Icarus cover
Icarus screenshot
Genre: Simulator, Adventure

Icarus

Icarus Week 190 Update | Updates, improvements and fixes for Great Hunts

Week 190 brings our customary ‘week one patch’ after a major expansion.

The reception to Great Hunts has been awesome, so we’re happy to bring you an array of tweaks and improvements and catch a few bugs that slipped through the cracks.

We also have some details on the two hotfixes that went out last weekend if you missed them.

Finally, we’ve got details on next week's update, as we keep moving towards the week-200 milestone.



This Week: Great Hunts Week One Update



As is tradition, the week after a major expansion or update is reserved for a ‘week one’ patch, where we address any bugs, imbalances or issues that may have slipped through the cracks when releasing it.

Here are some of the key fixes and balances you can find in this week's update:

  • Added Incendiary Sniper Ammo for the Anti-Materiel Rifle available from the Orbital Workshop
  • Fixed buildings and deployables placed in instanced levels that were not being registered to the correct biome in the weather controller
  • Fixed a bug with Outpost Veteran and Outpost Builder achievements, where they could be granted incorrectly on Open World prospects
  • Fixed NPC dialogue not playing at the end of Ape B due to the ‘Bool default value’ being set to 'Played'
  • Fixed Blackwolf armor set not allowing alterations
  • Fixed the legendary bow with the 'fortified grip' attachment, not using stamina on secondary click hold
  • Fixed Frostbreaker not using stamina when blocking
  • Fixed the Gauntlet image on the Great Hunts selection buttons, which were incorrectly displaying
  • Removed Great Hunts Module Item Tags as they were incorrectly marked as meta items
  • Recommitted the ‘connecting overlay’ as it was not saved correctly
  • Removed the ‘glow effect’ from SMPL3 Mission Cards
  • Added UI fixes for prospect outcomes, so that at various scaling and zoom levels, the outcome text does not overlap
  • Swapped the T3 Cleaner, dropped the mesh to use the machining bench kit
  • Hooked up an optional water connection processing speed to the Biofuel Cleaner
  • We now allow broken weapons to open the radial ammo menu so that loaded ammo can be unloaded without having to first repair
  • Ape_A: Fixed ‘base cleanup’ to not clean up half the base immediately and the water after a delay, added cleaning up of the NPCs
  • Small pouches are now crafted with the raw materials and paints rather than using the base pouch with paints - this is to avoid players using their pouches with items in crafting recipes, which results in loss of items
  • Fixed issue on Great Hunt arena entrances where clients wouldn't see the 'returns in xx seconds' interact prompt
  • Rimetusk Arena - Removed collision on many of the lower-hanging waterfall icicles to address the boss creature running into them and not being able to reach his location to regenerate armor
  • Fixed the issue where the legendary weapon stat comparison widget would break in Bio-Lab after upgrading a slot
  • Removed the Galileo Feature Level Lock on achievements - which may have been preventing unlocking achievements in Steam for anything introduced in Copernicus
  • Fixed an issue where explosive rounds weren't getting cleaned up properly, potentially causing performance issues over a play session
  • Added new ammo type in the workshop for the Anti-materiel Rifle - Incendiary rounds. These rounds also scale the damage of the fire damage which is applied to targets.
  • Dead mounts with items in their inventory now persist between game reloads
  • Loot Retrieval now works at a distance of 15m instead of 4m & Loot Retrieval no longer places loot bags halfway into the ground if player is crouching while they use it

This is just a small selection of the adjustments see the full list in the patch notes below.

Thank you to everyone who shared their feedback and experiences on our Discord and Feature Upvote.



This Week: Hotfixes v2.3.0.140125 and v2.3.0.140148



Some things are too important to wait for a weekly update, so we sometimes publish hotfixes.

Two hotfixes were pushed over the weekend, 125 on Friday NZT and 148 on Sunday NZT. A few of the details are below:

125 - Rimetusk Campaign Mission: ‘Field Work’ Blocker:



  • Fixed an issue in the Rimetusk Campaign: 'Field Work' - where the mission could not be completed due to the objective asking for an item that no longer exists in Icarus to be crafted and placed

148 - Garganutan Boss & Achievement Fixes:



  • Fixed issue where the Garganutan Boss would not take the appropriate amount of physical damage after players had completed the mission BLOOD THIRST, making the fight require fire/explosive damage instead of just regular ammo and melee. This has now been corrected
  • Fixed an issue preventing the client from properly communicating with Steam to check off achievements. Any existing achievements that players have gained will sync up and be granted on Steam on login



Next Week: Electric Fireplace



Next week, we’ll be adding the new ‘Electric Fireplace', a Tier 4 option similar to the Biofuel Fireplace but connected to your power grid, rather than requiring a manual fuel source.


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 v2.3.1.140342



New Content


[expand type=details expanded=false]

  • Enable 2-sided DF generation on IMP_Mountain_02_CaveHole mesh used in M7 (Styx) cave as it was suffering heavy shadow artifacts without it
  • LavaHunter Flamethrower: Update FlameBurst VFX to have 'low' and 'high' quality light setups with high spawning several lights that move with the flames to enhance the effect. Add server-only function for spawning new Scorch decal on ground for FlameBurst. Remove 'GetPlayerCharacter' logic and base off SKItem owner instead as this resulted in the server (Player0) also always getting the effect at their feet. Remove FlameBurst NS component that isn't used
  • Biolab UI polish: Fix hover not coloring button angle, fix button tooltip appearing when hovering nearby and fix buttons appearing prior to animation playing
  • Adding DT Setup, Item, Recipe, Blueprint Etc for Advanced Arctic Saddle
  • Swapping T3 Cleaner dropped mesh to use the machining bench kit
  • Hooking up optional water connection processing speed to Biofuel Cleaner
  • Added the art assets for the arctic survival saddle with 5 skeletal meshs for the 5 different mount shapes
  • Adding Arctic Survival Saddle Item Icons
  • Sparkle FX for collectibles
  • Add UseRainDroplets shader functionality to held items. This adds a wet look to items during rain. Improve tooling to pick up on this better and retain consistency across items



Fixed


[expand type=details expanded=false]

  • Fix buildings and deployables placed in instanced levels are not being registered to the correct biome in the weather controller
  • Remove DF from Weapon meshes. Fix LODs on Legendary SMs
  • Fixed a bug where the hover tooltip wouldnt display the correct weight. Changed carry weight stats to be replicated to fix this
  • Fixing armor rack audio being able to play 6 armor swaps at once when swapping all armor instead of individually by adding a short cooldown to the event
  • More reductions to overly long audio events
  • Reducing event length that was far too long for when chopping a whole tree down in one hit
  • Update sleep screen well rested buff duration to display in minutes instead of seconds
  • Added and applied no RVT material variants to SM_SW_Mangrove_ApeCageVar
  • Adding short cooldown to UI event that was triggering multiple UI instances at once causing the sound to be overly loud
  • UI Fixes for prospect outcomes so at various scaling and zoom levels the outcome text does not overlap
  • Added XP Events to the sledgehammer breaking clay/scoria/obsidian
  • Removing Glow from SMPL3 Mission Cards
  • UMG_ModifierStateContainer can no longer refresh layout multiple times per frame
  • Incorrect Item Weight Bug - Changed base stats to not replicate and added replicated virtual stats in their place
  • Grant Bestiary XP for shearing sheep
  • New dropships are now spawned 50cm lower to reduce occurrences of floating dropship legs
  • Fix MeteorShower master after fur texture type changed
  • Fix spelling of Electric on ElementalDamage stat description
  • Reducing bloat from dialogue lines causing it to play for far too long
  • Fixed Frostbreaker not using stamina when blocking
  • Allow broken weapons to open the radial ammo menu so that loaded ammo can be unloaded without having to first repair
  • Adding correct dialogue line to play at the end of Ape C2
  • Fix Caveworm and Fish poisons being unaffected by resist stats
  • Updated Sustenence tonic to also increase food buff duration for the duration of the tonic
  • Fixed tooltip referencing [DNT] Snipers and changed to Sniper Rifles
  • Remove reference to .50 cal and fix spelling of Materiel
  • Ape_A: Fix base cleanup to not clean up half the base immediately and the water after a delay, added cleaning up of the NPCs
  • Fixing NPC dialogue not playing at the end of Ape B due to the Bool default value being set to Played
  • Adding hover and click to GH mission upgrade area
  • 10ft Extractor - Replaced and deleted old versions of textures with bad source paths, replaced references in materials
  • Small pouches are now crafted with the raw materials and paints rather than using the base pouch with paints - this is to avoid players using their pouches with items in crafting recipes which results in loss of items
  • Adjusting Blueprint node for pouches in the tech tree to display all recipes and not just the base pouch
  • Fix Panini Shader error logging not being fed the item value
  • Fix untranslatable Operations and Upgrades text on C0NT4CT device
  • Adjusting GH DLC Package Data Icon to match the in-game one on items
  • Added additional logging to help track down missing client Account Flag rewards
  • Hammerhead Slug - Added missing server checks to prevent client from spawning a second slug manager and from allowing the client to determine cocoon state
  • Fix boss respawn tracking upgrade showing time since last spawn, instead of time until respawn
  • Fixed issue on Great Hunt arena entrances where clients wouldn't see the 'returns in xx seconds' interact prompt
  • T3 Cleaner -Fixed a bug where the water spline was connected about a meter away from the mesh - Moved spline location to be within the mesh bounds
  • Updating Great Hunts Info Text in the Biolab
  • Fixing Gauntlet Image on GH Selection Buttons
  • Removing GH Module Item Tags as they where marked as meta items when they are not
  • Adding Ability for DOT modifiers Damage to be scaled by causer stats
  • Adding virtual stats for Fire/Frost/Poison/Electric Damage
  • Fire Burning Damage DOT's are now scaled by FireDamage_+%
  • Fix typo in Burning modifier description
  • Fixed legendary bow with fortified grip not using stamina on secondary click hold
  • Fix Composition quest spelling Chemistry
  • CharStats tooling improvements for comparing multiple creatures. Now properly supports toggling between either Character or AI stats
  • Medical items such as Pastes and Pills are now visible in the players hand. Remove unncessary SK BPs
  • Stats cleanup: Fixed StatTitle UMG having '+25 per minute' as default text masking a bunch of stats that didn't have descriptions setup correctly.
  • Improved logic to have fallbacks for missing stat text.
  • Fixed StaminaRegenPerMinute stat value displaying incorrectly as it was being divided by 1000 instead of 60.
  • Put various Stats into correct categories, added Tames/Pets and Turret categories and retired (and marked via MetaData) several smaller categories that suited elsewhere.
  • Fixed stats with missing description text causing the stat text to not update and display correctly.
  • Improve performance when full stats window is open by not updating on tick
  • IM Arena - Removed collision on many of the lower hanging waterfall icicles to fix boss running into them and not being able to reach his location to regen armor
  • Fixed a bug where armor stand wont show items when low fps and dragging items in quickly. Added an extra check to make sure the item has already been loaded before we attach it to the stand
  • Fixed edge case which could cause an invalid player loadout to be generated, preventing orbial exchange interface from working
  • Fixed bug where sometimes the medium slug wouldnt spawn small slugs on dedi server because of animation interuption. Switched death behaviour from animation 'on complete' to 'on blend out' and have a case for if its interupted
  • Output velocity on MA_GLS shader so it doesn't blur when turning with motion blur enabled
  • Fixed issue with in-world boss respawn timers counting incorrectly (on upgraded Contact device)
  • Disabled auto-wrap on UMG_Boss_Button's name text to prevent flickering
  • Fixed issue where boss respawn widgets weren't using the correct property to check for dead boss count
  • Fixed boss respawn widgets going into negative values on prospects that didn't support boss respawning
  • Added IsValid check to BP_PlayerTrackerListenter
  • Fixed issue where legendary weapon stat comparison widget would break in Bio-Lab after upgrading a slot
  • Adding a legendary weapon upgrade now invalidates the cached item stat container
  • Fix water containers >100L not fully emptying when using the context menu Empty Container function. Tidied BP
  • Hide Blueprint and Solo refresh buttons, as these are no longer required
  • Increase storm tier of Sandworm building to match Stone
  • Add translation entries for biolab return to store button and mission select screen button
  • Rehooked up Operations selection button translation on C0NT4CT device
  • Removing Galileo Feature Level Lock on achievements - may have been preventing unlocking achievements in steam for anything introduced in Copernicus
  • Removing Double XP Weekend Stats and Banner
  • Fixed a case where Mounts could be destroyed if player was riding one while they crashed or were kicked
  • Update SM asset validator to detect LODs with a screensize value of 0.0 and flag as invalid
  • Fix meshes with LOD screensize values of 0.0, meaning they will never be selected
  • Cave AI are now given IsCaveCreature boolean stat on spawn
  • wip on updating the Niagara Dynamic Script for Caveworm Emerge VFX
  • Removed unused/old control to reload legendary flamethrower
  • Added opacity switch for M_Creature and updated MA_EyeShader Sclera
  • Tidied up a number of Payloads that weren't using IsServer calls correctly and made sure their physics impulses weren't triggering every frame
  • Removed a number of unused payload BPs
  • Radial force component on explosive round payload no longer activates every frame
  • Updated NPC stabilization quests to also complete when the NPC is no longer valid, to ensure that if they're collected the quest is complete
  • Fixed issue where explosive rounds weren't getting cleaned up properly, potentially causing performance issues over a play session
  • Remove SlowTick event for UMG StatsWindow optimization which unintentionally caused a background hitch. Delay off tick instead so hitch is gone once UI is closed
  • Resave operations button title update
  • Added name and description for Glaci spawner/den
  • 'Loot Retrieval' button in escape menu now checks for loot bags and corpses around world origin
  • Loot Retrieval now works at a distance of 15m instead of 4m
  • Loot Retrieval no longer places loot bag halfway into the ground if player is crouching while they use it
  • Dead mounts with items in their inventory now persist between game reloads
  • Fixed bug with certain mounts that prevented their items from being added to their corpse on death. Affects Terranus, Zebra, Shaggy Zebra
  • Added DT validation to prevent new mounts from being added with incorrect configuration



Future Content


[expand type=details expanded=false]

  • Added cheat to grant XP to Mounts for testing. Disable GrantXPDebt cheat as that system is obsolete
  • Outpost012 - cliffs, rivers, decals, foliage
  • Added 'Illumination' Payload round for Sniper Rifle, still WIP not unlocked
  • ELY: Remove duplicate Atmosphere Controller and RVTs from Vista sub-level
  • Added LODs for Ely Heightmaps
  • Outpost012 - cliffs, rivers, decals, foliage
  • Fix CycleBiome cheat to actually work (delete now-obsolete logic from AtmoController as its handled in Player ActorState instead). Add unhooked method of updating cubemap on AtmoController for debugging as its currently only triggered via biome transition
  • Remove or update redundant or incorrect description text for Cheat Functions
  • Updated caveworm emerge VFX
  • Add an optional per-recipe text row so there is not an extra 0 value that will never be defined
  • Outpost012 - cliffs, rivers, decals, foliage
  • Unhook Feature Level check and hard gate WIP ProxyMesh system until its ready so that it doesn't spam Dev builds
  • Set Illumination Round to be Field Guide blacklisted
  • Add DNT to Illumination round
  • Update collision on DC_Macro meshes to be more accurate
  • Update collision on DC_Macro_03 to be more accurate
  • Outpost012 - cliffs, rivers, decals, foliage
  • Outpost012 - cliffs, macros, decals, foliage. Added saturation control to IMP_Slopes material, adjustments to Slopes_Conifer mat instance
  • Fix DangerLevel array size error not accounting for new Elysium skull danger level
  • Added the art assets for the irradiated prospector creature including a skeletal mesh skinned to the UE4 mannequin
  • Creating audio event for Geothermal base ambience. Adding in light insect loops, base 1 amb, base 2 amb and data table setups
  • Fixed issue where some caves incorrectly had entrance meshes spawned even though bUseEntrance was set to false
  • Adding DH tundra biome audio, adding night and day insects, day birds, data table setup etc
  • dh ambience audio adjustments and fine tunes
  • Added first pass Chew Creature SK meshes, materials and textures
  • Adjustments to DH ambience events. Removing Crevasse audio from crevasse itself since its already playing within each ambience layer. Adjustments to crevasse audio per biome for more appropriate sounds
  • Added Wyrm Queen art assets to the project
  • Fixing Build Validation
  • Add DH feature level Icon
  • Made Changes to the Crafting System to Allow for Resource Only Crafting (Allowing recipes to be crafted without an item and resources only)
  • Setting up Oil Geyser and Pump Jack for Crude Oil Extraction
  • Setting up Crude Oil Refiner (Crude Oil -> Refined Oil)
  • Adding new Resource Type Refined Oil and associated images
  • Setting up ability to have CrudeOil Networks and Refined Oil Flows
  • Setup Natural Oil Processor (Biofuel -> Refined Oil)
  • Setup Biofuel Networks and Icon Images
  • Setup Organic Extractor (Plants -> Biofuel)
  • Setup Polymerizer with outputs of Epoxy, Plastic, Synthetics and Compounds
  • Setup Crude Oil Power Generator
  • Adding potential dh music track for tundra biome.WIP test
  • Outpost012 - cliffs, decals, foliage
  • Added slinker bones asset and first pass on Gfur. Updated slinker textures
  • Updating the DH music piece with V2 with fine tunes and additions
  • Implementation of the Uranium Converter Item (Raw Uranium -> Rods & Inert Ingots)
  • Setting up Raw Uranium, Uranium Rods and Inert Uranium Items
  • Setup Uranium Collection Device Item & Uranium Node for the World
  • Update to DH music 1
  • Outpost012 - cliffs, rivers, decals, foliage
  • work on Implimenting the slinker creature and added carcass assets
  • Update to DH music
  • Adding moog layers to DH music biome 1 music piece. Adjustments to mastering to ensure more consistent volume etc
  • Added new animations for the Wyrm Queen. Updated shader to use opactiy an map for the wing cutouts
  • Updated Slinker anim BP assets. Set up skinning states and corpse BP. Added initial data table entries for the Slinker
  • Volume pass on DH music 1
  • Outpost012 - cliffs, rivers, decals, foliage
  • Adding DH Geothermal biome music very WIP
  • Adjustments to DH geothermal ambience cravasse audio and various other balances. Music volume adjust to match other tracks
  • Adding beach assets, ambience and creatures ready for use within island outpost map
  • Add Impact Frag Grenade which explodes on impact with a surface. Currently Disabled/Hidden
  • InspectionTool: Output mesh scale, don't get meshes for LandscapeStreamingProxy as its junk data
  • Add Explosive and Incendiary 12.7 rounds to workshop
  • Add icons for 12.7 Incendiary and Explosive rounds
  • Add 12.7 Incendiary rounds to workshop. Update 12.7 round workshop icons

Hotfix v2.3.0.140148-rel-GreatHunts

Contains the Following Fixes:



  • Fixing issue where the Garganutan Boss would not take the appropriate amount of physical damage after players had completed the mission BLOOD THIRST making the fight require fire/explosive damage instead of just regular ammo and melee, this has now been corrected
  • Fixes allowing for the client to properly communicate with steam to check off achievements in steam, any existing achievements that players have gained will sync up and be granted on steam on login

Hotfix v2.3.0.140125-rel-GreatHunts

Contains the Following Fixes:



  • Fixed an issue in the Rimetusk Campaign: 'Field Work' - where there mission could not be completed due to the objective asking for an item that no longer exists in Icarus to be crafted and placed.

Icarus Week 189 Update | Free Copernicus Update, Great Hunts Campaigns & 2x XP

Welcome to Week 189.

This week, we’re launching not just one but two major additions: the Copernicus Update, a free content update for all players, and The Great Hunts Campaigns, a premium paid expansion that introduces three new campaigns, 34 new missions, legendary weapons, and a host of exclusive items and rewards. Plus, we’re running a Double XP event this weekend.

Below, you’ll find a deeper dive into what the free Copernicus Update and the Great Hunts Campaign DLC each bring to the table.

Let’s get into it.



This Week: Double XP Weekend



To coincide with the Copernicus and Great Hunts updates this weekend, we have a double XP Event. You’ll level up at twice the speed all weekend, until Monday NZ Time.



This Week: Free Copernicus Update



This week marks the release of our latest major update, Copernicus. This update deepens existing systems and gives users fresh reasons to return to Icarus.

Here's everything you get for free:

  • 5 Legendary Weapons
  • 8 Workshop Consumables
  • 36 Crafted Items
  • 1 Armor Set
  • 1 Building Set
  • 1 New Epoxy Recipe
  • 78 New Achievements

At the core of Copernicus is a powerful new tier of boss-related gear. These items can only be crafted using resources harvested from world bosses - massive, high-risk enemies that now offer equally massive rewards.

Blueprints for these new items are now available as mission rewards across Olympus, Styx, and Prometheus. Missions will need to be replayed to gain these new rewards. Some standout additions include the intimidating Black Wolf Armor Set, exclusive planet-crafted modules for your envirosuit, and the deadly new Scorpion Crossbow.



Alongside these items, we’re introducing a new exotic currency: Legendary Biomass. This rare resource is dropped only by world bosses and plays a critical role in powering up one of the most exciting features of this update - Legendary Weapons.

Legendary Weapons are a top-tier class of gear, crafted exclusively in the orbital Biolab. These weapons can be taken down to the planet and customized through a powerful upgrade system. Each has four upgrade slots, and each slot offers three unique upgrade options.

Choose wisely - once you apply an upgrade, it's locked in.



If you want to try a different build, you’ll need to craft a fresh copy of the weapon. With four slots and three options each, every weapon offers up to 81 possible upgrade combinations.

To access Legendary Weapons, you’ll need a Legendary License, which is purchasable with a large amount of Ren. These weapons don’t just hit hard - they represent the apex of Icarus gear and bring a new level of endgame depth and experimentation to your loadout.

And finally, for the completionists, Copernicus also introduces 78 new achievements, spanning general gameplay, Prometheus (New Frontiers Expansion) content, and the update itself. Whether you're chasing milestones or just exploring what's new, there's plenty to uncover.



This Week: Great Hunts Campaigns DLC



https://store.steampowered.com/app/3315290/Icarus_Great_Hunts_Campaigns/
Great Hunts introduces three brand-new campaigns built around branching paths and meaningful choices that shape your experience. Multiple playthroughs are encouraged to see everything they have to offer. These campaigns are playable exclusively on open world maps, and your decisions have lasting effects—altering the environment, unlocking new mission opportunities, and even triggering the appearance of unique creatures across the map.

In total, the campaigns bring 34 brand new missions. These missions are tightly integrated into each campaign’s story and frequently culminate in high-stakes boss encounters. These all-new bosses appear in dedicated, instanced arenas separate from the regular map. These aren’t just more brutal fights - they’re cinematic, multi-phase battles designed to challenge experienced players and deliver some of the most epic moments in Icarus to date.

Completing missions rewards you with powerful gear, including unique Legendary Weapons tied to specific bosses and valuable blueprints to expand your crafting options. The update also introduces five new armor sets, each with distinct bonuses and visual styles to suit a variety of builds and playstyles.

And of course, scattered throughout the new content are new creatures to hunt, study, and survive against - bringing fresh surprises and challenges to the open world sandbox.

Let's dive into each campaign.


Quarrite Campaign



Set in the Olympus map, the Quarrite Campaign follows the emergence of strange underground creatures clashing with the native Caveworms. The story begins with the mysterious disappearance of miners at a remote base, leading you on a journey across Olympus to uncover the truth. Along the way, you’ll unlock two unique armor sets - the Caveworm Armor Set and the Carbonweave Armor Set - and gain access to 11 brand-new boss-exclusive items, including the Quarrite Gun, Drill Arrow, and Quarrite Grenade. You’ll engage in tense cave combat against both the new creatures and hostile Caveworms.

We culminate in an epic, multi-phase boss fight deep underground, where you’ll confront a massive and unstable Quarrite entity. Survive the encounter, and you’ll unlock the Legendary Weapon: Mining Armature—a powerful, upgradeable gauntlet originally engineered for heavy-duty mining, now reforged for combat. Completing the campaign also rewards you with two new character talent points to enhance your abilities.



Garganutan Campaign



Set on the Styx map, the Gargantuan Campaign begins with the urgent mission to track down escaped experiments wreaking havoc across the land. This adventure features 12 challenging missions leading to a showdown against a powerful boss. Along the way, you’ll encounter a unique new creature and discover 13 new items - including the Frenzy Tonic and Sonic Attractor - that provide fresh tactical options. You’ll also unlock the imposing Gargantuan Armor Set, designed for close-quarters combat. The campaign introduces a new workshop item and a growable plant: bananas.

We culminate in an epic, multi-phase boss fight against the formidable world boss, testing your skills and strategy to the limit. Survive the encounter to unlock the full potential of the Anti-Materiel Rifle, along with other valuable rewards that make the battle well worth it. Completing the campaign also rewards you with two new character talent points.



Rimetusk Campaign



Set in the Prometheus region, the Rimetusk Campaign has you tracking down various terraforming enzyme creature experiments taking place across the map. This offers an intense adventure with 11 challenging missions culminating in a climactic battle against a legendary boss. Along the way, you’ll encounter two new creatures and discover 12 new items that expand your tactical options, including the Enzymic Mutation Ammo, Rimetusk Javelin, and Rimetusk Arctic Module. The campaign also rewards you with two unique armor sets - the Rimetusk Armor and the Arctic Survival Armor - designed to help you survive Prometheus’ harsh environment.

We culminate in an epic, multi-phase boss fight that will test your combat skills and strategy. Survive this fierce encounter, and you’ll unlock the full potential of the legendary Tactical Bow, along with other valuable rewards and two character talent points that make the challenge well worth it.



Content Requirements:



The Great Hunt Campaigns span all three Icarus maps. Everyone with the base game can access the Quarrite Campaign on Olympus, and players with the Styx and New Frontiers Expansions can access the Garganutan Campaign on Styx, and the Rimetusk Campaign on Prometheus (New Frontiers)


Playing with Friends



If you don’t own the Great Hunts DLC, you can still play if one of your teammates who does hosts your multiplayer game. Here’s a quick breakdown of what you can and cannot do when playing with them:

  • You can view the campaigns, but not start them
  • You can play in a friend's campaign
  • You can gain all items and unlocks from campaign missions
  • You can unlock and craft all planetary items gained from playing missions
  • You can’t purchase the Anti-materiel Rifle (Sniper), Tactical Bow or Mining Armature (Gauntlet) without owning the DLC



Your support makes these updates possible.



https://store.steampowered.com/bundle/56336/Icarus_Great_Hunts_Launch_Bundle/

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

Changelog v2.3.0.139995



New Content


[expand type=details expanded=false]


  • Adding Double XP Weekend Stats and Banner
  • Added additional fallback case to AIcarusPlayerCharacter::GetIcarusPlayerState
  • AIcarusPlayerCharacter::GetIcarusPlayerState no longer returns nullptr when player is sitting on a mount. Fixes issue where mounted players wouldn't be granted account flag rewards on mission end (blueprint unlocks)
  • Rate limit Scorpion Carapace and Sandworm Scale on-hit drops to once per second to account for increased fire rate weapons since original implementation. Remove unnecessary Shatter/Felling damage type checks and standardized to Melee/Projectile/Collision/Explosive. Increase conversion ratio to 25 per 1 biomass
  • Enable Hardened Magma as a fuel source
  • Fixed NOREX Boss Tracker upgrade being uncraftable and old great hunt benches being still shown in Field Guide
  • Fixing Mission Communicator Boss images in the widget to show if they are present on the current map or not
  • Adding Tooltips the Boss Buttons on the mission commuicator
  • Giant Scorpion Boss now is correctly called Giant Scorpion and not just Scorpion
  • Fixing Mission Communicator so when it is at the max upgrade status that it displays boss respawn timers correctly
  • Fixing Great Hunt Upgrade Functionality for the mission device - it was not showing bosses on the current map at all
  • Remove bespoke Highlightable component from Mission Comms deployable that was pointing to an Itemable Row, breaking highlighting
  • Added bespoke RepGraphPolicy for BP_MissionBlocker to prevent log spam
  • Disabled overlap events on Caveworms and Teenage Caveworms to reduce CPU overhead
  • Cave Worms spawned during RG boss fight now clean themselves up after 30s of inactivity
  • Added per-difficulty-level cap to maximum number of RG Cave Worm adds that can be active at any time
  • Balanced number of RG Cave Worms adds that spawn during each individual spawn event
  • COMPLIANCE: Fix processing order on lab poster
  • COMPLIANCE: Fix multiple players getting the failed experiment, causing the failure to be locked until each player in the server removes their failure item
  • Legendary Sniper Spotter Scope upgrade now highlights NPCs at a distance of 175m
  • Added additional checks inside GOAPCharacter::UpdateTalentHighlight to prevent NPCs from making expensive stat checks as often
  • IM_D - Fixing Mission Hard Lock as the Drone Spawner quest step was not ticking off as required
  • Fixing issue where Creature Spawners did not have a target and where not always scaling via players and difficulty accordingly
  • IM_O1 - Fixing issue where one of the NPC's was not appearing on the ECHO Device
  • Added stat to data drive animal highlight distance
  • Fixed issue where new GH arena biomes were causing existing biome transition MPC scalar values to be always set to 0, regardless of player's location in the world
  • Fix issues with instanced levels not being cleaned up/restored properly when the last player leaves. One issue was a historical (when?) bug, the other related to recent (host only) local pause and use of SetActorLifetime
  • Fixed issue where SetCharacterVisibility wasn't correctly hiding armour components. Fixes issue where first-person armour was visible when ADS with the Legendary Sniper
  • Replaced BP Cave Entrance with a Static Mesh to remove Blocker in K5
  • Added rep graph policy rows for BarrierWall and EatingRock BPs to prevent GetGridNodesForActor log spam in RG arena
  • Cave Worms that spawn during RG fight no longer drop loot bags that impact network performance
  • Disabled InventoryComponent that was on Cave Worms and Teenage Cave Worms to save on actor replication cost
  • Replaced BP Cave Entrance with a Static Mesh to remove Blocker
  • Committing File to Fix Error - This time the image had been deleted
  • Committing File to Fix Error - BP logic was broken
  • Adding Checkmark Image on Prospect Unlocks if players have unlocked them (they have been granted the account flag)
  • Adding Terrain / GH Prefixes to the 'Requires Mission {X}' on blueprints
  • Adjusting Boss Tracking Tab in the Mission Device, so its greyed out with a tooltip rather than being a bright red with text
  • Fixed issue where RG juveniles could become invulnerable under certain conditions
  • Fixed issue where actors could become invulnerable if their MaxHealth was reduced and the subsequent recalculation set their Health value to 0
  • Fixed issue where RG juveniles were adding/removing armour modifier every time their stat container updated
  • Fixed issue where RG juveniles would immediately pop out of rolling animation if target wasn't on valid navmesh
  • Fixed some BT log spam
  • Remove unused boss currency box from Norex workshop tab
  • Resaving Account Flags Table
  • Setting up the Remainder of the Caveworm Armor and Setting up as a reward for a quarrite mission
  • Adjusting Quarrite Mission rewards to fit
  • Adjusting Quarrite Armor Item Icon to show an exotic icon on it
  • Setup Sandworm & Black Wolf Rewards on Olympus
  • Setup Scorpion & Blackwolf Rewards for Missions on Prometheus
  • Setup Hammerhead Slug an Lava Hunter Rewards for Missions on Prometheus
  • RG_D - There is now sealed cave which the boss busts open when you have closed the Dens, shifting the boss fight out of the cave and into the open, preventing movement issues
  • RG_D - Swapping Rock Golems to be the Arctic Versions and increasing the time to spawn from the burrows as it was far too quick
  • RG_B - Increasing Caveworm Spawn Distance during the mission
  • Increase the emerge range of the Teenage Cave Worms as it was too low for their range
  • RG_C - Removing Visible Debug Sphere from Mission
  • Slight Adjustments to Biolab Customization pin locations
  • Assigning material to the golem gauntlet to what looks like to be the correct material - it was currently unassigned
  • Fixing Virtual Stats so Lure Item Wear Rate does not inherit wear rate stats from knives, bows etc, swapping out Bow Upgrade to use the bow item wear stat instead of the generic
  • Adding Blueprint Backgrounds
  • Swapping Over Achievements to use new Icons
  • Adding new Biolab Background

Icarus Week 188 Update | Atmospheric Lighting and Firewhacker Improvements

This week, we have two system update which have accompanying large write ups.

Our Atmosphere System, responsibly for lighting, shadows and reflection accuracy, has been updated with multiple cubemaps for each Biome in Icarus. You should see much better colour, detail and lighting in-game with this improvement.

We’ve also buffed the Firewhacker, making many improvements increasing its usefulness, which had reduced over the years as denser fuel sources crept their way into the game.

Finally, we’ve got massive news about next week’s update, which will the biggest since New Frontiers, and is aptly named, Copernicus.

Notable Improvements:



  • Fixed a Long Standing AI issue where creatures would stand still when recieving damage when hit from far away instead of reacting accordingly
  • Brand New Backgrounds for the Blueprint Tech Tree
  • New In-world effects for the BEAST Scanner
  • Fix intermittent boss health bar visibility for some bosses for people playing on Dedicated Servers



This Week: Atmosphere Improvements



This week, we’ve added graphical improvements to lighting, shadows, and reflection accuracy.

Specifically, we’ve updated our atmosphere system with bespoke cubemaps for each different biome in Icarus.

This means that the ambient lighting used to brighten up the game world should be more accurate
to the area around it. Rocks, buildings, landscapes, and other objects will all take on more of the nearby environment colour, meaning fewer dark black shadows, and more accurate lighting on all objects.

The end result is similar to NVIDIA’s global illumination (GI) solutions, with none of the associated costs. And what’s more, the updated cube maps will have zero performance impact.

This required a rewrite of how cubemaps were utilised within the Atmosphere Controller. Previously, all ambient lighting and skylight reflections in Icarus were calculated using a single 360 degree cubemap scene capture.

This meant that we needed to have our cubemap approximate lighting for all biomes at the same time, resulting in a flat and overly dark end result. The way it did this was for each point in the world, a sample was taken from the reference image (cubemap) and multiplied together with the desired intensity of ambient lighting. This affected both the colour, and the brightness of the lighting applied.
Because we only had one cubemap to sample from, it wasn't applying the green hues you'd expect from the Swamp or the yellows of the Desert. Metallic surfaces were also given grey reflections. In general, all ambient lighting was more muted we'd want and we sought to improve this.

We've upgraded Icarus' atmosphere system to blend between multiple cube maps as required. This means we can create bespoke ambient lighting and reflections for each of Icarus' vastly different regions as we see fit.

Check out a few before-and-after shots to showcase this patch's improvements:



This Week: Firewhacker Buffs



Fire in Icarus is a fairly unique experience in the world of survival games. It exists to connect early-game dangers and provide an extra way to differentiate storms from one another via lightning. It's a great example of how a small system added to a game can make a world feel deeper and less static.

‘Realism’ is a good word to describe what features players might intuitively expect in a game, but it's often a bad goal for balance. In real fires, we see an exponential growth as fires spread in all directions and gain access to more and more fuel. In-game, we know buildings are placed on a 3x3m grid, with a fixed number of possible neighbours. Our deployables are consistently sized, so a base can't be too densely packed with burnable fuel. With the fire location fairly well scoped, we were able to make some programming choices so that the fire could spread at a more linear rate, so that it wouldn't get out of control too quickly.

Rocketwerkz has another game called Stationeers, which also features a fire system. Often, fires start when you have hydrogen and oxygen in a mix, and you accidentally spark them. A mix like that used to combust extremely quickly, just like here on Earth. Players often wouldn't even get to see or experience this happening, and they would return to rooms full of very hot carbon dioxide and pollutants, where they would be very confused as to what happened. Our solution to that was to do literally the opposite of what happens in the real world, and we made hotter fires burn less and less, so that ‘maxed’ out fires would continue to burn for a while, instead of instantly using all their remaining fuel.

Coming back from that aside, we wanted to make sure fighting a fire in Icarus wasn't too frustrating. The firewhacker is a delicate balance of stamina, attack speed, stamina drain and extinguish rate. Too much in one direction, and fires went out too quickly; too much in the other direction, and every base would burn down.

We ensured firewhackers were a simple recipe you could make early in the game, right from your character. We added forced periods of cool down before things could reignite, so you could be guaranteed to be able to save parts of your base from fire. We also switched the firewhacking swing from a slow 3-second overhead hit ( much more like the repair hammer) to the much quicker frantic whacking. Finally, the most significant early game fire change wasn't about the firewhacker but instead the firepit, which allowed players to solve many of their fire problems themselves, once they experienced an accidental fire or two from the cheaper campfire.

Eventually, we felt that the fire needed to spread to nearby foliage. This wasn’t driven by many gameplay desires or pacing metrics, other than it felt odd and wrong when fire couldn’t spread to nearby trees and bushes. Over the years, with new maps, biomes, and areas, some regions became much more dense with bushes and trees than the original Olympus map. These new fuel-rich environments unbalance the firewhacker, and many regions became forest fire risks.

So, after perhaps the longest setup for some simple tweaks, here are the changes we’ve made that hopefully will make fire fighting more fun, and less frustratingly futile:

  • Changed firewhacker extinguish logic to allow multiple non-building pieces to be extinguished from a single successful extinguish roll, to have a better feeling ‘firefighting experience’ where fire density isn't fixed
  • Changed Foliage extinguish cases so that the fire heat is entirely removed, which will stop foliage from automatically reigniting after the forced extinguish time elapses
  • Doubled the time foliage is forced extinguished from 7 seconds to 14 seconds
  • Increased base chance increase on failed extinguishes from .05 to .15
  • Increased base extinguish radius from 80 to 120
  • Increased base forced extinguish time from 5 to 7
  • Changed extinguish count logic to ensure effects still play when extinguishing foliage
  • Due to increased firewhacked extinguish chances, we decreased durability loss on successful extinguish from 500 to 200
  • Improved the fire whacker audio behavior so that the generic impact plays from within the whoosh to ensure the player isn't misinformed about what's happening
  • Balanced the firewhacker audio for better recognition of impact vs extinguishing vs whooshing

If you have feedback or experiences about fire or our approach to it, feel free to add a comment below, or drop us a ticket in Feature Upvote.



Next Week: Copernicus (featuring Great Hunts)



Next week, we’re dropping our biggest update since New Frontiers.

Aptly named Copernicus, this massive free update aims to enhance a lot of existing content with the addition ~50 new items added as new rewards to existing missions across Olympus, Styx and Prometheus, five Legendary weapons that can be upgraded by killing world bosses and a 70+ brand new achievements to unlock.

Alongside the update, we’re releasing the Great Hunts DLC, adding three new branching Campaigns exclusive to Open Worlds, totalling 34 new missions which can change the world you are playing on. With these campaigns come three new world bosses, new creatures, three exclusive legendary weapons, six earnable character talent points and ~60 new items which you unlock exclusively through playing the campaigns.

You can check out more details on Great Hunts and Wishlist below before the release next week.

https://store.steampowered.com/app/3315290/Icarus_Great_Hunts_Campaigns/

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 v2.2.63.139765



New Content


[expand type=details expanded=false]

  • Adding generic firewhacker impact event to play when something is hit. Increased volume of douse audio for better feedback
  • Adding firewhacker unique whoosh flap audio to play in first and third person. Adjustment to impact volume and balance
  • Updating firewhacker audio behavior for the generic impact to play from within the whoosh to ensure the player isnt misinformed about whats happening



Fixed


[expand type=details expanded=false]

  • Fix small beehive is not listed in FieldGuide
  • Fixed skinning issue for Wayfarer Armor
  • Fixed 1ST person arm skinning issue for wayfarer armor



Future Content


[expand type=details expanded=false]

  • Updated SK meshes for caveworm armor variant and D_Armour
  • Fix new accolades that were missing implementation rows
  • Submitting auto-generated sublevels and navigation
  • Updated legendary revolver cylinder anims to be slower after firing
  • Remove Deubug Draw from BEAST Scanner
  • Submitting auto-generated banks and uassets For chazz.hill-hayr's change: Adding generic firewhacker impact event to play when something is hit. Increased volume of douse audio for better feedback
  • OBLITERATION, Ape campaign: Increase explosive deployment range, add screenshake and add hint where the explosives can be crafted.
  • Submitting auto-generated banks and uassets For chazz.hill-hayr's change: [IC-28203] Further balance of the firewhacker audio for better recognition of dousing and impact over whooshing - swinging
  • Further balance of the firewhacker audio for better recognition of dousing and impact over whooshing - swinging
  • Flamethrower Burst improve flame visibility and scalability pass
  • Setup 8 additional scope overlay data. Add Scope2B variation with thinner lines/dot. Set Scope alterations to use unique overlays each. Hide ScopeType Enum from UI.
  • Fix new 100Packs accolade tracks in space, but not via orbital exchange
  • Put some more bullet proofing around Ape death animations for 004 and 005
  • Fixed a dialogue typo
  • Adding new dialogue lines in for the new quest steps for RG C2 mission. Also adding in distant rumble event tied into the dialogue event
  • Fixing Issue where missions completed in the open world where not showing their completed status properly
  • RG_C2 - Converting Vestiges into armor fragments which can be cleaned and converted into raw ore
  • RG_C2 - Removing Exotic Infused Golems and Replacing with Iron Infused
  • RG_C2 - Adjusting base location to be closer to lake and on a ledge and Quarrite Den Locations so they are in different grid square, updated quest text to reflect"
  • RG_C - Quarrites can now respawn after 4 minutes if you kill the Quarrite but leave the burrow active (Maximum of 3 spawns per burrow total)
  • Submitting Generated Localization Content
  • Added updated cubemap for arctic biome that is less blown out
  • Update Pro_Abyss_Cave Biome data to be Arctic Cave with settings that match the Upper Ice Sheet biome so that this biome can be used for achievement triggering while providing the same existing experience
  • Fixed a long standing AI issue where far away aggressive NPCs stood still after each instance of player damage instead of persuing target immediately
  • Adjusted ape/IM health scaling taking into account 50% reduced health on easy and 30% extra on hard
  • Submitting auto-generated sublevels and navigation
  • Outpost012 - cliff placement, decal and foliage painting
  • Outpost012 - rock material adjustments, new LC Cliff decal variants
  • Added screen shake to Ape_C2's slam attack
  • Garganutan Juvenile boss spawned in Ape_C2 is much better at destroying building pieces and deployables now
  • Redistribued the UVs on the Sniper rifle core piece to give the pieces closer to the camera more resolution. Fixed small baking error on Scope A
  • Fix BEAST scanner effect not playing on client.
  • Fixed a typo in some quest text
  • Further increased Ape_C2's damage bonus to buildings and deployables
  • reverting latest change to BP_CaveEntrance_DC_SML_03
  • Adjustments to the cleaning device to better represent how it looks and feels in game. Slightly more engine audio for it
  • Updated Scope2 and 3 overlay texture as B variants. Decrease damage buff on ScopeA from 25% to 15% and increase crit damage on ScopeB from 50% to 100% otherwise ScopeA was clear winner in both cases due to damage multiplication. Swap meshes on scope A and B as they're better suited.
  • Decrease zoom level on ScopeA. Increase base ProjectileAccuracy on Sniper rounds from 0.2 to 0.05
  • LavaHunter Flamethrower: Update FlameBurst VFX to have 'low' and 'high' quality light setups with high spawning several lights that move with the flames to enhance the effect. Add server-only function for spawning new Scorch decal on ground for FlameBurst. Remove 'GetPlayerCharacter' logic and base off SKItem owner instead as this resulted in the server (Player0) also always getting the effect at their feet. Remove FlameBurst NS component that isn't used
  • Biolab UI polish: Fix hover not coloring button angle, fix button tooltip appearing when hovering nearby and fix buttons appearing prior to animation playing
  • Updating Trunk version to new version
  • Updating Branchmap.json with new release stream info
  • Resaving Account Flags Table
  • Setting up the Remainder of the Caveworm Armor and Setting up as a reward for a quarrite mission
  • Setup Sandworm & Black Wolf Rewards on Olympus
  • Setup Scorpion & Blackwolf Rewards for Missions on Prometheus
  • Setup Hammerhead Slug an Lava Hunter Rewards for Missions on Prometheus
  • RG_D - There is now sealed cave which the boss busts open when you have closed the Dens, shifting the boss fight out of the cave and into the open, preventing movement issues
  • RG_D - Swapping Rock Golems to be the Arctic Versions and increasing the time to spawn from the burrows as it was far too quick
  • RG_B - Increasing Caveworm Spawn Distance during the mission
  • RG_C - Removing Visible Debug Sphere from Mission
  • Slight Adjustments to Biolab Customization pin locations
  • Assigning material to the golem gauntlet to what looks like to be the correct material - it was currently unassigned
  • Fixing Virtual Stats so Lure Item Wear Rate does not inherit wear rate stats from knives, bows etc, swapping out Bow Upgrade to use the bow item wear stat instead of the generic
  • Adding Blueprint Backgrounds
  • Swapping Over Achievements to use new Icons
  • Submitting Generated Localization Content
  • Adding new Biolab Background
  • Updating Trunk version to new version
  • Updating Branchmap.json with new release stream info
  • Fix missing text on Shield stats showing up in the Biolab stats UI
  • Fix grammar on Biolab title text
  • Adjusted positioning of elements in Biolab to minimize elements overlapping either other UI elements or the associated weapon upgrade mesh
  • Slightly increased RG health on easy mode
  • Subtle adjustment to metal ring on impact of voxel to balance with other pickaxe
  • Fixes and adjustments to dialogue timings
  • Submitting auto-generated sublevels and navigation
  • Removing triple up of same dialogue line playing in 3 steps of a quest one after the other unnecessarily. RG B_1
  • Ape Boss - Removed deep wounds curve and added it to scaling stats in BP. Lowered deep wounds chance by half in solo play
  • Slight adjustment to the mission RG rumble to cut through the mix more
  • Outpost012 - cliff placement, decal and foliage painting
  • Updated all arctic golem albedo textures to the desaturated version.
  • Fixing RG C outpost mission blocker after killing caveworms and dens by checking the correct killed worms bool
  • Added stats to Caveworm armor set.
  • Submitting auto-generated sublevels and navigation
  • Outpost012 - cliff placement, decal and foliage painting
  • Added small amounts of Biomass and Exotics rewards for some GHs missions
  • Submitting auto-generated sublevels and navigation
  • Fix intermittent boss health bar visibility for some bosses on dedi clients.
  • GH Bosses - Changed health values to closer resemble the old health values
  • Drone: Reduce Inaccuracy from 4 degrees to 1 degree to get their hit consistency rate higher. Decrease ProjectileDamage stat to -50% to balance out their increased accuracy. Added 100% Poison, Bleed and Wound resistance due to its mechanical nature
  • Updates to subtitle override to match text in long dialogue event
  • Fixed removal of blocker at cave in OLY:L2
  • Fixed PP effects not working when ADS using Legendary Sniper
  • Fix DF shadow cleanup logic not running on clients on Drone Spawner destruction
  • Combining two dialogue events to account for events being triggered at step end and next step start to avoid overlapping

Icarus Week 187 Update | Prometheus Tool Perks Added to Inaris Set

[p]Week 187 is here, and several workshop items are receiving perks previously only seen on Prometheus exclusive tools.

These include Obsidian, Cold Steel, and Miasmic bonuses and improvements to the Inaris set, which is bought from the Orbital Workshop with Red Exotics.

We’re also talking about Great Hunts, and what you can do to be ready to jump in and start on day one.
[/p]

Notable Improvements:

  • [p]The Mission Selection UI has been updated both visually and feature wise. You can now see any blueprints, workshop items, talents and other rewards on the button itself with their own tooltips or when clicking into the mission and seeing the preview screen. [/p]
  • [p]The Contact device has been updated to include new images on backgrounds and a more cohesive look. [/p]
  • [p]Removing Armor from the Hammerhead slug boss as it was not meant to be used in that manner. [/p]
[p][img src="https://clan.akamai.steamstatic.com/images/38036764/d5aa2dc50d914bec8fcddb0275e14bda343c1d4c.png"][TAG-20][/p]

This Week: Prometheus Tool Effects

[p] Obsidian, Cold Steel, and Miasmic bonus perks were found on tools introduced in New Frontiers, and now these special perks can also be used on some workshop equipment:
[/p]

Inaris Set Bonuses

[p]
Axes gain:[/p]
  • [p] Dawn (Fire) gains Obsidian perk to get coal[/p]
  • [p] Ersa (Frost) gains Cold Steel perk to get chilled wood[/p]
  • [p] Sali (Poison) gains Miasmic perk to get infected bark
    [/p]
[p]Pickaxes gain:[/p]
  • [p] Claret (Fire) gains the Obsidian perk to smelt instantly[/p]
  • [p] Viridian (Frost) gains Cold Steel perk to get Frozen Ore[/p]
  • [p] Night (Poison) gains Miasmic perk to earn Noxious Crust
    [/p]
[p]Knives gain:[/p]
  • [p] Crimson (Fire) gains the Obsidian perk to cook meat instantly[/p]
  • [p] Cerulean (Frost) gains Cold Steel perk to get chilled meat[/p]
  • [p] Shade (Poison) gains Miasmic perk to get Acidic Glands
    [/p]
[p][img src="https://clan.akamai.steamstatic.com/images/38036764/cb29e14d21ced2656e2c5142b7ae44e75def7348.png"][/p]

Coming Soon: Tackling Great Hunts

[p]
Before Great Hunts launches, we thought it would be helpful to talk about the difficulty level and how you can prepare yourself to hop right into the new content when it releases.

Great Hunts will have you venturing through all biomes across each respective map for every campaign tree. This will mean you’ll experience both ends of the temperature scale, so having specific outfits prepared will give you a leg up on those who only bring one.

These mission chains are also long and fraught with danger. Medical supplies such as splints, elixirs and bandages are necessary, along with ample food to replenish your health and stamina.

We also recommend over-planning for your ammunition supplies. You might burn through your stocks quickly, and for non bow users your ammunition isn’t recoverable. Weapon repair Kits and the basic supplies for a pop-up shelter can also be handy.

This content is considered fairly end-game and not to be taken lightly. High-level characters and well-planned teamwork will make it far more manageable.

Tier 4 gear is likely to be the most effective, but a well-planned strategy with Tier 3 gear can also be successful. Plan accordingly, and get hunting.

[img src="https://clan.akamai.steamstatic.com/images/38036764/a22705a8142cf58dbebac50762b0417c64e3dbf2.png"][/p]

Next Week: Firewhacker

[p]
Next week, we’re making some long-awaited improvements to the trusty firewhacker, an icon of Icarus.

This will include improved firefighting performance (specifically versus forest fires), increased extinguishing area, and longer foliage reignite times after being put out.

[img src="https://clan.akamai.steamstatic.com/images/38036764/d1015a369c3602157744e251d522b795d8239093.png"][TAG-102][/p]

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 v2.2.62.139704



New Content


[expand type=details expanded=false]

  • Adding Prometheus Obsidian / Miasmic / Cold Steel Effects onto the Prometheus Workshop Gear



Fixed


[expand type=details expanded=false]

  • Tweaked visuals on Plains Equix trophy Gfur setup to not look like it just shoved its hoof in an electrical socket
  • Adding Mission Reward UI to the Orbital mission selection screen
  • Updating Mission Select Screen to Show Unlockables with Tooltips



Future Content


[expand type=details expanded=false]

  • Added new biofuel consumption stats for golem gauntlet
  • Added New Achievement icons and file to SourceArt Folder
  • Corrected spelling of Anti-materiel rifle
  • Wire new accolade Electroshock
  • Detail pass on the legendary sniper textures. Added LODs on the pieces
  • Fixed Juvenile Rock Golem's physics asset not matching mesh
  • JRG's armour plates no longer ricochet (previously they were set up to, but rarely did because of physics asset issues)
  • JRG now takes extra damage if players target area underneath armour plates that are destroyed
  • improvements and adjustments to the legendary club standard impact and heavy. Setting it up with the correct equip animation to ensure it plays the legendary equip sound
  • Adding most appropriate armor sets audio for the new armor types. Adjustments to the adsr release on all armor sets so that the sound stops better in time with the players natural movements. Around 500 ms fade out
  • Disable Bullseye components on Debug_Target causing hits to not register
  • Adding the correct load anim sound to legendary crossbow
  • Elysium - cliff placement and foliage testing in NW volcanic, red quad
  • Adjust Legendary Sniper accuracy, barrel and module upgrades
  • Wire new accolade 50SMPL3
  • Decrease Reload speed upgrade on SandwormCrossbow from +75% to +33% so that it doesn't look jank
  • Adjust biolab lock to ensure purchase button is available when currency is available for weapons that require DLC
  • Adjustment to dialogue delay after killing landshark so roar doesnt interrupt dialogue or other way around
  • Reparent some large static objects spawned by quests as they are not replicating to dedi clients correctly
  • Update boss tracker button on C0NT4CT to mention the correct upgrade required
  • Elysium - cliff placement and foliage testing in NW volcanic, red quad
  • Added accolades for surviving swim in lava, and having frostbite & heat exhaustion at the same time
  • Add translatable text throughout the biolab
  • Adding correct purchase sound to purchasing biolab weapon upgrades
  • Updated weight paints for Sand armor chest piece
  • Adjusted meta biofuel canister, flamethrowers and gauntlet to all count their biofuel as part of their weight
  • Remove exchange display from Biolab interface
  • Added clip spinning animations for the the black wolf revolver
  • Fix Carbonweave Armor Set bonus name
  • Hide Great Hunt talent tree, as this content is now distributed throughout the existing talent trees
  • Updating legendary bow load sound to match updated visuals. Removing sounds from unused events and adding to correct animations
  • Add 0s for empty ammo to focused item info widget
  • Added destructible mesh for drone spawner (APEX_MTK_Drone_Spawner) and applied to BP
  • Fixed skinning issue for Sand armor helmet
  • Removing pan randomization from Sniper rifle mech layer that was on unintentionally
  • Fixing issue where prometheus was using the olympus background when viewing the missions
  • Adding prefix to lab mortar and pestle to avoid confusion
  • Tagging all lab probs with the decoration tag
  • Adjustiing quest so the spawning of quarrites outside the cave does not exceed the imposed limit on the spawners
  • Committing Raw Art File
  • Retaking Sandworm Arm Attachment Part Photo and reimporting as the mesh has changed
  • Giving Sand Armor a Name
  • Adjusting Stats on Ice Mammoth Armor so it now sits at T4
  • Adjusting Sand Armor Recipe to use Resin instead of Epoxy
  • Add Quarrite Gear is now gained via mission in the Quarrite Campaign on Olympus
  • Add Rimetusk Gear is now gained via missions in the Rimetusk Campaign on Prometheus
  • Prospect File form last commit
  • Adding Raw Art Files for Ape Mission Images
  • Updating Ape Mission Images
  • Adjusting Mission UI so that timers only show up when NOT on open world
  • Adjusting Mission UI so Upgrades required for the Contact device only should up when on open world
  • Legendary Weapon Upgrades are now all 20 Biomass
  • Adjusting Legendary Weapon Names
  • Capping Rock Golem Dens to only Spawn 1 at a time as these creatures are bear level and not on the same level as wolves
  • Adding Spawn rules for Quarrite Natural Spawn Population, Max 1 at a time - unless from Burrows
  • Adding Arctic Survival Armor Images for the Items and Setting up Descriptions and lore Text, Also slightly adjusted weight of the gear
  • Feature Locked the Dusty miner Armor as it is not ready
  • Adding Images for Scorpion Rifle based on new parts
  • Retaking Flamethrower Part Images based on new mesh adjustments
  • Updating Drill Arrow Image
  • Adding new Art backgrounds for the mission device
  • Updated legendary crossbow's loaded idle pose
  • Updated BOW_Crossbow_Sandworm_Arms_Double
  • Play Radio audio events attached instead of at a static location so that the sound moves with the player
  • Achievement 'Crushing it' implementation - Break rocks with a sledgehammer
  • Added outpost building accolade
  • Updated scopes for the legendary sniper rifle to have centered UVs for the glass lenses and added trim to the normal map around the lenses
  • Added Biomass entries to RichText DTs for purchasing 12.7mm rounds
  • Update meshes of Legendary Rifle
  • Muzzle FX per barrel upgrade for Legendary Sniper Rifle
  • Wire new accolade ViewMeteor
  • Adjusted legendary club heavy attack modifier application to be on hit prior to damage, to prevent using it for a sweep attack
  • Reduced sweep attack attack speed by 10%
  • Removed debug sphere drawing from sweep attacks
  • Adjusting dialogue for mission C_5 to make more sense now that NPCs have been added to it. Removing unnecessary lines. Adjusting dialogue table to match
  • Elysium - Macro and cliff placement in NW volcanic, red quad
  • Achievement 'So Comfy, Can't Move' implementation - Sleep with atleast 250 coziness level
  • Added ability to add a particle to reload effect for legendary sniper
  • Added new scope lens material for legendary sniper
  • Wire new accolades Lose80percHealth, Block5000
  • Updated each of the 4 chassis parts of the legendary flamethrower to remove the back handle from the first person view. Removed the top lava rock section of the 4th chassis
  • Setting injured NPC audio to loop to ensure that it continues to play
  • Fix RG Brilliance exotic icon being super large
  • Reduced Legendary Gauntlet attack speed and damage
  • Added Arctic armor 3rd and 1st sk meshes, materials and textures. Also updated D_Armour and meshes for Deluxe,Lark and Inaris suit
  • Increasing length of all rock golem juvi death vocalisations to better match the animation
  • Achievement 'Professional Chef' implementation - Cook a Meal while wearing the Chefs backpack
  • Changes to BEAST Scanner VFX to be more directional
  • Added dog fetch accolade
  • Updated legendary crossbow reload animation with a pause added at the start to accomodate syncing with the character reload animation
  • Added 'Time Survived in Outposts' accolade
  • Added accolades for mount reaching 50 and pet reaching 25
  • Updated 'Tamed Pet Kill' accolade to only count for pets, not mounts
  • Fix spelling of Persistent in Flamethrower InjectorB upgrade. Slowed fire rate from 140 to 60 which is taken into account when shooting fire balls/burst. Increased radius of LavaPool aura modifier and make it effect NPCs and deployables. Add radius stat scaling to Burst radial effect. Add light and heat haze VFX to fireball
  • Updated AnimBP for new sandworm crossbow mesh
  • Adding sniper rifle silenced fire event to audio firearm data table and adding the silenced stat to the sniper alterations table to allow sniper to play
  • Fixed Hardened Point upgrade typos
  • Allowed full C0NT4CT usage inside, as the shelter check was inconsistent
  • Replaced Mission Type Icons
  • Wire new accolade KillBearHands
  • Increasing the audible range of the analyzer so its more clear in the mission when it has turned itself off due to lack of power
  • Adjusting the ADS on the SW Crossbow so it doesnt blocck the players view. Also small adjustment to items used in mission rolloff distance so its slightly more audible at medium short range
  • Added new IsAudioSilenced_? stat for use with new fmod param LCL_WEP_SILENCED
  • Wire new accolade SavedChurch
  • Added new fire/reload montages for updated sandworm crossbow mesh
  • Updated sanworm crossbow BP to use new AnimBP
  • Wire new accolade OrderHorse
  • Bullet impact balance, dialogue line volume balance pass and increased cave scanner volume slightly as it became a touch too low
  • Added three new 'Arm' attachments for BOW_Crossbow_Sandworm
  • Committed Account Flags Table Update
  • Account Flags now Calculate and Store which Missions grant the Account Flags
  • Remving Account Flags Descriptions as this is now auto generated and does not need to be manually input
  • Adding Account Flags for all of the ape rewards and assigning them to missions in the Great Hunt for Unlocks
  • Adding Consistency to the Mission Device Backgrounds
  • Doubling Stamina cost of Ape Slam as it is now a heavy damage attack and not a quick weak one
  • Removing debug spheres from being draw on sweep attacks
  • Adding Modifier when player uses the Alternate Fire Ape Club attack that increases melee damage bu 200%, it lasts a second then is removed
  • Adding new Images of Sandworm Crossbow stock parts and reimporting, also assigning new part meshes for the stock so the gun builds correctly
  • Retaking and importing legendary images for the shop panel
  • Adding new Images of Sandworm Crossbow based on new Mesh
  • Swapping out sandworm crossbow core piece with new 4x arms piece
  • Removing old arms from sandworm crossbow as the attachment is no longer required
  • Quickly setup basic animBP for sandworm crossbow
  • Adjusted meshable to use new skeletal mesh for sandworm crossbow
  • Adjusted Sandworm Crossbow modifier preview
  • Adding Sniper Rifle Ammo to the Workshop
  • Adding Assault Rifle Ammo & Bundle to the Workshop (Feature Locked)
  • Adding Rifle Ammo & Bundle to the Workshop (Feature Locked)
  • Standardised Ammo Bundles for firearms purchased from the workshop, added new icons and replaced old ones
  • Updated meshes, textures and animations for Legendary weapon BOW_Crossbow_Sandworm
  • Taking new Images and Reimporting to account for art changes in the Ape Club Legendary Weapon
  • Reimporting Bow Images so they have the correct stroke and glow to match the other legendary weapons
  • Retaking Legendary Sniper Images
  • Adding Legendary Sniper Parts Images
  • Adjusting Legendary Sniper Description
  • Updated SK_ITM_Club_Ape_Core
  • Wire new accolades OrderCat, OrderChicken, OrderDog
  • glass shader for props cleanup
  • Wire new accolades DaisyEscortSuccess, EndAbyss, FirstDropPromStory
  • Fixed a bug where the button was unclickable due to a tooltip being set incorrectly. Fixed GH Missions not being able to be clicked due to overlapping text
  • Small position adjustments to the revolver so the left hand while aiming is closer to the actual weapon and not floating in air
  • Added pet death accolade
  • Added tamed creature tracker
  • Added accolade for taming 1 and 10 creatures
  • Add custom muzzle flash setups for different upgrades on Legendary Sniper Rifle
  • Updated the legendary sniper textures with added detail
  • Flamethrower Fireball explosion now scales based off explosive stats (as per frag grenade setup) and deals significantly more damage by default (50->300) in order for fuel cost to be worth it
  • Sniper Rifle Silencer upgrade Loudness reduction increase to -90%. Base aimed accuracy doubled to 0.05
  • Fixed Mission Device Operation weird spacing, Changed background to the dark green with a bit of transparency to the screens, Search and mission hovers changed to corners instead of glow, added norex background to world boss menu and great hunt campaign
  • Elysium - Macro and cliff placement in NW volcanic, red quad
  • glass shader cleanup for props
  • Fix glaci den spawner EQS is causing stuttering
  • Fix AssaultRifle, HuntingRifle and GolemGun being able to be fired before reload animation had completed by moving AnimNotifies to the end of the reload montage
  • Wire new accolades EatCake, DestroyDrone, AllSixStoryMissionsProm
  • Setting up the sniper rifle fire standard and fire silenced to play in one event that adjusts based on the LCL_WEP_SILENCED new param
  • Adding silenced sniper rifle audio close, tail and event setup. Adding to firearm audio data table under a new sniper entry
  • Fixed Legendary Club hitting the same target multiple times
  • Adding newly added dialogue lines to specific quests for RG camp
  • Adding in all rock golem new dialogue lines and events and dialogue data table setups
  • Refreshed node in BP_PlayerTrackerListener
  • Added red exotic collection accolade and related tracker
  • Updated legendary sniper barrel A alteration to use new weapon loudness +% stat
  • Updated sniper rifle art assets and added variants for the barrel, chamber, scope, and stock
  • Achievement 'Sic 'em!'. Tamed pet makes a kill implementation. 'On creature killed' delegate switched killing blow variable to be pawn instead of player to allow this. Added isvalid checks in certain missions incase player is null
  • Exposed WeaponLoudness as a stat that can be modified
  • Updating the Scorpion Rifle Upgrade Slot Locations and Preview so that the whole gun + upgrades can fit into the preview window
  • Adding descriptions and flavor to the bow and sniper
  • Quick adjustment of the legendary bows weight - 1kg was far too light
  • Adjusting Revolver Stat to inflict vunerable instead of slow so there is more choice in one of the upgrade paths
  • Adding new User Facing Stats for Vertical and Horizontal Projectile Spread and adding to sandworm crossbow
  • Adding Sniper Part Names and Descriptions
  • Adding names and descriptions for the bow upgrades
  • Adding new Upscaled images for the Sniper and Bow
  • Fixing preview issue with the sniper as it was showing the bolt action mesh
  • Adjusting Great Hunts Weapon Button to be able to handle long weapon namesand scale appropriately
  • Swapping Great Hunts backgrounds based on what hunt the player has selected
  • Adjusting Line thickness and colour for great hunt connections to increase readability
  • Fix to Great Hunt Weapon Button so it doesn't start in its 'hovered' state
  • Adding Images behind the great hunts and a background which swaps based on hunt selected
  • Adding Weapon Info Images for the Legendary Weapons
  • Adding missing Raw Art Files
  • Setting up Sniper BP
  • Adding Sniper Biolab Customisation Layout
  • Adjusting Images on the Legend Weapons Shop Items to remove the link to the specific creatures as the currency is now generic, kept the link between the sniper / bow and gauntlet as these are the result of completing the hunts
  • More Pin Adjustments for the Legenday Bow
  • Adding Icons for the Legendary Bow and its parts
  • Setup the Store Layout and Pin Positions for Upgrading
  • Wire various accolades that are triggered via (quest) dialog events
  • Added Ice Breaker encounter accolade
  • Added potential fix for Ice Breaker falling beneath world temporarily while playing montages
  • Updated MagmaSurge CompactFrame alteration to be a SafetyFrame which gives fire damage resistance. Updated descriptions/names on several upgrades
  • Fix fuel gauge on Magma Surge flamethrower not rotating after bone reference was changed. Adjusted min/max on basic flamethrower to fit better on the gauge
  • Added accolade for defeating a enzyme infused creature
  • Added accolade for dying by fall damage in null sector
  • Added accolade for surviving 5 hours in null sec
  • Elysium - Macro placement in NW volcanic, red quad
  • Added accolade for being revived in null sec
  • Added accolade for discovering abyss cave
  • UI Pass on Contact Device, Mission Widget, World Boss Screen, Added Great Hunts Mission Backgrounds, Animation Tweaks
  • Sniper: Slowed fire rate to 60rpm for multi-round magazine pacing. Add Elemental Damage alteration upgrade. Fixed some random stat description issues
  • Fix ViewStats cheat not being scrollable due to parent being set to be not hit testable to self and children
  • Added various null sec location accolades
  • Add StatsViewer utility widget for filtering down Stats Categories and viewing associated stats
  • Added various armour-related accolades
  • Fix glaci dens sometimes spawn too close to buildings
  • Elysium - Macro placement in NW volcanic, red quad
  • Fixed D_FirearmScopeData validation
  • Implemented 'Jelly Baby' achievement
  • Fixed ensure in AccoladeSubsystem when triggering achievements outside of an active prospect
  • Added some new scope overlay textures
  • Achievements P3 - Press F to Pay Respects Implementation - Crushed by ice breaker
  • Fixed issue with hammerhead slug GH achievement where it wasn't checking for final slug death
  • Updated Scorpion Boss' creature type to NPC.Scorpion.Boss, and Alpha Wolf's to NPC.Wolf.Alpha
  • Add player visibility check to some EQS
  • Ape Fight - Increased throat hitbox to better cover throat when breathing. Reduced jump down from tree attack radius from 4000 to 2000. Fixed anim notify on jump down attack to do damage when landed instead of a second after
  • Added rocks to stop player from getting to places where ape can not on Ape Arena
  • Fixed new scope overlay not showing correctly when 'toggle-aim' is enabled
  • Updating GH & Mission UI based on the concept provided, added a bunch of shared widgets to prevent issues with updating in multiple spots
  • Added some pregenerated columns in the accounts flags table so we don't need to do lookups at runtime
  • Weight pass on ClawFire, SlateSmasher, Behemoth, Frostbreaker, Sniper. Reduce Stack size on 12.7mm to 50, doubled mass and update description
  • Hide Ammo category (instead of saying 'N/A') on Legendary Weapons field guide page if no ammo is used on this weapon
  • Fix an issue with prebuilt structures missing foundation anchors for some items. Add an editor tool (EUW_Prebuilt_FoundationActors) to help identify and correct this issue for existing assets
  • Fix an issue with spline actors of prebuilt structures not being cleaned up properly when a quest is abandoned
  • Ape Fight - Reduced healing from 35% -> 15%. - Changed thrown damage from mostly doing damage via direct impact to doing most of its damage in a radius around it and a minor damage increase if impacts. IM Fight - Pillar slow doesnt work on players if they're on fire
  • Ape, RG, IM are no longer affected by crouched stealth damage
  • RG is no longer enemies with its Worm summons
  • Players can no longer stand on most transparent crystal geodes in RG arena
  • Small tweak to the sniper rifle specific idle animation for a fraction more screen visibility
  • Adding legendary bow block audio and blueprint setup
  • Elysium - macro placement in NW volcanic, red quad
  • Improved RG's physics asset to better match its mesh and remove any redundant collision
  • Drill arrows should now more consistently hit the same critical area on each successive damage instance
  • Potential fix for issue with Rock Golem where armour plate destruction effects were happening more frequently than desired
  • GH Arenas now apply the buffs of the biomes theyre supposed to be. e.g. Ice Mammoth -> Arctic/Ape -> Swamp/ Rock golem -> Cave
  • Added missing new delegate to BT_BallisticBehaviour_Base
  • Flare arrow particle effects and lights now fade out before destruction
  • Flare arrow's smoke particle now lasts as long as the flare itself
  • Slightly adjusted location of lights and particles on flare arrow, will prevent some issues where flare's light was completely obstructed by surface it was shot into
  • Tweak Behemoth modifier duration and stat chances
  • Adjusted legendary bow stats, removing all placeholders
  • Separating dialogue lines and removing unnecessary wording to better make sense within GH RG End quest
  • Clawfire Rifle - removed scope, fixed some normal map errors, added new albedo textures and materials for Stock C and D variants
  • Updating club power hit, adding low end thump layer and better balancing
  • Add legendary bow block, adjusted legendary sledgehammer block value
  • Redoing the ape club heavy right click impact audio to better match the club. adding better equip audio as well
  • Fixed a few typos
  • Added in remaining new achievement text
  • Removing slowed audio from the correct modifier which is actuallly the slow reload modifier
  • Adjust Behemoth stamina usage for base and single target swings
  • Removing debuff audio from slow down on sandworm crossbow as it can become annoying while playing and firing regularly
  • Fix Frostbreaker ammo display / unlink old setups and update Field Guide page
  • Updating the drill arrow impact audio event to accomodate for the changes in behavior for the drill arrows. Now has a drill moment upon impact no matter what surface and extra flesh impacts
  • Timing and balance improvements to the legendary bow so the speed of the drawback matches the audio much better
  • Add Debug Player Movement cheat. Dodgy, will improve later
  • Sandslinger: Update camshake and recoil to be more representative of weapon size. Update weapon UX/feel to be heavier without heavily impeding movement. Decreased accuracy. Increased range, durability and weight
  • BehemothClub: Update stats per review discussion
  • Corrected display text in Stats. Remove normals input from Gas Cloud VFX causing jittering. Added new tweaked version of GasCloud VFX for SandwormCrossbow Miasmic upgrade. Hide unused pins in AmmoController base because unhidden pins show up in search (thx tim). Remove 0.2x scaling on spawn transform for SandwormCrossbow payload and use correct scaling in spawned BP
  • Removing the drill arrow boolean stat which no longer exists from AI Growth
  • Adding Legendary Item Icon & Tooltip to quest cards, if it will unlock the weapon
  • Adding Legendary rewards to account flags for lookup
  • Adding Account Flag requirement for unlocking legendary items
  • Granting Account Flags for the legendary items in the final missions of each hunt
  • Adding boolean to stat afflictions to specify if the attack causing the affliction needs to deal damage to go through
  • This means you can now scan targets with the Beast Device, trigger EDS ammo and Mark Target without dealing damage
  • Adjusting Critical Hit Area's to use the armor damage modifier and removing the plus percent modifier from the actor state
  • Removing Specific Armor Stats and updating Damage Logic so the Items rely on the generic armor related stats to deal additional damage
  • Giving Pickaxes the implict stat of 500% Armor Damage
  • Giving Drill Arrows the implicit stat of 200% Armor Damage
  • Removing Armor from Viscids, Icy Mammoths, Landsharks and Hammerhead Slugs and replaced it with additional health
  • Updated Launcher meshes for BOW_Crossbow_Sandworm
  • Add camshake when Mammoth rams ice pillars and destroys them
  • Fix hunting scope mesh being invisible due to inappropriate opacity texture usage
  • Visual tweaks and sorting functionality to CharStats utility. Misc tooling updates
  • Added some additional biome cubemaps
  • Achievement 'Suited Up' implementation - Drop with a full loadout
  • More dialogue delay adjustments and spawn percentage chance adjustments to wounded NPC
  • Fixed a few typos
  • Updated chamber piece C of the legendary sniper rifle to fit the core piece better
  • Adjustments to dialogue delay at end of mission where landshark is killed to give a second of breathing space
  • Removing double up of quest dialogue that played one after the other in outpost rebuild mission
  • Mission dialogue delay. Also adjusting revolver bullet impact audio for better clarity
  • Adjusting dialogue intro to remove mention of nova station
  • Removing unnecessary NPC lines so that the press F can be just one dialogue line and hte subtitles match
  • Elysium - ledge and cliff placement in NW volcanic, red quad
  • Cleaned up mission/prospect talent widgets to reduce hitch when opening communication board/mission radio
  • Applying a very small cooldown to the repair sound to accomodate for multiple items being repaired at once
  • Added missing Achievement icons
  • Updated the textures on the top of the mining drill prop to reduce the intensity of the edge wear
  • Various dialogue adjustments to lines within missions that didnt make sense anymore with notes of things being marked on the map that are no longer. Made other line more generic to not mislead the player
  • Added cubemap property to D_Atmospheres row. Default cubemap is the same as we've been using previously
  • Adding new Images for the Sniper Rifle based on new Textures that have been added
  • Adding Tech Level and mission types to the quarrite missions
  • Fixing issue where account flags data table was adding multiple entries for the same mission incorrectly
  • Tidy of Legenday Weapons Buttons in the Shop & Adding proper error text
  • Adding Restrictions so you can't purchase the Sniper / Bow / Gauntlet if you haven't completed the campaigns

Icarus Week 186 Update | Small Pouch in Tan, Blue, Red & Green

Week 186 brings our new customizable Small Pouch, which comes in Tan as the base colour, but can be crafted into Red, Blue and Green variants using paint at the Mortar & Pestle.

These hold up to six items, helping you have a cleaner and simpler inventory with more storage layers.

We’ve also got some updates on the work going into the Great Hunts missions, which we’re excited to be releasing soon.

Notable Improvements:



  • Buffs to Caveworm and Sandworm Javelin Damage
  • Liquid storage (from portable tanks to waterskins) has significantly reduced weight when not filled



This Week: Small Pouches



This week we’re adding a new Small Pouch with 4 different colorways so you can mix and match to your stylistic content.

The pouch cames in ‘Tan’ as the base colour, requiring five rope, 20 leather and five iron nails to craft.

From here, it can be upgraded using paints, with Red, Green and Blue variations available.

To craft, you will need one ‘tan' base pouch and five paints in your colour of choice. You can do this at the Mortar & Pestle.

The Small Pouch is unlocked in Tier 2, and crafted at the Textiles Bench. These pouches hold six items and help compartmentalize your inventory. This will help you carry more items, but you’ll still have to monitor your total weight as this is not impacted.

Pouches can store all items except utility slots, other bags and noxious materials.



Coming Soon: Great Hunts Bosses and Mission Chains



A couple of weeks ago, we talked about how we’d internally delayed the launch of Great Hunts, so we could make some improvements to the experience before we released it.

In that time, we’ve done a semi-overhaul of the UI, balanced and tweaked the Boss encounters, improved the combat experience, buffed the mission rewards and added new bases, quest objectives and unique creatures to each different quest.

We’re also completing a lot of bug fixing and testing, with the team playing daily and reporting back on any blocker or even small inconsistency that we can quickly address.

We’ll have new details to share with you soon, so keep your eyes on our update posts and ask questions of us in Discord also.



Next Week: Prometheus Effects on Workshop Gear



Next week, we’re adding a range of ‘Prometheus Effects’ to elemental weapons from the Orbital Workshop that released with New Frontiers.

These are effectively ‘buffs’ or ‘perks’ that are logic and lore relevant, for example:

  • Fire damage workshop gear will gain a chance to smelt or cook instantly
  • Frost damage workshop gear will gain a chance for frozen ore, frosted wood or chilled food
  • Poison damage workshop gear will gain an opportunity to gain Noxious Crusts, Acidic Glands or Infected Bark



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 v2.2.61.139213



New Content


[expand type=details expanded=false]

  • Unlocking Pouches for Weekly Patch
  • Fix Generic Pouches allowing other pouches/bags inside them



Fixed


[expand type=details expanded=false]

  • Fixed Heavy Obsidian Armor unlock being called Heavy Chest Armor



Future Content


[expand type=details expanded=false]

  • Small improvements and adjustments to sniper rifle impact bullet. Adjustment to delay on hit indicator audio to feel more snappy and less laggy
  • ApeClub: Add Sweeping attack setup to base weapon (left click) attack. Add capsule for sweeping setup. Updated upgrade stats as per document
  • Adding uinque sniper rifle impact audio event and ballistic data table setup
  • Reword RG_C NPC descriptions
  • small ADS adjustments and position adjustments to sandworm crossbow so it points to the correct position when aiming
  • Replace consumables within RG_C base. Fix typo in Wedge description
  • Resaved Damage Ship widget to ensure proper translatable text linking
  • Adding additional wounded NPC breathing audio in to account for increased use of NPCs
  • Fixed missing Salvage text string in damaged ship interface
  • Fix interact for stasis bag to be able to pickup new NPCs with left click
  • Added base setup for legendary sniper and bow alteration stats
  • Small dialogue timing pass
  • Updating dialogue to have ccorrect end of mission line
  • Clawfire: Reduce recoil, new CamShake setup, added MuzzleSocket as a MeshSocket and repositioned to suit shorter barrel
  • Turn off drill arrow damage for Ice Slug spawners
  • Adjusting the priority of the dialogue so that GH dialogue plays over intro line
  • Shortening the bullet in sound for the legendary sniper rifle to better match the animations
  • Updated LODs on legendary bow arms and handles
  • Fixing ads on sniper rifle not quite lining up again
  • RG_C - Adjust Quest Objective Preview & Adding Keybinds to Quest objectives for Map
  • RG_C - Adding 2nd Half of RG_C where players have to Stabalise, Revive and Extract 2 NPC's
  • RG_C - Adding Natural Spawn Blocker to the Area so we can control the spawns via the quest
  • RG_C - Added ability to apply custom damage to NPC's that require stabilization in missions
  • RG_C - Adding new Quest Steps so there is quarrite burrows at the Outpost Location
  • RG_C - Removing map marker and using Grid Coords instead
  • RG_C - Adjusting Worm Spawn location to use closest player instead of middle of the arena (with a max distance)
  • RG_C - Adding new quest steps to close burrows and take out caveworms before the Landhark appears
  • RG_C - Buffed Landshark stats for RG_C now similar to RG_E
  • RG_C - Added new Logic so if the worms are too far from the player they are cleaned up and new ones spawn
  • RG_C - Adding new Quest Markers & Gameplay Tags for Burrow Locations
  • RG_C - Adjusting mining platform so there is a few pathways to climb up when in the water
  • RG_E - Fixing issue with quest step where it was not granting the session flag to allow crafting of the Stasis Bags
  • Adding new stat to stop projectile tool type inheritence where required
  • Fixed issue where the sandworm crossbow was inheriting rifle stats because of its incorrect tool type instead of bow/crossbow stats OR Spear stats. It now correctly just uses bow/crossbow stat scaling
  • Adding Sniper Rifle Ammo Type and Item Setup
  • Updated UMG_BinocularsOverlay to use a material-based overlay for better resolution scaling support
  • wip on creature eye shader improvement
  • Added legendary recurve bow assets to the living weapon, living weapon upgrades, and meshable data tables
  • Volume balance pass on various GH UI sounds to avoid some from being too loud
  • Updated naming of the legendary recurve bow core piece
  • RG_F: Rehook up first half of quest that was unhooked for testing
  • Fixed DT validation
  • Adjusted Frostbreaker stats and renamed part names to be representitive
  • Revolver: Reduced HandleC damage buff from 30 to 25%.
  • Removed ItemWear and Reload stats from ChamberA/B/C.
  • ChamberA now hits much harder and has a high chance of slowing.
  • ChamberC now fires much faster and has a chance to cause burn.
  • ChamberB is a safe middleground. All fairly even in terms of DPS
  • Added art assets for the legendary recurve bow
  • IM Fight - Reduced IM head crit hitbox size as it was far too easy to hit
  • Firearm scopes are now enabled using FirearmScopeType_Enum stat, which should directly map to D_FirearmScopeData index
  • FirearmScopeData rows now additionally control ADS time, target FOV, ADS offset in first-person
  • IM Fight - Added a health threshold that the IM will return to refresh his armor (currently 66% and 40% hp)
  • Added BEAST Scanner Device VFX
  • Reapplying position ADS offset and grip for sniper rifle with SK that was missing and stopped previous adjustment from working
  • Removing reference to Norex station from RG D2_7 audio event to avoid any confusion
  • Change all Throwable Spears to use BaseCriticalDamage instead of the Spear-specific stat in order for this to propagate to Sandslinger crossbow.
  • Remove -50% crit damage as it destroys DPS in comparison to throwing it by hand
  • Enabled scopes in D_GameplayConfig for GH weapons that support it
  • Add resource widget (such as on Blueprint unlocks) translatable text
  • Fixed issue in RG_E, C, B where LandShark was being spawned at incorrect scale, preventing from dealing damage during it's dive attack
  • Update Olympus translatable text in terrain selection
  • Adding audio blueprint logic that was somehow missing for legendary block that was legendarily blocking the audio from playing
  • Add translatable text for the Min in crafting windows
  • Adjusting dialogue delay at the end of the mission to wait for 3 seconds for better result. Various UI balances
  • Update C0NT4CT device header text to be translatable
  • Fix ClawFire being able to be fired before reload had completed by moving animNotify to the end
  • Added 100% break chance to Quarrite gun projectiles, to ensure stone isn't added to carcasses
  • Returned ape to it's higher health level now that the 60s of 80% projectile damage reduction has been removed from boss
  • Fix quarrite burrows taking damage from things they shouldn't
  • Added text for NullSec achievements
  • Fixed bug where Killer Throw talent worked on boss/epic creatures
  • Updated Killer Throw talent description to show that it requires a stealth attack (behaviour hasn't changed, this just wasn't previously communicated anywhere
  • Adjusting ADS offset for sniper rifle so it looks in the middle of the scope. Fine tunes to the grip socket so the hand touches the gun.
  • Adjustment to UI ducking to not be as dramatic for purchasing legendary weapon
  • Adding position adjusted animations for potential use for sniper rifle and crossbow sandworm
  • Fixing Ensure - It was backwards in terms of triggering
  • RG_F - Quick Second Half of RG_F where you follow the quarrite tunnels and close them then fight some epic creatures at the end
  • RG_F - Adjusting QM to get the Burrows Spawning in the Correct Locations
  • RG_F - Committing First Half of new quest - players now have to find and scan golems with a BEAST then track tunnels with an ECHO device
  • RG_F - Adding new QM for marking out locations
  • RG_E - Adding Hint Text to inform that some caves may have been resealed
  • Replace RG_Gauntlet durability increase to be reduced wear instead
  • Landmine - Added isvalid checks to ensure the landmine isnt trying to set non existant dynamic materials
  • Repaired some missing sections of navmesh inside RG arena
  • RG per-player health/armour bonus on hard difficulty increased from 33% -> 50%
  • RG now teleports to blocker wall in edge case where it gets stuck during pathing
  • RG JumpAround behaviour now has damage source come from centre of NPC
  • Slightly increased RG melee damage bonus on hard difficulty from 15% -> 20%
  • RG Ceiling Rocks no longer affect navigation
  • Updated RotateToFaceBBEntry BTTask to support 2D direction vectors if desired
  • Fixed bug where RockGolem Rock payload wasn't cleaning itself up
  • MoveToVectorAdvanced behaviour can now optionally move agent to nearest patch of navmesh before beginning move operation
  • Fixed bug in BTS_SweepBoneDamage where SelfActor BT key was getting overridden
  • Update RG_Gauntlet to use biofuel and updated all upgrades
  • Added Rocks to block player snipe ape on Ape Arena
  • IM Fight - Fixed bug where pillars wouldnt be removed from the pillar array when destroyed from collision and timeout
  • Updated legendary bow handle A mesh and textures with corrected normals
  • RG_C - Reduced Worm Spawn Frequency from 30s -> 40s Base
  • RG_C - Reduced Max Worm count at anyone time based on scaling from difficulty and player number
  • RG_C - Increased time it takes for worms to move 5s -> 10s
  • RG_HUNT - Adjusting Objective Description to match the bosses name
  • Adding an AI setup for the Rock Golem Juvenile Arctic so it differs from the base
  • Adjusting the Rock Golem Juveniles Loot so that the variations add the specific ores and the base is more plain, also gave them soft meat as a 100% drop
  • Preparing Materials for the Arctic Element Armor Variations
  • Adding Rock Golem Juvenile Arctic Variation Textures for Bones and Carcass and Implementing on the Corpse
  • RG_C2 - Adding additional Natural Spawn Blockers around the quest area's where the quarrite burrows are
  • RG_C2 - Adding new Quest Steps to Build a Simple T3 Base and Craft some Basic Equipment before hunting down the quarrites
  • RG_C2 - Adding new quest base to pull item name from itemable rather than always specifying it within quests
  • RG_C2 - Adjusting Landing Location of the Droppod so it doesn't land in the base you just built
  • RG_C2 - Incorperating existing dialogue for first finding the quarrites and then updates when skinning and collecting vestiges
  • RG_C2 - Adding new Map Icons for the Quests
  • RG_C2 - Adding Natural Spawn Blockers to Areas surrounding base outpost and Quarrite Burrow Locations
  • RG_C2 - Removed Collection of Basic Vestige
  • RG_C2 - Adjusting Faction Mission DT to show Previews of the Quest Correctly
  • RG_C2 - Changed up flow to give more context and change dialogue triggers to allow for dynamic collection
  • RG_C2 - Adjusted Map Markers, Tags and Trigger steps to allow for better quest objective locations
  • Feature Locking New GH Accoldes / Achievements
  • Adding Helper Functions of Quest Object Cleanup so you can specify lifespan so you don't need to call the 2 other functions
  • IM Fight - Removed random pillar spawning.
  • Added EQS based Pillar spawning (1 under player, 9 in area around player, and 10 max.)
  • Boss can now walk through pillars to prevent him from not being able to go into caves and for players being able to destroy pillars.
  • Added a lifespan to the pillars so after 5 mins they'll destroy
  • Repositioned damage source location for RG jump attack
  • Fixed issue where RG's jump attack BT task wasn't receiving the additional stats given to it
  • re-organized files for creature eye shader
  • Added cheat to update prospect difficulty at runtime
  • Reduced drill arrow damage from 85->25, but now it deals an additional 3 instances of damage over time after hitting target
  • Drill arrows are no longer affected by armour that causes projectile ricochet
  • RG boss fight worm spawns are now affected by prospect difficulty
  • Slightly increased base health/armour of RG based on difficulty level
  • RG melee damage now scales based on difficulty level
  • Added new attack in final phase of RG fight
  • Potential fix for rare issue with RG fight where boss won't emerge after burrowing
  • Various small timing tweaks to RG boss fight
  • Adding sniper crack blend layer to give more mid range aggression. Currently blended in - may adjust and fine tune
  • Adding legendary bow reload, draw, fire, shaft, stick events and data table setups. Added possible animation for holding the bow slightly further away for better visibility
  • Adding new Chance to deal double damage stat
  • Adding New Endurance Modifier & Stats for one of the ape club modifiers
  • Naming Legendary Club Parts
  • Adjusting legendary Club so the alternate attack is given by default and the 4th upgrade now provide bonuses which apply to all attacks
  • Adjsuting Stat name to not mention lava pools but instead mention setting the ground on fire
  • Adding Names for Crossbow Alterations
  • Removing Summon Sandworm Stat and Replacing with Damage and Projectile Speed
  • Fixing issue where only one affliction stat should be shown on the upgrade tooltip (fixes issue where bleed and wound where both not being shown at the same time)
  • Revolver Upgrade Name Pass
  • Removing Outcome Text from GH interface as it now just uses World Stats and Flag Descriptions (this was changed a few weeks ago and the data not removed)
  • Adding DT for Stasis bags so we don't need to keep 2 maps up to date in different locations
  • Adding new Arctic Rock Golem Texture Variations for the Elemental Infusions
  • GH_RG - Updating Outcomes of RG Great Hunts to balance out the tree
  • GH_RG - Adding Rock Golem World Stat Outcome for Landsharks appearing in large caves
  • GH_RG - Setting up new Cave Creature Landshark for it appearing in caves
  • RG_O2 - Adding specific spawning and hints to player as to where the spawning is happenning
  • RG_O2 - Adding a bit more context as to why you are doing what you are doing
  • RG_O1 - Adding new Creature Subsystem Notify for creature armor breaking
  • RG_O1 - Adding Specific Den Spawn Locations for the quest and letting the player know via objectives
  • RG_O1 - Adding new Objectives to give he quest more context, such as aquiring a vestige, more context on what needs to be built and using arrows specific remove armor
  • RG_A - Replaced Map Icon with Grid Coords in Objective
  • RG_A - Removed Scarecrow as it was adding a search area to the map which was not intended revealing the base location
  • RG_A - Adding a Map Marker when players find the base
  • RG_A - Capping Max rock Golems in Area to 1 - Making an epic creature with no new stats - will help players learn about the creature rather than be overwhelmed mission 1
  • RG_A - Capped Number of Extra Spawns - even with multiplayer spawning - now has a 120 second delay before attempting to spawn an additional
  • RG_D - Adjusting the Condensed Extotic Dropped Mesh to be the same as the back, and applying a map icon when the object is dropped
  • RG_D - Removed the Cleanup timer from the Condensed Exotic when dropped
  • RG_D - Fixing Quest Description that was not ticking off correctly making it look bugged
  • Fix projectiles for fireball/slug launcher not visible when terrain deformation is on, also re-added color variation for slug launcher ammo types
  • Ape Fight - Increased healing from 4% to 35% as he seemed to only heal once in the fight
  • Reduced legendary bow base arrow speed, increase rate of fire on fire rate upgrade, reduced arrow speed slightly and added projectile damage to arrow speed upgrade
  • Frostbreaker fix stamina consumption for base attack. Adjust stats on weights to reduce freeze, increase shattering rewards and reduce stamina consumption. Remove stamina consumption bonus from mining upgrade
  • Reduce Behemoth damage variation to 10% from 20%
  • Update Noxious Cloud upgrade to show modifier for attack chance
  • IM Fight - Pillars now have a little spike that is in the ground on spawn that shows there is a pillar there and raised the niagara effects to give better visibility. Removed the ability for pillars to hurt/knock back the boss on spawn (being destroyed instead)
  • RG_Gauntlet significantly increased durability, reduced fuel use and fuel capacity.
  • Added mining rewards and tweaked damage and attack speed
  • Add blinking Red/Green nav lights to Drone.
  • Add DF shadow setup for DroneSpawner.
  • Add supporting light and toggle on/off material states.
  • Lights will go out when no more drones are queued to spawn.
  • Remove bespoke highlight setup that isn't needed
  • Buff Sandworm Javelin damage and crit damage
  • Buff Caveworm crit damage
  • Fixed bug where CF_MED_002 cave was spawning caveworms at the wrong scale

Icarus Week 185 Update | Boss Items from Missions buffed and balanced

This week, we’re completing part two of revising mission rewards by improving the baseline stats of the items you receive when completing some of the original mission chains.

These include Sandworm, Scorpion, Black Wolf and Caveworm Armor, weapons and tools.

We’ve also got a few new Great Hunts freebies from our Art team for you to download and use.



This Week: Better Boss Items



This week, we’re making substantial improvements to a range of mission rewards, specifically the gear you earn for a few missions that have been around since the early days of Icarus.

Through the course of 185 weeks of updates and expansions, new gear has scaled in all applicable categories to leave a lot of the original gear lagging behind and being unviable for use outside of display only.

This, realistically, doesn’t make completing these mission chains very rewarding, something that we wanted to address so that all the in-game content feels enjoyable and worth your investment.

The gear updates are as follows:

Caveworm Gear





  • Knife Durability 2500 → 7500
  • Spear Durability 5000 → 8000
  • Spear Crit Damage 10 → 15%
  • Arrow Crit Damage 10 → 15%

Caveworm Gear has received buffs for the Knife, Spear and Arrows. Knife Durability has the most significant improvement, tripling to 7500, making it viable as a multi-purpose tool that won’t wear out as quickly.

Sandworm Gear





  • T2 → T3
  • Knife Damage 65 → 75
  • Knife Yield 175 → 225%
  • Knife Durability 5000 → 22000
  • Spear Damage 60 → 75
  • Spear Durability 15000 → 25000
  • Spear Crit Damage 10 → 25%
  • Bow Damage 50 → 75%
  • Bow Durability 8500 → 15000
  • Arrow Damage 60 → 85
  • Arrow Break Chance 20 → 15%
  • Arrow Crit Damage 10 → 20%

Sandworm Gear was one of the biggest culprits of being severely underpowered for the time investment required to collect it. As such, damage, durability, yield and more have been buffed fo the Knife, Spear, Bow and Arrows.

Blackwolf Gear





  • T2 → T3
  • Knife Damage 55 → 70
  • Knife Yield 175 → 225%
  • Knife Durability 2500 → 22000
  • Arrow Damage 20 → 75
  • Arrow Break Chance 90 → 15%

The Blackwolf Knife was in need of a large durability boost, and it got it. We’ve given it an 8.8x boost to 22,000 durability, and a small increase to damage and yield also. Blackwolf Arrows have also received a massive buff. Damage has increased 3.75x and break chance has decreased 75% from 90% to 15%.

Sandworm and Scorpion Armor





  • T2 → T3
  • Minor resistance increases across the board
  • No longer use fiber
  • Sandworm armor uses bone instead
  • Scorpion armor uses cured leather instead
  • Sandworm armor added 20% poison resist to base armor and 25% health regeneration in the desert to armor set

Sandworm and Scorpion Armor have received improvements, but also some recipe changes to make them more in-line with higher tier armor sets.

Neither set will use fiber in the recipe anymore, replaced by bone for the Sandworm Armor and Cured Leather for the Scorpion Armor.



Extra Content: Great Hunts Concept Art Wallpapers



In the lead up to Great Hunts, we wanted to share some of the amazing work coming out from the team, in a slightly different style than we’ve done before.

We’ve grabbed three high-resolution concept art pieces from our Art Director and formatted them for desktop screensavers, so you can download them and get excited for the expansion alongside us.

If you’d like to see more of this from us in the future, let us know in the comments.

Click here to download the wallpapers



Next Week: Small Pouches



Next week, we’re adding three new variations of our small pouches, in Red, Green and Blue.

These can be crafted at Tier 2, hold six items, and will effectively reduce the amount of inventory space your resources take up.



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 v2.2.60.138841



New Content


[expand type=details expanded=false]

  • Buffed many Scorpion, Sandworm and Blackwolf crafted items while shifting to T3. Increased damage, yield and durability on knives and spears. Increased damage of arrows, while reducing break chance (notably Blackwolf arrows now do high damage and have 15% break instead of 90%)
  • Buffed Caveworm gear slightly, this is still easily accessible but now mainly has a lot more durability so will be more comfortable to use
  • Adjusted Scorpion and Sandworm armor set crafting costs to use advanced leather and bone respectively, and increased their resistances across the board
  • Sandworm armor now grants additional poison resistance baseline, plus desert health regeneration



Fixed


[expand type=details expanded=false]

  • Swapped cave entrance in OLY, K5 (green quad) so it is open by default
  • Updated meshes and textures for the baby deer, including the carcass, along with updating the textures to be consistent
  • Volume balance pass on the large landshark to make it not as intrusively loud within missions
  • More subtlety to the cave scanner audio to stop it from becoming annoying when beeping fast when a cave is found
  • BROKEN ARROW: Fix out of range message being untranslatable
  • Fixed issue with Blueprint Tree tooltip hovering where 'Default Recipes' list wasn't being cleared properly between different Blueprints
  • Tag Water Barrel as Fillable.Water to use dynamic water weight adjustment

[TAG-106]

Future Content


[expand type=details expanded=false]

  • Removing idle audio drill audio that was stop starting for unknown reasons. Adjusting distance of drill spin so its not too audible at longer range. changing behavior from float to bool
  • Grenades and Drill Arrows now Deal Damage to AI Spawners
  • RG_D - Fixing mission Objectives shown in Mission Preview
  • RG_D - Adding a prebuilt cave to the mission & Shifted mission markers and spawn locations of quest elements
  • RG_D - Adjusting Bosses spawn logic so they spawn and charge the player when the player is close
  • RG_D - Adjusting wording of objective so its clear you have to pickaxe you way into a cave if required
  • RG_D - Adjusting name of 'Unearthed Exotic Shard' -> 'Exotic Shard' we didn't need that much of a descriptive name
  • RG_D - Changing First Travel Location as it was far to large and didn't feel quite right when approaching the area
  • RG_D - Adding basic lights to the Exotic Cluster so it glows slightly in the cave
  • RG_D - Reworking Mission Objectives to provide more context and reason, did a pass on mission objective wording and adjusted preview objectives
  • RG_D - Adding A Scan Objective to Located the Exotic Deposit
  • RG_D - Adding Secure Objectives which involves fighting an epic Quarrite and closing associated Dens within an area
  • RG_D - Shifted the Exotics Location to be within a cave as it felt better then being out in the open
  • RG_D - Adding Bindable function to Radars to signify when the quest is finished
  • RG_D - Adding new Epic Creature and map marker required for the quest
  • RG_D - Adding new map markers and spawn locations as required
  • RG_A - Renaming Quest Marker so it can easily be identified
  • RG_B - Adding Cave Spawn Blockers to the 3 Caves so that players only enounter Quest Spawned Creatures and not Natural Spawns
  • RG_B - Fixing Descriptions for 2 objectives which can overcount the required amount of caveworms that need to be killed
  • Adding new Mission Deployable the can be spawned to block AI spawning in caves and the surrounding area if needed
  • IM Fight - Removed 'can affect navigation' from ice projectiles and it only gets applied on the pillar as it reaches its highest point
  • If obstructed the IM will now do 1 stomp, if its still obstructed it will charge and destroy everything infront of it. (to prevent building/hedgehog cheese)
  • Adjustment to legendary flamethrower and slug gun idle height to enable the player to see more of the weapon when holding in hands. For review
  • Enzyme propagation hub - Added destructible mesh for T4_Communication_Device, applied to BP_Enzyme_Disperser_Hub
  • Fix currency exchange widget not coloring red exotics correctly
  • Updated Legendary Licence exotic exchange to a purchase licence button
  • IM Fight - Changed 'move to' node to a node that doesnt use navmesh and just walks in a straight line to its intended position to get around nav bugs on spawn. Also removed 'can affect navigation' on a few more missing icicles in the IM cave to prevent boss getting stuck
  • Statify Drill Arrow armor weakness (attacker and defender)
  • IM Fight - Added further debugging to discover why sometimes the mammoth wont go to its intro location
  • Adjust attachments to show afflictions/modifiers when they're applied. Show max stacks of each debuff, if higher than 1
  • IM Fight - Changed tusks from 'crit_none' to 'none' and removed the last change with floating point numbers changing the colour of 'crit none'
  • Add some more GC/lifecycle bullet proofing around async voxel tasks
  • Adding more subtleties to the drill arrows. Aiming is now slightly reduced spin volume, impact is slightly lower in volume when up close to impact
  • Drill arrows now damage Quarrite burrows
  • '- Fixed ensure-spam with UMG_Talent_GreatHunt that could cause editor to lock up when local player hadn't properly initialised after hosting a game
  • Slight balance to bolt close audio for sniper. To be adjusted as the mesh changes and is updated
  • Adding v2 of sniper rifle direct close sound with more focus on center image, slightly less distance between thump and crack and slight increase in tail volume
  • Added remaining APEX destructible meshes for curved and diagonal Glass BLDs
  • Added Spider/Web FXs (buildup, release, projectile, hit, decending strand and snare)
  • Various improvements to cave worm world spawner actor
  • Dones now correctly grant experience on death
  • Drones no longer instantly attack target until hurt, or close enough to target
  • Drones can now be hidden from without being attacked if player runs during it's 'investigating' state
  • Drones will now attack target during movement if LoS exists
  • Drones should no longer swap back and forward between 'idle' and 'investigating' states during combat
  • Fixing landshark not playing death vocals in cave mission due to cave context param. Adjustements and fine tunes to NPC volumes and distances
  • Added various APEX destructible meshes for curved and diagonal Glass BLDs
  • Removed 'Night' related stats, now all the time. Removed Wolf Summoning stats, chambers now reflect magazine size with subtle differences in wear and chance to slow. Decreased Elemental multiplier from 75% to 25%. Reduced Barrel_A Crit multi from 25% to 15%. Reduced Barrel_B Bleed/Wound chance from 100 to 33%. Reduced Barrel_C Immobilize chance from 25% to 15%
  • Removing dialogue from within mission BPQ which was repeating a RG line twice unnecessarily now that two events have become one
  • Fixed arrow drill FX artifacts
  • Corrected Water/Biofuel quest steps in RG_D2 to point to correct BPs
  • Corrected spelling of Access on Interaction text
  • Update licence purchase button to show the ren cost
  • Small tweaks to thumper audio balance
  • Move NPC DPS test logic to ActorComponent. Bind to correct DamagePacket event from ActorState. Tidy up GOAP Char event graph
  • Clean up unused duplicated content for Flamethrower Fireball. Add SpawnPerUnit for smoke trail for projectile as it moves quickly and the puffs became disconnected
  • Adding mini thumper anim BP so I can add mini thumper audio. Swapping thumper anim bp in mini thumper BP. Updating legendary sledge equip audio. Landshark audio volume adjustment and fine tunes
  • Added big dusty FX for BP_Ape_Spawners
  • Disabled block-all collision on legenday flamethrower alt fire projectile
  • Added various APEX destructible meshes for curved and diagonal Glass BLDs
  • Adding unique equip audio for legendary sledge hammer. Event and animation duplicates and data table setup. Setting up mini thumper event
  • Drone should now face it's target when moving around
  • Drone can no longer be stealth-attacked
  • Drone will now prevent player from being 'stealthed' when crouched if they're currently targeted
  • Reverted drone light colours back to what they were previously
  • Added a particle light flare at the source of drone's spotlights
  • Drone will try to keep at least a certain distance away from current target
  • Drone will now attempt to reposition itself if target moves behind cover
  • Drone will no longer continually shoot through walls and other obstructions
  • Fixed positioning of drone's muzzle fire particle
  • Update enzyme hub highlight and tooltip location
  • Adding new events for cave wounded NPC so each has a unique voice and does not have any chance of saying the same things. Updating spacializers to feel better within a quiet cave. Pitch variations etc
  • Tweaked the weight painting further around the jowel sac on the Ape Boss to reduce texture stretching, this time focussing on the area directly under the mouth
  • Slight reduction in ricochet volume to account for arrows impacts
  • Stopping audio event of drill flying sound when ballistic has reached 0 speed to prevent the audio continuously playing when the arrow ricochets
  • RG_E - Updating Faction Missions Objective Preview
  • RG_E - Adding New Objectives so the player has to explore 2 new caves, one requires players to save 2 dying miners and face a landshark the other requires players to close 2 quarrite burrows and eliminate an elite enemy
  • RG_E - Adding new map markers and items are required for the mission
  • RG_D2 - Missing Files from last commit
  • RG_D2 - Adding Mini Thumper Blueprint, Recipe and Item as a Reward
  • RG_D2 - Adding new Mission Steps to deploy and activate a mini thumper to take out the creature that destroyed the outpost in the first place
  • RG_D2 - Adding new Epic Creature so the Landshark has additional stats and an increased difficulty
  • RG_D2 - Added some extra materials to the base to help players build
  • RG_D2 - Replaced Concrete Furnace with new one so it works with the quest
  • RG_D2 - Adjusted Quest wording to mention low T4 Base
  • RG_D2 - Fixing Issue where the Biofuel and Water Storage Units where not being counted as part of the rebuilding storage sub-quest
  • RG_D2 - Fixing Issue where Crop Plots incorrectly required shelter
  • RG_D2 - Fixing Issue where Biofuel Composter incorrectly required shelter
  • RG_D2 - Fixing issue where 3 water containers where needed instead of 1
  • RG_D2 - Adjusting Destroyed Prebuilt base as the contents where auto completing some elements when it shouldn't have been
  • RG_D - Upping the number of required crop plots and beds so it wasn't just 1 - we are establishing a mining base
  • Fixing Sandworm Building Pieces from being unlocked in the incorrect order on the tech tree
  • Add DPS testing logic (gated, disabled) into Base NPC class
  • Fixing the constant drill spinning audio by removing it from the animation and adding it into the drill arrow BP
  • Grounding pass on Magma Surge: Renaming parts, shifting lava pool and damage bonus, improved tooltips
  • Tweaked the weight painting around the jowel sac on the Ape Boss to reduce texture stretching
  • New static and destructible mesh for Enzyme propagation hub, updated BP and preview mesh in D_DeployableSetup
  • Adjusting dialogue that mentions final hunt but you are only halfway through the mission chain. small adjustments and balances to in mission sandworm so the volume isnt too loud in the world
  • Cleaned up weight painting for Ape Juvenile
  • Infant ape ducking adjustments to make sure the breath turns down enough when its whimpering
  • Adjust exotic delivery interface to not block hotbar (as this is usable UI in this window)
  • Removed fillable from Clawfire, as it is not be used
  • Biolab UI - Selecting an item->scrolling away->selecting another item->scrolling back now properly unhighlights the original item
  • Rework stats on Clawfire: Multishot replaced by marked target, electricity tier replaced by elemental infusions
  • Increased Bloodmoon Pistol reload time from 2.2s to 3.75. Added unique camshake with more punch. Improved readability of FirearmData DT validation. Fixed HuntingRifle skeleton preview mesh not being the hunting rifle. Add merged SM version of base Revolver for visualization purposes
  • Removing dialogue C2 from BPQ quest and combining c1 and c2 into one event that already plays from within the quests data table. updating dialogue text
  • Fix pilot lights on both Flamethrowers. Allowed for inheritance and socketing on different skeletons. Updated VFX slightly
  • IM Boss - Moved boss spawn point closer to the enterance of the waterfall. Removed his roar inside the cave incase that was messing with his pathing. Added a failsafe that if the 'walk in a direction' fails he will look in the direction and charge to get himself out of the waterfall
  • Adding softer GH generic UI interface click to help smoothen some transitions. Reducing max instances of rivers by 1 and subtle volume pass to sniper reload to make some layers a touch more subtle
  • Add Mesh Socket for Scorpion Rifle 3rd Person Grip
  • Updating the drone audio to play the spot audio from the BP rather than the ai audio setup so that I can apply cooldowns to them in a way that doesnt break the vocal system
  • Reverting recent talent changes to wood->sticks/leather->rope talents that made it so you didnt have to unlock them via blueprint tree
  • Fixing armor stand audio being set to 2d and being heard from any distance
  • Sniper audio handling adjustments and fine tunes. Sniper fire balance
  • Applying directional filtering and volume adjustments for the two downed npcs in the mission E cave. This helps avoid the player hearing too much groaning when in between the two NPCs
  • Elysium - more testing of volcanic/swamp biome combination on ArtTest map
  • Fixed bug where two talents to turn leather->rope and wood->sticks wouldnt do anything
  • Adding potential bow sounds to the FMOD session for legendary bow. A few volume balance adjustments to prep for bow progress
  • Fix an issue refreshing RVT's for a edge case where clients are stopped from entering an instanced level
  • Adding unique sniper rifle bullet load audio. Slowing down all reloading animation audio to attempt to match the slowed down time. Balanced as close as I could
  • Generic reduced crafting cost - Added 'BaseCraftingCost_+%' that will check the player and deployable to reduce overall costs of a recipe based on stats. Added 5-10% reduced crafting costs on WaterConnection / 2x modifier as per ticket
  • Make the 'bad pak file' message more meaingful
  • Fix an issue with in flight sound sometimes sticking for drill arrows
  • Elysium - exploring volcanic/swamp biome combination on ArtTest map
  • Updated firearm data table to reduce the speed of the legendary sniper reload animation by half and added the HasSingleScope stat
  • Quick fix for RG Mission E to stop the pod from flying back to space after deploying biofuel and water leaving that part of the mission in an incomplete state
  • Add fallback case capturing ActionableBehavior_Base which Flamethrower inherits directly from (not a Firearm) for Char 3rd person AnimBP so that offhand IK can be setup. Fixed equip montage for Flamethrower not having MetaData setup. Fixed missing IK curve track on Flamethrower Idle anims. Fixed Pilot light socket rotation
  • Add Great Hunts device to Contact Device Field Guide set page
  • Ape Fight - Reduced difficulty hp scaling by about 20%
  • Adding Arctic Version of the Rock Golem Juvenile which spawns from Arctic Rock Golem Dens
  • RG_B - Adjusting Objectives to Mention Grid Coords and added Tag to Grid Locations
  • RG_E - Adjusting Objectives to Mention Grid Coords and added Tag to Grid Locations
  • RG_E - Removing Code which Sends Retrieval pod up to orbit when completing an unrelated objective
  • Converting Check to Ensure as it didn't warrent crashing the game in development when we can catch the bug when generating harvested rewards
  • Resaving ItemStatic DT
  • Items that can be filled with water or biofuel now take the number of stored units into their weight calculation, with this both the large portable tanks (water & biofuel) have had their weight reduced down to 5kg, when full with water they will be 155kg. Items effected are jerry cans, portable tanks, canteens, bladders etc
  • Fixing Small Pouches so they now have weight when things are placed inside
  • Juvenile apes that are buffed with gas cloud now have a particle effect attached to them to make it more obvious they're buffed
  • Fixed bug where ape gas cloud buff was incorrectly being applied to Garganutan ape (instead of just juveniles like was intended)
  • Tweaked lifetime of ape gas cloud particle system that should gracefully deactivate it before actor is destroyed
  • Adding more unique purchased sound when buying a legendary weapon from biolab
  • Nerf extra damage and wound chance for enraged GreatApe
  • Updated legendary sniper rifle models and textures with the new design. Polish pass still needed
  • Further nerf GreatApe health for single players only
  • Add some more GC/pending kill checks around forced anim pose updates when projectiles are fired at GOAP
  • Fix description on Verbose Damage Logging cheat to specify its player-only damage
  • Fixed a number of typos
  • GreatApe: Remove regen on little jumps. Reduce damage radius on big jumps. Fix an issue with logs not damaging
  • Reducing excess dialogue lines from open world intro event 1 to ensure they dont interfere with opening the GH intro briefing. Just removed unnecessary lines and updated dialogue table
  • Ape fight - Reverted the change in scaled health and reduced base health by 20%

Icarus Week 184 Update | Mission reward improvements and UI updates

Welcome to week 184.

This week we have updated the item rewards from missions and split them out a little more around the tree.

We also briefly go over some changes and QoL being made on the Tech Tree and the Contact Device.

We offer an update on Great Hunts and then go into detail about last week.

Last week some larger terrain changes where made to the Styx map. Specially at map locations I6, O8, and K15. These changes where made as part of our maps enhancements and to add content for the upcoming Great Hunts Campaigns. If you need to revert to a previous build to be able to dismantle your base and move gear there is a branch on Steam called 2.2.57 which we will leave up for a few weeks





This Week: Mission Reward Changes



In Icarus, players occasionally receive special rewards for completing specific missions, such as the ability to craft Sandworm, Caveworm, and Scorpion gear. While these items were powerful and exciting, they lacked visibility because they weren’t integrated into the tech tree. As a result, many players either forgot about them or never discovered them at all. To address this, we’re making a few key changes.



Tech Tree Integration



Previously, these recipes were granted directly upon mission completion without being tied to the tech tree. We've now added them as blueprints that appear in the appropriate spots on the tech tree. Completing a mission will unlock the ability to unlock the related blueprint in your tech tree, making their presence clearer and easier to track. We’ve also adjusted some crafting locations to better reflect their placement within the tree.



Account-Wide Unlocks



Originally, only the character used to complete the mission could access the reward recipes. This reinforced the idea of each character being unique. However, with the ability to take multiple characters across different prospects, that uniqueness has become less meaningful. We're moving these reward unlocks to the account level, so completing a mission with any character will unlock the associated blueprints for all characters on your account.

We’ve also implemented upgrade code to convert existing character-based unlocks into account-wide ones. So, if you log in with a character who already has the reward flagged, the system will automatically upgrade it and unlock the blueprints across your account.

Reward Distribution



Some missions previously granted six or more items upon completion, which made certain missions feel overloaded in terms of rewards. We've redistributed these items more evenly across the mission tree. This should create a better sense of progression and help balance the reward structure.

Upcoming Item Buffs



Finally, we’re planning a round of buffs for these items. Many were added in the early days of Icarus, and while powerful at the time, they’ve since been overshadowed by newer gear. Given that they often require players to complete nearly the entire mission tree, we feel they deserve to pack more of a punch. Expect updates in the coming weeks that bring these items back into relevance.



This Week: Tech Tree Update



This week, the tech tree received a few updates, including visual and functional improvements that aim to make it easier to understand and navigate.

Preparing for The Great Hunt Campaign



You might notice some gaps in the tech tree—don’t worry, that’s intentional. We've created space for all the upcoming gear tied to the Great Hunt campaigns. These items will be unlockable by all players, but acquiring the necessary materials will depend on defeating specific bosses, both old and new.

Blueprint Hover Tooltips: Crafting Context



We've added a handy feature where you can now hover over a blueprint and see all the recipes associated with it. For example, hovering over the Campfire blueprint will now show you everything that becomes craftable once you’ve built it, helping you plan your tech path more efficiently.



Hover Tooltips for Blueprint Sets



In addition to individual blueprints, you can now hover over blueprint sets to see everything that will be unlocked together. A great example is the Wood Building Set—hovering over the core node now reveals all the structural pieces included in the set, making it easier to know what you’re investing in.



Armor Set Consolidation



We’ve streamlined armor blueprints by grouping full armor sets into single tech tree nodes. If you’ve already unlocked individual armor pieces, any spent points will be refunded automatically if those blueprints no longer exist. When hovering over an armor set node, you’ll now see:

  • All armor components included
  • Materials required to craft them
  • Total stat bonuses when wearing the full set, shown clearly in the tooltip



These changes should make unlocking and planning your builds smoother and more transparent while laying the foundation for the exciting gear to come.



This Week: CONTACT Device Update



We’ve made some updates to the Contact Device to improve usability and clarity. You can now view all missions through the device, even if they haven’t been unlocked yet. This lets you browse rewards, descriptions, and other key information beforehand, helping you plan your next steps. We’ve also added clearer messaging to explain why specific missions are unavailable. Whether one is already in progress, located in a different region, on cooldown, or affected by other restrictions, you’ll now see the exact reason. Alongside these functional improvements, we’ve made some light UI tweaks to clean things up and improve the overall experience.

Looking ahead, we’re in the middle of redesigning this interface's visual layout, with a focus on consistency and usability. You can expect more updates in the coming weeks as we continue refining the Contact Device.



Coming Soon: Great Hunts Release



We are hard at work with the Great Hunt Campaigns, as our staff plays through the various elements. We have decided to make some large changes to some of the content, particularly improving the rewards and legendary weapons. Unfortunately, this does mean we have decided to push back the release date. We covered some of the reasoning in last week's post. We appreciate your understanding in this.

If you didn’t catch our new trailer in the PC Gaming Show, you can watch it here:





Next Week: Mission Item Buffs



As mentioned above, we are planning on buffing many of the existing mission rewards (Sandworm, Caveworm, Scorpion, and Black Wolf Equipment) so they better reflect the current state of the game and are once again noteworthy items as they should be.



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 v2.2.59.138512



New Content

  • All Character Flag Rewards from Missions are now Account Flags, when loading in with a character a conversion process occurs
  • Adding Blueprints for All Account Blueprint Unlocks from Missions so they items are no longer hidden in the tech tree
  • Adjusting quests to grant the correct account flags during missions as opposed to the character flags that where granted before
  • Split out some of the items granted from missions and spread them out amoungst the mission trees (for example one mission was granting 6 items before -> now the mission grants 2, and the other 4 are granted from other missions)




Fixed
[expand]

  • Extractors will now passively get attacked by animals - you need to defend them
  • Add function to ActorTools to get distance to selected actor from current viewport location
  • Update Cave Entrance main mesh to not use culldist volumes and have static 1km draw distance. This should prevent the entrance mesh from culling too soon and leaving visible holes in the landscape... may require world generation again for properties to take effect
  • Fix inability to headshot Ubis from front-on due to poor accuracy collision setup. General collision/capsule component pass
  • Tomoto now provides a little hydration when eaten raw
  • Platinum Lightning Rod health has been increased to 10k
  • Fixing Issue where Cake would not clean up on dedicated servers and audio for taking pieces would not play
  • Cake Now Requires Butter to Make and Decays
  • Upper Ice Sheet in the Nullsector now has a lower temperate range, and uses the IceMammoth Arena Atmosphere Type
  • Added dirt backfaces to T4 crop plot for when you can see the underside through glass floors (SM_DEP_CropPlot_T4_SML)
  • Tonics are now visually in players hands
  • Creature scanner no longer applies a debuff to mounts/tames
  • Fix a compiler warning about default property assignment in ResourceNetworkInspector
  • Fix a BP compile warning about default variable value in BP_Sign_Base
  • Increased Beast scanner trace distance from 10m to 100m
  • Commit skeleton fix for Tonic visibility change
  • Fixing issue where charater flags where being retrieved without an active player state when attempting the character flag to account flag conversion when logging into the game
  • Fixing issue where the character flag conversion whas not passing through the player state correctly
  • Buffs to Ghillie and Hunter Armors with reguards to the Forest and Swamp Biomes (Set Bonuses)
  • Adding small movement speed buffs to Ghillie and Hunters Armor Boots while in forest or swamp
  • Adding missing Biome Related base Stats (Volcanic, Swamp - OxygenConsumption, WaterConsumption, FoodConsumpton, ThreatModifier and MovementSpeed)
  • Added a stat to resist the swamp parasites debuff
  • Fixing Workshop item inhalers which where referencing old meta currency
  • Adding Drinks their own icons & name while looking at the blueprint recipe preview
  • Updated meshes and textures for Rabbit, including carcass
  • Preventing the Blueprint Recipe Checks from trying to access outside their bounds
  • Fixing Armor Set Bonuses Stat Display as they where wrapping a lot earlier than intended making them very hard to read
  • Fixing Alignment on the Recipe count on the Blueprint Talent so it lines up nicely with the edge
  • Enabled DF on Megatree meshes to improve distant shadowing visuals. Fixed LOD screensize settings on Trunk
  • Portable generator - Fixed LOD screen size values for LOD2-4
  • Added custom LODs to portable generator mesh
  • Potential fix for intermittent FLOD Flammable FISM async race condition crash
  • Misc asset fixes, made crevasse LOD mat not blue, increased DF quality on Bunk Bed, add small default white texture. Delete obsolete buffalo trophy mesh
  • Added DM for portable generator at correct scale and implemented in BP
  • Fixed issue with the Bait BP as it was still referencing a character flag
  • Fixing issue where resources required for recipes where showing as copper ore
  • Added connections for reoganized blueprints so they appear connected to the blueprint tree bench they're crafted at. Slightly shifted blueprints so items are grouped with similar unlocks
  • Fixed issue with new Talent Widgets that caused 'Mission is Currently Locked' tooltips from persisting incorrectly
  • Fixing socket that was moved incorrectly causing the sledgehammer in third person to be held wrong
  • Add a missions unavailable button that shows after the mission communicator is opened, reminding players they can't accept missions and giving them the ability to reopen the error mesesage UI
  • Collapsing the new upgrade and buttons related to great hunts on the communicator UI
  • Fixing issues with the character flag and account swap over - character flags now grant ALL new account flags associated with the old ones
  • Added missing target dummy blueprint to the T2 tech tree and adjusted recipe to be crafted at the carpentry bench
  • Shifted logic for calculating recipe count to native code
  • Fixed bug with new RecipeCount UMGs that was causing main menu to lag significantly after selecting character
  • Fix BEAST not appearing as meta item

[/expand]


Future Content
[expand]

  • GH Mission Commuicator Rework - All GH Device Functionality has been put into the the C0NT4CT Device
  • GH Device is removed from the talent tree, the radio has been removed from the talent tree and they are no longer craftable
  • Adding +2 Character Talents for completion of Great hunts
  • Rework of Mission / Great Hunt UI for consistency
  • Added ITM_Giant_Cat_Lure
  • Adding Workshop Splint which heals broken legs and provides protection for 5 mins, as well as a small fall damage reduction for great hunts
  • Small Bags can no longer hoild utility items
  • Fixing Scorpion Armor Set not being bound to the new blueprint correctly
  • Hitching Rope can now be crafted on character when unlocked
  • Changed some UV parameters in MI_IcePlaneBase_LitTraslucent to fix distance field artifacts
  • Adding generic impact hit to default audio axe and pickaxe events to account for instances where no PM is set but you are still hitting something
  • Add extra is-valid checks to deployable rotation warning messages
  • Prevent vesper cage from being deployed without a vesper
  • Fixed deployable rotation toggle appearing on deployables that don't allow rotation
  • Added starting logic for supporting fullscreen overlay scopes on weapons
  • Sharpening up some longer dialogue events to be a little snappier to reduce wait time for dialogue
  • Updated custom LODs for DEP_Chicken_Coop_Royal and Rustic
  • Rock golem spawner - Added PM_Rock phys material override on invisible blocker
  • Updating Item Description for the small pouches so they now specify 6 slots instead of 12
  • Adding a better way of displaying item sets in blueprints, visual with recipes
  • Fixed BP_EDSCanister FX not visible
  • Vesper Cage can be crafted in GH quest, so whitelist in FieldGuide
  • Fix the build (don't check in DT with the editor open kids)
  • Further adjustments and fine tunes to bullet impact distance vs volumes to help them not be too loud at close proximity but still audible at range. Also balance to armor which was consistently too loud even at lower velocitys
  • Added various APEX destructible meshes for curved concrete BLDs
  • Fix the build (DT)
  • Ape_A: Hookup rescue dialogue line
  • Recompiled NS_LavaHunter_Flamethrower_01
  • Updating every mission complete dialogue in GH and replacing the line to mention the contact devices instead of the norex devices for better understanding for the player
  • Fixed Vesper Cage being undeployable on clients, removed right click deploy as this still showed even if it is not deployable
  • Add a hook for setting a scope overlay based on weapon stats
  • removed little flame FX on Lava Hunter weapon
  • Legendary Slug Launcher and Lava Hunter muzzle flash vfx
  • World Manager location input string now supports older XYZ string format
  • Update MissionDevice BP now that SK/SM meshes have been split. Add lighting effects to all upgrades. Fixed missing GH upgrade idle audio
  • Fixed 0 scale debug spam. Ice mammoth bat cloth affector and head blocker changed from 0 scale to 1
  • Deleted meta file from disk and obliterated the history. Added original back
  • Removed 'can affect navigation' bool from many of the blocker volumes to fix ice mammoth getting stuck in waterfall
  • Delaying dialogue after giant explosion. Bullet impact updates for turrets, volume balance pass on mammoth etc
  • more improvements and fine tunes to bullet impacts to make shooting mission items more audible with better connection to player. Also improving the range of destruction of metal deployables for better feedback
  • Separated DEP_T4_Communincation_Bench into Skeletal and Static meshes
  • Separated DEP_T2_Communication_Device into static and skeletal meshes, also updated normals
  • Updated SK_DEP_SpawnBlocker_T4 and T3
  • More scope overlay WIP
  • Update DestroyAllAI cheat to also output how many AI are being destroyed
  • Updates to spacializer settings of all weapon impacts to help better let the player know when they are hitting things like turrets etc since the player now shoots more things from a distance that don't have the hit impact notify
  • Update Great Hunt Device itemstatic to work same as other Contact device upgrade modules
  • Update collision on CONTACT device to be correct to what upgrade state its in. Fixed GHs device not having lighting setup copied over to new system
  • Fix Ice Mammoth relationship status so they are not attacked by wolves/other creatures
  • Add Great Hunt Intro dialogue to GH UI rework
  • Fixing issue where account flags where being checked before the playerstate was initialised when trying to display in the infor screen for the biolab
  • Removing individual currencies for each boss and replacing with 2 [Biomass & Licence]
  • Fixed References in various data tables to convert all biomass over to the new item (Living items, upgrades, rewards etc)
  • Setup Legendary Weapons to be purchaceable via Licences and Upgraded Via Biomass
  • Added icons to the bottom of the Exotic and Biomass items to show that they connect with the meta currency used in the biolab and workshop
  • Adding quick new icons for generic biomass and licences
  • Fixing Stat Descriptions which Still mentioned EXP-VIS and not Glaci like it should have
  • Update some strings so they make more sense in exchange contexts
  • Fixing incorrect tints and colours in the exotic exchange UI
  • Ading Tooltip to Legendary Licence purchase button
  • Showing Biomass (Green Resource) on main currecny screen
  • Adjusting all boss drops to include the general biomass now the specific ones have been removed
  • Adding Default Recipes unlocked on crafted devices when hovering over them in the tech tree
  • Adding Auto Scroll box to Elements that can have over 15 recipes or craftable elements when unlocking one tech tree blueprint
  • Updated helper function which looks up item name quickly to take seed itemable overrides into account
  • Converting planetary boss item recipes to now grant the correct biomass post conversion
  • Adding tooltips for Workshop Currencies so players can hover over and see what they are
  • Adding ability to buy a Licence for 15000 Ren (3000 Purple Exotics) - Added this widget to Biolab and Workshop
  • Removing Biomass Tag from the Biomass Item as it is no longer required
  • Fixing Currency exchange widget to allo large numbers
  • Adding Legendary Licence Rewards to the first and last missions in each Great Hunt Campaign
  • Adjusting Biomass Icon so its not so rough
  • Fix Blueprint tooltips showing armor set data on other blueprints if the armor does not fully open
  • Add dummy entries for Miasmic and Crystal missions so the string is formatted correctly for mission objectives
  • Commited missed file which was causing a build break
  • Adding Small Explosive Damage weakness to Quarrites
  • More sniper shot balances
  • IM Fight - Added debug messages in intro section to see why sometimes on steam the IM doesnt walk to its intended location before starting the fight
  • Increase number of digs on drill arrows, so they dig through thick walls (and basically destroy voxels)
  • Distance adjustments to sniper rifle for other players
  • Adding third person sniper animation and montage and data table setup. Swapping out bolt action rifle sounds for sniper rifle sounds. Adding short version of bolt in for ending of animation. Adjustments and balances
  • Fixing build - Missing JSON file
  • Adjusted the FX for Arrow Drill
  • Fixed a bug where IM could be stopped by building walls when coming to and from caves
  • Removed NPC look at angle restriction, as this is already restricted by control rig
  • Commit a file that was missed (P4V issues)
  • Small timing updates to sniper rifle additional bolt to normalize all and make more consistent
  • Adding harvest banana tree audio to BPs
  • Adding additional sniper reload bolt audio to give it a more slick feel moving slightly further away from crafted vibe. several balances for the sniper audio
  • Fix Ape_C2 boss dialogue trigger time
  • Tell player to try again if multiple people try to join an instanced level simultaneously and a blocking load is already in progress on the server
  • Added Glass Beams, Diagonal wall, and curved and angled floor pieces, with all SMs, DMs, materials and textures. Apex DM meshes still need to be created
  • IM Fight - Added a new 'mini crit' weakspot that does more than base but significantly less than regular weak spot for when IM has armor on. IM now has different crit spots for when hes got armor/armorless. Decreased fire resistance from -300% to -500%. Increased Head Crit spot to more fully encapsulate his head. Added floating number colour/icon to new crit spot
  • Ensure EDS Aerosol effect triggers during quest correctly. Disable rotation on aerosol deployable
  • Adding potential legendary bow audio and event
  • Resubmit communicator file for great hunt dialogue change
  • Add infant ape breath animation and allow left click stasis bagging
  • Update Great Hunt intro dialogue to play once per character
  • volume pass on baby ape
  • Small volume balance of sniper bolts in and out
  • Update drill arrow FX to distinguish small and large voxels, removed unused particle
  • Adding bullet in event for sniper rifle, lengthening all bolt in and out events and volume adjustments, adding additional sinper tail layer and volume tweaks and fine tunes. Adding data table setup
  • Removing Explosive Weakness from Dens / Spawners
  • Fixing the Build Issue with D_FactionMissions
  • Reworking hittable mission spawner logic so that spawners take damage from pickaxes and explosive damage (via projectiles)
  • RG_A - Adding Spawn Blocker at quest location so natural spawns don't occur
  • RG_A - Adding new Quest Steps to Frame whats going on in the Mission
  • RG_A - Changed so there are no Golems on enter, one will spawn in front of the player, then others spawn surrounding in different locations
  • RG_A - Reduced Multiplayer scaling so there are less creatures to fight the very first time you encounter them
  • RG_A - Ambient Golems will now find and attack you after spawned rather than wander around out of the quest area
  • RG_A - Rewording Objectives and Helper text so its spread out and is only relevant for the current step
  • Fixing Widget Display in the Biolab
  • Removing Licence purchase from the workshop and kept in the biolab
  • Adding Mesh Setup for Legendary Sniper Rifle
  • Adjusting Stats on the Sand Armor so it now becomes a desert and volcanic survival armor focused on heat resistance, exposure and water retention
  • Dusty Miner Item, Blueprint, Stats, Recipes and Talent Lock all Setup
  • Adding Arctic Survival Armor DT Setup, Stats, Blueprint Recipes and locked so it required completion of an Rimetusk Campaign mission to unlock - Ready for 3D when the art is committed
  • Added Sand Armor & Backpack mission lock so it requires completion of an Garganutan mission to unlock
  • Adding Legendary Sniper and Bow Items and Brief setup, requires meshes to be added to DT and will just work, also added placeholder alterations which can be adjusted when design is done
  • Fixed GFur toggle cheat not being set to 'checked' by default, causing it to require being toggled twice to take effect
  • Improved drill arrow FX and applied BP_Payload_Arrow_Drill on D_Ballistics
  • Adding greatly improved bullet impact flesh sound to help better notify the player that they have been hit by a turrets bullet
  • Added first pass legendary sniper rifle art assets
  • Adding new dialogue line to play when you first find the ape baby. Adding audio, event, dialogue table entry and quest entry. Ready for test
  • Updating all dialogue lines in the dialogue table to mention Your next contract can be found on your chosen C0NT4CT Device instead of the norex device to match the updated audio
  • Fixing audio location for the reserach crate so when you pick it up it doesn't feel like the sound plays from the right hand side
  • BP_Mission_Ape_Desert - tweaked blood decal placement to reduce unwanted spillover
  • Ice Mammoth Fight - Added a 1:45 timer to the bosses armorless phase. When 'charging' the boss will run to player then start it to fix a bug where if they were too far it wouldnt charge and then consume one of the 1 loops making the armorless phase shorter
  • Adding upgrade connect audio to the GH communicator event since it is now an upgrade not just a standard deployable
  • Ice Mammoth Fight - Added max amount of armor charges (currently set to 2 refreshes)
  • Increase radius on Ape_C2 quest from 30m to 50m when counting creatures killed
  • Adding baby ape wounded audio, event and BP entry
  • Adding unique audio, event and BP imp for when searching a dead ape so its different from searching a dead NPC
  • Adding Sand Armor Icons, Blueprint Talent, Stats and Recipes
  • Adding Norex Boss Upgrade Recipe - as it was accidently removed
  • Fixed Cooking Bench Blueprint as it wasn't attached to the crafting bench like it should have been
  • Added a Number on the Blueprints in the Tech Tree to show how many recipes you unlock when you gain the talent
  • Great Hunt Devices / Crafting Tables can not longer be created - if any have been placed they are replaced with upgraded contact devices
  • Incorperating All Great Hunt Blueprints into the T2/3/4 tech trees
  • Adjusted GH Item Recipes to Fit Tier
  • Removing Great Hunt Device Crafting Recipe Set
  • Converting Armor Blueprints to be single blueprints instead of the 5 seperate ones
  • IM Arena - Removed collision between the IM and the waterfall ice on off chance he runs into it. Lowered blocks of ice that are protruding from the ground to prevent boss getting stuck. Removed bloat from 'find closest location' task to try prevent IM from immediately attacking player from inside the waterfall instead of walking to his set position
  • wip on improving arrow drill FX
  • Adding sniper rifle bolt out and bolt in audio, events and duplicates of animation and animation montage for use within Sniper rifle when its in
  • Adding distant sniper rifle layer and blending with close layer for realism. Removing previous mid layer which was using bolt action audio. Fine tunes and balances for first person, third and other players
  • Update mutually exclusive talent icons to have up arrows and fix a case in the Ape talent tree that wasn't showing correct talent arrows
  • Added remaining APEX destructible meshes for curved concrete BLDs
  • Adding sniper rifle audio. Close gun shot and gun tail. Data table setup and adding it to dev scoped rifle for now for testing until real gun is in
  • Biolab Inventory - Removed audio repeating when scrolling over selected item. Anim doesnt replay when reclicking on selected item
  • Fixed a few typos
  • Simplify T4 Spawn Blocker glass emissive to be static. Add light. Toggle between states. Add additional gating logic for resource network. Fix physical material to be glass. Tweaked visuals on both materials
  • Updated Great Hunt intro audio to play locally only
  • Adjusting Sandworm Gear Crafting location to be on the anvil and not the crafting bench

[/expand]



Icarus Week 183 Update | Map Fixes + Great Hunts Update

Welcome to week 183.

This week, we’re doing a large pass on all three maps, cleaning up over 2 million instances of inaccessible and buried foliage and voxels, and as a result, making small performance improvements.

We’ve also got an update on the progress of the Great Hunts expansion and what we’re currently working on internally to get it ready for release.

Finally, we’ve got some information on next week's update and what you can expect.

Notable Improvements:



  • Improved creature hitbox accuracy
  • Fixing issue where on reloading some quest objectives where not collapsing like they should
  • Fixed Hammerhead Slug duplicating itself at 0hp and cause repeated VFX



This Week: Map Updates



Over the last few weeks, some of our team has been undertaking a massive map clean-up, addressing a whole stack of issues reported by the community covering things like gaps between rocks/cliffs, floating objects, clipping, cave issues and more, across all three maps.

More than simply a quality pass, the tools used to cover the map with as much visual detail as we see in Icarus can often paint with quite a broad brush, meaning it can wind up placing things like foliage under the ground or in areas where they cannot be accessed or even seen. Unfortunately these still have a performance cost, so cleaning these up can be a nice win in the ongoing battle against performance bottlenecks which we try to put work into with every update.

We’ve also cleaned-up thousands of mineral voxels across all three maps that were also buried or inaccessible. Again, these should help with performance, with little to no impact on players due to them being inaccessible in the first place.

Since last week's announcement of these fixes, we’ve received and actioned more reports. We prefer to do these in bulk, as it minimizes the impact on players' existing prospects, so all of these are being collected and collated for a future date.

Please keep these reports coming - with the size of our maps, many hands make light work, and your reporting helps us cover more ground, more efficiently.


Coming Soon: Great Hunts Release



We planned to release the DLC this week in tandem with the PC Gaming Show at Summer Games Fest. However, we’ve decided to delay this release as after lots of playing, we still weren’t entirely satisfied with the legendary weapons and rewards available.

While the missions, bosses and encounters feel fresh and interesting, the rewards you would receive didn’t meet this same level. While we hadn't announced a release date yet, we know many people are wondering how development is going and transparency is something we firmly believe in. As gamers ourselves, we know how frustrating it is when you get mixed messages from the developers of the games you love.

We don’t have a release date for Great Hunts, as we will work on the legendary weapons and rewards until they are at a level we're happy with.

We appreciate your patience and hope you understand why these tough decisions must be made.



Next Week: Mission Reward restructure



Next week, we’re doing a pass on mission rewards, particularly how these are divided amongst prospectors, and making them account-based rather than character-based for a more seamless experience.



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 v2.2.58.138313



Fixed


[expand type=details expanded=false]

  • Fixed various reported world issues with Styx. General optimization and cleanup pass on foliage. Reduced total foliage instance count from 4.86 million to 4.32 million and deleted over 400 buried voxels
  • Fixed various reported world issues with Olympus. General optimization and cleanup pass on foliage. Reduced total foliage instance count from 5.61 million to 4.22 million and deleted over 2200 buried voxels
  • Fixed various reported world issues with Prometheus. General optimization and cleanup pass on foliage. Reduced total foliage instance count from 3.17 million to 2.96 million and deleted over 300 buried voxels
  • Adjust Olympus navmodifier volumes to better cover out of bounds areas that were generating navmesh
  • Fixing issue where on reloading some quest objectives where not collapsing like they should
  • General FLOD Map Cleanup on Prom Map
  • General FLOD Map Cleanup on, Red/Green Quad, Styx
  • General FLOD Map Cleanup on Oly
  • Fixed floating ores located in C9 on, Blue Quad, Styx
  • Undo generated LOD update on Chicken Coops that was supposed to be custom LODs
  • Painted landscape out on Yellow Quad, Oly
  • Exposed rock seen from crevasse fixed on Blue Quad, Prom
  • Added cave volume to C3 cave on Red Quad, Oly
  • Swapped Master Material for MI_Kit_Thatch_Foliage to correct panini issues on the Thatch building kit mesh while being held in first person
  • Replaced proper Carcass mask for the Juvinile Tusker material
  • Misc Prometheus fixes
  • Misc Styx fixes
  • Misc Olympus fixes
  • Hole in backface wall of cave in G9 on Green Quad, Prom



Future Content


[expand type=details expanded=false]

  • Ape_C_Lab - removed excess lab props from tables, disconnected wind turbines, drained battery
  • Adding Rule for Capping the Populations of Rimetusks in an area at any one time, so you do get swamped by pairs
  • GH_IM - Adjusting Rimetusks AIRelationship so they are an enemy to players only
  • IM_D - Adding Extra Step to disable turrets and drone defences when entering the base
  • Adding Basic Drone Spawner Setup
  • IM_D Reducing Power Requirements / generation and power storage of the base
  • IM_C2 - Removed requirement for modified EDS ammo, quest now just requires basic EDS ammo
  • APE_C - Swapping over to use new prebuilt
  • Ape E2 - Added support tag to rocks/ape habitat to help players building their way up to the next step of the mission
  • APE_B - Fixing issue where upon reloading you could not shackle or kills would not count
  • APE_A - Shifting Collectable Note Required for Quest into a new location so it doesn't rely on the terrain to see
  • APE_A - Removing Visible Debug Red Sphere on Hyena's
  • Tweak Ape_F trigger distances and hook up dialogue
  • Add IM_D explode audio
  • Add Ape_F and Ape_C mission categorizations
  • Ape C Lab - fixed typos and tweaked wording of various signs
  • Ape A Base - moved AC units into enclosure to fix sheltered status
  • Ape_C: Fix lab poster text
  • Adjustments to dialogue lines. reduction to footstep scans for apes to reduce unnecessary footstep checks. Removing profilings
  • Added Landmine_Enemy that auto sets itself to the final state (1 sec explode)
  • Small spacializer setting updates to the ape mission explosive. Delaying dialouge by 1 more second to allow for explosion tail to play
  • GH_Ape_E2 - added juvie ape corpses, bones, blood decals
  • Adjustments to occlusion settings and various mix tweaks for caged ape etc
  • Dialogue delay adjustments to better fit within mission ape C
  • Drone pass, adjustments and fine tunes
  • Dialogue volume pass. Reduced volume of new dialogue lines that were louder than previous ones
  • Adjusted collision on the large lab poster to fit the new larger size
  • Extended backing board asset for the APE_C mission to accommodate the larger widget size
  • Removing unused dialogue function from BPQ that possibly caused double up of dialogue line to play
  • IM_D2 - Turning off AI target on world spawners and hub so creatures don't kill them accidently completing the mission
  • IM_A2 - Cleaning up Enzyme Dispersal Devices as this can cause issues in future quests
  • IM_B - Fixing Prebuilt Structure File Name
  • GH_APE - Adjusting GH Mission Names
  • APE_G - Increased base level of boss, gave it extra health and physical resistance
  • APE_E2 - Adding Extra Spawner and forcing spawn when player enters travel area
  • APE_E2 - Hunt count will not count apes until you have reached the enclave
  • APE_B - The enclave trave quest step now only triggers when in the enclave
  • APE_F - Lower Required Grenade Kill Count
  • APE_F - Only 1 Poison Sample Will Appear Per Lair now as opposed to 2
  • APE_F - Removed Max Spawn (not concurrent spawn) to Poison Ape Lairs
  • APE_E2 - Upped number of Creatures and added additional stats to Epic Creatures
  • APE_E2 - Upped the Level of the Cougar and Scorpions
  • APE_E2 - Adjusted the map markers for the spawners
  • APE_E2 - Fixing Progression blocking step n campaign
  • RG_B - Added 2 more objectives with subobjectives that make you search other mining caves in the area
  • RG_B - Tidy of Quest Markers in the world so they can easily be found an accessed
  • RG_B - Cave1 now requires a caveworm fight
  • RG_B - Cave2 now requires Quarrite fight and Salvaging Gear
  • RG_B - Cave3 now requires a caveworm fight & Landshark Fight
  • RG_B - Eliminate Objectives have been compressed into one objective (Caveworms+1, Adolencent Caveworms +3)
  • Quest Info now uses a rick text box and can colour text if required
  • Increased Durability for Mining Prop Assets
  • APE_C - Small Adjustment so new 'find' step is done prior to the setup equipment step
  • APE_C Fixing issue where the surgical sets would spawn scalpels in the inventory at incorrect times (not during the mission)
  • APE_C - Adjusting prebuilt to shift lab poster, remove scalpels, and slight adjustments to dressing
  • Adjusting Lab Poster as it was missing a procedure step
  • Swapping Over Prebuilt
  • RG_D2 - Swapping over prebuilt structure
  • RG_C - Swapping Over Prebuilt
  • RG_A - Swapping over prebuilt structure
  • Adding Propaganda signs / defaced
  • APE_O1 - Removing Frostbite from NPC as it is not required
  • Added Ramp_Diagonal_Glass and Ramp_Diagonal_Glass, with all SMs, DMs, materials and textures
  • Glass shader update for jam jar, beer bottle and centrifuge
  • Adjusted spawn for the Slug Launcher FX
  • Slightly dropped the health and max drones for GH_IM_D after another play through
  • Added destructible meshes for IM_Cage glass and base meshes
  • Tweaks for the drones spawned in GH_IM_D mission
  • Volume tweak and rock fall addition to mission explosion. Big volume pass over all apes to make them more subtle in world and slightly less intense. Spacializer distance adjustments for more subtlety. Removing over here from prospector for now
  • Fixed a few typos across GH text
  • Adding unique explosion for ape O1 mission to sound more intense
  • Hookup Ape_C dialogue triggers, split out blue text into new quest step to find storage room
  • GH Device - In world screens now correctly show which bosses are up
  • First pass polish on GH_Ape_E2 (BP_Mission_Ape_Desert)
  • Added the lab instruction poster backing boards to their BPs
  • Optimized shrund collision
  • Adding burner specific mission audio
  • Added backing board art asset for the instruction boards in APE_C mission. Updated the BPs with the new assets
  • Updating ape B mission dialogue opening line. Adjusted the juvi ape health scaling as per request
  • Various tweaks for mission ECHO scanner
  • Removing healed audio for zoo researcher 2 so important mission dialogue plays and the dialogue always makes sense. Fixing ape body added to mission bench
  • Removing logic in Ape slot bench that was causing the audio to play but the proxy ape to not show
  • A few volume adjustments for NPC lines
  • Added a defaced veriant of the propoganda signs' material to the project
  • Adding audio for when ape is put on examination table
  • Removing bat sounds from infant ape. Adjustments to juvi ape death audio
  • Fixed issue in APE_D2 Ethics, where swarms were too fast pasced for a player carrying a bag. Increased timer from 30 to 120, and forced a first spawn
  • fixed missing paragraph in GH dialogue
  • Fixed issue where blackmarket quest optional hunt subobjective could keep sending apes forever
  • Fix particle system isn't replicating on clients for drill arrows
  • Fiexed a few typos in the ape campaign
  • Added additional GH lines for context
  • Balance tweaks for GH_IM_Ape_E mission
  • Adding unique animation for the vesper in teh cage so I can have specific audio on it that doesnt just sound like looping wings
  • Commit missing ice mammoth spawn change
  • Fix Snow Viscid dens not spawning when the player has the appropriate world stat (was spawning just a single viscid instead)
  • Diabled Ice Mammoth den spawning, as it is not setup to spawn as a den and normal spawns now spawn as world spawns
  • Fix consistency in stat names 'critical damage' vs 'weak point'
  • Setup Ape_C2 dialogue and mission types
  • fixed projectile FX for legendary lava hunter and slug launcher
  • Ape_E: Ensure both Swarm components are using best 25% setting, not just the '_Local' one
  • Balance pass of various in game item reverb sends to stop overly aggressive reverb tails
  • Fixed issue in APE_C2 where Prime might not properly leave at 75% health, because sonic beacon was deactivated
  • in APE_C2 made all parts of bosses and prime sections not dependant on state of the sonic device
  • in APE_C2 decreased Prime wait timer from 180 seconds to 60
  • in APE_C2 lorified Elite and Prime Text
  • in APE_C2 Slightly changed Primes combat text to imply you wont fully have to kill him, and changed health requirement from 50% to 66%
  • Reduce levels of 'Extra' Ape spawns on Ape_B mission from 50-100 to 10-40 to match the Den spawns for the Easy area
  • Added dirt backfaces to T3 crop plot for when you can see the underside through glass floors (SM_DEP_CropPlot_T3_SML)
  • Setup Ape_E2 dialogue and categorizations
  • Add critical hit areas to little Apes
  • Ape_D2 setup dialogue and mission types
  • IM_D3 change luriform hint text to cull quest step
  • GH UI - Fixed incorrect row on hammerhead slug to show slug launcher when clicked
  • Added SM_MTK_Drone_Spawner
  • Adding audio for the vesper cage mission. Adjusted dialogue delay so it doesnt interrupt mission. Adding add virus and opening cage animation correctly and adding release vesper audio cue
  • Removed GFur from Juvie Ape + Corpse for perf/crash reasons
  • Setup Ape_D audio and mission types, setup remaining boss mission types on final missions
  • Updating dialogue lines and splitting some lines as per requests. Adding generic mission complete event
  • Fix drill arrow audio position (again, for real)
  • Tweaked glass shader and fixed material swap setup on metal lamp asset. Tweaked Lighting slightly. Added NormalTilingMulti functionality to Glass shader
  • Purchasing a legendary weapon now correctly opens that weapon customization in the UI
  • Fix drill arrow audio position (again)
  • Hookup Ape_O1 dialogue and mission types
  • Removed invalid internal note from ape head loot
  • Adding more drill arrow sounds. Drilling fly sound and idle sound
  • Added meshes from GH_APE_E2_Camp to STYX, painted grass and foliage (yellow quad)
  • Change Mega Tree Versions on Styx
  • Update IM great hunt prospect select images
  • GH Ape_B - Fixed killing the boss not completing quest step
  • Added NoFoliage variant prefab of Megatree_001_V2
  • Added QM_GH_Ape_D2 as meshes to Styx
  • Removed GFur from additional Ape corpse BPs. Fixed blood decal on 03
  • Pedantically straighen up some BP lines
  • Fixing eds canister auto activating FX and also not being able to be deployed due to placement adjustment
  • Wire destructable meshes for glass globe in GH_IM_D mission
  • GH HEAL Device - Implemented Vesper Paperdoll
  • Adding all GH dialogue redos, audio and event additions
  • Detail pass and custom LODs for SM_MTK_Drone_Spawner
  • Update Drill Arrow to use new mesh. Add SKItem BP with animation hooked up. Add BallisticPA. Optimized textures
  • Added QM_GH_Ape_B_Refugey as meshes to Styx
  • Added Wall_Diagonal_Solid_Glass, including all SMs, DMs, materials and textures
  • Polish pass on the mining set dressing assets
  • GH IM_C2 - Changed text to show 'fully' powered as the issue was power not being 100% and unclear wording
  • Added Vesper Paperdoll
  • Fix an issue with the chance to immobilise stat was being counted twice in some cases
  • Adjusting cannister to not deploy half in the ground for better visibility within the mission
  • Changed Posters for APE_C Compliance Mission to use a standard widget material insteal of a non lit one
  • Changed a string in quest table that still implied you needed to fully kill prime in APE_C2
  • Updated four set dressing corkboards with edited images from Concept
  • Adding cave bat caged processed audio to sell the moment. Caged wings and caved vocals
  • Added Wall_Angle_Curved_Glass, with Left, Right, and Inverted variants, including all SMs, DMs, materials and textures
  • RG_B - Adjustments to timing and location of Caveworm & Shark Spawning
  • RG_B - Fixed Caveworms spawning on top of each other
  • RG_B - Fixing timing issue and landshark placement issue
  • Adding Drone Spawner Mesh to BP
  • Added ITM_Giant_Cat_Stealth_Tonic
  • Adjusting Wolf World Boss Location so its not on ring lake anymore
  • Adding Explicit Steps for the player so they have to prepare a spline tool and power generation before heading out to power the sonic device
  • IM_A2 - Adding Platforms for both Enzyme Propagation Units
  • APE_A - 004 now swaps to a world object, plays an animation and then is lootable for the biochip and sonic device
  • Cleaned up Epic Creature, AI Setup and Juvenile Character BP's for Apes
  • IM_C - Fixing Blocker in quest which was not counting up kills correctly
  • Growth Enzyme now also highlights creatures
  • Added ITM_Giant_Cat_Tail_Chunk
  • APE_B - Boss now takes no damage
  • IM_O1 / APE_D2 - Full stasis bags no longer decay and will show a map icon when dropped
  • Added ITM_Giant_Cat_Whiskers
  • Added ARR_Drill_Heavy with animations
  • IM_D - Enemy Landmines are now present
  • IM_A - Enemy Landmines are now present
  • Stasis Bags and digested enzymes now have a much bigger decay timer 30mins
  • IM_B - The enzymes now drop throughout the entire quest not just on the hunt step
  • Added mesh masks and detail normals to the mining props to make them look better. I will work on them a bit more tomorrow
  • Adding unique deploy audio for spikes so they dont occlude themselves leaving the sound feeling weird. Putting a cooldown on creature damage from spikes so its a bit more sane and less distracting
  • Updates to the medical cabinet using unique audio events, updates to drill arrow loop to go over whole animation and spacializer adjustments
  • Hole in backface wall of cave in G9 on Green Quad, Prom
  • IM_D_base - removed hatch and ladder that were underneath drone spawner
  • Fixed mega tree material in BP_Ape_Cage
  • Added SM_IM_D_Rubble_01-06
  • Adding alternate icemam opt2 4 dialogue line. Adding gauntlet shield deploy and loop event. Adding aerosol disperser world explosion electric spark to better match the visuals and help indicate the player where to go
  • Adding wall mounted hitching post variation
  • Adding Small Pouches with 6 inventory slots that can be cafted on the armor bench - T2
  • APE_E2 - Removing Meshes from Spawned in BP as its not longer required as the changes have been made to the map
  • APE_D2 - Removing Spawning of Ape Camp as its no longer requred as the changes have been made on the map
  • APE_B - Removing Spawning of Ape Refuge as its no longer requred as the changes have been made on the map
  • Fixing issue with Firing the events for scanning creatures so they can be listened to by quests
  • The Drone now can display its name correctly
  • Updating BEAST Device so it works on clients - small feedback tweaks to UI
  • Reverting my change to utf-BOM as all other game.po files. Unsure how to fix the utf+w reporting in Perforce
  • Fixing BOM to text
  • Replacing the corrupted files for es-419 and fr-FR
  • Updated Idle animation for ARR_Drill_Heavy
  • Updated material asignment for SK_BOW_Crossbow_Sandworm_ARM_Std
  • Slug launcher muzzle flash vfx
  • Adjust Ape_A dialogue trigger for AGENT's barbaric remark
  • Adjustments to Ape_O1 dialogue
  • Decrease Bat damage from 50-150 to 35-70
  • Vesper cage now only plays vesper audio when there is a vesper inside
  • Resave Ape_E dialogue trigger
  • Added some extra AGENT lines for use in APE chain
  • Whitelist battered centrifuge, flasks and microscope in FieldGuide as players have the option to craft these items in some GH quests
  • Added new Handler lines to GH IM and Ape chains for context
  • Fix some Ape dialogue setups to prevent dialogue clipping
  • Dialogue timing fine tune
  • Adding a few more small dialogue delays and increasing distance of spark explosion to help with mission locating smoke machines
  • Drill Arrow - Fixed bug where if you charged then swapped weapon it wouldnt do its fast spin until you fired one arrow
  • Fixed trigger for Ape_A dialogue
  • Fixed categorizations and tech requirements on IM great hunt tree
  • Enabled ledge meshes in BP_IceSlug_Spawner with new 'SnowIce' variant material
  • Adding a few dialogue delays to help with mission timing. Also replacing one line that felt like the delivery was too harsh before
  • OLY: Remove collisionless rock and some other buried foliage from Developer Blue level
  • Styx, yellow quad - minor foliage and decal pass around Ape_E2 areas
  • Reduced height of enzyme disperser hub tooltip
  • Reduced Luriform Serum timer to 10m from 20m, allowed removal by click and slightly reduced cost (2 synthetic enzyme instead of 3)
  • Adding fast spinning drill audio for when its aimed
  • Various tooling updates
  • Modified LandingPad Decals B textures, added decal details to Drone spawner
  • Drill arrow now switches between idle and fire animations based on bow being charged
  • Hide reload for legendary Rock Golem Gauntlets
  • Fix no settle explosion on clients for GH mission drones
  • Removing unused spawner loop audio component from drone spawner
  • Adding drone spawn audio. Replicating to clients
  • Add more rubble for GH_IM_D mission post explosion
  • Add additional Worldspace emitter for NS_SmokeDrop so that character movement is represented on the attached effect
  • Cleaned up Dropships, pods, deep ore and added BP_Mission_Ape_B_Base as meshes on Green Quad, Styx
  • Update tech level recommendations to ape missions