Icarus Update 1.1.1.90762 Patch Notes (Official) - January 28, 2022
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Icarus update is now available on PC (Steam) players. According to the official Icarus patch notes, the latest update added a new functionality and personalization along with the entire Olympus map now being playable as a huge 64sqkm Outpost.
Unfortunately, since the last major update, players are facing several issues. Today’s Icarus patch 1.1.1.91181 will address a few of these errors.
Adding new Difficulty Settings to Outposts so players can choose settings for weather and animal spawns
Adding Olympus-wide Outpost to the Outpost Screen
Can now modify key bindings from the title screen
Thrown spears/knives/etc are highlighted in world talents now correctly prevent the highlight being cleared when looking at the item and then looking away
Fixed various texture settings for consistency and compatibility with tooling
Optimized or deleted unused expensive (4k) texture assets.
Fix Stone Arrow having ‘None’ defined for Additional Stats which caused Komodo Bite modifier to appear erroneously in item tooltip. Add DT Validation to pick up on this in future
Fixed some blueprints using the wrong GetDifficulty method which was preventing correct difficulty scaling
Added a fix in to teleport players that fall through the map back to their last grounded location. Improved teleport fall-back case to pick nearest dropship/respawn pod spawn location instead of the assigned player dropship
Adding final sound for the egg nests. Adding removal of items from egg nest ‘gooey slosh sound’
Adding in the sound of ‘removing mission item from downed supply crate’ for delivery mission Styx
Implemented new icon for the Trained Hunter talent.
Added Wooden piranha statue to the project.
Added stone piranha statue to the project.
Added DCO_Candle_Holders_Wood_Carved
Added AMM_Pistol
Fixed Icebox inventory tag to allow all food, rather than only spoiled food.
Added difficulty setups for Outposts
Fix spelling of Scorpion in Stats description
Assigned SpawnRate types for Crocodile, Komodo
Separate ‘Hard Creature Stats’ from ‘Hard Creature Spawn Rates’ for better control
Added bounds mask in Generic folder
Small adjustment to gloopy egg sound based on mission play. Also adjusted positive affirmation delays for the mission
Small adjustment to the remove the flesh tear sound from egg sack removal
Improve AssetInfo texture checking methods.
Fix filenames on Pine02 burnt textures
Fix filenames on various textures
Making carry radar sound more subtle. Slightly less body to the sound and less invasive when running with a radar for a long distance
Updated the LOD Groups and LODs on certain Static Meshes
Updated physical material for the stone elephant statue.
Updated wooden deer statue textures.
Updated physical material on stone deer statue.
DCO_StatueBuffalo_Wood mesh, material and textures
Updated the DM_WallShelf_Wood assets as the texture update was look for an auto generated texture in Engine
Updating DMs an Mats for DCO_Carved wood Bookshelf and Desk Lamp
LOD adjustments for Desk Lamp and Bookshelf
Scorpion Boss tweaks to VFX biome switch, added extra biome scripts for Niagara systems
Fixed issue with repair hammer not playing hit sound on the Wood Hedgehog, due to missing physical material
Added new copies of existing Prospect Image textures to new folder with themed naming schemes for grouping
Added new Prospect Images textures
Changes to bespoke cave entrances in Blue and Green quad Styx.
Updated mission step in Husk: Extermination mission to say Textiles Bench instead of Armor Bench
Removed ore overlap in large G3 cave Blended cliff with landscape in D5 on Red Quad, Styx
Added Chamois transition, carcass, fur and textures
Added descriptions to the workshop vaccine modifiers.
Initial work overhauling audio quad delay system (WIP)
Moves quad delay to a dedicated PlayerReflectionAudioComponent
Can be turned on for dev testing by ticking a box in BP_PlayerEnvironmentalAudioComponent which will instantiate the new component and bypass the old system
Existing outposts now show the right difficulty level – or show Easy if they were made before outpost difficulty was added
Added Reward Display under Talent_Prospect.
Point Prospects to new images and minor DT fixes
Ordered FactionMissions DT to match ProspectList DT for easier maintenance/comparisons
Deleted Hard/Hardcore prospects no longer used since Difficulty refactor
Changed system to not validate image resolution if no image is specified
The Olympus wide outpost now points to the correct terrain and players can now launch the outpost successfully
Adjusted Reward Display color and size
Updated the LOD groups and LODs on certain Static Meshes
Fixed Compile error on UMG_ProspectRewardDisplay
Updated UMG_CreditsPage
Fixed WorldStatsSubsystem trying to add to the virtual Buffalo and Boar spawn rate stats instead of base stats. This fixes issue where BoarSpawnRate and BuffaloSpawnRate stats weren’t being applied correctly
Added stats to control spawn rates of crocodiles, komodos, and zebra
Fixed sorting of ProspectList and FactionMissions DTs
Fixed missing meta data info in missions
Removed hard references to images in UMGs
Pointed FactionMissions to new image files
Deleted old image files
Fixed issue where the UI and Selected Outpost Difficulty could be out of sync and be displaying the incorrect difficulty and stats
Checked that teleports players who fall out of the map now only considers players falling if their Z velocity is negative, instead of solely relying on a Falling MovementMode
Fixed a few incorrect subtitles and typos on various mission voiceovers
Adding base mission flow for Olympus Outpost unlock mission and relevant quest markers in D_QuestQueries data table, added in mission item BPs and Central Scanner Device BP which at the moment is a reskinned crash ship to retain base logic
Added Quest items, Crystal and Battery Items static, meshable and itemable setups for use in Olympus Outpost unlock mission
Added Talent for new Mission, Adding Character Flags for new Mission to unlock the Olympus wide outpost, Adding New UI to Outpost Selection, to show locked status
Added some collision volumes beneath ground in underwater caves to ensure the new out-of-bounds teleporting works as expected in those areas of the map
Added New UI of New Omni_Olympus Mission
Added Inventory tag queries and slot setup
Riverbanks/Cliff Underwater Assets Pass on Outpost 006, Forest Outpost 3
Landscape painting Decal placement on Outpost 006, Forest Outpost 3
Landscape Sculpting, Cliff Placement And Custom Cave Work, Outpost 008