ICARUS - Shamm
Welcome to Week 128.

After a couple of big weeks of Project Clinic updates, we’re returning to our normal cadence and making some changes to the carts we recently introduced in Laika - letting you ride them rather than just lead them as they operate.

We’ve also got some more information on the performance work we’re currently undertaking, particularly the mined stone deposit loading threads we discussed last week.

Finally, we’ve got news on what to expect next week - hint, you’re going to need a bigger dog bed.

Jump in and have a read.

Notable Improvements
  • Adding small dog drinking and eating animation duplicates for montages and adding unique audio for both sizes to differentiate between the small and big dogs
  • Updated modifier times on tooltips to show in minutes if over 120 seconds
  • Added APEX DM meshes, as well as many of their blueprints, for multiple buildable assets for all tiers
  • Removed the ability to jump while riding mounts that have a cart attached
  • Fixed issued with building pieces not hiding foliage paired with a slight GPU optimization
  • Fixed sticks going to hotbar instead of backpack.


This Week: Rideable Farming Carts
We’re taking the three animal farming carts added in the recent Laika update and making a big improvement.

Carts will now be able to be ridden while farming, no longer restricted to only being led.

The current mounts usable with carts are Buffalo and Tuskar, and when you now equip a Seeding/Harvesting/Watering cart it’ll apply to the base saddle you ride on. You can also interact with the mount both when riding and when next to it, so you can control whether the device is active or not.

The Watering Cart will also fill itself up from nearby sources when it interacts with the mount, and the watering process will only activate when it comes into contact with a dirt mound.

The Seeding Cart now requires both dirt and seeds, with dirt to create mounds and seeds to plant. If there are no seeds in the inventory but there is dirt, then the cart will create empty dirt mounds, and if there are seeds but no dirt, it’ll only plant when you pass over an empty dirt mound.

The Harvesting Cart will now collect all crops that are ‘harvestable’ that have been created by a player within a small radius of the cart. Bushes and wild flora will not be collected.

The movement speed of the mount being used to pull the cart does have an impact on the speed modifier of the cart, so keep this in mind when using it.



Mined Rocks & Performance Improvements

Last week we talked about the improvements we wished to make specifically with regards to the state of the mined stone deposits around the map. This was something we were aiming to include in our last patch but it was pulled out to do some unresolved crashes and issues that came up in testing. We were also hoping to get it in this week but further work put into it has uncovered some more issues that still require more time to iron out.

The change we’re looking to implement is to do with how mined rocks are loaded and unloaded. As you traverse the map, you load different zones which then require all mined rocks within a relevant range to load in. As part of this loading process not only do we load the objects but we also load the state they were left in (that is every pickaxe swing that was done on the object) and this takes additional time. Due to the fact all of this loading (it could be in the thousands of instances) happens in one frame, it can cause hitches. This is mainly to do with the map being tile based and when one map tile loads, the mined rocks are triggered to load in at the same time. This is especially bad at some points across the three different maps - and depending on where you are - you can constantly be loading tiles and objects due to their relevancy range.

The change we are currently making involves placing all this ‘logic of loading’ on a separate thread allowing these objects to load in the background while you are playing rather than in a single instance on the main game thread. One of the interesting things about splitting things out to be on separate threads is that you can’t have the main thread or separate threads interacting with the same object simultaneously, otherwise, the data becomes corrupted and can be forced into bad states.

We have had some decent success so far with our internal testing and this work seems to have made some strong progress in reducing hitching. We are currently still in a testing phase and will roll this out if and when we believe it is in a stable enough state.



Next Week: Pugs & Laika

Next week we plan on adding two new pets, one to the base game as a free pet, and one to the Pet Companions Pack DLC.

The base game will be getting Laika the dog, in celebration of the heroic pooch who was the first four-legged adventurer into space. The Pet Companions Pack will be getting a Pug as a new breed you can bring down from the space station.

Your support makes these updates possible.

https://store.steampowered.com/bundle/40692/Icarus_Pets_Bundle/

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

Changelog v2.2.3.122924

New Content
[expand type=details]
  • Added a psuedo saddle for the player to ride on.
  • Removed the stat that stops players from riding the mount while farming cart is active.
  • Removed useless stats 'IsSaddleCargoOnly' from itemstatic as it was only being utilized in equippable DT
  • Added crop plot snapping to dirt frames
  • Adding correct cart data table entries to new carts added
  • Added the ability to ride on basic cart
  • Added a basic saddle to the cost of each cart
[/expand]

Fixed
[expand type=details]
  • Fixed Stone, Salt and Limestone Noxious crust descriptions mentioning incorrect materials
  • Fixed Carved Wood Bed weighing 1kg instead of 10kg like other beds
  • Updated some item descriptions and hints for clarity
  • Added bestiary text for Dribbo
  • Added Arctic Moa bestiary text
  • Fixed a few typos and changed some item names for consistency
  • Added Arctic Moa bestiary image to the project
  • Add translatable string entries for relocated quest steps
  • Fixed Involved In Quest modifier used on quest creatures not showing involved in quest stat text
  • Adding Laika dog bark vocalisation, data table setup and event
  • Adding small dog drinking animation and eating animation duplicates for montages and adding unique audio for both to differentiate between the small and big dogs
  • Added Arctic Moa bestiary stats
  • Enabled Arctic Moa bestiary entry
  • Fixed typo in spoiled plants description
  • Updated modifier times on tooltips to show in minutes if over 120 seconds
  • Updated modifier to just show provides instead of 1 second duration, for modifiers specifically applied for a single second
  • Update building RVT blocking to only dynamically spawn if intersecting with ground
  • Delayed check for RVT spawning to ensure stability calculation has been initialized, checks an additional time after a longer delay, once
  • Fixed unsaved interactable DT that changed the 'fill from nearby deployables' button to hold X instead of tap F as we now use F for riding the mount.
  • Removed fur culling mask on the tuskar mount when you remove the cart from the tuskar
  • IRONCLAD: Added translatable Est. time string
  • ADVANCED ORDER: Update quest step to refernce Health Recovery Tonic's new name, instead of Health Enhancement Tonic
  • Removed the ability to jump while riding mounts that have a cart attached
  • Hide Units Consumed from UI, this confuses players without tweaking UI more
  • Added translatable string to wind turbine in-world tooltip and salting station close button
  • Fixed sticks going to hotbar instead of backpack
  • Fixed an error in the description for the ceiling light
  • Added ability to consume meds in the medicine pouch
  • Fixed Seed Bar, Seed Cracker, Honeycomb Bar and Seed Bread status effects not being affected by the Vegetarian talent
  • Added Stomach Slot information to player inventory
  • Replace modifiers BaseStaminaConsumed stats with BaseStaminaActionCost, this fixes water modifiers reducing stamina consumption by more than the intended amount
  • Hid sort from bag UIs (Medicine Satchel, Seed Pouch) as these hold specific items so don't need sorting
  • Adjusted taming temperatures so creatures found in the arctic are easier to tame in cooler environments and creatures found in warmer environments can be tamed in higher temperatures
  • Updates to spacialiser settings of seed plough and limiting amount of sow sounds that can be played at once with a cooldown to avoid it playing 3-4 at a time.
  • Adjusting volume of UI of interracting with plough
  • Reduced speed of Horses and Terrenus, mainly through reduction of their talents. Both have movement speed increasing talents that reduce the sprint speed, but these are currently not reducing the sprint speed. Will be readdressed when that bug is fixed
  • Very slight reduction of Moa movement speed
  • Fix cart saddle audio parameters failing to update if player has dismounted from saddle, potentially causing cart audio to not play or play indefinitely
  • Added ability to toggle carts on and off while riding the mount. Added 'focusediteminfo' for toggle button
  • Lots of updates and improvements to the carts. Better spacialization, adjusting pitch speed based on velocity of the cart. Reduction in volume to some layers and reduction in sound size for better riding experience
  • Updated bonus mining rewards description (notably on Egg based foods) to specifically mention the bonus is stone
  • Fixed Honey Mead stat order
  • Changed toggling the harvest cart to be a binding rather than hard coded to 'x'. removed hard references to tuskar and buffalo mounts and instead added a saddle row in the saddles json for psuedo saddle mesh. Added stats to slow down the mounts when cart is active
  • Fixed building piece grass culling not working after recent changes
  • Building piece grass culling volume is now centred on building mesh (was previously offset for things like beams or half/quarter pieces)
  • Buffed Buffalo and Tusker movement speed, but reduced the effect of the movement speed talent while Buffalo is pulling a cart
  • Reduced movement speed while creatures are pulling a cart
  • Increased capacity of Pack Saddle
  • Updated descriptions of carts to no longer mention they are unridible
  • Updated Medical Satchel description to communicate that it allows instant use of medicine inside
  • Fixed tooltips showing 0 - 0 Damage when items are not valid (such as blueprint sets)
[/expand]

Future Content
[expand type=details]
  • Undo changelist 122831
  • Undo changelist 122804
  • Undo changelist 122787
  • Undo changelist 122785
  • Undo changelist 122781
  • Add a UE4 Insights stats label for when a tile boundary is crossed 'TILE LOADING' (internal dev)
  • Added BLD_Stairs_Corner_Wood_R and BLD_Stairs_Corner_Wood_L with their BPs. Will still need to be added to the Datat table, etc
  • Adding 1ST person CHAC pistol reload to be a clip instead of a single bullet, gun animation still needed as well as 3RD person but thats much trickier to track down, hold please
  • Updated placement rules for corner stairs
  • Adding Chac Pistol reload clip audio, events and animation notifys
  • Added and updated hunter helmet and chest v2 sk meshes, materials and textures
  • Further fine tunes to chac reload timings
  • Adjustment to chac reload notify timing
  • Added APEX DM meshes, as well as many of their blueprints, for multiple buildable assets for all tiers
  • Fixed material mismatch between SM and APEX DM for BLD_Roof_Peak Connector_Iron
  • Added half stairs test datatable entries
  • Added multiple Scoria building skin entries to the D_BuildingSkins Data Table, as well as added sockets the the Half Stairs assets for all tiers, and also adjusted the placement of one of the railing sockets for the regular Thatch stairs
  • Saving test assets to dev folder
  • Adding lots more details to the chac pistol. adding cloth moves for various parts to enhance the overall feel etc
  • Update collision on many Prometheus foliage to allow player overlap
  • Increased Overflow Bag capacity further for future proofing
  • Increased stability collision area for dirt ramps and corner ramps
  • Add widget for future internal cooking balance
  • Added some extra insights logging to VoxelResource expensive init function
  • Update delayed shelter checks to only be delayed for pieces previously inside, aka favors the player
  • Remove burnt (unharvested) trees as part of FibreFoilageRespawn
  • Remove some history on voxels (GPU compute, treasures). Unroll some loops, precache some vars, add some statics
  • Further Voxel Code decomposition/refactor (fix the build)
  • Further Voxel Code decomposition/refactor
  • Move voxel init to async task for cached meshes (experimental)
  • Fix issues with voxel thumper reinit after making init async
[/expand]
Squirrels Gone Nuts Playtest - loganlarson
  • Images in the tutorial
  • Raised kill limit to 30
Cozy Crest - UnlaeD
Demo is now out on steam, here is a link : https://store.steampowered.com/app/2783830/Cozy_Crest/


What to expect :

-Your farm (you can clean it up and plant there)
-Explorable area of 4km2
-Air ability (R or R1 in controller)
-5 Quests to get you started in the world
-Building system is available you just need to collect resources to build show us what you build in ⁠📺demo-feedback
-Few merchants available in the village
-You can add your items in the market chest and they will be sold overnight
-Bugs probably please report them here ⁠📺demo-feedback and i will try to patch them up

Demo will be updated throughout the time based on your feedback and as the game evolve.

Cozy Crest Private Alpha Build :

ton of people asked when we will have have a closed alpha version and here it's,
you will have exclusive access to latest game builds, special title, in game mentions and more check it out here, your key through Cozy Crest Patreon
this will also help support the game in the long run, so thank you for the support, also your pledges will transfer to Kickstarter later on so you don't need to get same package twice.


❤️ Looking forward to hear your feedback, thanks for being part of Cozy Crest ❤️
斗牌魂 - Card_牌魂
【本次更新内容】
1.新角色【葵仙】上线,上线即可免费领取!


2.「第3赛季」现已开启
根据上赛季所达到的历史最高段位,决定了「第3赛季」开启时的起始段位。新赛季伊始就能领取起始段位以内的所有段位奖励。


3.活动秘匣【浮光熠金】限时登场
全新套装「馥柔鸢尾」、「橙花危情」于活动秘匣【浮光熠金】闪亮登场!


4.天行令内容更新
全新限定服饰登场天行令,完成天行令任务赚取经验,可获得丰富金币,大量布匹材料和染料礼盒等丰厚奖励!


5.活动场「魂牌决斗」动画优化;

6.添加了一批已上线服饰的异色版本;

如果您在游戏过程中遇到任何问题或者您对游戏有任何建议,可在官方Q群(870729618)联系客服反馈,再次感谢大家的支持!
———————————————————
▌官方网址: https://www.card-soul.com/

▌官方微博:斗牌魂
▌官方QQ群:870729618
May 16, 2024
Idle Taoist Mage Warrior 2 - 所以呢
1. Fix a bug in the lottery 400 where no rewards were given
2. Fix a bug that cannot be used when the God Cast Stone is displayed as 1
3. Fix the display error of the value range of the supernatural artifact
4. Add Advanced - Dragon Seal,
5. New material: Longyuan Crystal Soul
Alpine Lake - Andrew Cohen
Hello Alpine Lake Community,

I'm very excited to announce that Alpine Lake has officially entered its closed alpha phase! I appreciate the support from our dedicated players and can’t wait for you to explore the latest additions.

New Cave System:
Discover the mysteries beneath Alpine Lake with our newly added cave system. Unearth hidden treasures and face exciting challenges as you delve deep underground.

Visitor Center & Museum Collection System:
Visit the new Visitor Center where you can showcase your unique finds and collections. Catalog and share the wonders of Alpine Lake with tourists and townsfolk alike.

Enhanced NPC Schedules:
Our NPCs now have more diverse schedules, adding a vibrant, dynamic feel to the town. Experience a more immersive environment as the townspeople go about their daily lives, making Alpine Lake feel truly alive.

Thank you for being a part of our journey. Stay tuned for more updates and happy exploring!

PS: Closed alpha doesn't mean you're not invited! I freely give out keys to those who ask and are interested. Please drop by a live dev session to grab yours! https://www.twitch.tv/booyagrandmma

Best,
Andrew
May 16, 2024
Little Locked Rooms - fishking2223
Hi.

First things first, here's the fabled release date: June 5th! 

In summary, the game is done. But that little marketing I should've done? It didn't happen. So, I’m giving myself some room to shift gears and start telling people about the game before release.

The other big announcement is that now we have two localizations of the game: Simplified Chinese and Latin American Spanish!

A few more things to share:
  • I revamped the Steam page, which also means a new trailer. You can see glimpses of all the cases there! Also, isn't the capsule art cute? The illustration is made by Tsukino. I've been sitting on it for some time now, and I'm glad I finally got to use it.
  • I've been testing the waters to get verified on the Steam Deck. I can't guarantee it yet, but I'm looking into it.
  • There's a website now: https://littlelockedrooms.com/.
And that's about it! We’re on the final stretch. I hope you're excited as I am!

Any help spreading the word is greatly appreciated. If you have friends or acquaintances who might be interested in solving some mysteries, send them this way—we’ve got some cool ones here!

See you at launch!
My Lovely Empress - Neon Lucy
Greetings and a thousand praises to you, our Supreme Commander of the Crimson Empire!

The Celestials have smiled upon us, and blessed you with 3 extra days of the My Lovely Empress Demo!

The reception to the My Lovely Empress demo has been incredible so far, it's been fantastic to read all the feedback you have all been sending in 🖤

As a thank you to you all, we've extended the demo for a few more days, so it now closes at 11pm on Sunday the 19th of May.

We hope you find this a fitting offering for Your Majesty 🍵

~ Neon Doctrine 👑



https://store.steampowered.com/app/2052990?utm_source=homepage&utm_campaign=ludonarracon&utm_medium=steam
Survivors Playtest - 237339842
Add arrow guidance in arena mode
Optimize the lighting of blood bottles
After the treasure chest is destroyed, it should not be included in the scope of attack targets
May 16, 2024
Riichi City - Japanese Mahjong - KARI

■New Character
Name: Elsie
CV: Amamiya Sora
Birthday: September 1st
Height: 168cm
Style: Waiting patiently with a hopeful mindset
Favourite Yaku: Pinfu, Sanshoku Doujun

Sister of Atonement
『Pleased to meet you, I'm Elspeth Cavendish. I heard the voice of God, so I'm here to join your team. You can simply call me Elsie.
...