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Icarus Week 120 Update | New water quality and purification process
ICARUS
22.03.24 03:55 Community Announcements
Week 120 brings a new layer of depth to the water quality system and three new water purifiers.

We’ve also adjusted the modifiers applied by different drinking vessels, so hot drinks can be sipped on rather than consumed all at once.

We’ve also got an update on Laika, our upcoming creature-themed update, and the new paid DLC that is to be paired with it.

Jump in and have a read.

Notable Improvements:


  • Wind turbines will no longer take damage when the selected difficulty is easy
  • Wolves no longer howl every time they play their idle animation, this will now only happen ~1/3 of the time
  • Wild Beehives now grant XP and Bestiary progress toward Bees
  • Landshark now grants relevant XP and loot. Fixed killed Landsharks not being destroyed on death (was being hidden)
  • Waterskins have been buffed to no longer leak water



This week: Water Quality & Purification



This week's big new feature is Water Quality & Purification.

Water will now have different levels of quality, so the purity of your source will matter when filling up your canteen.

Tainted Water:
  • This will be any water source that isn’t purified, such as lakes or rivers
  • These sources provide a 15% chance of getting dysentery (regardless if drunk from the source or a container)

Rain Water:
  • This can be caught using rain catchers and is of a higher quality than water from rivers or lakes
  • This gives a 5% chance of getting dysentery

Filtered Water:
  • This is water that is filtered using charcoal, which eliminates any chance of dysentery but provides no extra buff/benefit

Treated Water:
  • Treated Water is water that has been through a plumbing and charcoal filtration process on the Tier 3 Purifier (more info below)
  • This provides a -10% in water consumption and a -10% decrease in stamina consumption so both last longer

Purified Water:
  • This is water that is purified using plumbed water and an electrical process, on the Tier 4 Purifier (more info below)
  • This provides a -15% in water consumption and a -15% in stamina consumption

With the new Filtered Water, Treated Water, and Purified Water variations come three new purifiers to achieve these states.

Tier 1 Purifiers:
  • These run on charcoal and provide ‘filtered water’
  • There are two variations, one that can be placed in water (rivers or lakes) and one that can be placed in open space to act as a rain catcher
  • When provided with charcoal as a fuel, these will produce filtered water

Tier 3 Purifier:
  • This runs on charcoal and plumbed water, and will provide ‘Treated Water’
  • Plumbing requires connecting up a water network using pipes from a water source (lakes, rivers, or rain catchers) to the Purifier
  • This machine has internal storage for filling and will fill water vessels when placed into the machine's distribution slots
  • This machine also requires charcoal for the purification process as a fuel source, and the combination of the two will provide Treated Water

Tier 4 Purifier:
  • This runs off a combination of plumbed water and electricity, and will provide ‘Purified Water’
  • As mentioned above, plumbing requires a water pipe system, but this machine will also require an electrical source to operate
  • This Purifier will fill up a vessel that is placed in its inventory when provided with the required electricity and plumbed water, before moving to an idle state when the vessel is filled/removed
  • The Purifier will sit in an idle state unless actively filling a vessel
  • Water produced by this machine will be the highest possible quality, ‘purified’



This week: Water Vessels



To pair with the new Water Purifiers, all Water Vessels like waterskins, canteens and thermoses have all received an upgrade.

Water Vessels will now attach two modifiers when being drunk from, one based on water quality and one based on the liquid property.

Water Quality - As defined above, either Tainted, Rain, Filtered, Treated or Purified

Liquid Property - Varies depending on the liquid, i.e ‘contains cool water’ which grants the ‘Drinking’ modifier or ‘tea’ modifier when the vessel is filled with tea

This change means that items such as tea or cocoa are no longer single-use items. When placed in a vessel these can now be sipped or consumed over time, rather than all at once. This also means that vessels containing them can be placed in the water slot in your envirosuit and consumed over time.

Because of this, the modifiers for any liquid inside a vessel have been standardized to 300 seconds. If a device contains a liquid such as tea or cocoa, the modifier can go substantially longer than this as every sip resets the counter.

The change to water quality does mean however you have to be conscious of the quality of water you are filling your vessel with. A vessel will always default to the lowest quality water applied, so if a device has Purified Water but you top it up with treated water, that vessel will now have the Treated Water modifier applied.

You can always remove all the liquid from a vessel by right-clicking the item, and clicking ‘empty’ or focusing on it in your hotbar and right-clicking it.

In addition, due to the changes to water, players will no longer drink or fill up canteens while swimming.



Future: Laika



Last week, we started talking about our big upcoming free update, Laika. This included the various features that are coming along with it, and if you want to read up on those, check out last week's post here. We’ll also be detailing some of these over the coming weeks.

Alongside Laika, we will also be releasing our Creature Comfort DLC. This is for those who want to support us in our ongoing development of Icarus, and will feature a variety of new items for your mounts and tamed creatures, and some more content we can’t wait to share with you.

If you want to wishlist the DLC, you can do so now over on the store page.

https://store.steampowered.com/app/2790990/Icarus_Creature_Comforts_Pack/



Next Week: QoL



Next week we are planning to do a QoL pass, headlined by our bench consolidation improvements.

This will include doing a pass on all benches at each tier and making sure the Tier 4 variation of a bench can fully replace its Tier 3 counterpart.

Zitat:
author:

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.



https://store.steampowered.com/bundle/36462/Icarus_Architecture_Bundle/

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

Changelog v2.1.23.120788



New Content
[expand type=details]
  • Water merge to trunk
  • Fixed issues with t4 stopping build/unsaved energy/water json
  • Water Trough now visually fills (water plane goes up and down with fill amount)
  • T1 purifier now has to be placed outdoors and will provide purified water buff
  • Rain reservoir t3 now applies rain water to containers
  • Adjusting location of audio for water trough T4. lowering volume
  • T2 purifier now works as intended. Removed the processing component because it wasnt needed. Fixed generator init
  • Fix deployable camera rotation was not sticking for host
  • Added a camera to t2 purifier for interact positioning
  • Adding BP data to play audio on T4 purifier and adding kiwi bestiary event to be added to data table
  • Removed stats off water alterations so players dont get stats by holding container. May replace this with new visualization.
  • Changed t1 purifier fillable to be smaller to match design suggestions
  • Updating audio behavior for purifiers T2 - 4 to be consistent. Not currently working as expected - to be checked if generator state is working.
  • Fixing niagra effects being in wrong place on T2
  • Correcting deploy audio cues for water purifiers
  • t4 purifier now fills containers based on the flow rate of the purifier and water flow will become idle if there are no objects for the purifier to fill
  • Updating the way that actors in world can be filled up with the new water alteration system
  • Unlocked water purifiers
  • Split T1 water purifier to ground and water as seperate deployables, rather than single deployable with variations. Slight tweak for recipes
  • Added water plane to T1 ground water purifier
  • Fixed 'Fill Container With Alteration' nodes from having an old item data that is no longer used
  • Split functionality of drinking and filling containers from water source to 2 seperate interactables
  • Updated Honey Tea to new water consumables system
  • Moved UMG_purifier_t4 to deployables folder instead of base content folder. Water in the water slot now applies temp modifier to player
  • Removed Cooling Modifiers from being hard coded on all canteens
  • Added Display of Alterating causing Modifier for Water
  • Fixing Priority alteration replacement code (as it wasn't replacing the old alterations so you could have a coffee/cocoa/honey alterations all in one drink)
  • When adding water to canteens the Cooling Drink alteration is now added, this is replaced when tea / coco etc is added via crafting
  • Fixing issues where alterations on items where restricted unintentionally to only applying one modifier instead of many
  • Drinking water from the suit slot now applies the correct effectiveness number to the modifier
  • Adjusting water purifier t2 granted alterations
  • Adjusting flow rates for purifiers
  • Tea / cocoa etc now last 300s but the item is not longer one use
  • On Easy difficulty: Removed damage from wind turbines, negative weather effects from generators and water devices, clogging from waterwheels. Halved negative weather effects from Solar Panels
  • T4 Water purifier now goes into an idle state when not filling canteens
  • Drinking from water bodies now grants the cooling buff for 300 seconds
  • t2 purifier now only fills fillable component through generator. the fillable component now fills containers. Reparented purifier to match t4
  • Kitchen Sink now provides the correct alterations when filling containers
  • T2 water input is now done by the last resource flow rate rather than inputting the desired water as an input. This stops empty network filling fillable
  • T2 Water Purifier now only activates its generator and water network when required to fill itself up
  • T2 Water Purifier now fills up its containers with water without needing to be 'on'
  • Fixed T1 Water Purifiers being unable to be picked up
  • Your player will no longer always drink while swimming

[/expand]
Fixed
[expand type=details]
  • Fix a race condition crash when showing tooltips, which would cause crashes
  • Tidy up OLY_Forest_Scan, OLY_Forest_Research where quest EQS was failing and performing fallback
  • Landshark now grants relevant XP and loot. Fixed killed Landsharks not being destroyed on death (was being hidden)
  • Wolves no longer howl every time they play their idle animation, now only happens ~1/3 of the time
  • GOAP NPCs now show an icon above their head when eating or drinking (similar to alert icon)
  • Adding in fur culling masks to clean up Tusker and Zebra Saddles, only applied to the basic saddle at the moment
  • Item tooltips now use a single shared tooltip
  • Added step to bottom of concrete stairs to match other stairs assets, mainly to prevent a gap in certain instances
  • Deep cleanup of API exports to free up linker objects
  • Wild Beehives now grant XP and Bestiary progress towards Bees
  • Wait until at least one player has landed before beginning quest setup on missions (as opposed to operations)
  • Added the option to set resource storage devices as in flow only
  • Reduced importance of wolf howl vocalisation to default rather than important to prioritize flinch and death higher than howl
  • Fix a rare crash reported in Sentry related to Flammable async tasks and sampling the environment temperature
  • Fixed DT not saving
  • Fix a rare crash reported in Sentry retrieving quest description
  • Dependency cleanup
  • Fix a rare crash reported in Sentry relating to the CompassWidget ticking
  • Wire tree restore protoype to clean up cut branches as well as burnt cut branches. Fix an autocomplete typo
  • Fallback to any drop ship group when a group cannot be found
  • Fix drop ship fallback fix is preventing resume when dead

[/expand]
Future Content
[expand type=details]
  • Changed processor inputs to match the recipe provided in jira ticket
  • Added racing saddle art assets to the project
  • Fixed item tags on egg and wool
  • FieldGuide - add open in field guide context menu to inventory items
  • ICESHEET Story 1: Fixed description node to fix build error
  • ICESHEET Story1: Added initial quest setup
  • Adding kiwi idle nip, whoosh and attack audio and events and animation notifiers
  • Setting up Racing and Desert Tracker Saddles
  • Added health level scaling for chicken and sheep
  • Adding Cryogenically Frozen Chicken and Sheep Workshop Enteries, when deployed these will spawn a chicken at that location
  • Adding in extra spawn zones for the extended Prom map including 2 new alpha zones for spawning control
  • Added Snare Trap, Hitching Post, and Hitching Rope items to Trunk for localisation
  • Adding correct kiwi montages to kiwi BP instead of the Moa ones
  • Icesheet Story: Updated final quest step to allow a bit more player freedom and mystery. Added quest markers for other quest steps
  • Icesheet Story: Added outpost base and spawning
  • Added SK_GUN_HuntingRifle_CHAC
  • Added SK_GUN_Pistol_CHAC
  • Adding kiwi flinch and bestiary data.
  • Setup spawn map texture assignments for Prometheus expansion
  • Added companion talent icons and companion modifier icons
  • Fixing Kiwi creature type and corpse AI setup to point to correct entry
  • Added eating and attraction icons for creatures
  • Added Chicken bestiary stats, cleaned other in development creatures stats to ensure none are copy pastes on release
  • Setup Bestiary data for 7 new creatures
  • Setting up CHAC Shotgun & Rifle

[/expand]
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