Based on your feedback on last weeks seed changes, we’ve further tweaked parts of the new seed system. Extracting seeds is now faster and requires less produce. Seed Pouches have more slots and we’ve added a Seed Harvester to the Harvesting Cart. We’ve also implemented the long-requested ability to swap your envirosuit while on planet, allowing complete customization of your player loadout in Open World. Notable Improvements:

This Week: Seed Revisit and Buffs
Last week we wanted to ensure that seed amounts throughout early, mid and late game were meaningful, and give players more options to opt-in to a larger seed stockpile when they want to start a farm. The passionate reception to this has identified some continued annoyances that we’re addressing this week; seed processing time, specific large plant seed amounts and seed storage.Last week’s addition of the Seed Extractor took too long to process each seed. We have lowered the 60 second timer to 30 seconds. We kept the seed extractor crafting cost low so players can choose how many to build, just like the drying rack or furnaces, allowing you to drop off a bunch of produce, go on a mining trip and return to seeds ready to plant.We also saw that some of the seed recipes were too expensive, when compared to the harvest quantities from the wild. We reduced many of the requirements to create seeds, and boosted some crop yields. Yields can feel significantly different from player to player depending on if they are hand picking in the wild, crafting sickles, farming, building greenhouses, using talents,crafting attachments, using fertilizers, or bee keeping.
The Seed Pouch and Farmers Satchel are also receiving buffs to their number of slots this week. The Seed Pouch capacity is doubled to 12 (from 6) while the Farmers Satchel can carry 8 more seeds for a total of 24 (from 16).This week we’re also adding a new attachment for the harvesting cart to make mass seed gathering on the farm easier, the Seed Harvester. This will enable your cart to quickly provide seeds, allowing you to rapidly expand your farmland.As always our continual aim is to improve the game as a whole for both new and old players. With the diverse range of playstyles and experience levels throughout the community we have many factors to consider, so we appreciate all your feedback and strive to guide the game in the best direction.
This Week: Equippable Envirosuits
A major change this week allows players to bring multiple envirosuits from orbit via the Orbital Exchange Interface and replace your current envirosuit.In the original mission based format the player loadout selection (and envirosuit decisions) were locked-in choices that modified your gameplay. Envirosuits were a special case vs all other items in the game. Even after our transition to an open world game, envirosuits remained a complex case, which required refactoring of several core inventory systems.With this update envirosuits can now be replaced by another suit, allowing players more customization options each time they leave their base. This also allows us to add more envirosuit options without worrying about locking players in to their decision for an entire prospect.This feature was enabled on development builds a couple of weeks ago, allowing us to test during our Great Hunts play sessions, as we further refine our mission content.
Next Week: More Base Deployables
Next week brings some rework to the sign system, allowing more sign materials and allowing you to label and decorate your base in more styles as you desire.We’re continuing to work on Great Hunts and Dangerous Horizons, with plenty of map and mission work underway.Find out more next week.
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 v2.2.50.135633
New Content [expand type=details expanded=false]
- If tamed mounts fall out of the world without freezing correctly, they will now attempt to teleport to owning player (if online) or to their last grounded location
- Fix auto reload message showing up for both client and host when initiated by client
- Fixed clients being able to see the Hammerhead Slug boss spawner and boss icon at the same time
- Attempted Fix of the Crop Plot Tooltips so they display correct information and growth progress when snapping between them as a client

This Week: Seed Revisit and Buffs
Last week we wanted to ensure that seed amounts throughout early, mid and late game were meaningful, and give players more options to opt-in to a larger seed stockpile when they want to start a farm. The passionate reception to this has identified some continued annoyances that we’re addressing this week; seed processing time, specific large plant seed amounts and seed storage.Last week’s addition of the Seed Extractor took too long to process each seed. We have lowered the 60 second timer to 30 seconds. We kept the seed extractor crafting cost low so players can choose how many to build, just like the drying rack or furnaces, allowing you to drop off a bunch of produce, go on a mining trip and return to seeds ready to plant.We also saw that some of the seed recipes were too expensive, when compared to the harvest quantities from the wild. We reduced many of the requirements to create seeds, and boosted some crop yields. Yields can feel significantly different from player to player depending on if they are hand picking in the wild, crafting sickles, farming, building greenhouses, using talents,crafting attachments, using fertilizers, or bee keeping.


This Week: Equippable Envirosuits
A major change this week allows players to bring multiple envirosuits from orbit via the Orbital Exchange Interface and replace your current envirosuit.In the original mission based format the player loadout selection (and envirosuit decisions) were locked-in choices that modified your gameplay. Envirosuits were a special case vs all other items in the game. Even after our transition to an open world game, envirosuits remained a complex case, which required refactoring of several core inventory systems.With this update envirosuits can now be replaced by another suit, allowing players more customization options each time they leave their base. This also allows us to add more envirosuit options without worrying about locking players in to their decision for an entire prospect.This feature was enabled on development builds a couple of weeks ago, allowing us to test during our Great Hunts play sessions, as we further refine our mission content.

Next Week: More Base Deployables
Next week brings some rework to the sign system, allowing more sign materials and allowing you to label and decorate your base in more styles as you desire.We’re continuing to work on Great Hunts and Dangerous Horizons, with plenty of map and mission work underway.Find out more next week.

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 v2.2.50.135633
New Content [expand type=details expanded=false]
- Added new attachement slot to Harvesting Cart
- Added new Seed Harvester attachment item to enable collection of seeds on Harvesting Cart
- Add Seed Harvester cart recipe
- Halved the amount of time taken to craft seeds in Seed Extractor (60s -> 30s)
- Increased the number of inventory slots in Seed Pouch and Farmers Satchel, 6->12 and 16->24 respectively
- Removed incorrect stat on Harvest Cart which implied it could harvest seeds without the use of an attachment
- Added temporary WIP icon for Seed Harvester Attachment
- Fixed wonky wheels on the cart physics assets when dropped in world
- Envirosuits can now be brought down from space, either in the dropship or orbital exchange
- Added extra logic in to make sure player can't duplicate envirosuit by equipping it AND taking it in dropship cargo (duplicate is ignored when dropping)
- Renamed Volatile Exotic Seed to Volotile Exotic Bulb, to differentiate it from other seeds (eg it can still be gathered without seed gathering equipment)
- Updated Seed Harvester attachment icon
- Seed pouches - Fixed a bug which caused seed pouches to lose its reference to its inventory when shifting its location within an inventory. This should fix these issues
- Shifting seed pouch made seeds no longer automatically go into the pouch
- Icon showing how many seeds are within the pouch not updating correctly
- Dropping the seed pouch straight onto the ground doesnt remove the reference to that inventory, so all seeds would teleport to the seed pouch that is not on your character
- Automatic seed pouch drop would only work with the first pouch placed into your inventory, all subsequent seed pouches will need to have seeds manually placed
- Fixed mount saddle attachement slot (in mount inventory screen) not updating correctly when swapping in and out different carts
- Fixed bug where exotic resource deposit map markers weren't being shown for clients after performing a scan nearby
- Update DF shadow setup on T4 Cooler
- Fixed collision for DCO_Bookshelf_MetalGlass to allow item placement on shelves
- Attempted Fix of the Crop Plot Tooltips so they display correct information and growth progress when snapping between them as a client
- Fix auto reload message is showing up for both client and host when initiated by client
- Adding bigger moment for when reaching level 60 in the level up audio cue. Balance levels under that to better work with hitting L60
- Hammerhead slug boss icon - Fixed issue where the icon on the spawner would stay visible even when boss has spawned. now will dissapear when the slug is alive and a new one follows the boss
- Update display of flamethrower fuel use to show per second
- Reworked input and output mesh areas for the T4 Anvil, as well as separated the animated piston from the main mesh and added it as a separate Skeletal Mesh. The main bulk of the asset is now a Static Mesh, minus the previously mentioned piston SK, which should help with perfomance as well as Distance Field Shadows
- Fixed broken vertex normals on BLD_Window_Curtain_Fur
- Added backface geo to certain Lett Cot elements
- Hammerhead slug icon - Fixed clients being able to see both boss spawner and slug icon at the same time
- Add custom snow material for Scorpion Arena that spawns in the Arctic biome
- Reverted T4 Anvil Proxy crates to fix issue with a mission crate BP issue. Also created separated crate meshes as generic props from the T4 Anvil proxy meshes
- Chem bench lights now turn on when connected to a network that has supply and vfx play when processing
- Fix LOD2 and LOD3 on Fur Curtain having noticable artifacts
- Remove Wolf Jump anim reference from Boar BP. Tweaked jump arc to better suit animation (more vertical). Tweak blends of jump montage to match other jump montages. Expose jump delay timer as variable for fine tuning and debugging
- Fix Striker/Stalker using Wolf montages with incompatible skeleton. Creature can now jump properly. Fixed swim height by offsetting root bone in AnimBP. Fixed EyeSocket rotation
- If tamed mounts fall out of the world without freezing correctly, they will now attempt to teleport to owning player (if online) or to their last grounded location
- Fixed shadow on workshop animal containers not fading out correctly
- Hammerhead Slug Icon - re fixing client seeing boss spawner and slug icon
- Fixed hammerhead slug icon not updating properly for clients
- Bat Orientation - When bats leave the nest they reset their orientation so that they dont fly at weird angles depending on the rotation of the nest
- Added new Albedo texture fo Arctic Moa with properly adjusted values for fur, while retaining HSV levels for non fur parts like legs and beak, etc
- Redo of DLC2 arctic cave entrance BPs to fix bad positioning of cave blockers
- Adding Cold Aura Around Ice Mammoth Clues and Experiments in the Ice Mammoth Campaign, this aura lowers players temperature when they are within range
- Fixing Mutated Mammoth Experiment Blueprint to use the correct ice armor in its back, rather than the scaled up enzyme crystals
- Adding Spliced Viscid Spawning in Arctic Regions of Prometheus when world stat is present
- Adding Arctic Viscid Loot which drops enzymes when killed
- Adding Spliced Viscid Spawning as an outcome in the Ice Mammoth Campign, it comes as a result of not destroying the research base, allowing research to continue
- Fixing issue where the Spliced Viscid AISetup data row was renamed
- Setting up Enzyme / Snow Slug Trail and Attacks so they use the correct effects and meshes
- Created and added Slime Trail Materials assets for Red / Blue Versions if required (also uploaded materials to G-Drive)
- Adding new Landmine Types (Poison, Burn, Shock, Freeze) - These are not Player Craftable
- Fixing Landmine Stats (they where displaying Pure Damage on their tooltip but Dealing Explosive Damage)
- Blockout cliff pass in volcanic on Purple Quad, Elysium
- Fix Ape_D collection requirement not progressing
- Add helper text to indicate progress on Ape_C
- Slight adjustment to the ape spawner. Decreased volume but increased sound size. To account for players hitting with pickaxes not just shooting with guns
- Adding ape juvi scream upon aggro to add more intensity to fight. Also slight adjustment to idle distant layer to make it play slightly more to give more ape awareness in the world
- Increasing ape juvi footstep velocity volume. Adjustment to sonic device start and loop. Increased volume of distant ape scream in mission to make it more evident
- Adding blueprint logic to play audio loop when ape sonic device is turned on
- Halved Arena Juvie Ape GFur layers from 32 to 16 as a perf test
- Resave deployable setup datatable
- Adding sonic ape device audio event and audio
- Balance pass on Female 2 vocalisations
- Allow golem lamp to turn on and off
- Great Ape: Reduce the number of gas fungi particles
- Adding Female 2 death vocalisation
- Setting up unique Ape Sonic Device BP so audio can be added to that instead of being within mission BP
- Fixed Ice Mammoth arena entrance spawns player backwards
- material variants for seracs and SW rocks for ELY caves, material swaps and general polish of ELY arctic caves
- Reduce number of cards, remove collision and adding batching for Ape Gas Clound AOE
- Small adjustments to ape slam, and sprint audio
- Replaced other campaign buttons with newer buttons, added hover animation and changed the background of GH UI
- Blockout cliff pass in volcanic on Purple Quad, Elysium
- Improve exotic infused creature and adjusted particles to reduce perf cost for gasflyer
- Added NoFoliage variant levels+prefabs of ELY arctic caves
- Small adjustments and improvements to ape velocity speed footstep volumes and simplifying bear idle distancing curves. Small tweak to L60 level up sting
- Added prefabs for ELY arctic caves (I knew I forgot something)
- Resaving IM_D & IM_A base with Landmine Fix
- Fixing issue where landmines where not dealing damage after leaving and reloading a prospect, they where setup to use the wrong recorder component meaning they never received stats, which means when they tried to deal damage it was using the value of 0
- IM_D - Adding Turrets, Landmines, New Generatores and Expanded Base
- IM_D - Adjusted Explosion Logic so its self contained in its own quest
- IM_D - Adjusted quest steps to provide more information and swapped a map marker to use a search area until the base is found
- IM_D - When the explosive is deployed you will have have 30 seconds to evacuate the area or be hit by the explosion
- Blueprint unlock widgets now give more information about resource network and fillable storage information so that better informed decisions can be made before unlocking
- IM_D2 Updating beacon placement and tracking logic so its more of a game / challenge with greater feedback as to what is happening
- Added DEP_Armor_Stand_T4 with destructible and animations
- Dropping Enemy Turret Health From 10000 -> 2000
- Adding new Item Icon for Partially Digested Enzymes so it can be distinguished from regualr enzymes
- Adding extra spawn on ice mammoth bat nest to ensure bats are there when players enter the area
- Adjusting IM_B so that travel and examine steps are now explicit, also adding new info descriptions for the digested enzymes for greater quest context
- Removing Interaction from IM_B Mammoth clue as it is not required
- Cliff and Landscape Pass in Swamp, Purple/Orange Quad, Elysium
- Removing audio references for the ape sonic device from the mission BP and playing all audio from the Sonic Ape Deployable BP. Stopping audio loop from being able to be triggered if not properly powered
- World boss button layout change, Great Hunt Interface layout changes and alignment, added boss item display widget to Great Hunt Interface
- Added custom collision meshes for SW/GL/TU MACTOP meshes - more polys on top surfaces, less on sides to improve playability
- Added BP_WeatherBlocker for use in ELY
- Added flightless tank skeletal mesh to the project
- Update Sign widget material to use Decal domain which allows it to take on normals of sign mesh and handles lighting better, removing emissive glow, making the signs look less digital and cohesive within the scene
- Added Unique VFXs for Slug Launcher projectile, hit and spot for all ammo types (base, poison, healing, explosive)
- RG_OP1 remove map marker as quest no longer requires a specific location
- Adding unique triangulation beacon deploy audio with sonar pulse in it to help signify that its finding direction. Increased importance of explosion for mission to help play more consistently
- Elysium - swapped cave prefabs to DLC2 variants in Yellow+green quads
- Enable external caveworm spawns for Quarrite Great Hunt
- Add placeholder ape cage
- Added BP_WeatherBlocker in volcanic on Purple Quad, Elysium
- Testing weather blocker BP in Tundra, green quad. Test placement of voxels in geothermal pools, red quad
- Fixed Ice Mammoth arena entrance spawns player backwards
- Added Ice/enzyme version of Viscid, with SK, DM, materials and Textures. I also updated the meshes and materials in the BP. Joe will do a pass on the back ice spikes to imporve skinning for some animations
- Fixed Weather Blocker actor render distance settings preventing it from being picked up by shelter scene capture
- IM_O3 Adding additional quest steps to kill specific creatures, adjusting mutation frequency so its all arctic creatures, updating quest objectives so its a bit clearer what is going on
- Added Manual call to creature subsystem to notify on bat death, as it wasn't occurring
- Adding ability to turn off map icons via the map icon component
- Adding ToggleCaveVolumeDebug cheat to visualize cave volumes in-game
- Cliff and Landscape Pass in Swamp, Purple/Orange Quad, Elysium
- Adding all main dialogue lines and events for DH
- Replaced Map icon for dGH Deployable device
- Elysium - voxel and foliage placement, decal painting in Geothermal, red quad
- Updated Panda German Shepherd Albedo texture to a higher quality version
- Updated skinning on the ice viscid skeletal mesh. Tweaked physics asset, and added physical material to the ice material
- Added art assets for the unbroken drone including skeletal mesh and animation
- Adjust Ape E logic and location and reduced smaller ape movement speed
- Elysium - Foliage and decal painting in Geothermal, red quad
- Setup modified snow viscid carcass
- created bee processing VFX and implemented to BP_Beehive
- Fixed bug where bats would run to 0,0,0 if it cant reach its random location
- Move blood trail from first ape mission to second ape mission
- Add additional location requirements to ape E quest
- Flushing grass cache on PROM, all quads
- swapped out T4 anvil proxy crates for standalone prop versions in yellow quad, prometheus
- IM_O1 - adding 2 prebuilt structures for the mission, and outpost and a base for the researchers
- Extending range of Recovery Beacon Device Actionable and reducing the number of actors it queries
- Swapped out old T4 Anvil Proxy with new Crate SM for BP_ResearchCrate
- Adjusting in Mission Reward to be Raw-Red Exotics instead of Purple
- Shifting Quest Locations to make IM_O1 work, adding new prebuilt structure for quest
- Adding Intro Dialogue back to IM_O1
- Added Functionality to New ECHO Device item, so you can switch between targets, adjusted UI so its nicer and added various quest test and missions steps to make the mission nicer to play
- IM_A Number of Now Slugs that Spawn is now scaled by player count
- IM_O1 - New Quest Find Stabalise and Extract Researching while finding their Research notes which help find the weakness to the Rimetusk Boss
- Adding new Blueprint and Recipes for the ECHO device, a device which tracks recovery beacons
- Scanners now have an overrideable function to apply extra filtering methods to searched for actors
- Scanners now have an overrideable function so you can specifiy more than one class to filter for in the scanner if required
- Adding Concept of Recovery Beacons which is a component which can be added to any icaurs actor or character and then tracked with a special device
- Adding Recovery Beacons Datatable to tracking of recovery beacon data
- Adding Recovery Beacon Tracker for tracking npc's objects with a device, could be used to tag and follow creatures in the future
- IM_OB - Setting up Mammoth Corpse / Nest to correctly reload and adjusting the quest so you need to break the nest open and not just interact with it
- Great Hunt Interface animation tweaks, added region label to other region buttons
- Sharpening up lots of GH dialogue lines with a quicker more to the point ending that also mentions the radio device. Fixed lines where the inflection felt wrong or word emphasis felt strange
- Resave Ape_D2 map marker
- Ape_D2: Updated mission including a travel step and higher quest requirements
- Add background blur to central elements of Processor UI to make text easier to read and give it the desired level of focus
- Fixed issue where new BP_WeatherBlocker wasn't being passed though world generation
- Fix stairs in Ape Lab being unreleased version
- Adjustment to dialogue interrupt timings for DH
- Fixing issue with quest step previews
- Fixing Missing Craft Step from IM_O2 and adjusted quest text
- Adding item icons for Enzyme Elixir and Creature Tracker
- Adding new Epic Creature to IM_C3 that the player needs to shoot with the tracker
- Adjusting Steps for IM_3 so that you now have to draw the Epic Mammoth Out for delivering the Experimental Solution
- Adding Enzyme Elixir which can be used to draw Enzyme-Enhanced Creatures to you
- Updating Objective Preview Steps for IM_C2
- Swapped EDS ammo to include Synthetic Enzymes instead of Crystallised Miasma
- Adjustments to IM_C2 so that you need to upgrade the base and prepare defences for the next mission instead of building a base from scratch
- Updating Bases for IM_C so it has to be rebuilt, and IM_D so there as better placed defences
- Adjusting Objectives for IM missions (Infected -> Enzyme Enhanced)
- Updating Mission Preview Objectives for IM_A,B,C,D, D2,O1,O3
- Icy Mammoth -> Enzyme-Enhanced Mammoth, Spliced Viscid -> Enzyme-Enhanced Viscid
- Adjusted GH_RG_OP1 Analyzer steps so they can be reused in other quests
- IM_C changed mission so you find a facility, hunt and skin some creatures then analyze the samples
- Setting up Trophy Skinning Items for Enzyme-Enhanced Mammoth and Enzyme-Enhanced Viscid
- Updated meshes for DEP_Silo
- Fixed Ice Mammoth arena entrance spawns player backwards
- Cliff and Landscape Pass in Swamp, Purple/Orange Quad, Elysium
- Update ice slug carcass blueprint
- Cliff and Landscape Pass in Swamp, Purple/Orange Quad, Elysium
- Updated Arctic bat besitary image and added the image to ther source art file
- Replacing agent line for better clarity
- Legendary sandworm crossbow - Movement Speed Slows on reload based on 'MovementSpeedWhileReloading_+%' stat and matching modifier applied
- Tightening up and adjusting lots of dialogue events. Replacing a few agent lines with better emphasis of key words.Adding ape goo dialogue line and event
- Updated the frosty mammoth textures to snow covered look. Updated Gfur with new materials using the new textures. Updated Icy Mammoth Carcass BP to display the gfur textures correctly
- Elysium - cliff placement and decal painting in Geothermal, red quad
- Adding delay to dialogue when first spotting the rock golem juvis so it gives the player a chance to spot them properly once they spawn
- Updated arctic bat BP to use the blue material variant. Updated the glowing wing trail VFX to colour match the blue material. Updated the arctic bat trophy to use the blue material
- Added new delegates to CreatureSubsystem that are fired when juveniles start taming process, or once taming progress completes
- Adding additional DH dialogue lines
- Applied new exotic infused material to NPCGOAPCharacter
- Adding proper socket names for the ape juvi so it plays the death collision audio when it falls on the ground. Adding new setup for World Ape Juvi to play combat music
- Small dialogue volume adjustment, increased length of ape spawner cry so its more audible in mission when spawned, reduced ambience ducking on sub machine gun which was too harsh, other small tweaks
- Added DEP_Fireplace_ClayBrick_Grey and DEP_Fireplace_ClayBrick_Red (firplace, extension and cap) with destructibles
- GH_IM_C3: Mammoth now disengages and runs away to arena location after being hit with bullet