The 2.1.20.120106 update has just dropped for Icarus; fans can get an idea about the latest version. The game’s latest version is a major one and focuses on a ton of stuff. If you’re looking for a solid gameplay experience for Icarus, we highly recommend installing the 2.1.20.120106 update. But before that, let’s deep dive into the Icarus 2.1.20.120106 update patch notes.
Icarus 2.1.20.120106 Update Patch Notes
New Content
- Adding Flow Meter and setting up basic logic
- Update Flow Meter UI
- Resource Network Upgrade branch merged to Trunk
- Added message about not being connected to the network to the resource network inspection view
- Fixing up Blueprints after batteries merge
- Adding functionality to flowmeter item
- Reduced sprinkler steel to 2 per
- Rebalanced Flow Meter recipe, reduced Aluminium costs and added Electronics and Glass. Moved to Fabricator
- Removed Clay and Scoria Brick recipes from Stone Furnace
- Increased Metal Rain Reservoir cost, costing 12 Refined Iron (from 8) and adding 20 Charcoal
- Readding water borer blueprint and fixing deployable enteries for water borer and biofuel pump
- Adjust flow meter durability 250 -> 750
- Increasing Basic and Advanced Battery Storage so it takes each around 10mins to fully charge and 10mins to fully discharge, this can be augmented with multiple batteries and each battery provides different charge/discharge rates
- Adding optional flow text to resource inspection resources
- Fixing issue with resource displays on talents / tooltips, the calculation for ratio was backwards showing incorrect flow rates
- Adding optional water connections to furnaces
- Upping the water borer water generation rate
- Flow meter now shows detailed resource network window when interacted with
- Resource network inspection window is now self contained and can be opened using the normal linked-actor dynamic widget flow
- Re-added resource remaining indicator to Drill, Extractor and Harvester UI
- Removed Water Connection from T2 Masonry Bench
- Removed the Water Connection from the T2 Rain Reservoir as its superseded by the T3 Rain resevior
- Shifted T2 Water Purifier to T3 as it makes more sence at that location due to the network changes
- Modified Size of Ice Borer & Flow Meter (they were too small)
- Fixed Resource network puck collision on flow meter so you can now connect to multiple networks
- Removed Old un-used flow meter static meshes
- Removed helper text for T2 Masonry Bench water connection craft speed (as this is no longer applicable)
- Adding ability to scale network flow via stats so modifiers can scale up or down depending on contextual events
- Lights Intensity is now scaled (on electrical lights) when they are recieveing less power (are in a brown out)
- Added logging if a wire/pipe fails to reconnect to a device on load
- Changed generator loading to use full activation path (should fix things like the Water Pump being stuck on Idle)
- Fixed Inspect Network not working for wiring tools on Clients
- Fixed missing action prompts from water tool
- Updated Deep Ore Veins so they are unlimited
- Lights intensity now has a stat and can be scaled by adding modifiers to lights
- Adding new brownout modifier for lights that reduces its effectiveness
- Removing Optional brownout text from resource network data
- Added dev tool for inspecting resource flows inside devices
Fixed
- Fixed bees incorrectly persisting for 5 minutes when killed
- Fixed bees not cleaning up correctly on clients when killed
- Fix a trivial runtime replication warning associated with new deployable camera focus setting
- Shield/offhand item stats are now applied when placed in the offhand
- Added resource remaining indicator to Drill, Extractor and Harvester UI
- Removed remaining value from Drills, Extractors and Harvesters (Deep Ore now unlimited means this is no longer required, others benefit from the mystery)
- Fix selected dropship index is not being set on Outposts after Return To Character Select
- MIASMIC: Fixed solar panels not counting for entire mission area, requiring placement within middle half of the mission area, can now be placed anywhere within mission area
Future Content
- Added cheat to spawn exotic infused creatures. Added red variant of infused creature particle system
- Added ability to spawn Exotic Infused creatures. You can now specify an EpicCreature row when adding AI to spawn pool in each D_AISpawnZones
- Tweaked base stats of Wooly Zebra mount, being slightly slower than the horse but a bit tankier and carrying more
- Added missing limestone half pitch icon
- Fixed Limestone halfpitch building assignment
- Added Limestone Building Piece item icons
- Adding mount specific versions of blueback attack and idle for more appropriate volumes
- Adding blueback juvi idle, flinch and death audio and events and data table setups
- Added GUN_Shotgun_CHAC
- Added DEP_Trough_Luxury_Feeder, DEP_Trough_Iron_Feeder and DEP_Trough_Rustic_Feeder
- Adding text and descriptions to a food / water troughs
- Adding Skulmut & Dribbo creature setups and correct naming
- Added proper spawnrate/damage/resistance stats for mini hippo
- Updating mange wolf aggro states and flinch audio to better match creature in game
- Submitting Juvenile Wooly Zebra mesh and textures
- Added HAB diorama for off planet bestiary images
- Added chicken trophy with white, brown, and black materials
- Hooking up bear cub carcass mesh to corpse BP
- Added setup for Mange Wolf Alpha creature including skeletal mesh and carcass assets, bestiary and stats pass needed
- Added setup for Mange Wolf creature including skeletal mesh and carcass assets, bestiary and stats pass needed
- Armoured saddles now point to correct skeletal meshes in D_Saddles
- Adding all events for mange wolf alpha. Adding low end loop layer to add bigness and adjusting spacial for standard mange wolves to be less intense
- Added Trail Beacon and Beacon Tool control hints
- Allowed Trail Beacons to be deployed indoors
- Added Trail Beacon Emissive
- Added upper and lower indicator icons to halfpiece wall item icons
- Final adjustments for blueback and blueback juvi audio sounds
- Added inverted item icons of building halfpieces
- Setting up CHAC workshop shotgun
- Updated Exotic Infused Creature VFX
- Moved files from dev folder to main project
- Adding Icons for Chicken Head, Chicken Trophy, Trail Beacon, 4x new food troughs
- Adding Chicken / Sheep Vestiages & Trophy item setup
- Adding Chicken / Sheep Bestiary Enteries & Adding Space / Workshop Enviroments / Categories
- Adjusting saddle in world dropped meshes to be generic
- Added correct bones mesh for var 2/3 and made materials from preexisting textures for the var 2/3 carcasses
- Adding Armored Saddle Icon
- Updated DEP_Trough_Luxury
- Setting up Limestone Deep Mining Deposit to use the correct textures & highlightable
- Setting up the Limestone Voxels to use the correct textures and assigning the silica phyiscal material for the pickaxe hit effect as the sulfur effect eas too yellow and did not match the effect
- Added DEP_Trough_Powered_Feeder
- Added Limestone Voxel materails and textures
- Added Limestone Deep Ore Vein materials and textures
- Added a comfort system which takes stats of deployables around the bed and applies it to the players well rested buff
- Prevent a GameUserSettings Delegate being bound twice in editor (internal dev only)
- Move Sheltered Bed Tooltip to correct folder
- Reduce the draw distance on some visual fire effects
- Improve performance of forest fires
- Adding audio entries for mange wolf alpha. Adding all current audio events and data table set up. Adjusting and fine tuning events for alpha and standard
- Adding appropriate deploy audio for all water and food troughs
- Added base implementation setup for the Kiwi including character BP and DT setups, second pass coming with corpse and proper weighting setup
- Adding sound for when food is added to any food trough. Adding audio, event and blueprint functionality
- Exotic infused creature crystal particles are now scaled based on creature size.
- Fixed bug where crystal particles weren’t being randomly oriented.
- Crystal niagara particle system now persists between NPC and corpse which should reduce visual popping on death
- Skip fallback navmesh checks when transport pod EQS fails and just drop near players
- Adding brambles damage scratch event and blueprint implementation to play audio when damaging player or enemy
- Adding new audio event for coconut tree harvesting audio and also fixing growth stages pointing to cocoa instead of coconut
- Fixed bug where all creatures were spawning with exotic infused effects
- Adding in Kiwi corpse and animation setup, tweaked movespeed to fit the size and duplicated animations for Audio