rugs on the rustic decoration bench, Feature locked out for now
Added new weather names and descriptions
Added new weather modifier names, descriptions and icons
Fixed some weather icons which were out of order after merge
Adding hail to all building weather sheltered events and fixed some glass pieces using incorrect weather shelter roof event
Updating PRO_STORY_1 Farming steps so it is clearer what needs to be done and added additional quest steps, any tomoato will now work as long as it was grown by the prospector
Fixed an issue preventing weather modifiers of different effectiveness being applied to players
Replaced cliff actors and Added new cliff in Lava Crater to prevent collision issues, Purple and Green Quad, Prometheus
Fixed FLOD Mesh Issue,Red Quad, Olympus
Gas Flyers now perform an overlap check before spawning around an existing flyer, should prevent issue with flyers spawning inside rocks
Fixed Cliff Actors Poking Through Caves, Fixed Floating Cliff Actors and Prevented the ability for players to become submerged when in the back of a cave in E3, Red, Green and Yellow Quads, Olympus
Fixed batdog fur not being cleaned up correctly when skinning the corpse
Added validation for deployable navigation affect setting
Updated deployable navigation effect on very small or very large deployables, notably the drying rack, dehumidifiers and bronze statues
Update player modifier audio and vocalisation systems to handle weather exposure modifiers being scaled using modifier effectiveness rather than discrete modifiers for different intensities. Now have the option to either set a modifier effectiveness parameter on modifier audio loops, or to specify an effectiveness threshold below which exposure vocalisations won't be applied. Has some issues with modifier replication which I'll follow up on
Adding unique lava biome acid rain and additional acid rain layer for wetlands
NPC Trail Components can now randomly select a different Static Mesh asset for each new spline mesh segment. NPC Trail Components can now report touch events when overlapped by a player. Added new BP-accessible ReportTouchEvent function to AISense_Touch
Adjusted AI target location of G15 Mission Device. Increased attack radius of both Lava Broodling and Lava Bomber from 150->250
Added lava blueblack statue stone static mesh, material and textures
Adjustments to acid rain weather event. More filtering based on sheltered amount, and adjusting so sizzle is not audible when sheltered
Adding appropriate Iron Wood Tools audio data table setup
More rework of story 6
Deleting old profilers. Adjusting hail for open windows and doors and minor hail overall balance
Update ModifierStateComponent to broadcast event when replicated modifier effectiveness value is updated. Audio systems using exposure modifiers now bind to this event on modifiers that they care about, and can update audio behaviour correctly when the effectiveness value is initialised late or dynamically updated
Orbital Strike vfx iteration
Lots of adjustments and improvements to the hail and weather audio while inside / outside. Also added missing occlusion ticks for all creatures eating so they aren't too loud when player is inside during storm etc
Adding in rabbit variant meshes and textures, setup relevant DT entries in Meshable and Itemable along with Corpse setup
Removed Development-only feature flag from Fiber Itemable
Plugged holes in CAVE_DC_SML_001
Adding Icons for Alien Fossils and Pottery
Adding in IronWood Spear, Javilin and Icons, setting up ballistic physics assets where needed
Adding new Story 6 prebuild structure and adding nav modifiers around + adjusting macro static mesh to allow for proper AI navigation
Orbital Strike vfx iteration. Adding post beam decal and adding buildup particles
Adjustments and improvements to lava acid rain event
Adding lots of additional roat idle audio sounds and replacing death sound. Adding footstep notifiers to Roat and adjusting distancing and EQ of footsteps
Committing .PSD for weather cards
Adding in New Weather Card Images for Swamp, Volcanic and Grasslands Biomes
Orbital Strike vfx iteration. Removed debris and damage hooks from BigBoom until vanguard pass
Cleaning up the ending of story mission 6
Added Sleeping and Eating, and Drinking behaviours to Slug.
Slugs now perceive touch events.
Actors implementing IAITargetable can now manually override whether or not a normally Neutral target is considered Hostile.
Slightly adjusted timing of Slug's poison cloud attack
Adjustment to mission dialogue delay. Also changing hedgehog PM to tree instead of wood to play a more appropriate footstep sound if walked on
Updated Outpost_008, Updated and Resimulated PFS, Added TU Bushes, Driftwood and Landscape Painting
Adjusting iron wood ballistic damage event
Delaying dialogue that comes in after defeating the boss so it doesn't overlap with the death animation and gives some breathing room
Adding descriptions and flavor text for all prometheus creatures, small bestiary adjustments to match
Added missing file from last commit, the Deveolper file, Purple Quad
Submitting Needler Statue - Stone mesh and textures
Added completed rework of Story Mission 6 cave, including replacing the prefab on Prometheus, Purple Quad
Small tweak to dialogue timing
Lots of updates and additions for the hail and acid rain weather audio. Adding both to open windows and doors and inside all buildables to play correct rain on roof sounds etc. Updated all missing glass buidlable PM's to be correct
Setting up outposts #4 #6 #7 #8, spawn configs, weather, talents, flag locks etc
After the big update, there may be issues with the mods that have not been updated. It is recommended to turn off all mods before starting a new game.
The tourism pack is actually for a later stage of the game. We still hope our players have enough time to deal with the basic survival problems in the early stages. After your town is stabilized, it is time to try the tourism pack. Tourism is intended to provide wider access to immigrants and more ways to earn Silver Coins.
Key Features:
The basic gameplay is building scenic attractions and using the item Souvenir to promote your town and attract tourists. You can gain Access Points by satisfying tourists' requests. Use Access Points to unlock more attraction structures and commercial structures to increase Town Attractiveness. Finally, you will earn more Silver Coins and attract more immigrants from tourists. The Town Attractiveness is composed of 4 positive factors and 1 negative factor:
Happiness and Health.
Tourist Satisfaction.
The number of built attractions and commercial structures.
Decorations in scenic areas.
Pollution buildings in scenic areas.
New Art Resources:
Added 9 attraction structure models.
Added 10 commercial structure models.
Added the regular tourist model.
Added premium tourist carriage model.
Added the Access Point Shop panel.
New Features:
Town Attractiveness: it affects the prices in scenic areas and the number of immigrants from tourists.
Satisfaction: comments from tourists based on whether their requests are satisfied.
Access Points: obtained from tourists' visits, and can be used in the Access Point Shop.
Tourist Requests: click tourists to check their requests.
Feature Adjustments:
Added the Attraction Structure section to the bottom menu bar.
Added the Access Point Shop where players can redeem items or structures.
Added an immigrant source. Tourists can immigrate to your town, but Town Attractiveness affects immigration numbers. Immigrants from tourists don't carry the plague.
Town Attractiveness will decrease when processing-type structures are built in scenic areas.
Town Attractiveness will increase when decoration structures are built in scenic areas.
Health and Happiness also have impacts on Town Attractiveness.
After scenic areas are built, merchant ships may bring some tourists.
Some Policies and Edicts are not available in old saves. Recommend starting new features in a new save.
After the big update, there may be issues with the mods that have not been updated. It is recommended to turn off all mods before starting a new game.
Policy: Policies are ongoing effects that usually bring positive and negative effects.
Added the feature Policy. You can boost growth in the town by changing policies after building the Town Hall.
Added Policy and Edict related technologies.
Added the Water Policy that regulates whether citizens can drink river water or not.
Added the Education Policy that determines the direction of education in the town.
Added the Burial Policy and two new options: River Burial and Cremation.
Added the Housing Policy that affects the number of residents.
Added the Farmland Policy that can affect the harvesting process.
Added the Food Import and Export Policy that determines food prices in trade.
Added the Overland Trade Policy and Dock Trade Policy. They affect the gains from trade.
Added Manufacture Policy, Industrial Structure Policy, Immigration Policy and Religious Policy. Some policies may lead to fights among citizens.
Edict: Edicts are temporary effects that require enough Edict Coins to activate.
Added the feature Edict, available after building the Palace of Justice.
Added the structure Office of Edict Dissemination which provides Edict Coins.
Added a new currency: Edict Coin. They will be used to activate Edicts.
Added edict-related technologies.
Edicts can only be unlocked by meeting certain conditions:
Strong Shelter: unlock by default.
Subsurface Water Supply: unlock by default.
Water Cleaning Technology: unlock by building the Reservoir.
Extend in All Directions: unlock by default.
King of the Jungle: unlock by building the Gatherers Hut and Hunters Hut.
Green Forests: unlock by building the Foresters Hut and Apiary.
Rich Mineral Deposits: unlock by building the Senior Mine or Open Mine.
Deep Exploration: unlock by building the Deep Mine and Open Deep Mine.
Rolling Hillocks: unlock by building the Senior Quarry and Mountain Quarry.
The Midas Touch: unlock by building the Deep Quarry and Deep Mountain Quarry.
Restore The Land: unlock by reaching 1 star in Agriculture Proficiency Level.
Booming Marketplace: unlock by reaching 1 star in Logistics Proficiency Level.
Simple Construction: unlock by reaching 1 star in Construction Proficiency Level.
Bodybuilding: unlock by reaching 1 star in Livability Proficiency Level.
Practice Makes Perfect: unlock by reaching 1 star in Science Proficiency Level.
Reasonable Space Planning: unlock by building the Durable Storage Yard.
Systematic Management: unlock by building the Mountain Warehouse.
Neat and Tidy: unlock by building the Latrine.
Central Heating: unlock by building the Boiler Room.
Agricultural Experience: unlock by reaching 2 stars in Agriculture Proficiency Level.
Raise Retirement Age: unlock by population reaching 250.
Efficient Healthcare: unlock by unlocking Hospital in Town Technology.
Grafting Skills: unlock by unlocking Farming Efficiency in Town Technology.
Deep Water Ports: unlock by unlocking Water Trading Post in Town Technology.
Wave of Civilization: unlock by unlocking Book in Town Technology.
The Gold Rush: unlock by unlocking Gold Mining in Town Technology.
Sugarcoated: unlock by unlocking Candy Workshop in Town Technology.
Gem Collection: unlock by unlocking Jade House in Town Technology.
Improvements for Schools:
Graduated citizens will receive education certificates, and their buffs obtained from studying textbooks will appear in the citizen details panel.
Classified schools. Primary Schools will retain their current effect, while students graduating from Advanced Schools have the possibility of gaining additional output during their work.
Added the feature Textbooks. You can collect rare books and let schools teach the contents of the collection. Citizens who have studied textbooks have a better chance of acquiring additional abilities after graduation.
Textbooks can be obtained from the Merchant Ship, random events and factions.
Added 3 textbook-related technologies.
Functional Adjustments:
The age of administrators will be shown in the Town Hall panel. When they reach retirement age, you will need to appoint a new one.
Improved the button display in the upper right corner so that the menu appears when the mouse hovers over it.
Enhanced the effect of Travel Light technology. Now the round-trip time is reduced by 30% when the total weight of goods is less than 80%.
Increased the basic output of Groves.
Enlarged the effect range of the Mill and Water Mill.
Increased the required Reputation to upgrade the Reputation Level.
Slightly increased the probability of immigrants carrying the plague.
Reduced the cost of building decoration structures.
Reduced the frequency of traveling merchant arrivals at the late stage of the game.
Changed the name of Hardwood Nursery to Hardwood Forest Farm.
Updated the background of the Main Menu screen.
Improved the model of iron in the wild.
Bug Fixes:
Fixed the abnormal UI display that occasionally appears in house-type buildings.
Fixed the problem where students could transfer to schools unavailable for them when transferring.
Switching Method Right-click Survival Settlement in the Steam LIBRARY, select 👉Properties - 👉BETAS, and choose the game version👉(alpha) you want to participate. No need to fill in any code and the game will switch to the version of your choice after closing the window. (In some cases the game may need update and Steam restart.)
Game Saves Compatibility In cases of major content changes or new contents, game save file in Alpha and stable version may not be compatible. We will try to avoid this situation as much as possible and will post a notice about save file usage in advance if necessary.
Warning In Alpha version, you may come across more bugs or crashes. No need to panic. Just contact us through the following ways.
I didn't do much today, I only changed the look for one of the spells and did more planning for future changes. The sigil spins but I can't add videos in announcements, so you'll have to take my word for it.
What is up! hope you all have been well lets get cookin.
This update is small but big. We now have enemies staying at a certain distance from you not only that all human npcs walking up and down will now have the right animations!
I still cannot fix the inventory bug so for now all the houses you will be able to buy will have seeds outside that you can click and drag and grow crops. Mexico farm is left of the screen from the cantina. Texas farm is above the shops youll find the house.
New mexico farm is part of the new town santa fe youll have to find it yourself.
For now I am gonna work on dialogue and stores while fixing small things here and there. I feel like getting the dialogue and shops working will be alot better for you guys, until farming gets fixed seeing how farming is not important depending on how you are playing the game.
Some others as well might be some bugs I missed!
Thank you Banditos for the support and getting me in the top popular a couple times!