Build Limits Someone asked that size limits on spacecraft and buildings be eliminated.
Eliminated size limits on buildings and spacecraft. Specifically this refers to byte size limits, the amount of memory the thing takes. Physical dimension limits were not changed.
You still get a warning when the size limit is exceeded but it never turns into an error.
Beware that you can now build models that are too complex for your computer or perhaps someone else's computer. While your computer may be able to handle a single instance of your gigantic ship or building model, it could bog down quite quickly if you create many of them.
Random Flag Generator This has been on my list forever. When testing I usually don't care too bad. AI controlled emperors need this.
Flag chooser created that allows flags to be loaded from a file or generated randomly.
Mission Order Icons Mission order window uses a generic sun icon to represent a black hole.
Changed mission orders to use an icon based on body type for suns and worlds. Also updated city lists to show bases with a different icon.
Quarry Shows Non-Stone It is confusing to have the quarry show non-stone resources when it can't mine them.
This is a hotfix for the Screen HUD not disappearing for Photo Mode and an Issue with the tutorial pop-ups not showing up as intended.
--v0.49.86a Notes: Summary: Fixes for Screen UI and Tutorial
Interface/Controls: -Fix: An issue where photo mode does not remove On Screen UI. -Fix: An issue where Tutorial Pop Ups can not advance forward.
Vehicle Stats: (Note: Stats are a representation of performance. They do not affect the physics in any way, unless noted in physics. Our goal is to get stats as close to the actual performance of the vehicles.) -N/A
Gameplay: -N/A
Visuals: -TBA
Camera: -N/A
Environments: -N/A
Arcade: -N/A
Career: -N/A
Vehicles: -N/A
Customization: -N/A
Sponsors: -N/A
Physics: -N/A
AI: -N/A
Performance: NOTE: "Experimental" are not confirmed yet to assist in performance. -N/A
Events: -N/A
Audio/Music: -N/A
Photo Mode: -N/A
Profiles: -N/A
Developer Notes: -N/A
This Build Known Issues (We are currently working or planning to address these later): -Screen Vehicle HUD doesn't disappear when restarting event. -Screen Vehicle HUD blocks the Photo Mode Controls (To be fixed later)
Previous Known Issues: -Wreck Messages are inaccurate (Shows more than 1 vehicle wrecked when a car is wrecked by player) -Players can pause during event intro -Sometimes Car Cam replaces Track Cam before race begins. -Flickering Headlights -Headlights seen through vehicles in some parts. -Player respawns in incorrect locations, or under the map. This also affects your current racing position. This is more likely to happen with faster cars and drifting alot. -In dense traffic, vehicles may still spawn on top of each other. -You can pause the game in tutorials and after finishing the race. -Game starts lagging after long gameplay. -Nitro animation does not stop when pausing the game. -No caps to suspension and wheel dimensions. -Stats exceed vehicle info box. -Event setting allows for beacon selection as FBs, but beacons do not exist in the game currently. -Signs in Figure 8 Loop, are not solid. -Sometimes, AI have trouble driving their vehicle (Fishtails on long straights, not braking, or turning enough). -Control Display Appears in Title Screen when leaving event. -Not All Vehicles have an Interior -CC Test Driver vehicles will appear in events that are not possible for them to be in (This is the default vehicles to load when the game has a lower amount of vehicles to choose from). -Some Career Events may be impossible to enter due to restrictions and limited vehicles. -On player vehicle finish, vehicle may skid / keep handbrake on. -Oxford One does not have proper Livery Decal Placement. -Ryu Ultra III Duraform Bumpers have improper texturing in some areas. -Textures on rear of Inferno are distorted. -Smoke particles left by missiles disappear prematurely. -Inconsistencies in settings in visual settings menu. -Issues involving setting the Screen Resolution -Sometimes music doesn't end when leaving before race starts. -Drafting bonus is inconsistent. -Some environment sfx are not affected by sfx settings. -In some circumstances, vehicles may be stuck in higher gears when they should shift down for faster acceleration.
-The following stats do not currently function: "Most Drivers Wrecked In One FB" "Total Track Shortcuts Activated" "Total Track Switches Activated" "Total Track Explosives Activated" "Longest Boost" "Longest Drift" "Longest Airtime"
This is a very early build of the standalone sequel to Into The Inferno and there is a lot more content to add between now and release, but if you'd like to give it a try, it's good demonstration of how some of the game mechanics have changed, particularly the larger party size and new character classes.
I plan to update it as development progresses, aiming for monthly releases, give or take. Enjoy. :)
Greetings, dear players! First of all, we want to thank you for being here on Day 1, it means the world to us. With this hotfix, we addressed 2 ctitical bugs that caused most of the problems. We'll continue working on new patches, and we understand the responsibility to those who have waited so long for the game. We also want to thank all the streamers - watching the players exploring our New Fortune City for the first time was priceless.
Patch 1.0.1 Changelog:
• Server Browser - Removed "full" servers completely so now you will see only the servers that have free slots. • Fixed that the door from Leonard's room sometimes could not be opened.
We've also added some necessary sound fixes. We're continuing to monitor the situation, and we'll release new hotfixes as soon as possible. Thank you!
CHARACTER ARCHETYPE - Hybrid Chain Grappler / Long Reach QUICK BIO - A skillful and agile practitioner of an ancient grappling art, Nyra is also the wielder of a peculiar set of extra limbs that bonded to her from her home village’s shrine.
Alagaratnam Nyra comes from a small village in the remote island of Sattva Bhūmi. This jungle island, who’s name means “Land of purity”, is a mythic natural wonder, relatively unspoiled by industry.
Wise beyond her years, Nyra is schooled in the spiritual as well as the sacred fighting arts of her people (an ancient form of grappling). For Nyra, each battle holds a lesson to be learned, which brings her closer to enlightenment.
Nyra’s village held an ancient idol statue, said to be a guardian deity for the inhabitants of the island. After disaster strikes the island from outside invaders, seeking to strip the island of its lush resources, Nyra’s people are forced to flee. Miraculously, their sacred statue awoke amidst the chaos and chose to bonded with Nyra, bestowing the otherworldly extra limbs known as the “iron lotus”, further enhancing her already formidable fighting skills.
Newly arrived in New Libertis, the bustling metropolis of the New World, Nyra has quickly made a name for herself in underground fight clubs as a fighting spectacle, but her true motives are to learn more about the shadowy hands that caused the destruction of her homeland. FALCORP Industries is likely the culprit, in their quest to usurp and exploit powerful energy sources for their products, weapons, and machines.
BASIC STRATEGY
Nyra is an agile grappler with a number of tricks up her sleev-- err, extra arms. Quick and nimble up close, she has a number of long ranged normals, such as her jumping D, standing D and crouching D.
Nyra's extra limbs (her Iron Lotus) act as resources, giving Nyra access to mid-screen range throws, follow-up chain grabs, extended strike combos, strings and much more. Once these limbs are used, they'll burn out. If they all burn out, you won’t have access to her extra moves. However, each arm will naturally restore after a set amount of time.
GRABHA - CHAIN COMMAND GRAB
Nyra's signature move is Grabha [Quarter Circle Forward, A+B], a command grab. It might seem simple, but it is anything but that.
If it whiffs, she can quickly use her extra arms to attempt Lamba Grabha twice. Lamba Grabha reaches further and further with the additional benefit of reaching into other lanes.
Upon scooping up your opponent, Nyra can choose from several different follow-up sequences depending on how many arms are available– including a devastating elbow drop, a wall-bounce combo extension, a fake out and much more.
At the cost of an arm resource, she can chain into Prithvi Mata [Down w/ any button], elbow dropping into her opponent putting them in an untechable knockdown state. Throw loops? She's got them.
Trying to extend your damage? Trade in an arm resource with Golden Catapult [Forward w/ any button], and she'll throw her opponent forward-- causing a wall-bounce, giving your team the chance to extend your combo.
There’s a ton more follow-up possibilities! We implore you to experiment with Nyra and find out what mix-ups you’ll have within arms’ reach.
RANGASRAMA KAAM OORJA - GUARD CANCEL
Nyra also has the ability to use her extra limb resources for defensive purposes. If Nyra is currently blocking (on the ground OR in the air), she can cancel out of her block animation to go straight for an explosive Rangasrama Kaam Oorja (note the first letter of each word), turning the tables on overcommitting opponents.
SURYA BHEDANA - INSTALL MELTDOWN
Nyra has a THREE meltdown supers in her arsenal– all named after Yogic breath names. For this demonstration, we'll show off her Surya Bhedana [Quarter Circle Forward, A+C].
This move gives Nyra the ultimate ability to constantly launch a barrage of punches, activating every time a button is pressed for a limited amount of time. This gives you the ability to string together combos and juggles in almost any way. Experiment with this meltdown and see what you can do!
Playtest 2 is soon!
Remember! Nyra, Eleanora, and the original four will be fully playable during the 2nd playtest, taking place on December 13th @ 10:00 AM PT until January 3rd @ 11:59PM PT! Get ready for the ultimate smackdown.
Week 105 is here, and with it, the start of our third year of Icarus.
This week we’re adding three new Rustic Sign variations in both ground and floor variations, with a more ‘raw’ design than the standard wood sign.
We’ve also got a ton of information on upcoming updates and features for all the new players who have joined us from our recent Free Weekend.
These are all scheduled for next year, as our team will be focusing on smaller updates over the Christmas break while spending time with their families. However, you can still expect some big features like our Batteries and Electrical Network soon, and our weekly updates will continue just like they have for the last two years.
Jump in and have a read.
Notable Improvements:
Added Icons behind the armor slots, light slot and bulk slots
Fixed an issue with the hotbar hotkeys not showing correct keys when rebound
Fixed fur issues on bear rugs
You can now right click to drop animal carcasses while focused and carrying them
This week: Rustic Signs
This week we’ve added three new Raw Wood Signs each with a ground and wall mounting variation.
These are unlockable at Tier 1 and craftable on the player, requiring wood, sticks and fiber.
These have a more rustic look than the refined look of the standard wood sign, so would suit a cabin-style base.
Coming Soon: Batteries & Networks Update
Batteries are in their internal testing phase and we’re actively fixing issues with the changes made to the electricity system, many of which affect existing items that now have to be updated.
Batteries will be an adjustment to how the energy generation system works as they’ll provide an ‘off-peak’ storage system that allows you to keep working around the clock. This means we also need to make changes to how machines operate with an energy source, so certain machines will slow or stop when underpowered.
Coming Soon: Taming Expansion
Another large update coming soon is our Taming Expansion, where we’ll be adding a ton of depth to the mounts system.
This includes adding levels to mounts, their own unique talent trees and even mounts being transferable from one prospect to another.
This is a substantial amount of content to add and is still in early development. We’ll keep you updated as we make progress.
Future Updates
We have a lot of new players this week, so we wanted to give you a look into some of the content we’ll be adding over the next few months, as a mix of weekly updates and larger updates.
Bees
Wild Bee Hives will spawn around the map and will host aggressive bees that you’ll have to deal with. You’ll also be able to raise Domestic Bee Hives to harvest honeycomb for honey and beeswax.
More animals
We’ll also be adding Bats, Kiwi birds, Sheep and Chickens in a range of wild and domesticated versions. You can expect basic consumables such as eggs, wool, and more.
In-game Icarus Wiki
A Prospect Field Guide will provide information on every in-game item, including how to craft it, where to obtain it, what sets they belong to and more. This will also link to the Bestiary and Fishing Book, creating a network of valuable information.
Water Rework
The Water System will be receiving a rework adding devices that clean water and provide buffs when drinking clean/purified water. We’ll also adjust fluids, including letting you add tea/cocoa/coffee and other drinks to your canteens, rather than needing a separate craftable item.
Turrets
Many of you have theorized this is something we’ve been working on, and your theories have been correct. We’re working on a Tier 4 turret system that can autonomously defend your base and attack creatures that stray too close.
Prometheus Map Expansion
The Prometheus Map in our New Frontiers Expansion will be receiving two new regions and Operations with a very different feel than the rest of the biomes. These will be focused on hardcore survival, with limited resources and intense weather that renders the map unusable.
Next Week: Biomore Backpack
Next week's update will be a new Biomore Backpack for the team’s medic. This will give the user the ability to play the support role, providing damage boosts and health regen buffs for coming in and reviving downed teammates.
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.
Updated the usability of the light and G slot items. Items now have an icon for their respective slots, and G slot items have an in-world tooltip that changes to red if you are unable to pick them up
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Fixed/QoL [expand type=details]
T4 Anvil - disabled yellow/black decal material that was showing through walls
T4 Anvil - proper fix for yellow/black decals - using ITM shader and offset geometry to prevent Z fighting
Fixed a bug causing the C0NT4CT device to play audio when loading the game or approaching from multiple tiles away
Updated respawn message to mention losing equipment instead of respawn penalty (as there is no XP lost on death)
Updated death overflow bag highlightable, so it now shows as the remains of a fallen prospector
Updated polar bear rug gfur setting to be more stable when physics are settling
Removed physics on Gfur for grizzly and polar bear rugs
Halved the spawn rate of voxel and plant based exotics in Open World, as these spawns add repeatedly so will increase each time if not gathered
Updated all fish textures from the small texture group to the medium texture group
Replaced green mount tame icons with white icons
Lowered opacity of light/g slot background
Show bulky slot icon on mount's bulky slot(s)
Hide in-world bulky slot on shields (as these can go in normal inventory slots)
Fixing issue where art deco vase destructible mesh was incorrect (it was the vault)
Adding delivery pod door open and close. Hooking up close animation to play when leaving, Also adding fixing armour repair audio to data table
Prevent meteor showers from potentially occuring before the world has completely loaded
Fix light slot toggle for clients in improved hotbar UI
Update in-game reference to Styx Expansion DLC to correctly be named Styx Expansion DLC
Fix light and bulky slot icons on items for inventories in crates.
Fixed seed pouch not receiving picked up seeds after loading a prospect.
Fixed seed pickup totals being shown incorrectly on HUD.
Fixed/Re-enabled Take All button in seed pouch.
Added hint to map screen to add or remove marker.
Add building deconstruct hint to hammers
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Future Content [expand type=details]
Set dressing Cave, updated cave volume, void and General Polish Pass for cave network, Ice Sheet Yellow Quad on Prometheus
Added more rock formations, Cliff Pass and Ground Cliff Pass, Ashlands, Prometheus
Fixing has no entrances issue, Ice Sheet Yellow Quad on Prometheus
Adjusted emmisive values for the neon sign so that it will have a proper neon glow when turned on
Added DCO_Flag_RocketWerkz, with four texture variants
Added Black Wolf Revolver static and skeletal meshs
Added textures and materials for the Black Wolf Revolver
Adding more unique scorpion rifle layers. Unique lever in / out layer and changed anim notify to use item audio data to switch based on gun type
General Polish Pass for cave network & Ice Sheet Yellow Quad on Prometheus
Decal Pass, Cliff Pass on Macro Cliffs and Adjusted two deep ore deposits, Ashlands, Prometheus
Deploy sound for water purifier and other water based deployables. Added to data table
Fix datatable validation again
Adding consume water from purifier audio, event and BP imp
Permit turret prototype to be rotated on deploy, outside only, add basic HUD
Removed combined cave include flags & added back cave entrance Ice Sheet Yellow Quad on Prometheus
Adjusted Macro Cliffs to help with Navmesh and Polish Pass, Ashlands, Prometheus
General Polish Pass for cave network & Ice Sheet Yellow Quad on Prometheus
Volume balance tweaks to scorp rifle
Adding appropriate biomass audio
Slight tweak on Black wolf revolver textures. UV edit on Barrel_D static and skeletal mesh
Adding t2 water purifier audio loop and event
Submitting Mini Hippo bones mesh and textures
Placed Nav Mesh volumes in the Ashlands, Prometheus
Added Black Wolf Revolver icon
Adding items static table entry for revolver audio
Field guide armor and resource page updated visuals
First pass of black wolf revolver pistol audio and data table setup
Prototype turret change various constants to stats
Fix a crash reported in Sentry relating to unowned actors with modifier components being garbage collected
Prototype turrent make clients listen to stat updates
General Polish Pass & updated cave templates Ice Sheet Yellow Quad on Prometheus
Balance pass on revolver against other gun assets, brought all guns in closer tonality, very tiny top end adjustments to match, added item static data
Balance pass of black wolf revolver and scorp rifle. Slight reduction in volume, increased cave shot and other small adjustments
Cave Worm Test, Ice Sheet Yellow Quad on Prometheus
Added T2 base beehive art assets
Adding sandworm crossbow reload audio and notifys. Renaming sandworm crossbow fire event
Testing cave worms, Ice Sheet Yellow Quad on Prometheus
Ice building tier icons hooked up to data table
Added DEP_Trap_Small_T2 and T4 with animations
Added ice building tier icons
Additional balance to sandworm crossbow and fixed double up of adsr causing a too fast fade out in the oxite dissolver when finishing processing oxite
Testing cave worms, Ice Sheet Yellow Quad on Prometheus
Placed Nav Modifier Volumes and Cliff Pass, Ashlands, Prometheus
Adding sandworm crossbow fire audio. Currently not hooked up as no item exists
Submitting Mini Hippo bones 1st variation mesh and textures
Added DEP_Trap_Large_Bear and animations
Added ice building tier icons to d_itemable
Added DM for DCO_Flag_RocketWerkz, as well as deleted temp files
Fixed bad rotation on DCO_NeonSign_Rocketwerkz
Added DM for DCO_NeonSign_Rocketwerkz
General Polish Pass & updated cave templates Ice Sheet Yellow Quad on Prometheus
Swapped duplicated prefab caves and Cliff Polish Pass, Ashlands, Prometheus
Added initial setup for Ashlands story mission
Adding Supporters Flag & Sign plyus variations item setup
Adjustments to revolver internal sheltered decay tail. Routing sandworm reload crossbow out correct channel and renaming revolver pistol fire correctly and replacing in data table
Submitting Mini Hippo bones 2nd variation mash and textures
Setting up Black Wolf Revolver Meshes and Attachments for the biolab
General Polish Pass & updated cave templates Ice Sheet Yellow Quad on Prometheus
Adding in first pass setup of the chicken ready for mesh swap, including BP, AnimBP, animations and montages and placeholder mesh
Cliff Pass and landscape Sculpting, Ashlands, Prometheus
Small adjustments to the revolver trigger audio
Turret Prototype Change way turrets are instanced internally to match other objects trait/data and tidy up stat descriptions
This update is one of many with the entirely new canopy physics engine! We have revamped canopy flight physics to the next level for even more simulation realism. We've also added a new "Expert" preset and we will be adding more presets in the near future. Bug fixes and enhancements.