This week is all things firepower as we add the first automatic weapon to Icarus, the Light Automatic Carbine.
This packs a punch with a 20-round magazine, using small caliber (pistol) ammo.
We’ve also got some details about our 3-year anniversary celebrations next week and how you can share some virtual cake with us.
Jump in and have a read.
Notable Improvements:
- Allow basic fertilizer to be crafted on the chemistry bench
- Updated Ashlands sidequests so the NPCs and Trucks will attempt to spawn on reload if they've accidentally been removed as part of the quest cleanup steps
- Doubled the range at which chickens look for a nearby coop to automatically place eggs after laying (from 10m -> 20m)
- Removed Ice Mammoth Great Hunt Arena Entrance from Prometheus (Congrats to those who found it)
This Week: Light Automatic Carbine
The odds have been flipped. The Light Automatic Carbine has been added to Icarus and is unlockable and craftable at T4 on the Fabricator. This automatic firearm has a mag consisting of 20 rounds and uses small caliber ammo (pistol ammo). Because it’s automatic, however, plan to carry more reserves than you would for a single-fire pistol.
As stated last week, this is the second in a series of new weapon types (the first being the flamethrower) that we are introducing before adding some new unique foes and events that will require the extra punch.
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As you would have seen last week we mentioned that this week we were going to be releasing an assault rifle. When we first designed this weapon it was going to be that, an automatic rifle. During the testing phase we found that using the rifle ammo made this weapon way too powerful, even for where it sat in T4 and we decided to test with the pistol small caliber ammo. It felt a lot better, still providing the damage to sit at T4, but much more in line of where we wanted it to be. So we decided to commit to this and to help avoid confusion we renamed the weapon the Light Automatic Carbine, removing rifle from the name and having the description state that is uses pistol ammo. This leaves room for a true assault rifle in future too.
Jake Dodunski - Project Lead
As you would have seen last week we mentioned that this week we were going to be releasing an assault rifle. When we first designed this weapon it was going to be that, an automatic rifle. During the testing phase we found that using the rifle ammo made this weapon way too powerful, even for where it sat in T4 and we decided to test with the pistol small caliber ammo. It felt a lot better, still providing the damage to sit at T4, but much more in line of where we wanted it to be. So we decided to commit to this and to help avoid confusion we renamed the weapon the Light Automatic Carbine, removing rifle from the name and having the description state that is uses pistol ammo. This leaves room for a true assault rifle in future too.
Jake Dodunski - Project Lead
Next Week: Icarus 3 Year Anniversary
Next week, we are celebrating Icarus' third Anniversary, a milestone we are absolutely chuffed to reach with you all. It's been a long journey, and we have fixed, altered, adjusted, and added a lot over the years. We will be doing a full-day live stream with a bunch of different developers from all the different teams starting at 10 a.m. NZT
We will also be adding cake to the game so you can eat and be merry with us, even if we can’t send you a slice of the real one.
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 v2.2.30.130308
New Content
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- Renaming Assault Rifle to be Light Automatic Carbine
- Unlocking the Assault Rifle
- Fixed out of sync hands and gun during 1st-person assault rifle reload animation
- Added remainder of Lab Equipment Meshes, along with animations
- Firearm camera-shake intensity is now halved in third person
- Slightly increased ADS camera-shake when firing assault rifle
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Fixed
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- Allow basic fertilizer to be crafted on the chemistry bench
- Update animal carrying stat to just say carrying. Update talent for animal carcass carrying to correctly say carcasses
- Update Ashlands sidequests so the NPCs and Trucks will attempt to spawn on reload if they've somehow despawned, and tidy up after they've been rescued
- Fixed build failure
- Fixed bug where mount icons wouldn't display the correct image when choosing which tames to bring down from orbit
- Added Wall Torch to the Machining and Fabricator (this was already on higher tier carpentry benches, but is a popular request)
- Doubled range at which chickens look for nearby coop to automatically place eggs after laying (from 10m -> 20m)
- Removed the 'Unreachable' modifier that was automatically applied to chicken coops when placed off navigable terrain (not as necessary anymore that chickens don't have to walk into coops to lay, was confusing, chickens will still walk into coops if a path exists)
- Fixed a few typos in item descriptions
- Don't hide the version number UserInterface element in Editor as it now contains other relevant info
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Future Content
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- Do not record base level teleports that are instanced to link arenas
- Add a temporary Swamp Ape Arena to Outpost_009 for instanced level testing
- Added SM_BLD_Farm_Fence_Wood and SK_BLD_Farm_Gate_Wood, with all materials, textures, DMs and animations
- Use a concrete class when spawing teleport links in instanced levels
- Outpost 009 now uses correct den entrances instead of the test ones
- Tidying the Rock Golem Den Entrance
- Added RockGolem IK
- Added/tweaked some existing RockGolem attack montages
- Reduced intensity of RockGolem earthquake screenshake
- Adding Cake & Piece icons and images, fixing cake modifier images, fixing issue where player could get unlimited cake pieces after deploying a cake
- Fixing Rock Golem Den Entrance, its collisions where bad not allowing players in to interact with it and thus transition into the next area
- Fixing Rock Golem Den Entract Position in world as it was slightly too high to walk into nicely
- Updated physics asset for the ape juvenile. Updated carcass BP and created Carcass anim BP. Updated Meshable and Item static data tables with new Juvenile assets. Added LODs to the skeletal meshs and Gfur
- Setup Ape Great Hunt quest markers
- Fix Ice Serac collision accuracy (is now also cheaper) remove unnecessary LODs and optimized a few other settings
- Ice Mammoth - Adjusted weather event to be less foggy/windy. Added isvalid check on destroying ice pillar
- Ice Mammoth - Adjusted damage on ice pool damage (half damage)
- Added VFX to Rock Golem Stomp and make FXs more visible on Light Attacks
- Adding in extra animations for Ape boss behaviour, various attacks and movement state changes
- Rock golem den entrance - replaced geothermal BPs with their base mesh components and added steam particle FX
- Fixing material load errors on Bat DM
- Modifier states validation now checks for '_?' instead of 'Is' when determining if a stat should be treated as a boolean
- RockGolem now has it's initial health/armour scaled based on number of players & difficulty level
- RockGolem is now resistant to damage when it has armour
- RockGolem takes 10x damage from pickaxes while armour is active
- Armour damage is now dealt after applying critical hit area modifiers
- Adjust the capsule size and critical hit areas for the Great Ape
- Ice mammoth - Ice pillars now get destroyed when attacked by ice projectile. DoT on a bunch of the ice effects
- First implimentation pass of the Swamp Ape Juvenile. Added skeletal meshes. Set up materials and textures. updated BP with gfur and new assets
- Cliff, Foliage Pass and Added new PFS, Green Quad, Elysium
- Cliff Pass Blockout on Yellow Quad, Elysium
- Adding Rock Golem Den Entrance to Olympus Map
- Adding ability to Show / Hide Boss Dens and added cheat for the same thing
- Adjusting Great Hunt Dens so they have their meshes as child component from a scene component so we can adjust visbility etc
- Elysium - geothermal lakes, additional macro placement in red quad
- Scaled the Great Ape down and reworked the locomotion animations. Added basic BT attacks
- Adding Ape Spawner Blueprint
- Setting up DLC Package Data for Outpost_009 - Frostfall - a volcanic / arctic / tundra hybrid outpost
- Ice Mammoth - Playtest 2 changes. Modifier changes,more health, more armor, more hp scaling, rotating and scaling ice pillars randomly, more ice kicks/ice pillars
- Fixing Rock Golem Den Entrance Teleport Spots
- Made changes to which attacks occur in specific phases of RockGolem fight
- Added new heavy slam attack to RockGolem
- RockGolem should now correctly use navmesh when navigating towards barrier walls
- Added some extra screen shake to RockGolem_Burrow_Montage
- Added 'Earthquake' aura modifier that is applied when RockGolem is performing it's burrow attack
- Stop transport pods from damaging buildings when they're on landing pads, greatly reduced knockback and damage to players
- Added initial functionality for player pod to not damage while landing on landing pads
- Tweaked RockGolem heavy attack montage notifies
- Placing the Ape Den in The Styx Map
- Remove float from location coords button as we don't need sub-CM positioning. Unified cheats + tooling to all work with this setup
- Hooking Up Developer Outpost
- Added developer outpost (Outpost_DEV)
- Update Outpost009 generated images. Fixed filenames. Updated Lava minimap mat to be closer representation of original
- Cliff, Foliage Pass and Added new PFS, Green Quad, Elysium
- Cliff Pass Blockout on Yellow Quad, Elysium
- Adding take a piece of cake audio and BP imp
- Remaining boss character health bars should now also take priority on screen
- Fixed bug where boss health bars would temporarily become hidden if there were too many projection widgets on the screen at once, boss health bars should now always be visible
- Upped maximum projection widgets visible on screen from 20 -> 50
- RockGolem can no longer be sneak attacked or killcam-ed
- first pass on Rock Golem Juvenile Spawners
- Adding all mission dialogue for Ape, Rock-G and Ice Mam. Audio and events
- Added bestiary lore entries for the Garganutan, Rimetusk, Quarrite, and Hammerhead
- Fix padding on great hunt mission UI close button
- Fix deployment of great hunt device, so it now folds out correctly
- Restricted great hunt selection by terrain
- Removed old includes from SavedMountFunctionLibrary.cpp
- Added Special Resource, Super Cooled Ice, Geysers, Wood Veins, Obsidian, Scoria and Adjusted Nav Voloumes, Removed Dens from level on Outpost 9, on Red Quad
- 3rd pass on elemental rock golem spawner
- Fixed missing texture in material for Great Ape den entrance
- Added textures, materials and meshes for Lab Equipment mission props. Still have additional meshes to add
- Add basic rock throws and roll attack for great ape
- Cliff Pass Blockout on Yellow Quad, Elysium
- Landscape Sculpting Pass, Cliff and Macro Pass on Green Quad, Elysium
- rough first pass of Ape spawner
- second pass on Rock Golem spawner
- Increasing distance and volume of rock golem final death call
- Fixed respawn pod allowing you to leave midair
- Adding dialogue entries and FMOD events for Rock Golem missions
- Adding appropriate audio cues for homestead items deployables and tiny adjustment to timing of great hunts deploy audio
- Adding swamp liquid to ape ambient event
- Rock golem dialogue cleanup pass
- Fix assignment for Outpost_009 biome map
- Update Outpost_009 Volcano area spawn options
- Setup dev setups for prospects for Outpost_009 and Elysium to ensure play in editor spawns work correctly
- Update Outpost weather in-dev to be less extreme
- Setup Outpost_009 fish spawn map
- Initial setup for Outpost_009 biome and spawn maps
- Setting up Silo item for Homestead, it allows food / plants to be placed in side, crafted at masonary bench
- Setting up Quilted Bed item for Homestead, crafted at carpentry bench
- Adjustments to rock golem arena audio and break armor event to be less dramatic if breaking multiple times quickly
- Setup Great Ape Corpse and rewards
- Update OP009 minimap images again after den removal
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