Icarus cover
Icarus screenshot
Genre: Simulator, Adventure

Icarus

Hotfix Version: 2.4.0.149162-rel-Homestead

Contains the Following Fixes



  • Fixing issue where the second twin would not have parents assigned,
  • Fixing issue where bloodlines would not be assigned correctly in one rare case, this will fix itself when the prospect is closed and reloaded,
  • Fixing Homestead Well Recipe so it can be crafted,
  • Fixing 'Cock-a-Doodle-Doom' Achievement which now triggers when ordering and deploying chicks from space,
  • Fixing nesting bed meshes floating above aquariums unintendedly,
  • Adding homestead fireplace recipes,
  • Homestead Silo is no longer affected by weather,
  • All Stay and All Follow commands no longer affect mounts you don't own,
  • Fixed Border Collie having the bark/stats of a much smaller dog,
  • Added Pig Base talent tree icon,
  • Accolade Popup UMG now correctly async loads icon,
  • Fixed player talent tree backgrounds not showing up

Icarus Week 220 Update | Mendel

Welcome to Week 220.

The Free Mendel Update is out today. This update introduces genetics to every mount and tame in the game, new farm animals, talent trees and animal husbandry.

In addition to this free patch we are releasing the Homestead Cosmetic DLC pack which introduces over 50 new items as well as many functional variants of existing items to let you customize your base aesthetic.

We explain more down below.



Creature Genetics



A major evolution is here for creatures with new Genetics and Husbandry mechanics. This system now brings deeper progression, individuality, and long-term planning to your tames and mounts.

This update introduces unique genetics for every creature. Each tamed animal and mount now has its own genotype, phenotype, bloodline, and sex; allowing stats and traits to vary and making every creature truly unique. These elements can all be seen when inspecting a creature.


Genotypes


Raw Stat Increases


Genotypes are attributes that can enhance or reduce a creature’s base stats, with each attribute influencing multiple core stats. The initial set includes Vigor, Fitness, Physique, Reflex, Toughness, Adaptation, and Instinct. Attribute values range from 1–10, with 3 representing the baseline creature stats. Values below 3 reduce stats, while values above 3 increase them. Wild creatures will generally generate around this baseline with some natural variation.

Phenotypes


Skin Variations


Some creatures (currently only Moa and Buffalo) now feature new skin variations, making them visibly more distinct from one another. These changes reflect natural diversity, with noticeable differences in coloration, patterns, and markings that give each individual a unique appearance. More creatures will receive similar updates in future releases, expanding the variety of naturally diverse looks across the world.

Bloodlines


Growth Stats


Bloodlines are special traits that grant new stats as creatures level. For example, the [Wild] bloodline slightly increases food and water consumption and gives attacks a chance to inflict the minor hemorrhage debuff. This chance increases every five levels.

The current available bloodlines from most common to rare {Wild, Brave, Careful, Timid, Bold, Hardy, Stout, Ambitious, Resolute, Unstable, Savage and Alpha}.

Sex


Creature Variations & Husbandry


Some creatures have their traits' effects and skill trees change based on their sex. For example, cows and bulls differ in both appearance and abilities. Cows are female, can produce milk, and graze, while bulls are male and can be saddled and used as mounts. The differences between sexes also enable mating, allowing offspring to inherit traits from their parents.

Existing mounts from before the update will retain their current stats until players choose to opt in by using the new Reveal Genetics button. Any mounts or tames acquired after the patch will automatically have their genetics revealed upon capture or taming.


This is just the beginning genetics and husbandry are designed to grow over time, offering new strategies, customization, and meaningful creature progression.



Animal Husbandry



Alongside genetics, Husbandry opens the door to breeding and raising animals. Using a special serum crafted at the ranching station, players can enable males to fertilize females as long as they are well fed and cared for.

Once fertilized, females enter a gestation phase, with progress displayed through the UI and chat messages. This gestation phase differs for each animal and can be modified with both player talents, creature talents and the new Animal Nesting Bed.

After gestation, the mother will give birth to a juvenile creature, then enter a recovery period before they can breed again.

Juveniles will inherit attributes from both parents, laying the foundation for selective breeding and long-term optimization. Additional gestation requirements and subtle behavioral changes during fertilization, pregnancy, and recovery are also being introduced to make the system feel more alive and believable.

The current list of creatures that can be bred are as follows

  • Moa
  • Buffalo
  • Chickens
  • Sheep
  • Pigs
  • Cows


New Mounts, Tames & Juveniles



The Mendel update also introduces a few new creatures, each offering unique experiences.

The pig is a brand-new creature. While typically a farm animal that can be butchered for bacon, it can also gain the talent to dig up Truffles - a new crop in Icarus - as it levels up.

The ram is a new domesticated creature and the male counterpart to the sheep. Rams are required for producing offspring, making them a key part of your flock. Sturdy and resilient, they are a practical addition to your homestead and expand the new genetics and husbandry systems.

The bull arrives as the male counterpart to the cow, offering a unique combination of strength and utility. Bulls can be saddled and used as mounts, making them valuable for travel, hauling, and even combat situations. Their size and power make them more durable than cows, and their temperament provides a reliable companion for exploration and work on your homestead.

In addition, in the orbital workshop you can now choose to purchase male or female versions of the juvenile farm creatures (chick, calf, piglet and lamb) which should help when starting to get into husbandry.



Genetics Talent Tree


+ 10 Respec Points



To complement the new genetics and husbandry systems, we have added a brand-new talent tree focused on these mechanics.

The skill tree provides bonuses for finding creatures with rare genotypes (stats), phenotypes (skins), and bloodlines (growth-affecting stats). It also increases mutation chances during breeding and includes special talents that creatures can gain after fertilization. For example, a male’s Sire Vigor can boost damage and movement speed, while a female’s Maternal Instincts provides resistance bonuses to nearby juveniles. Reaching the bottom of the tree also grants a chance for your creatures to birth twins.

To support the new talent tree, all players will receive free 10 talent refund points to allocate as they see fit. Additional Talent reset points can always be bought in the workshop.



Animal Improvements



Remote Creature Control - Whistles


You can now remotely control pets and mounts with the introduction of Whistles.

Five new keybinds allow you to remotely control a single tamed creature or all nearby creatures. Supported actions include toggling stay/follow and cycling through combat and movement behaviors.

Most of the new whistles target the tame you are currently looking at, while others affect all creatures within a nearby radius. Currently, whistles only work on mounts that you have personally claimed.

In the future, we plan to expand this system with a radial menu for easier access. For now, enjoy the new functionality and let us know if there are any additional controls you would like to see added.


Butchery Bench Adjustments



We’ve removed the ability to create prime meats directly on the Butchery Bench. This feature was introduced in a previous patch, but we found that being able to generate prime meats from nothing made hunting less meaningful and reduced an important part of the game.

To replace this, we have added new recipes for farm animals. You can now butcher pigs, cows, bulls, chickens, roosters, sheep, and rams to obtain specialty meats.


Deployable Variation Visibility Improvements



Deployables that have multiple variations will now display this information in their tooltip, field guide page, and associated blueprint talent.

With the introduction of many new cosmetic items in the Homestead Content Pack, we felt it was time to improve the user experience around how variations are shown. This change makes it much easier to see at a glance which items can have their style swapped using the 'R' key.


Opening Doors While Mounted



Another long-requested improvement has been added: players can now open and close doors while riding a mount.

This quality of life change applies to standard doors, railing gates, and fortification gates. It allows for smoother movement around settlements and keeps gameplay flowing without having to dismount, making exploration, farming, and combat feel more seamless.


Electric Food Trough and Omni-Feed



The electric food trough and omni-feed have received an overhaul. Previously, omni-feed granted 200 food to animals and stacked to 100, making it quite powerful - especially since it could be crafted from any plant or meat based item.

To address this, the electric food trough has been converted into an auto-crafting machine that produces four types of animal gruel: fruit, vegetable, meat, and fish, using tag-based crafting. Each gruel provides 100 food, stacks to 25, requires more ingredients than omni-feed, and grants small buffs to animals. The trough can still be used as a baseline device to keep creatures fed, but it is now much more balanced.

Omni-feed still exists but is now craftable at the animal bench with the appropriate recipe and stacks only to 25.


Unclaiming Mounts



We have added the ability to unclaim tames and mounts, allowing you to give creatures to your friends and let them manage their leveling and control. To unclaim a creature, simply click the new button in the bottom left corner of the UI when interacting with it.



Homestead DLC Pack



Along side today's free Mendel update we have also released a new content pack with many new cosmetic items and functional reskins of existing items. The whole pack consists of over 50 new items which can be used to make your base feel more like a home. These include:


  • New Variants of Existing Benches and Furniture
  • Dozens of Interior Decorations
  • Exterior Decorations to customize your house from afar
  • New Light Options
  • Variants of Functional Farming & Utility Objects
  • Several Doors, shutters, and curtains
Its packs like these that when purchased make free updates and all our weekly updates possible. If you like what we are doing and want to support us check out the pack below.

https://store.steampowered.com/app/2791000/Icarus_Homestead_Content_Pack/

New Pet Companions



We have added some new creatures to the Pet Companions DLC.
These include:

  • French Bulldog
  • Border Collie
  • Tortoise Shell Ragdoll Cat
  • Himalayan Seal Point Cat

These have been added to the pack at no extra cost and can be purchased from the orbital workshop with Ren along with this patch.

https://store.steampowered.com/app/2923820/Icarus_Pet_Companions_Pack/

Next Week: Mendel Follow-up



Next week we plan on adding a few things that didn't make the cut this week for our stable build. These include new wolf phenotypes (skins) as well as some additional creature and skinning bench improvements.

In addition, as requested in the Reddit AMA, we will also be adding a Beehive Starter Pack which can be purchased from the Orbital Workshop which allows players to bring bees and honey to their outposts.



Your support makes these updates possible.



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

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

Changelog 2.4.0.149107-rel-Homestead



New Content


[expand type=details expanded=false]

  • Adding 10 Passive Refund Points to players accounts when first starting up the homestead build
  • Adjusting Cow & Bull butchery recipes
  • Removing of ability to create the prime meats from the butchery benches
  • Adding ability to butcher chickens / sheep / rams / roosters / cows / bulls for specialty meats
  • Pass over descriptions for homestead, added missing descriptions
  • Updated Pig talent tree
  • Added pig art assets to the project and updated BPs
  • Adjusted the values of several of the buffalo variants, as well as added an additional variant for review
  • Adding the 2 new cats and 2 new dogs into the creature comforts DLC - Homestead Feature Level Lock
  • Adding additional check to prevent injecting serums into male creatures who are resting
  • Updated the meshable data table with the correct mesh for the pig carcass
  • Pig talent tree - Added crop yield aura that increases in distance through talent levels. Added talent for extra skinning yield. Removed unused player tracker
  • Added some of the Genetics Talent Tree icons
  • Pig talent tree - Added stat to make pigs idle behaviour search for and drop a truffle. Talent enables the stat
  • General PM pass on Homestead Pack items
  • Further reduced gestation speeds for hungry/thirsty creatures. Gestation will not progress if either food or water is at 0
  • Domesticated juveniles will no longer despawn if player doesn't 'claim' them by pressing F
  • Domesticated juveniles now start their taming process automatically after spawning
  • Domesticated juveniles will now properly follow their parent if not being led by a player
  • Replaced Homestead DLC Icon
  • Added ITM_Truffle mesh for the pig talent tree
  • BT_Mount_Fertilize move action now aborts if target becomes unsuitable at any point, preventing non-stop move actions
  • Made some of the husbandry-related server messages sound more natural
  • Suitable NPCs are now sorted by distance when looking for fertilization targets
  • HOMESTEAD: Jumping on a mount will no longer force it to rotate towards the player's last forward direction
  • Optimize Bestiary images, clean out obsolete content, fix filenames where applicable
  • Added remaining Genetics Talent tree icons
  • Adjusting some descriptions on Genetics Talents
  • Correctly Feature locking Butchery Bench Items and Recipes and Converting Chicken vestige to be a query crafting recipe
  • Adjusting Genetic player facing names
  • Updated bind context for new creature keybinds
  • WIP UI changes to show number of deployable variations where relevant
  • Swapped the materials for the charcoal colored moa to the chocolate colored moa in the AI setup DT
  • Small spatializer adjustments for whistle vocal
  • Ensuring both whistles are replicated
  • Adding whistle audio for new key bindings for mounts. Generic whistle and follow whistle
  • Added the piglet art assets to the project
  • Added piglet art assets to the blueprints and data tables
  • Updated rare variants for buffalo to include head markings
  • Bull talent - Added aura to improve gestation speed and providing resistance when gestating. Also fixed missing actor connection for adding 'strengthened' modifier
  • Added missing collision to animal nesting bed, which fixed issue of PM not triggering when walking over it
  • Swapping Synthetic Enzymes to use a tag based query in the recipes for platinum and titanium
  • Adding Modifier Allowed Queries to Prevent Animals from being able to be fertilized and resting at the same time
  • Chickens will no longer be able to lay eggs when fertilized
  • Stopping Chickens from Laying Fertilized Eggs which is a remnant of an older system and no longer valid
  • Adding homestead DLC store page so the link can be clicked
  • Adjusting Genetic Names
  • Setting up Serum for Pigs so they can be mated, adjusting recipes for existing serums
  • Setting up Piglets so they can be purchased from the workshop
  • Adding all missing icons from pigs / piglets
  • Making sure Domesticated juveniles sex and genetics are rolled in their juvenile state to prevent trampling
  • Adding Juvenile Sex to the 'in-taming' tooltip
  • Added pig and piglet trophies and bestiary image
  • Updated pig trophies in the deployable setup DT so they can be wall mounted and updated the collision
  • Removed DNT from Pig talents. Set Pigsty talent to Dev for potentially adding later on
  • Update available Buffalo mount skin variations
  • Skinning Talents - Added skinning reward to the list of talents that get transferred to corpses. When skinning we now check the corpse stat container and combine it with the player skinning reward stat
  • Polish and fixes
  • Removed ability to set focused NPC when whistling
  • Whistles that previously targeted focsued NPC now target NPC player is currently looking at
  • Consolidated targeted stay/follow whistle
  • Added localizable strings for whistle UI
  • Added on-screen message that displays when player tries to whistle at mounts owned by another player, or when targeted whistles are used without a target
  • Tweaked description of Pig truffle stat/talent
  • Adding Husbandry behaviors to pigs so they walk to their mates when attempting to fertilize and will rest when requiring rest
  • Adding Parentage to Mount inworld Tooltip
  • Adjusting Phenotype Icon to be a helix and only display if a rare phenotype is present
  • Changing '&' to '+' as it felt better in the parentage display
  • Adjusting the Genetics UI so its Cleaner and more polished
  • Adding Translatable tooltips to many elements on the genetics screen and corrected player facing names of elements
  • Adding Pig & Piglet Recipes to the Trophy Bench
  • Adding Pig & Piglet Trophy Icons
  • Setting up display for parentage on tames and mounts so you can see who each creatures parents are
  • Adding Translatable text for various genetics elements
  • Hooking up and creating new stats for creature lineage mutation chance and adding new talent to genetics talent tree for finding creatures with better lineages in the wild
  • Renamed Lineages to Bloodlines for player facing names
  • Added Mother & Father Names to genetics component so we can display on the juvenile creatures UI
  • Wild Juveniles will roll genetics right away after spawning
  • Preventing Chickens A2/3 from becoming male
  • Fixing the virtual stats related to twin birth chance in creatures which was preventing it from working correctly
  • Adding Spoil timer to Gruel - It wasn't ment to last forever
  • Adjusting Fish Gruel Recipe to only require 1 fish to bring in line with other recipes (time investment vs reward)
  • Doubled food on animal gruel from 50->100
  • Reduced the recipe costs of meat and fish animal gruel
  • Unlocked missing farming growth states for Truffle
  • Unlocking D_Itemable rows for Homestead truffle items'All Stay/Wander' whistle now correctly commands animals that don't support 'Stay' to 'Wander' instead
  • Updated descriptions on creature talent trees
  • Fixed 'Mother' and 'Father' properties not being replicated correctly on GeneticsComponent
  • Switched single quotes to double quotes on recent sickle names
  • Items that have had their stack size purposely reduced will no longer be destroyed upon reloading a game where current stack is greater than new limit
  • Add icons for Ram carcass and Rooster trophy
  • Added alternate serum recipes that take exotics instead of condensed enzymes
  • Removed devlock from Ram carcass item
  • Ram carcass no longer provides Bull's head
  • Updated description of Omni feed now that it's crafted at a different workbench
  • Unlocking Truffles, Seeds and Truffle Recipes
  • Fixed new fertilized behaviour tree stopping the pig from spawning truffles


Fixed


[expand type=details expanded=false]

  • Sanity pass on numerous weapons to make sure the weapon ironsight is positioned where the crosshair is/was so that ADS is consistent. Add DebugCrosshair cheat to permanently force show the crosshair for purposes of ADS pose tuning. Modify AimController base to first check if DebugCrosshair cheat is enabled before contextually hiding crosshair. Fix preview item template row on single shot pistol
  • Fixed Mammoth secondary attack not working due to early return before parent function ran
  • Increase Spawn Blocker Radius for all spawn blockers
  • Armor stand - Press F to place focused item
  • Removing profilings of debugging
  • Add source files for Bestiary images
  • Fix position/zoom settings on Bestiary popup images. Fix alpha on Bee and Blueback bestiary images
  • Wood Burner: Remove reference to unused emissive. Add HQ burning material and setup wood logs to utilize. Tweaked VFX to work better with soft intersections. Skip LOD0/1 on old logs that are expensive and are already screensized out quickly
  • X button to clear certain modifiers now only shows within inventory contexts
  • Fixed issue where modifier time remaining and effectiveness wasn't displaying in inventory contexts
  • Update Truffle item to use new truffle mesh. Fixed collision to be 26DOP (was sphere) and removed LOD1 (0 is 250 tris)
  • Landshark Vestiges now stack to 5 as intended
  • Pets that fall through the world will now first attempt to teleport to their last known good location before teleporting to owning player. Previously pet would attempt to teleport to owner first, potentially teleporting the animal far away from home
  • Fix RMB being able to clear any modifier
  • DLC Locked bug - Shifted talent required UMG to be higher in the hierarchy so other components cant get in the way of it. similar to how the Talent_Blueprint has it laid out
  • Fixed hitch that occurs when opening up mount interface/inventory
  • Fixed 0.1s stuttering that occurs when stats display screen is visible
  • Protector talent no longer affects self (used only by Bull). Reduce Gestation speed buff from +100% to +50%. Remove DNTs and update description text
  • Fixing player genetic mutations for creatures not effecting the creatures as it was broken last commit
  • Fixing issues where the animal nesting bed was not providing a gestation boost and was missing an item icon
  • Fixing Bounce Back Talent so it grants the correct stats to the player for their mounts, speeding up recovery
  • Fixing issue where fathers genetics where not being taken into account for lineages or variations
  • Fix Widget position on Ranch Sign. Disable collision on Ranch Sign and Ranch Gate Sign
  • Fixing Piglet Setup so it can eat correctly and be tamed
  • Pig Talent - Fixed finding truffles messing with idle behaviour
  • Fixed a nullptr error inside BP_Modifier_Fertilize
  • Fixing issue where the homestead butchery bench was not craftable
  • Adding Snapping Points to Lower Wall Half Pieces so that Railings will snap on top them
  • Gestation Speed is now lowered by -10, -25, -50 % depending on if the creature is hungry or thirsty, each applying separately, if the creature has thirst 3 and hunger 3, gestation speed reaches 0, updated description text of gestation modifier and added stats to modifier stats
  • Attempting to get hammer slugs to play correct death audio for their size variant
  • Increase opacity of GameMessage for improved readability. Fixed text alignment issues. Fixed hierarchy to resolve border size issues when multiple elements are on screen. Fixed redundant 3x horizontal box nesting


Future Content


[expand type=details expanded=false]

  • Updated to the carrier drone model and textures
  • ELY Ach - Introduce to all TEI agents changed from hearing specific dialogue to completing the introduction quest
  • Updated Set Dressing for Rad Cave in the Arctic on Blue Quad, Elysium
  • Adding hunter npc dog idle audio and BP imp
  • Adjusted colors of Sleek suit to be an overall brighter white
  • Lots of lab audio for deployables. small and large vats. computer etc. Adjusting laser mine slightly and re routing the UI radiation Geiger sound so it doesn't have in world effects. Better clarity and smoother sound
  • Replaced Dangerous Horizons NPC Map Icons with new ones
  • Applied the proper SK meshes to the 3rd and 1st person Arms for the sleek armour set as they were not appearing in game correctly as a result
  • Updated D_Meshable and added Static mesh for SandWyrm_Queen Bow
  • Set Dressing Cave in the Arctic on Blue Quad, Elysium
  • Adding a bunch more NPC enemy spot sounds and flinch reacts
  • Added DEP_Fortification_Stone_Ramp_D1
  • Adding UI Main to pausing buss to ensure radiation Geiger is stopped when pausing. Adding dialogue ducking to UI bus so the dialogue is priority over UI sounds like radiation Geiger
  • Re-adding BOW_SandWyrm_Queen with updated BP
  • Adjusting BOW_SandWyrm_Queen
  • increase in volume to the NPCs dog idle audio in Eden
  • Ely - adjusted cave volume overlapping in Swamp waterfall cave, purple quad
  • SQ_Hunter - Setting up Prebuilt Structure and Quest Markers in Elysium
  • SQ Hunter - Setting up Character Flags, Prospect Entry, Talents and Initial Quest Step
  • Updating Sandwyrm Queen loot rewards
  • Adding Meshes, Icons and Stat Pass on Sandwyrm boss Equipment
  • Adding Setup of Sandwyrm Bow Item, Recipes, Etc
  • ELY3 - Adding Spawn Blocker to Lab during the mission
  • ELY5 - Fixing issue where the sandwyrm queen would now fly around and move before the fight during the mission as intended
  • Queen now Despawns while ELY5 is active
  • Setting up Sandwyrm Queen World Boss Spawn on Elysium
  • Adding temp agent start line in for side quest
  • Lithium ingot dropped mesh, textures and material
  • Filling out Gribblers idle animation audio. Adding scratch, sniff, growl and play in dirt
  • Remove undesired Moa skin variations. Update NPCPlace tooling to auto place Mounts with skin variations
  • Added missing tags to each of the tamed creatures for achievements
  • Adding occlusion and follow to monkey idle anims
  • Attempting to get music to play correctly with yetis and abomination
  • Improve Cave Volume Debug cheat to work off Icarus Game State variable so it applies to all, not just currently loaded. Convert cheat to Bool instead of Toggle. Remove duplicated logic. Don't allow debug volumes to distance cull
  • Updated Carrier drone textures
  • Changed 'kill drones' accolade type from a list to a tracker. Added debugging messages to fishing in radiation zone delegate as it seems to work in editor
  • Ely - mesh and landscape edits around Mission3 lab in Geothermal to hide biome override volume, red quad
  • Adding correct consume anti radiation injection audio. Adjustment to injection cue. Small adjustments to rad prospector death for more clarity. Adjustment to tonic consume loop. More subtle and generic
  • Queen - Added loot on death
  • Adding occlusion to rad prospector attack whooshes
  • SQ_Hunter - Adding Mission Art
  • SQ_Hunter - Adding Quests to PRO, STYX, OLY
  • SQ_Hunter - Adding Clear Area Quest Steps
  • SQ_Hunter - Hunter can now be invited back to EDEN and no longer spawns there by default
  • SQ_Hunter - Adding Quest Steps for Collecting and Delivering Items, Finding and Selling Vestiges, Resaved Prebuilt to remove extra deployables and NPC Deployable
  • SQ Yeti - Adding Extra Checks on Gribbler Damage checking when fishing the Yeti so melee attacks work as well as the stick and thrown stick
  • ELY Reward UI now switches to inventory after reward selection as needed as flags sync to the client
  • Fixing SQ Yet and Fishing Faction preview Objectives
  • Fixing NPC Items so they cannot be broken down into Ren
  • Queen - Fixed client side egg not raising
  • Added More Cave Prefabs in Purple Quad, Elysium
  • Added snow meshes for Curved Angle Up and Down roof pieces
  • Add Fiber and Sticks to Banana tree loot rewards. Fix Carrot_Seed drop chance being 71005pct for some reason
  • Ely - adjusted cave volumes in various AC and TU cave prefabs to prevent volumes extending outside
  • Adding correct deploy audio to all fortifications
  • Removed sentry turret from NPC_Outpost_1
  • Fixed issue where Soldier NPCs weren't able to shoot at targets that were significantly higher or lower than them
  • Created new idle wander location EQS for Soldier NPCs that should improve their ability to find valid wander locations
  • Added 2D dot product check support to BTD_IsFacingTarget, BTD_CheckSightlineToTarget
  • Adding SWQ SMG audio and event
  • Guarantee prime meat from Slinker
  • Added missing corner detail on the Curved Angle Inverted snow meshes
  • Ely - fixing volumes and entrances in DLC2 volcanic cave prefabs
  • Update Highrise mission to specify Bunker lights instead of Basic (old name)
  • Update Uranium/Lithium ammo names to be standardized with existing
  • Reduction in excessive dialogue events to trim the fat
  • Added Water Spline in Swamp Lakes, Rivers and Lava Lakes, Set Dressing Lava Cave on Orange/Purple Quad, Elysium
  • Enemy npc balance pass
  • Ely - added closed mesh versions of macros and impassables for better LOD generation, set minLOD = 2 to existing IMPs
  • Lithium Knife - Now uses energy when skinning
  • Ely - removed campfire from Eden so it can be spawned in
  • Adding sandworm queen chainsaw audio and event
  • ELY Ach - Collect exotics. Fixed accolade not tracking properly, switched from list to tracker
  • Filling in the blanks of rad mutation
  • More adjustments to hammerhead slugs to not repeat the same audio and play correct size variations of death vocals
  • SQ_Fisher - Adding Mission Art
  • SQ_Fisher - Can now invite fisher to EDEN
  • When NPCs are incited to Eden they now wait till players are out of range before attempting
  • SQ_Fisher - Setup for Ely
  • SQ_Fisher - Setup for Pro
  • SQ_Fisher - Setup for Styx
  • SQ_Fisher - Setup for Olympus
  • Feature level locked remote animal control keybinds
  • Added remote animal control keybinds for testing: Focus Tame, Cycle Focused Tame Combat Behaviour, Cycle Focused Tame Movement Behaviour, Focused Tame Stay, Focused Tame Follow, Nearby Tames Follow, Nearby Tames Stay
  • SQ_Hunter - Fixing Check condition on the kill enemies step
  • Adding and Set Dressing Lava Cave, Prefabs in Purple Quad, Elysium
  • Added first pass blockout of the speeder bike with a character pose to fit
  • Uranium dropped asset
  • Skeletal mesh snow buildup LOD fix, morph target clamped and material update
  • Lots of tweaks and adjustments and fine tunes to SWQ smg
  • Updated UVs for CurvedSnowRamp and CurvedSnowRamp_Corner Snow FX meshes to eliminate seams on the mesh when shader displacement is applied
  • Fixed a number of typos or mistakes within item and quest text
  • Fixed curved snow mesh missing material and material optimization pass
  • Reverted D_TalentTrees setting that prevented styx operations tree from displaying
  • Added Cosmetic Variation Icon
  • Removed 'Cosmetic' from deployable variation count text on item tooltips
  • Increasing Difficulty of Bear Boss in Fisher Quests
  • Fixing Sandwyrm bow animations
  • Setting up remaining sandwyrm queen items
  • SQ_FISHER - Bear Spawner now clears itself up on the bear being killed
  • Updated ITM_Giant_Cat_Tail_Chunk
  • Updated SK_BOW_Crossbow_Lithium
  • Updated SM_ITM_PipeHand_Oil and textures
  • Cave Fixes in Swamp and Set Dressing Lava Cave on Orange/Purple Quad, Elysium
  • Radiation Bar - Fixed bar moving away from the left side of the screen when too many modifiers. now left aligned along with modifiers
  • Changing farmer NPC to female body type to suit new voicing to come
  • Added snow meshes for Curved and Diagonal floors, as well as diagonal roofs
  • Set Dragontree mesh to be nav area null
  • Ely nav fixes - added volumes, swapped IMP ledges for regular versions, set 'fill collision underneath' on all seracs
  • Ely - decal painting around new oil location in NW volcanic, red quad
  • Improve density/accuracy on Landscape checker tool
  • Added Geothermal Bat head icon
  • Added Mange Wolf Trophy Icon
  • Added Mange Wolf Alpha Trophy icon
  • Ely - foliage tweaks and extra decal painting in/around Eden, yellow quad
  • Ely - cliff placement fix in NW volcanic, red quad
  • Fixed cave worm inside wall in LC_MED_006_DLC2 prefab
  • Adding lantern SWQ audio event for switching on and off and items static rows for all lanterns to play correct equipped audio
  • Disabling World Bosses on ELY1
  • Adjustments to volume and balance of SWQ bow
  • Adding SWQ bow fire audio, event and data table setup
  • Added proper mesh to Active Lithium in the Meshable Data Table
  • ELY_SQ_AMBUSH - Captains Pod now opens and he spawns afterwards
  • ELY_SQ_AMBUSH - Enabling Mission on DH
  • ELY_SQ_AMBUSH - Shifting Enemy Spawns, Removing Second Flame Turret from the base
  • ELY_SQ_AMBUSH - Fixing Final Mission Step, adding new damage speeder dressing
  • ELY_SQ_AMBUSH - Main Quest Steps, Mission is fully playable
  • ELY_SQ_AMBUSH - Initial Setup of Quest and Quest Steps, Prebuilt Base and talents
  • SQ_Fisher - Added missing Json prebuilt files
  • ELY: Added new M5_3 row for Uranium deposit. Alpha-numerical sorting of ELY ExoticSpawn DT rows. Added new 'Check Meta Spawns' function in WorldManager to validate setups. Remove 'Setup Burnt Foliage' button that wasn't hooked up to anything
  • Added Water Spline in Swamp Lakes, Rivers and Lava Lakes on Orange Quad, Elysium
  • Further spatial tweaks to enemy NPC. Was falling just a bit too quiet around 30 meters away
  • Stone brick - added a few of the stone brick materials that were available
  • Ely - added new oil geyser locations to both volcanics, persistent level
  • Scoria brick materials added to building skins
  • Swamp Clean Up, Updated Lava Cave Lighting on Orange/Purple Quad, Elysium
  • Replaced sleek synthetic armor set icons to updated ones
  • Ely Mission 4 - added BP and decal materials for TPS graffiti
  • Fixup redirectors on Synthetic armor
  • Fixing Spelling of Vigor
  • Update Elysium minimap textures
  • Ely - decal painting around new oil locations in purple quad volcanic
  • ELY6 - Splitting last mission prebuilt into 3 separate prebuilt structures that are loaded at different times
  • ELY3 - Fixing issue where the lights where off in the orbital laser control room
  • Fixing issue where Geothermal Spiders where not being suppressed by Arachnophobia mode
  • Adding Sandwyrm Queen Egg -> Biomass Recipe & Biomass -> Sandwyrm Queen Ren Exchange
  • Accolade screen is now loaded on demand
  • StatsWindow is now loaded on demand
  • Player StatsWindow no longer shows stats with a value of zero
  • Various cheat function widgets no longer re-construct their combo box children on construction
  • CheatOverlay is now only constructed upon first accessing it (instead of on BeginPlay)
  • Lithium Ingot: Remove LODs. 26DOP collision. Set physical material
  • Crude Oil mesh spline height now gets +10cm to match fuel pipe
  • Pipe collision changed from box to 26DOP so that it falls over when dropped. Tweak LOD screensize
  • Added some additional valid checks when getting stat structs in UMG to potentially fix crash when inspecting mount
  • Polish Swamp Edge Spline, Fixed Swimming in Cave and Bugs Fixes on Orange Quad, Elysium
  • Adding speeder bike audio and event. WIP. Also adding a bunch of ELY tundra scatter birds to give more depth to ambience
  • Tweaked head collider on Slinker to prevent it from getting stuck on stairs
  • Adjusted Mission Widget layer order so mission details aren't obscured by overlay
  • Added several Rare and Legendary wolf color variants, as well as improved the wolf's gfur groom to help it feel more realistic
  • Added Slinker and Storca swimming animations
  • Added Lighting Blockers on Yellow Quad, Elysium
  • Fixed issue where tamed NPCs swimming in water wouldn't get frozen correctly when the map tile was unloaded and would instead fall through the world
  • T3/T4 Generic Pouch - Added t4 pouch dev locked (pouch_generic_large). currently 12 slots temporarily with similar requirements to the lower tier one

Icarus Week 219 Update | New Workshop Sickles

Welcome to Week 219.

This week, we’re taking a look at the new sickles being added to the Workshop. These additions round out the available Prometheus modifiers, making them accessible for use in other drops.

We’re also giving a preview of next week, when we’re planning to launch our free Mendel Update - a major content release comparable in scope and scale to the previous Galileo and Laika updates.

Notable Improvements:



  • Add delete button to food modifiers widget to indicate players can cancel food modifiers early
  • Additional improvements to character riding animations
  • The Loot retrieval button in the escape menu now works with mount corpses


This Week: New Workshop Sickles



This week, we’re introducing a new range of Workshop Sickles to the Orbital Workshop. These sickles come with specialised harvesting effects that were previously exclusive to tools crafted with Super-Cooled Ice, Miasma, and Obsidian on the Prometheus map.

By bringing these effects to Workshop gear, players will have greater flexibility in how they prepare for missions, allowing more build variety and strategic choice without being limited to map-specific materials.

The Inaris “Icy” Sickle inflicts Freeze for 10 seconds. It deals 33–35 melee damage and 50 frost damage. Plants harvested with this sickle have a 30% chance to gain the Chilled alteration, allowing them to last 100% longer before spoiling.

The Inaris “Scorch” Sickle inflicts Burning for 10 seconds. It deals 33–35 melee damage and 50 fire damage. Crops harvested with this sickle have a 25% chance to be instantly cooked.

The Inaris “Thorn” Sickle inflicts Miasma for 10 seconds. It deals 42–45 melee damage and 50 poison damage. Plants harvested with this sickle gain the Thorned alteration, allowing them to last 50% longer before spoiling.

All three sickles cost 250 stabilized exotics to research, and 100 stabilized exotics and 200 ren to craft.



Next Week: Free Major Update



Next week, if all goes well, we’ll be releasing a major update - The Mendel Update.

This update introduces unique genetics to every creature. Each tamed animal and mount will now have its own genotype, phenotype, lineage, and sex, allowing stats and traits to vary and making every creature truly unique.

We’re also introducing animal breeding for farm animals and select mounts, alongside several other new features.

Provided final testing goes well, we’re aiming to launch The Mendel Update next week.



Your support makes these updates possible.



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

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

Changelog 2.3.30.148457-rel-GreatHunts



New Content


[expand type=details expanded=false]

  • Unlocking new workshop sickles


Fixed/QoL


[expand type=details expanded=false]

  • Add X button to remove applicable food modifiers. This exposes an otherwise hidden feature (Right Clicking on, which remains intact) which is the ability to remove applicable food modifiers for control over food buffs
  • Updated character riding animations with the correct position, orientation, and scale
  • Add stat check for displaying secondary attack input info in FocusItemInfo widget
  • Shifted a number of OnPerceivedX events from IcarusNPCGOAPController to IcarusNPCController
  • SpitAttack can now specify specific tags for reported noise events
  • Standard/Scout drones should now stop firing after their target dies
  • Misc asset fixes for DF, collision and LODs


Future Content


[expand type=details expanded=false]

  • Add Fur Stack item/recipe which combines 200 (2 stacks) Fur into a single item which can then be consumed to extract back into 200 Fur
  • ELY Ach - Hazmat suit in radioactive zone
  • Eden NPCs - redo of highlightable setup with tags instead of event graph functions
  • Ely Story 3 - added biome override volume around mission 3 lab, added row to D_Biomes (using Arena_RockGolem atmos), added to Arena_NoWeather row in D_WeatherBiomeGroups
  • Stopping geiger counter audio when player returns to character select while around radiation
  • Replaced existing husbandry modifier icons with new ones
  • ELY Ach - Charge lithium tool
  • Adding new Questmarker to Olympus for the Farm NPC to spawn
  • Adding NPC Farm prebuilt for New Sidequest
  • Flesh sac floater bestiary. Adding start loop and end bestiary audio to make creating bestiary events easier and quicker going forward. More BS to come
  • SQ Norex NPC - Adding Test Dialogue and Prospect Images
  • SQ Norex NPC - Added mission to Oly
  • SQ Norex NPC - Added mission to styx
  • SQ Norex NPC - Added mission to Prometheus and fixed logic for slug boss quest logic (temp)
  • Move LavaLakeLights out of persistent level and into Red quad. Update ApprovedActors list to accomodate
  • Misc Ely nav fixes
  • Remove Fill Collision setting from meshes in ELY3 base
  • Add missing material updates for Turret range asset
  • The Norex NPC can be be invited to EDEN after their quest
  • SQ Norex NPC - Preventing Pod Take Off on Mission Complete, Adding new Image for Mission
  • SQ Norex NPC - Adjusting Quest Flow and Locations, Adjusting Quest Objectives to make better sense, You know need to kill all of the Hammerheads children to progress
  • SQ Norex NPC - Spawning NPC at the end of the quest
  • Adding Deployable Function Library Functions for Easy Spawning in missions
  • Misc Ely fixes - SM's being set to Stationary instead of Static, ungrouped groups for tooling selection, remove buried content, organize outliner folders, fixed naming on numerous objects
  • Lighting fixes in Eden. Fixed spotlight default values and adjusted in Eden. Lots of Outliner folder organization of Eden assets
  • Rename Bull to Mount_Bull in Genetics code
  • Actor valid check before attempting to clean up NPC
  • Add secondary attack to Bull and increased mass. Rename row from Bull to Mount_Bull for consistency. Uniformed bull talent row names. Rejig Bull talents. Fix Chew Stamina talent being on wrong creature and add DT validation to pick up on this
  • SQ Norex NPC - Adding Outline of quest will all quest steps and quest markers, mission needs polish and spawning of NPC
  • Adding Missing files which was preventing the invitation of NPC's to Eden and the Triggering of the Elysium Farmer mission
  • Trader NPC's can be invited to EDEN, Reparented the Trader NPC's for some common functions, Adding ability to turn Trader NPC's on & off, adjusting crafting menu to say Trade when interacting with NPCs
  • ELY SQ - Adding QM for Sidequest
  • Enabling Farmer Quest on DH for ELY
  • ELY1 - Shifting the EDEN Beacon from on top of a voxel to on top of a nearby unmineable rock
  • ELY4 - The Blocker and Lab Security door are now forced opened when getting up the the return to lab step
  • ELY3 - Scaling Number of Specters by the Number of Nearby Players and added hint text to aim for the head
  • ELY3 - Adjusting ordering of quest steps so that you collect the hazmat suit and medicine before you enter the lab
  • ELY3 - Removing refences to Rad-Ex, replaced with Anti-Radiation Transfusion
  • Setup Far Shadows on ~3800 large cliff meshes in Elysium for distant shadow rendering
  • Biome modifiers now only effect npcs and players not objects
  • Fixed Soldier NPCs not being able to hear their allies' combat/hurt noise events
  • Replicated new AISetupRow on IcarusNPCCharacter
  • Loot retrieval - now works on nearby mount corpses
  • Adding first pass lab music and lab ambience for M3
  • Updated Set Dressing for Rad Cave in the Arctic on Blue Quad, Elysium
  • ELY Ach - Fixed mining laser mining achievement not granting correctly
  • SpitAttack BTTask can now have dynamic accuracy based on current distance to target
  • Fixed issue where soldiers were firing higher than they should have been, making them more inaccurate than desired
  • Improve accuracy on Scout Drone collision
  • Update Damage Numbers widget to support newly added Metal crit hit areas
  • More hunter trader dialogue additions and adjusted processing slightly
  • Fix bone DT setup for LavaFlyer
  • Added several images to the Bestiary UI source image folder
  • Ely - fixed floating voxel in Tundra, yellow quad
  • ELY Ach - Fixed defaultengine.ini accidentally having 2 achievement number:'127' thus breaking all subsequent achievements on steam
  • Adding correct modifier state 2d audio for corrosive damage. Unhooking event played from BP for consistency
  • Added More Cave Prefabs in Purple Quad, Elysium
  • Adding basic dialogue for the fish trader and hunter trader in eden. Audio, events BP imp
  • Enabling Farmer Quest on DH for Pro
  • Reducing Drone Spawners Spawn Count at one any time, reducing spawn time from 20s -> 40s
  • Added Cap to IMP Fixing Light Leaking in Desert on Yellow Quad, Elysium
  • Added Skulmutt, RAD Prospector, RAD Mutation, and RAD Abomination Bestiary images, as well as Radiation Bestiary BG images
  • Enabling Farmer Quest on DH for Styx
  • Enabling Farmer Quest on DH for Olympus
  • Adding Raw Art for Icons / Prospect Image for Farmer Quest and Quest Categories
  • Setting up SQ Farm Quest for Olympus
  • Adding NOREX Pod for the Norex Side Quest
  • Anim/behaviour pass on Carrier drone
  • Anim/behaviour pass on Hunter drone
  • Shifted dynamic subtree injection to IcarusNPCController from IcarusNPCGOAPController
  • AIcarusNPCCharacter::OnRep_MovementStateSet will no longer trample pitch/roll rotation values
  • Potential fix for drones pitching up and down very quickly when unable to properly target/reach hostile
  • Tripled drone carrier health, removed ability to shoot
  • Fixed Bugs and Added Cave Prefabs in Purple Quad, Elysium
  • Added new Slinker Talent Icons
  • Disable lights on EdenStationLandingPad player by default for perf reasons (8x pads with 12x lights each). Fix frame mesh not distance culling
  • Queen - Summoned sandworm now dives underground on death instead of laying on the ground and blocking the environment. If the summoned worm becomes dormant then clean up
  • Fix highlight and collision setups on interactable NPCs. Add CustomHighlightableSetup to Mission NPC base class
  • Adjustments to subtitles timing for m6 final sequence
  • revised texture and WIP blueprint for mission 4 TPS graffiti decals
  • Ely - mesh fix in geothermal, red quad
  • ELY Ach - Forgot to save accolades json
  • Remove flag mesh from Queen Spline BP
  • ELY Ach - Added stat IDs to engine ini and accolades
  • massive pass on bestiary audio. added all new creatures and DT setup
  • Turrets: Add range visualizer and recoil animation (DH gated). Clean up highlightable setup. Improve status light setup for better readability. Add crit stats and DPS balance on WIP turrets. Update muzzle flash VFX to use newer v2 revisions. Increase spread on shotgun turret. Fix muzzle/VFX location setups on Flamethrower turret. Fix fire light not working on Flamethrower. Adjust Flamethrower gun mesh so that it lines up with bracket better
  • Added debug functionality to BP_BiomeOverride to help with placement
  • Added missing audio for removing armor from armor stand. now plays when adding and removing
  • Scaled down the moa overriders saddle to 0.8 of its original scale. Updated mount data table to widen the foot offset of the moa to prevent geo crashing
  • Adding Pig Talent Tree
  • Updating lab music with more atmospheric layers to give it a more eerie vibe
  • Ely - set CaveIn meshes to be nav area Null
  • Ely - Fixed floating deep ore deposit in Tundra
  • Adjustments to flesh sac floater to be slightly more present
  • Ely - adjusted existing and added extra biome override volumes for mission3 lab in geothermal
  • Adding biome param to Lab biome to enable reverb to play correctly
  • Ely - added additional cave volume to waterfall cave in swamp to try and resolve lighting issues, purple quad
  • Halved the Uranium Mining Time so you get 2x as much for mining in the same period

Icarus Week 218 Update | Chick & Lamb

Welcome to Week 218

This week we've got the introduction of some new adolescent creatures from the workshop. This is part of the rollout to enable features planned for our future Mandel update, which introduces expanded animal husbandry and genetics. We also delve into the progress of our project clinic and unveil new details about our next major expansion: Dangerous Horizons.

Notable Improvements:



  • Fixing issue with the Needlers 100% bestiary stat awarded to the player, it now correctly rewards with 5% projectile damage resistance
  • The MXC Fuel Canister can now transfer fuel like the biofuel can with right click
  • Update to the Resource Transfer UI accessible when right clicking on jerry can and fill items like flamethrowers
  • Added new tickbox to Portable Beacons that prevents non-owning players from being able to see icons on map or compass



This Week: Chicks & Lambs



This week, we’re changing how chickens and sheep are brought in from the Workshop. Instead of arriving as adults, they will now arrive as juveniles - chickens as chicks, and sheep as lambs - similar to how cows previously arrived as calves.

These farm animals will now need to be raised to adulthood before they can before they start laying eggs or producing wool, the same way the calf worked previously with milk.

These farm animals currently all arrive as female juveniles. Once the Husbandry update is released, you’ll also be able to purchase their male counterparts from the Workshop as well.

As with all our creatures these new juveniles come with their own vestiges and trophies, craftable to the trophy bench.

This change is a requirement for the husbandry update where you will be able to breed creatures and to inherit attributes, lineages and cosmetic skins. You can read more about the upcoming Genetics and Husbandry update below in a previous weeks patch.




This Week: Project Clinic Highlights



This week, our Project Clinic continues as we play and iterate quickly on the game. While many of the changes are tied to upcoming content, a number of improvements are also making their way into this week’s patch, which you can read about below.

New Horse Riding Animations


Feature Upvote

Based on community feedback and our own frustrations, we’ve added new riding animations for both players and mounts, addressing the previously jumpy movement.

This update affects the Horse, Terranus, Zebra, and Woolly Zebra.


Portable Water Tank Fixes


Feature Upvote

This week we tackled the long standing issue of portable water tank. In the past no matter what water they have inside them, drinking from, filling up your canteen or pouring water from your canteen always resulted in the modifiers gained being rain water. We preformed a rework to allow the correct modifiers to be gained when drinking and correct mixing logic to occur when combining waters of different qualities.

In essence now if you fill up the portable water tank with purified water, it will stay purified when you drink or fill up containers.


Carbonweave Backpack Adjustments



We’ve continued improving the Carbonweave Backpack, which has now been upgraded to a powered backpack and can be charged at a Charging Station.

When powered, it provides a fall-damage reduction aura that affects you, nearby prospectors, and mounts within range. To account for this new aura, some of the backpack’s direct stats have been slightly rebalanced.


Creature Navigation Improvements



A major creature improvement this week is an adjustment to navigation. Creatures will no longer attempt to path through damaged structures, which previously caused them to get stuck or try to push through walls.

In the past, damaged buildings stopped acting as navigation blockers. This allowed creatures to generate valid paths through them, often resulting in them becoming trapped. Buildings will now retain their navigation blocker until they are completely destroyed.

This results in smarter and more reliable creature pathing. While this doesn’t fix every edge case, we’ll continue identifying issues like this and improving creature behaviour over time.


Snow Roof System Rework



A major refactor took place over the last week to optimise and expand the snow build-up system on roofs. While the system should behave the same as before, it now requires fewer network calls, reducing the overall processing cost.

The system has also been expanded to support upcoming content, allowing other materials such as sand or ash from different biomes to build up on roofs. This also enables a wider range of more natural-looking shapes to be used.

Look out for more news on new weather events and building interactions in the future, and please let us know if you notice any issues with snow build-up on roofs.



Icarus: Dangerous Horizons Preview



Icarus's second major expansion, "Dangerous Horizons" and its free companion 'Kepler Update', is nearing completion, so we wanted to preview the features and content that will soon be available. The Dangerous Horizons expansion will unlock a whole new map, a story mission chain, alien creatures dominating most biomes, several new rideable mounts, more crops and cooking recipes, crafting resources, usable items, armor sets and more.

Launching beside it is the free 'Kepler update' to the base game which will also introduce a whole new T5 tech tier, humanoid NPC's and missions to retroactively added all maps, new items, new equipment, new buildings sets and more. This will be available to ALL players for free. We use this model to continually grow the base game without segmenting players, difficulty, and levels behind DLCs. The Icarus community has allowed us to continually fund development for over 4 years, through 3 major expansions, with WEEKLY free content updates and patches.

Dangerous Horizons Expansion



  • New Map - 'Elysium' introduces a brand new full-size map featuring new Geothermal Biome, radioactive areas and NPC encampments
  • New Missions - All new missions including a core narrative chain, side quest chains with unique unlocks and more.
  • New Threats - 35+ new creatures and hostile NPCs, create the most alien map yet.
  • New Allies - 4 new mounts including two types of lethal Raptors, and 3 new tamable creatures all with their own talent trees and abilities.
  • New Resources - Tier 5 gear utilizing Lithium and Ruby and a new rare resource 'Uranium' which must be split between usable depleted ingots and valuable rods wanted back in orbit.
  • New Crops and Food Recipes - 5 new species of crop on Elysium that can be cultivated there or on other maps through seed packs available in the workshop. Each have new food recipes utilizing them.

Free 'Kepler' Update



  • New Tech Tier 5 - Featuring whole new resource chains and items, Oil geysers now available on Olympus, Styx, Prometheus and Elysium with oil refining and 30+ new items.
  • New NPCs - For the first time in ICARUS, humanoid NPCs acting both as friends and foes. These will feature in new missions on all maps.
  • New Items - In addition to the new T5 items, other new additions feature across the tech tree including attachments and fortifications, Ice structures and the long-requested diagonal and curved building pieces.

The store page for Dangerous Horizons is NOW LIVE and available for wishlisting:

https://store.steampowered.com/app/1648533/Icarus_Dangerous_Horizons_Expansion/
As we get closer to the release date of both Kepler and Dangerous Horizons you can expect more details to be included in our weekly patch posts.

Next Week: New Workshop Sickles



Next week, we’re adding new Workshop Sickles to the Orbital Workshop. These sickles include harvesting effects that were previously only available on tools crafted with Super-Cooled Ice, Miasma, and Obsidian on the Prometheus map, giving players more options when choosing Workshop gear.



Your support makes these updates possible.



https://store.steampowered.com/bundle/66187/Icarus_Second_Chance_Bundle/

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

Changelog v2.3.29.148374-rel-GreatHunt



New Content


[expand type=details expanded=false]

  • Removing Feature Level Lock and Adjusting Workshop Chick and Lamb (female) so they point ot the correct data
  • You can no longer buy chickens from the shop you buy chicks and will have to raise them up
  • You can no longer buy sheep fromt he shop you buy lambs and will have to raise them up
  • Fixing some feature level animal locking
  • Lambs and Chicks will now drop their vestiages when skinned appropriately
  • Unlocking chick and lamb trophies and vestiages


Fixed


[expand type=details expanded=false]

  • Portable Beacon owner no longer changes if another player opens interface and clicks OK without making modifications
  • Added new tickbox to Portable Beacons that prevents non-owning players from being able to see icons on map or compass
  • Fixed a bug where IMapIconWidgetInterface::ShouldOverrideVisibility wasn't working as expected after a previous refactor
  • Added new horse mount run and sprint animations
  • Added character riding run and sprint animations
  • Fixing issue with the Needlers 100% bestriary stat awared to the player, it now correctly rewards with 5% projectile damage resistance
  • Updated Moa Bones asset to have exposed bone instead of skin on the feet. This will remove the need for making colour variants
  • Cave spiders no longer get regen when returning to anchor
  • Cave spiders now teleport if blocked when returning to anchor
  • Fixed crops being tagged with 'Unique Fish'
  • Juveniles lambs will now eat / drink and can be tamed correctly
  • Disabled collision on chick's head collider
  • The MXC Fuel Canister can now transfer fuel like the biofuel can with right click
  • Portable water tanks will now provide the same water type when drink from or drawn from using containers, this means that if you have purifiered water inside you wil drink or draw purified water. In addition if you fill up the tank from your canteen it will put that water type in the portable water tank. Normal water mixing rules apply, when two water types mix the lower quality water will take priortiy
  • Adding new horse anims footstep notifys. Adding new slinker footstep event now that its bigger and rideable. Adding new event to DT
  • Remove obsolete/unused snow buildup related assets and logic. Add distance culling to buildup mesh components
  • Snow buildup mesh material fixup
  • Fix RoofPeak BPs having 3rd RoofSnow component (only needed 2), still referencing old system. Updated other references to old system to new system
  • Clamped Warmup and Cooldown to a minimum of 1 so we don't get into situations where if the player is out of food or water their temperature does not shift
  • Deployables that affect nav no longer cut out all navigation underneath them, regardless of distance
  • Misc asset optimization, cleanup, LODs, null material slots
  • Fix empty material slots on various assets
  • Fix CreatureType on tame Snow Wolf and Hyena
  • Recompile MA_CHA master to fix cache issue. Remove unused submat on meshes
  • Building pieces now continue to affect navigation after taking damage. There is now an optional % that can be specified to remove navigation at a certain damage level if required
  • Buildings can now retain their modifiers post save, adjustments to the building grid recorder component and modifier state component to adjust
  • Fix mismatch for Orange/Black Cat trophies
  • Fixed crash related to Prebuilt Structure cleanup which occurred when attempting to cleanup recorders that had ended recording already
  • Added ensure to prebuilt structure cleanup when passing in an invalid cleanup duration
  • Snow buildup material subsurface and displacement update
  • Updated DEP_Wood_Burner mesh


Future Content


[expand type=details expanded=false]

  • ELY Ach - Mushroom swamp
  • Committing sand roof material
  • Adding Sand buildup on roofs for all exisitng sand weather actions
  • Committing conversion of snow roofs to a generic environmental buildup sysyetm so we can have sand and ash build ups on roofs, feature locked out for now
  • Fish man volume pass, transport pod volume pass and various other mix balances
  • Making sure creatures who respawn as juveniles on death inherit their old genetics
  • Chainsaw and Jackhammer now run off refined oil instead of biofuel
  • Allowing Oil to be transferred from oil cans & barrels to chainsaws and jackhammers
  • Adding Deep Ore Mining Drill (Oil) item setup / blueprints and recipe
  • Adding Modifier States for some of the biomes on Elysium
  • Lithium tools FX
  • Adding Pig & Piglet Setup
  • Increased Storage of oil deep miner
  • ELY Ach - Dying with max radiation modifier achivement
  • Adding homestead kitchen benches for medicine, butchery and corner
  • Added missing Talent icons for Raptor Talent tree
  • Added standard saddle for the slinker and updated saddle setup
  • Added validation to BTTask_MoveTo to prevent blackboard-related server crash
  • Adding Golden and Black Buffalo Skin Genetic Variations
  • SQ Fish - Reducing Quest Goal from 500kg -> 200kg
  • Oil Can now be crafted correctly and stores refined oil
  • Uranium rounds now deal more damager than their T4 counterparts
  • Ely - added 2 new caves to NW volcanic, red+yellow quads
  • ELY4 - Removing Debug Sphere from Mission
  • Drone - Fixed infinite loop where if 3+ drones explode in the same vicinity it will cause an infinite loop
  • Fixed issue where logic that was meant to prevent Sulfur Worms from spawning on top of eachother wasn't working correctly
  • Giving Tundra cave biome more appropriate audio that blends better with other biomes caves audio. Adjusting fade to 7 seconds when transitioning cave biomes for smoother result
  • updated lithium FX sprite scale and position
  • Added ITM_Spawnling_Lantern, ITM_Sinew_Lure and ITM_Backpack_SinewWeave
  • Adding piglet audio setup, flinch and death audio
  • Remove unused cave prefabs in Purple Quad, Elysium
  • Ely - fixed landscape at entrance to one of the new caves in Tundra
  • Removed Spoiled Plants requirement from Wooden Composter, replaced with Tree Sap
  • Slowed down the rate at which crude oil refiner refines by 75%
  • Reduced polymerizer recipe durations by between 90% and 75%
  • Temporarily enabled DEV category in photo mode for DH builds
  • Added a number of new NPC animations
  • Update Atmosphere Debugger cheat utility to show newer atmospheres and UX pass
  • WIP update to the slinkers textures to match the tundra
  • Fixed issue where Drones would sometimes get cleaned up before they exploded and spawned loot bag
  • Added More Caves to the Swamp on Orange/Purple Quad, Elysium
  • Added new Homestead kitchen bench icons
  • Reconfigured Storca, Orka, and Tundra Monkey carcass DT rows to be carryable. Added skinning bench recipes
  • ELY Ach - Unlock Manu/Unlock all t5
  • More mount raptor tidy ups and improvements to audio
  • Added new Raptor talent icons to talent tree
  • Ely - more caves and general polish in Tundra, green+ yellow quads
  • Added carry anims for the Gribbler, Storca, and Skulk
  • Tied new lithium particle effect to tool on/off state
  • Raptor attack bite audio adjustment. Ensuring that vocalisation is not cut out by animation being shortened. also slight music volume adjustment in Tundra
  • Added two more Legendary Buffalo skins, Gold and Black
  • Re-importing Curved Snow Roof assets to remove erroneous skeleton data
  • Various raptor tweaks and balances
  • Added test meshes for Curved Roof and Corner Curved Roof snow
  • ELY Ach - Build ice structure (Currently 16 pieces on same grid)
  • Nailgun now requires a powerbank and not biofuel for its recipes
  • Adding 20% crafting speed modifier to the Manufacturer
  • Adding resource and radioactive icons to the portable beacons
  • First pass WIP combat NPCs
  • Fixed EQS test reference value config doing the opposite of what it stated
  • Fix mushrooms clipping in AC_SML_003_DLC2 cave
  • Fix collision on Girder meshes
  • Added More Caves to the Swamp on Orange Quad, Elysium
  • Updated data tables for desert raptor juvie carcass
  • Only try 10 times to initialize Flare ballistic behavior before giving up. Stops spam when object is dropped on ground
  • Added art assets for the juvenile desert raptor
  • Mining laser audio adjustments. Slightly more laser volume. Laser impact adjustments
  • Fixing the mining laser left hand covering the laser too much. Added duplicate anim for idle, focusable row setup and added grip socket to correct location
  • Ely - added snow chunks to arctic and tundra, green+yellow quads
  • Fixed water point generation for Lake17 in Red
  • ELY Ach - Jackhammer hit voxel/Chainsaw hit tree
  • Ely - enabled fill collision for navmesh setting on all cliffs and cave in meshes in red quad
  • Adding chick idle and death audio, events and setup
  • Updated slinker and juvie bones texture to match the new colour change
  • Added new 'Corrosive' modifier state to Sulfur Worm attacks
  • Temporarily added new Sulfur Worm corrosive modifier to DLC2 geothermal pools/water to see what it feels like
  • ELY Ach - Kill creature with uranium ammo
  • Updated texture and materials of the Slinker Juvie to match the new slinker textures
  • ELY Ach - Find eden achievement
  • Enabled spawning of Slinker juvie with parent
  • ELY Ach - Tesla coil/Flame turret kill an enemy
  • Updated slinker textures to match the tundra. Increased the slinker scale, both wild and mount to 1.2. Updated slinker movement setting to reduce foot sliding
  • Adding Eden Biome Modifier
  • Adjusting Hazmat Suit to only protect 75% of radiation, capping radiation resistance at 75%
  • Adding images to the data table for new mount talent backgrounds
  • Increased Lithium Tool Power cost from 100 -> 150
  • Adding Industrial Floor / Stairs to the T4 tech tree feature locked to dangerous horizons
  • Uranium nodes will spawn via meteor event if less than 5 are active at any one time
  • Cleaning Uranium now provides 10 inert instead of 2
  • Cleaning Uranium in the Centrifuge now requires water in the recipe
  • Pigs and Piglets now have trophies and vestiges
  • Ely - duplicate mesh and FT for LC_Lrg_08 with null nav settings, replaced original instances in red quad
  • Added Fall Damage Reduction Modifier Icon
  • Ely - set radioactive bat nest set dressing meshes to nav obstacle instead of null
  • reverting changes to radioactive bat nest mesh that were accidentally added to last commit :facepalm:
  • Ely - added snow clumps to top arctic, blue quad
  • Updated BP for Animal Nesting Bed with gfur setup
  • Ely - mesh fix in arctic, green quad
  • Setting up Animal Nesting Bed Item / Recipe / Blueprint
  • Updated Uranium Extraction time so its quicker 45 -> 35 seconds per
  • Updated Uranium Collection Units text description
  • Reversing uranium node timeline for the pulse effect
  • Fixing issue with Uranium Crystals where they where not glowing as intended when the node associated node was active
  • Adding Weighted Animal Spawn Component
  • Uranium Collector will now turn off if players are more than 2000 units away
  • Uranium Collector will now spawn creatures which will attack it while active
  • Bumping up the minimum of exotic spawns on Elysium to cater for the increase in guaranteed uranium nodes
  • Slightly Increased Laser sidearm damage from 100 -> 150
  • Shifting Norex agents location so they are no longer floating
  • Adding new NPC to Eden who trades biomass for creature parts
  • Adjusted carbon weave backpacks description text to reflect its new behaviour
  • Carbon weave backpack is now powered and will provide a fall damage reduction aura to all nearby players and mounts, stats have been slightly adjusted to account for behaviour
  • Added/swapped some soldier NPC montages
  • Added hit reacts to soldier NPCs
  • Fix description on Pack Rat Chew talent
  • Add data for Lithium Ingot. Update Meshable to use Lithium ore mesh. Fix RMA compression setting
  • Updated assets for the Skulk, Storca, and Gribbler carry positions. A little more tweaking to the poses and physics assets needed
  • Started Rad Cave to the Arctic in Blue Quad, Elysium
  • More balance pass on various DH items. Increasing audio idle for chainsaw, slight volume reduction for mining laser
  • Various mix tweaks and balance pass over new music tracks and variation pass over some footstep layers to increase variations
  • ELY Ach - Max Ely Bestiary Completed
  • Added new Slinker carcass and trophy icons
  • Adding better death collision audio setup for the tundra monkey for more impact
  • ELY Ach - Try damage mission Npc
  • Update D1 and DM mesh references for Concrete and Stone fortifications
  • Ely - added new mission doorframe mesh (SM_Mission_DoorFrame) to replace kitbashed version in BP_securityDoor_placed and Mission_ELY6_blocker
  • Reduce texture size on T4 Comms device
  • Sleek Armor master material setup
  • Updated Slinker Trophy and Bestiary image with new scale and colours
  • ELY Ach - Destroy drone spawner with sledgehammer
  • Removing unused param from fmod event
  • Adding additional lithium tool deeper loop. Adding piglet idle event and data table setup
  • Reduce Nuclear reactor textures from 4k to 2k (230MB to 100MB for whole asset). Fix LOD setup
  • ELY Ach - mined with Mining laser
  • Added correct RMA texture for Small Ranch Sign, as well as assigned the proper PM in the material
  • Ely - removed reference to temp PricklyPear from red quad
  • Fixing Caves in Swamp on Orange Quad, Elysium
  • Ely green, purple, yellow quads - enabled fill collision for navmesh setting on all cliffs, cave ins, ledges, swapped LRG_08 foliage type for null nav variant
  • Ely - added 2 extra deep mining spawns into mini-crevasses, moved one away from a new cave entrance, Tundra
  • Volume tweaks for lithium audio FX
  • Sand backpack is now shown on the charging device when charging
  • Added first pass SK assets, as well as Materials and textures, for the Sleek Synthetic T5 armour for Badette to adjust further
  • Adding new Blueprints for items that are part of the free homestead update
  • First pass lithium tools powered audio and BP imp
  • Updating Elysium Terrain Select Image
  • Adding Background Image for Elysium Missions
  • Attempt to fix FMOD banks
  • ELY5 - Fixing issues where if you got up to the final quest step and then ran away from the fight, the boss would not respawn on reload
  • Fixup Drone redirectors
  • Adding Yeti Sidequest Prospect Image
  • ELY Ach - Added missing config json file
  • Updated Storca, Gribbler, and Skulk third person carry poses and physics assets
  • Adding unique event for NPC shooting. Adding unique audio entry for NPC. Adding unique events and notifys for enemy npc reloading
  • Fixed a few typos, tweaked ELY mission subtitles to match dialogue, edited homestead item text
  • ELY Ach - Repair with nail gun
  • Adding appropriate strong point and metal weak points to drone carrier so it doesn't play gore audio FX. Also adding more appropriate death collision audio event
  • Fixed CreatureType association on Mount Raptor Desert
  • Ely orange quad - enabled fill collision for navmesh setting on all cliffs, cave ins, ledges, swapped LRG_08 foliage type for null nav variant
  • ELY6 - Adding soldiers to the mission and destroying leftovers near the end
  • Reducing Lithium Wood -> Natural Resources from .5 -> .25
  • Adjusting Grain NPC purchase price from 100 -> 5 to 250 -> 5
  • BehaviorTree reverted to base Drone BT for Scout and Standard drones.
  • Add engine VFX to all drones.
  • Decrease spotlight intensity.
  • Remove Loot define from Carrier drone so that it doesn't spawn the drone drop loot bag (will revisit + rewards when DM is made).
  • Change Drone Experience rewards to Aggressive curve
  • Added bestiary image for the sand worm queen
  • Updated Slinker talent tree
  • Added new animmodifier that can be used to scale root motion baked into an animation sequence
  • Set Dressing Rad Cave to the Arctic in Blue Quad, Elysium
  • Adjustments to soldier gun fire audio
  • Added flesh sack floater bestiary image
  • Adding homestead animation audio for cupboards
  • Added first person carry poses for the skulk, gribbler, and storca. Updated corpse BPs with the new animations
  • Fillable UI window UI pass
  • ELY6 - Updating Story 6 Base
  • Simplification of soldier gunshot audio event
  • Lots of updates and additions to NPC soldiers. Adding temp processed lines, adjustments to gun shots, idle barks and setup and spot audio
  • Drone hierarchy refactor: Reparent new drones to BP_NPC_Drone.
  • Copy changes from BP_NPC_DroneEx to base class and delete DroneEx.
  • Update BP_NPC_Drone_Standard to be effective replacement for existing 'Drone'.
  • Remove Critical Area setup from base class and implement on a child-class basis as inherited components cannot have sockets changed.
  • Fix GPU particle error on Drone flare.
  • Add small flare for Hunter drone and adjust lighting setup slightly to suit.
  • Fix Carrier drone constraints setup on death and improve collision accuracy.
  • Create dynamic material based on child class matSlot define as not all setups are the same.
  • Spawn DM based on child class mesh define.
  • Fix collision/capsule setups for each child class, hiding Head areas, correct predictionbox sizing, headblockers and cloth.
  • Fix params not being setup (drone type, AI setup, etc)
  • Swapping genetics display to use new graph based system
  • Added BTS to update audio state
  • Updated the Ram corpse BP to stop the Gfur disappearing when it is killed
  • Updated snow pygmy lop carcass icons
  • Added Dangerous Horizons Achievement icons
  • Adjusted nailgun accolade to use a different name in order to avoid a duplicate
  • Added open and close animations for the homestead cabinets and updated the BPs with the new animations
  • Adding enemy NPC flare audio event and into bp. Adding first pass of many NPC footstep anim notifys
  • Updated jackhammer accolade name to avoid duplicate
  • BT_NPC_Soldier now updates audio state based on currently active behaviour
  • Replaced verifies with ensures inside UIcarusGameStateRecorder::ResolveOwnerRecorderState to prevent dev builds from crashing when trying to load certain prospect saves
  • Fixed a number of typos in talent and modifier text
  • Adding distorted spot audio with chance of playing when aiming at player for NPC
  • Halving the Movement Speed Boost Provided by Genetic Values
  • Increasing Gestation Period for most available creatures
  • Move Duplicate voxels in Desert Transition Cave on Yellow Quad, Elysium
  • Updated materials and textures for the Synthetic Sleek suit, as well as updated the helmet mesh to include the neck portion of the default character helmet
  • Adding new Genetic Lineages for Creatures - provide progressive stat increases as they grow but come with a downside
  • Updated and separated out the genetic event updates
  • Added new Soldier NPC autonomous spawner to ELY
  • Fixed issue where Soldier's crouched LoS was being calculated from chest, not head
  • Added new Soldier reload montage, different reload montages based on current stance
  • Increased chance for soldiers to crouch
  • Added new deployable for marking NPC spawn locations in prebuilt structures
  • Removed debug line drawing from turret BP
  • Soldiers are now lootable
  • Fixing name of Chefs Shop
  • NPC Chef is EDEN now sells items for Ren
  • Adding chefs shop map marker
  • Setting up NPC Chef Shop in Eden
  • Setting up Sleek suit armor meshes and icons
  • Added DEP_Sand_Queen_Throne and DEP_Sinew_Standing_Target_Bag
  • Fixed soldier death montage looping
  • Added aim offset to soldiers
  • Adding Raw art for fishing item queries & Updating UE4 images
  • Updating Fishing NPC
  • Fishing and Farming NPCs will now spawn in EDEN
  • Adding new NPC who trades Fish for Ren
  • Updating Fishing NPC in Quest Look
  • Adding new NPC who trades crops for Ren
  • Adding new Genetics Talent Tree for Homestead
  • Adding & implementing stats for creature genetics and husbandry (Gestation Speed, Genetic Mutation Chance, Cosmetic Mutation Chance, Fertilization Recovery Speed, Twin Birth Chance, Better wild Creature Genetics, Chance for Rare Wild Creature Cosmetics, Strengthened Gestation, Maternal Instincts and Sire Vigor)
  • Exposing Gameplay Config Variable for Max Genetic Combination from parent Selection Values
  • Adding Explicit Clamps to Gene Generation so no wild or combined values can fall below 1 or above 10
  • Added Dangerous Horizons Achievement icons
  • Set Dressing Rad Cave to the Arctic in Blue Quad, Elysium
  • ELY Ach - Ride a raptor
  • Tweaked soldier spawn locations in ELY6
  • Soldier NPCs in ELY6 will spawn stationary and only move to player if they have a valid path
  • Fixed issue where soldier NPCs weren't tracing to player's head point and weren't shooting even though they looked like they had LoS
  • Soldier NPCs now have the same relationship setup as drones
  • Added nav blocker to area underneath ELY6 entrance cave
  • Re-enabled navdata on one particular cliff used in ELY6 cave to prevent agents getting stuck on it
  • Adding third version of the NPC dialogue voice processing. This ones more distorted and takes away more voice character which could help for multiple enemy voices. Added to NPC for testing
  • AISpawn tooling fixes: Filter out non-spawner related stats. Only list unique creatures once. Match color offsets for same Prospect entry
  • Improve GOAP World Stats cheat to show Spawn density and name
  • 10x spawn weights in Ely Swamp for better control. Increase density to allow for gas flier soakage. Swap Scout drone for Carrier in Swamp
  • Re-added new tundra creature corpse and homestead deployable recipes that were accidentally trampled
  • ELY Ach - Fish in radioactive zone
  • Fixing DT error
  • ELY Ach - Introduce to TEI Members
  • Ely - WIP waterfall cave in Swamp, purple+orange quads
  • Adding lots of NPC enemy audio setups and layers. Adding body fall audio to death anims, adding npc 2 flinch, death and wounded vocals and data table setup
  • ELY Ach - Use Geiger Counter
  • Jackhammer and Chainsaw now require refined oil to craft instead of biofuel
  • Eden NPCs - added functionality to event graphs of BP_NPC_Norex, Hunter, Farmer, Fisher so heads, bodies, armor etc highlight together when interacting
  • ELY Ach - Modify laser gun
  • Fur cards material added panini
  • Updated lighting Rad Cave to the Arctic in Blue Quad, Elysium
  • Adding a bunch more npc spot vocalisations to add diversity to experience. Adjustments to corrosive splat from sulfur worms. Adding new unique npc gun fire audio
  • Added bestiary image for the Geothermal Bat variant
  • Accumulation logic has been extracted into a data component which controls any static mesh or skeletal Environmental Components on buildings, this allows us to use blend shapes on skeletal meshes for snow build up on curved pieces. Also added new skeletal mesh environmental buildup component to allow blend shape buildup
  • Whether or not accumulation occurs on a building is now data drive and defined in the building lookup table
  • Finished Setting up Bull Talent Tree
  • Adding Homestead DLC Icon
  • Adjustments to Lineage Stats, Adding new Curves (Every2, Every5, Inverse and Double), Adding new Stout Lineage, adjusting UI to show correct values on creatures
  • Adding Bestiary Stats for Tundra Monkey and Floater
  • Removing DNT from alteration names
  • Mother Gestation Progress now resets after giving birth
  • Lithium tools will no longer have their charge reduced on invalid hits
  • Reverted base lithium tool power-per-use back to 100 from 150
  • Added new ChargeConsumedPerItemGenerated stat to allow tweaking of lithium tool energy costs separately when hitting vs skinning etc
  • Genetic Lineage stat bonuses reduced by 5x; Stat bonuses are now gained every 5 levels instead of 1
  • Increased Manufacturer crafting speed increase from 20% to 50%
  • Fixed a number of lithium tools pointing to obsidian ToolDamage rows
  • Increased Soldier hearing range from 1500 -> 3500
  • Added More Caves to the Desert on Yellow Quad, Elysium
  • ELY Ach - Convert uranium to plat or uranium
  • Improve projectile debug cheat by drawing additional line on hit, which fixes issue of short ranged shots where Tick doesn't have enough time to register and draw
  • Set gfur material PM to carpet
  • Dialogue line fixes and adjustments to npc enemy gunshots to account for so many firing around you
  • Added texture and decal materials for TPS spray paint graffiti
  • Dialogue speaker fixes
  • Added pack mesh for when a piece of the sleek armour is dropped
  • Added bull saddle and updated saddle and mount data tables
  • Adding more background Eden sounds to account for increased population
  • ELY Ach - Natural/Crude oil refiner to generate refined oil. Fixed wrong assumption that deep mining oil was the deployable to get crude oil -> switched to pumpjack
  • Added new horse locomotion anims
  • Ely - cave behind waterfall in swamp, purple+orange quads
  • Adjusted LODs for the Homestead Antique Lantern
  • Adjustments to distancing of enemy camp flares
  • Removing final error
  • Set Dressing Rad Cave to the Arctic in Blue Quad, Elysium
  • Fixing errors caused by deleting unused NPC soldier events. Also adding sensor to swear word
  • Updated subtitle overrides for dialogue in ELY missions to match fmod event length
  • Updated sheep and ram carry animation poses and corpse anim bp
  • ELY Ach - find and use a oil geyser
  • Added proper collision for the physics asset on the Bellows
  • Added talent that enables Slinker mount sprint jumping
  • Increased Slinker mount / Slinker NPC move speed to match 1.2x scale. Adjusted locomotion blend space
  • Fixed slinker mount not dealing damage when attacking targets by itself
  • Setting up Bull as a mount
  • Created proper collision for the Physics asset of the Sewing Machine
  • Added SandWyrm_Queen_Bow
  • Small adjustments to timing of homestead cabinets to match audio
  • Small balance changes
  • Lots of adjustments to NPC soldier audio volumes, distancing and gunshot
  • Updated Cheese LOD's
  • Added BP_Eden_Campfire (Icarus Actor base class), added to level filter list, and placed in yellow quad
  • Onion seeds now correctly reference onions and not agave
  • Adding re processed NPC audio for all dialogue vocals. Removing all unused audio NPC dialogue. Adjustments to all soldier events
  • Adding a number of bestiary images to the Source Art folder
  • Changed data table settings for the Synthetic Sleek Armour Helmet so that the default helmet is hidden, as well as corrected the chest piece to use the correct mesh for the male prospector
  • Removing references to C++ rework of subtree injection which was not supposed to be committed
  • Love Hearts now appear above creatures when fertilization occurs
  • Moa's, Buffalo, Bulls, Roosters and Rams will now seek out their mate and follow them until they have fertilized them
  • Removing Husbandry Behaviour injection and convert to using main idle instead as it works better with behaviour
  • Creature Serums are now consumed when used
  • Fixing issue where tames brought down from space where not generating their genetics correctly

Hotfix Version: 2.3.28.148065-rel-GreatHunt

Contains the Following Fixes



  • Fixing issue where right clicking on some items and clicking destroy would crash the game in certain circumstances.

Icarus Week 217 Update | Project Clinic

Welcome to Week 217.

Last week we mentioned releasing the new Workshop Sickles this week, featuring effects from the Miasmic, Obsidian and Super Cooled Ice Tools. We’ve decided to hold off for now so the team can focus on Project Clinic and the foliage respawning issue. The Workshop Sickles will be added at a later date.


This week we ran an intensive playtest focused on elements of the upcoming Dangerous Horizons expansion. We call these intensive playtests project clinics and its a period of rapid fixes and iteration while we play. While the Project Clinic is centred on our next major expansion and an upcoming free update introducing creature genetics and husbandry, testing the entire game also lets us make wider improvements, several of which are included in this week’s patch.

We also share an update on the fix from our investigation into the foliage respawning issue, which had unintentionally caused trees and rocks to respawn in player bases over the past few weeks.



This Week: Project Clinic



A project clinic involves making our team experience the real Icarus, just as you do, and then turning any frustrations, or logical game improvements into direct fixes and features, without our traditional production overhead. This allows use to make little parts of the game's systems better across the board, resulting in Icarus feeling more natural and cohesive.

In simple terms it is a short and sharp period of time where we make rapid changes to the game, based on an intense period of play by the developers. When issues are found triage is done on the spot and they are either fixed immediately, or recorded for future work. An "issue" is extended beyond a bug, to include missing functionality or design and balance problems.

Under normal circumstances there would often be lengthy processes to add something to the game. A project clinic is a great way of "giving the project it's medicine" and treating the issues on the spot. Sometimes the project needs a little jolt, to shake free the things holding it back. These are only possible when a really intense amount of play is done at senior levels and below, so that it becomes very clear what is missing and what the problems are.

The downsides are extensive, they can be disorienting for the project and also tend to disrupt usual processes for things. However we have found that done occasionally, this kind of disruption proves healthy. It helps shed light on unnecessary processes. It also forces many in the project to reassess entrenched positions that are not compatible with how the game really is.

It fits in very well with our "games are played not made" ethos, which is central to the studios "brutalist" approach to making video games.



This Week: Project Clinic Highlights



Water Resource and Network Improvements



One major improvement is that deployable storage objects (such as batteries, rain reservoirs, and portable tanks) can now be drawn from directly when determining the resources required for recipes at a crafting bench. For example, Pickled Carrots at the kitchen bench previously required an active water pump, even if a connected water storage was full. This system has now been improved to allow such situations, which becomes even more relevant when more resources and networks are introduced.

In addition we enabled the ability to drink directly from the T3 water purifier and coalesced the interactions for drinking between the rain reservoirs and water purifiers.


Inventory Interaction Improvements



This update addresses an issue where items could not be swapped out of the player’s survival slots (such as Oxygen Tanks and Water Skins). Previously, items of the same type with a stack size of one were not correctly recognised as valid swap targets, preventing them from being exchanged through the inventory. You can now directly drag oxygen tanks / waterskins and other like objects over for a quick swap, allowing faster interaction with purifiers, oxidisers and utility slots.


Creature Improvements



This update fixes an issue where walkable floor angles were not being correctly calculated or assigned to NPCs in builds, which could prevent multiple creatures from walking up ramps as expected. This has now been corrected.

We have also fixed an issue where mounts and tames could sometimes fail to drink when their food level was below 75%. This fix should also prevent mounts from abruptly standing up from a sleeping or resting state when they become hungry or thirsty.


New Item: Elephant Tusks



We have added a new tusk item for elephants to drop, replacing the previous use of mammoth tusks. Elephant tusks grant half the amount of bone, weigh half as much as mammoth tusks, and provide 200 crushed bone.


Spider Adjustments



We have increased the minimum distance players must be from cave entrances before spiders can spawn, tripling the previous requirement. This should help reduce unexpected encounters near cave entrances.

We have also updated spider spawn behaviour to prevent multiple groups from appearing at the same cave too frequently. Groups of spiders can no longer spawn at a cave within five minutes of the last spider being killed or destroyed, and spiders will not spawn at a cave if any are already present there. These changes should make encounters more predictable and balanced.


Balance Adjustments


We have also adjusted the Carbonweave Armor & Backpack recipe as these now uses electronics and gold wire instead of large quantities of organic resin. Dozens of other smaller updates and improvements can be found in the detailed patch notes at the bottom.



This Week: Foliage Respawning Update



This week we investigated (thank you to everyone who reported the issue) why foliage was respawning on existing prospects when we had not expected it to. We knew that when the levels are regenerated by our build machine, after changes are made to the level, that it refreshes the foliage. When we were planning on doing this, we would warn players and write about it in our update posts. However, recently we had not made any changes to those existing levels, but foliage was resetting, so we knew something unknown was causing the issue, and it took us a bit of time to figure out what it was.

We discovered that doing certain types of changes to the Datatable which we use to define foliage setups would cause the data to differ from what the prospect expected, and that would dirty the foliage; causing it to respawn. The change made to the Datatable was part of our process to add new plants and harvestables for a new upcoming map. Once we found out this was the source of the issue, we developed a process to ensure future additions wouldn't cause the dirtying and regeneration again. While Icarus is over 4 years old, there is always room for improvement, and we continuously expand on our processes and validation steps to make sure that newly discovered issues don't happen again and again.

This is both the beauty and curse of data-driven content creation. On one hand, we can be fairly certain that the content we add will work out of the box. On the other hand, unforeseen issues can sometimes arise due to the data itself. In this case, a mismatch between what the prospect expected the data to look like, and what the new data was caused the whole foliage system to want to refresh. Now that we're aware of this we can put in process safeguards to ensure that if we do need to make these types of changes that we give players a heads up.



Next Week: Project Clinic Continued



Next week we plan on continuing our project clinic as we continue playing through, creating, iterating on, balancing and adding new features to the base game and for Dangerous Horizons.



Your support makes these updates possible.



https://store.steampowered.com/bundle/66187/Icarus_Second_Chance_Bundle/

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

Changelog 2.3.28.147909-rel-GreatHunts



Fixed


[expand type=details expanded=false]

  • Fix Flat solar panels not counting as solar panels for some missions due to base class change
  • Updated DEP_Coal_Burner mesh, textures and destructible
  • Tripled the minimum distance players must be from cave entrances before spiders are spawned
  • Groups of spiders will no longer be able to spawn at the same cave within 5 minutes of the last spider being killed or destroyed
  • Groups of spiders will no longer be able to spawn at a cave if spider(s) already exist there
  • Update Caveworm spawner preview mesh to also include buried state. Hook material swap back up based on creature type
  • Adjusting Carbonweave Armor / Backpack recipe - now uses electronics and gold wire instead of large quanitites of organic resin
  • You can now drink from the T3 water purifier with X
  • Adjusted T1 water purifier to be drunken from with X to match rain reserviours


Future Content


[expand type=details expanded=false]

  • Started TU_MED_002_DLC2 Cave, Elysium
  • Debug output spelunking depth on CaveComponent temporarily while isolating cave issues
  • Adjustment to end mission 3 dialogue to make it a bit snappier to keep the players attention and focus
  • Adjustments and fine tunes to radiation audio
  • Ely - fixed cave entrance actor rotation in Arctic > NW volcanic transition cave, red quad
  • Adjusted timings for dialogue in ELY6 finale sequence
  • Fix character mesh in CT_Cave_Entrance tool pointing 90 degrees wrong rotation causing directionality confusion
  • Radiation adjustments. Now based on needle radiation amount, removing from uranium node audio event. To be fine tuned in game experience
  • Mission 6 Search area not on compass. Fixed MapSearchArea not working with the icarus compass
  • Ely - removed foliage and grass + additional set dressing around radiation zone, removed cave prefabs from unused part of map in swamp, orange quad
  • Added Rocks to Cave Tunnel in the Rad Caves in the Arctic Green Quad, Elysium
  • Added Animal Husbandry Modifier icons
  • Removing Cat Meshes from the Aquarium
  • Adding Workshop Cats / Dogs / Rams etc for Homestead
  • Ely - additional set dressing around radiation zones in NW volcanic, red quad
  • Added Decals and Small Rocks to Expanded Radioactive Area in the Desert on Yellow Quad, Elysium
  • Dialogue tweaks and quest dialogue adjustments, OS small tweaks
  • Ely - swapped Uranium Nodes to MetaSpawns, added to D_ExoticSpawn
  • Dialogue and quest text tweaks for ELY6
  • ELY6 - Fixing Quest Markers that where not saved
  • Added additional valid check when making entries to PlayerHistoryTracker to prevent dedi server crash when multiple clients join
  • Adding saloon door opening audio
  • Added accolade text for DH Steam Achievements
  • Added valid check when making entries to PlayerHistoryTracker to prevent dedi server crash when multiple clients join
  • Adjustments to how radiation is triggered. Now based on proximity to uranium node rather than modifier low rad, medium rad and high rad states
  • Added Scoria material versions to all curved and diagonal Brick buildables
  • Ely - replaced Deep_Mining_Ice with DeepOreDepositSpawn
  • Ely - fixed manual cave entrance actors to point the right direction in geothermal, red quad
  • Eden - fixed foliage clipping
  • Resaving Mount Tooltip as Variable Names Changed
  • Tames can now specify unique gestation periods, defaults to 1500s (25min)
  • The uranium nodes and crystals will now light up / dim depending on if the nearby uranium node has any resource left that can be mined
  • Updating the Meta Nodes Spawner DT to point to the correct class when spawning uranium exotic nodes
  • Committing inventory component to fix the radiation fix compile error
  • Adding Curve for the Radiation Strength based on distance
  • Quick pass on Genetic Values so level 3 is always 0 increase / decrease, slight adjustment of stats
  • Adding Male / Female Symbols to mount tooltip
  • New Mounts & Tames created / spawned / tamed in Homestead will automatically generate their wild genetics
  • If Animals who are gestating are resting on an animal bed, their gestation speed triples
  • Males will now only succeed in fertalizing when they are close to the female rather than 2000 units away
  • The Fertility Serums no longer provide food recovery
  • Renaming BT.Pregnant to BT.Husbandy which is used to drive husbandry behaviours
  • Males will now find and move to females when attempting to fertilize
  • Moa's and Buffalo will attempt to find a bed to rest on when gestating
  • When animals are gestating they will default to passive behaviour and find a bed to sleep, they will wake up and eat / drink as appropriate
  • Cows, Chickens and Goats will attempt to find a bed to rest on when gestating
  • Datadrive the finding of females class and fetilisation checks as well as adding functions to BP library so they can be accessed in other classes if needed
  • Adding additional restrictions to fertilisation (Must be Females, Must have Genetics Accessed, Cannot be in resting state immediatly post gestation)
  • ELY6 - Adding fallback case to mission 6 security door to the tower, in case you have already entered the code
  • ELY3 - Preventing 6 extra Eden Devices from spawning during the mission
  • ELY6 - Injecting new quest steps for moving to and through the cave to the northern arctic - hooked up dialogue to correct spot
  • Renamed Homestead Lantern to Rustic Lamp to help people realise its a deployable rather than one that can be equpped in the light slot
  • Adding Mission Images for ELY1/2/3/4/5/6
  • ELY4 - Removing Debug Spheres from the epic creature quest steps
  • update on mission six orbital sequence FX
  • Data table setup for new dog tames
  • Improvements to Food tools, output Health/Stam values
  • Drones - Removed carrier attack override that was causing constant jitters when target not in sight
  • Added TU_SML_002_DLC2 Cave and Added Prefab, Elysium
  • Added new tusk item for elephants to drop instead of mammoth tusk. Elephant tusks grant half the bone amount and weigh half as much
  • Added better corpse rewards for Yeti
  • Pushing alarm further back
  • Ely - added TU_SML_001 cave level + prefab
  • Ely - rotated entrance actors for M6 cave to hopefully fix lighting/audio issues
  • Pull back of the siren in OL
  • Tame capture device is now a g-slot item
  • Added WIP prototype for item that can pick up and deploy tamed creatures
  • Added assets for Animal Nesting Bed, including SM, materials and textures
  • More adjustments and fine tunes to the OS sequence. Slightly reducing the alarm and increasing scream for more intense
  • Change lake in Eden to have 'rain' water with decreased chance of dysentery
  • Update the the French Bulldog texture and skinning, Update to the Border Collie fur splines
  • Calfs will now grow up into Bulls if they are male instead of male cows
  • Added Advanced Exotic Delivery Interface item icon
  • ELY1: Make Tower base unobtainable, fixes battery being destroyed via weather and no EZ gains concrete mansion in first mission
  • Remove 'Recommended' from Elysium drop group
  • More scary OL audio and adjustments
  • Put a fix in for mounts / tames sometimes failing to drink when food is <75%. Fix should also prevent mounts from abruptly standing up from their sleeping or laying state when hungry or thirsty
  • Renaming Rad-X to Anti-radiation
  • Shifting the geiger counter to T5 and positioning before the uranium extractor
  • Removing emitters from Uranium nodes and deposits, so only in placed emitters are the ones the generate radiation for the enviroment calculation
  • more additions and updates to the OS sequence m6
  • Fixed building pieces creating dynamic materials on tick
  • Adjusting Network component so that crafting benches can draw water from batteries (rain reserviors)
  • Updated Border Collie and French Bulldog assets and BPs
  • Remove grass from three way cave in the Swamp/Tundra/Desert on Yellow Quad, Elysium
  • Final security door camera fix
  • Consistency pass on security doors to ensure they focus on the keypad when interracted with
  • Replaced slinker frost affliction chance with bleed
  • balance pass on NPC dialogue volumes and consistency pass on secutiry door
  • ELY1: Increase required height for flare to 200m. Decrease flare mass so that it will reach about 220m, requiring about 30m build height. Improve DebugBallistic cheat output including peak apex height. No longer disable tick on FlareArrow once apex is reached otherwise Debug stops working and wasn't really needed
  • ELY2: Remove Exploration tag
  • More OS tweaks
  • Lots more work on the orbital strike sequence. Adding TF laser audio and reverse scream and lots of tweaks to timing and balance
  • Ely - fixed buried voxels in arctic, blue quad
  • Landsharks will now drop the landshark vestiage as intended
  • Fixing issues where items cannot be swapped out of the survival slots on the player (Oxygen Tank / Water Skin) items of the same type have a stack size of 1 are no longer recognised as stackable items in terms of the swapping invenoty action
  • updated Orbital Squence FX, polished details of each effect
  • Adding Banana Toast Recipe For Dangerous Horizons
  • Adding Soybean -> Milk Recipe on the Kitchen Bench and Advanced Kitchen Bench for Dangerous Horizons
  • Increasing Uranium Generator output from 10000 -> 100000 and adjusting transmuation rate of uranium so it still lasts for about 2 hours real time
  • Updated Stone and Concrete fortification assets, Ramp, walkway and Platforms
  • Added ability to unclaim owned mounts in Homestead builds, allowing other players to take ownership
  • Adding T3 Kitchen Sink Icon
  • Adding Sink to T3 and changing name of T4 sink to Marble Pumped Sink
  • T3 Sinks provided filtered water and not treated water
  • T3/4 Sinks modifier effectiveness is now scaled by cleaning effectiveness stat
  • Shift Retaining Wall into T1 tech tree off the dirt foundations
  • Incorperating Fridge, Well, Silo, Planter, Pitchfork, Scarecrow, sweing machine, fridge and kitchen alternatives into BP tree
  • Adding ability to toggle on and off lithium tools with 'R', adding prompt to the UI
  • Adjustments to rewards for ELY Faction Missions
  • Quick Setup of Sandwyrm Backpack, Lantern, Target, Egg, Chair, Throne, Lure
  • Elysium is now Radioactive again - have enabled all emitters to emit radiation as intended
  • Fixing item and modifier decriptions for anti-radiation items
  • Fixing Cargo Slot Virtual Stat calculation
  • EL3 - Adding Hazmat BP as a reward for the mission
  • Clamping a Carryweight and Melee Damage
  • Added temporary fix for creature genetics bringing stat values below zero. Fixes issue where some tames spawned overencumbered
  • Adjusted dialogue subtitles in ELY3 ending sequence
  • Adjusted FX details and timing for orbital sequence
  • Reduced wool cost in most recipes to better match the output of sheep
  • Added New Shaders and WIP textures for the moa breeding colour variants
  • Adding Super Rare Black Moa Variation
  • Various Homestead asset/BP fixes
  • Fixed issue where walkable floor angle wasn't properly getting calculated and assigned to NPCs in builds. Should fix issues with multiple creatures not being able to walk up ramps (effectively increases walkable floor angle of most NPCs from 45->50)
  • ELY Ach - Added missing d_accolade information in last submit
  • ELY Ach - Place reactor/concrete or stone fortifications/crude oil generator. - Make laser pistol/portable battery. - skeleton for mushroom biome and hammer to break drone spawner
  • Added More Caves to the Desert on Yellow Quad, Elysium
  • Adding unique raptor mount attack and flinch events so the volume can be adjusted accordingly. Removing random vocalisation from yeti boss kill mission part
  • swapped ground mat on BP_MetaDeposit_Uranium to fix pink glow
  • ELY Ach - Enter geothermal implement
  • ELY Ach - Kill spectre achievement. Changed tame quests to use gameplay tags instead of the creature type for future proof
  • Update Wood Burner BP to add lights/VFX to suit updated mesh. Tweak LODs
  • Added a new jet black moa variant textures and materials to be used for the super rare variant
  • ELY Ach - gain 5000 uranium exotic
  • Ely - fixed landscape seam in arctic between green and orange quads
  • Added Empty, Butchery, and Herbalism benches for Homestead, as well as updaded the other Homestead benches with a minor translation shift to ensure that they all line up with the Empty corner piece
  • Ely - fixed hole in landscape near M6 location
  • ELY Ach - Kill queen/kill queen on hard implement
  • New Tundra caves - tweaks to TU_SML_001, added TU_MED_001 and MED_003
  • Update Eden Landing Pads to use split mesh setup for surface type reasons. Fix up Light hierarchy and parent to SK sockets
  • ELY Ach - Tame raptor/skulk/storca/chew/slinker achievements
  • Additioanl fine tune to lower level radiation levels and also slight increase to distance of rad prospector vocal range
  • Added initial plant boss art assets to the project
  • Increasing tolerance for randiation audio to account for very low levels of radiation. Currently was not registering if under 10%
  • ELY Ach - Drop into ely first time implementation
  • Adding idle animation audio for raptor for nibbling and footstep notifys
  • ELY Ach - Implemented 250 drone kills
  • Add additional _R parent for Corner stairs so snow setup can be configured properly. Remove recently added snow mesh variations as the scaling can be done via the Snow component variables instead. Delete unused Stairs_Corner parent BP. Scale snow component to what it should end up as for quick visual confirmation
  • ELY Ach - All 6 mission quests and 'complete all' quest implementation
  • Adding 8 new Buffalo Rare Variations for Genetics
  • Adding Point Allocation algorithm for genetic combination in generation of child stats
  • Increased BP_AISpawner max spawn count in ELY from 15->30 to match other terrains
  • Removed include to fix build error
  • Mix pass. Reducing audio spam for being burnt by fire. A few general mixing things. Making the best snow outfit sound a little more destinctive. Removing profilings. General touch ups and balances based on profiling
  • Added a persistent spawn blocker immediately surrounding Eden
  • Added new creatures to the appropriate texture collections
  • balance pass on vocal volume and damage volume from bullets from drones since this wasnt originally in. Slightly louder cut through for more obvious damage taken. stopping audio from playing outside of distance for eden layers etc
  • Added French Bulldog Bones asset to the project and added it to the French Bulldog and Pug corpse BPs
  • Further tweaks to Irradiated Prospector collision
  • MemTestMap now supports building and deployable placement
  • Updated TU_MED_002_DLC2 Cave Prefab, Updated TU_SML_002_DLC2 Cave Prefab, Elysium
  • Cave_AC_MED_008_DLC2 - added rocks on 1st level ceiling to cover cave worms sticking through
  • Adding unique event and callback for unique variations
  • Adding Genetic Skin Variations to Moa's and Buffalo
  • Adding new variable to mount recorder so that we know genetics have been assigned
  • Adding new cheat for spawning mounts where you can pass the variation through
  • Updated Skin Variation Genetics - we roll a 80% chance to inherit the skin from one of the parents (at an even chance) and a 20% chance to mutate to another skin from the wild weighted list
  • AI debug command now prints into to all connected clients
  • 2 Unranium Nodes are Guarenteed to be selected during exotic replenishment
  • The Manufacturer will now display whats crafting on its screen in world
  • Adding Oil Can Item in the T5 Tech Tree and slightly adjusting recipe for Oil Barrel
  • Oil Barrels can now be deployed on the ground
  • Cleanup of old mission devices and oei's in eden
  • Adding a high fur cost biofuel recipe for the composter for dangerous horizons
  • Slightly raised up LC cliff in red quad to prevent navigation from being blocked inside mission 3 bunker
  • Fix Half Floor and Quarter Floor snow mesh setups
  • Fix Half Ramp snow mesh setup
  • Update Elysium minimap textures
  • Raptor footstep adjustments
  • Finished TU_MED_002_DLC2 Cave, Added Prefab and Added Voxels TU_SML_002_DLC2 Cave, Elysium
  • Adjustments to raptor new attack animation audio
  • Updated moa colour variants with tweaked colours. Updated Moa to use new eye shader. tweaked moa LODs. Created carcass materials for the new colour variants
  • Various improvements and tweaks to Yeti combat behaviours
  • Mixing pass from multiplayer session. Saving profile of audio dropouts when entering cave on mount. Cave listener correlation not correcting itself until got off and on mount
  • Added base and rare variants of Buffalo textures, as well as updated the gfur settings for the juvenile buffalo
  • Increase sort order transparency on Radiation sphere from 0 to 1 so that it renders over the top of cave voids
  • Convert dead mount name variable from string to name and save data
  • Show dead mount's name on hover of corpse icon
  • Adding Biomass -> Material Recipes for Dangerous Horizons
  • Converting Cleaning Device & Organic Residue Cleanser to no longer be auto-select recipe machines
  • Orbital sequence FX polish
  • Increased Irradiated Prospector agent step height
  • Tweaked collision and movement settings on Irradiated Prospector to hopefully allow them to walk up ramps in build
  • Add map/compass icon for dead Mounts :sadge:
  • Adding 2 Lava Hunter Spawns to Elysium
  • Shifting Sandworm & Slug spawns on Elysium
  • Manufacter now has the same recipes as crafting bench, machining bench and fabricator
  • Fix Chew Mount stat curves being 0-120 (should be 0-50) and buffed health values. Based wild chew min health from 1500 to 2000
  • Remove obsolete 'Group' variable from Cave Creature Spawner BP
  • Big round of mutation animation notifys for audiuo
  • Add Max Health/Stamina stats to new DHs food modifiers. Add ability to Filter ItemsStatic and/or Modifier results
  • Orbital sequence timing adjustment
  • slight adjustments to tone of radiation geiger to closer match reference. adjustments to spawn amount of geiger counter sounds to ramp up slightly more with needle
  • Locking the new Workshop Sickles
  • Fixing issue with Workshop Calfs the where feature locked when they where not supposed to be
  • Unlocking and Balancing New Inarus Workshop Sickles
  • Small fix to crafting tags so that uncommon vestiges use the correct gameplay tag query
  • Adding new NPC to Eden who you can trade Vestiges for Ren (prototype)
  • Radioactive Items can not longer be put in bags
  • Inventory Radiation Emitters now Scale based on stack size
  • Adding Small Emitters to Uranium nodes to create hotspots within the larger area

Hotfix 2.3.27.147716-rel-GreatHunt

Contains the Following Fixes



  • Fixing issue where Workshop Calves where feature locked when they where not supposed to be resulting in them not spawning as intended, this was due to some new work on creature husbandry.

Icarus Week 216 Update | Lights Update

Welcome to Week 216.

This week, we added a few more electric light variants and completed a consolidation pass on some existing lighting items. Several lights have been combined to streamline crafting, reduce redundancy, and make it easier to manage and illuminate your base without the need to juggle multiple similar recipes.

We’re also taking a first look at an upcoming feature arriving very soon: creature genetics and husbandry. This system will make creatures truly unique, introducing breeding mechanics that allow you to influence and enhance their traits over time.

Looking ahead to next week, we’ll be adding a new set of sickles to the Workshop. These will introduce special effects that, until now, have been exclusive to Prometheus gear, including Obsidian, Cold Steel, and Miasmic effects. This expansion gives players greater flexibility and more meaningful choices when selecting their tools.

Notable Improvements:



  • Fixed issue where 'full' cows were unable to be milked after reloading prospect or being called down from space
  • Spiders will no longer spawn at a cave if a player is within 50m (was previously no limit)
  • Cave Spiders now despawn during daylight hours & Spiders will no longer spawn at a cave if a player is within 50m
  • Balance pass on XP of a number of creatures
  • The forge now provides heat when active
  • Added bulk recipe for crafting shotgun slugs
  • Drones will now have a 50% chance of dropping Electronics
  • Fixed played inventory so the modifiers will no longer overflow
  • Reduced spider poison chance
  • Reduced spider poison damage (poison-type damage applied on hit, not DoT)
  • Poison Resistance now affects Scorpion's poison DoT modifier


This Week: Lights Update



This update includes a consolidation pass on lighting items to simplify crafting and placement. For most lights, wall and ceiling variants have been combined into a single item, reducing duplicate recipes while maintaining the same functionality and flexibility when placing lights in your base.

In addition, new Shroud Light and Spot Light items have been added, providing more lighting options and allowing for greater control over both ambient and directional lighting.



Coming Soon: Genetics and Husbandry



A major evolution is coming to creatures with the introduction of Genetics and Husbandry, bringing deeper progression, individuality, and long-term planning to your tames and mounts.

Genetics give all creatures inheritable genetic attributes and a sex, adding a new layer of depth to how their stats are calculated. These attributes can enhance or reduce a creature’s base stats, with each attribute influencing multiple base stats. The initial set of attributes includes Vitality, Endurance, Muscle, Agility, Toughness, Hardiness, and Utility. Attribute values range will range from 1–10, with 3 representing current baseline creature stats - values below this reduce stats, while higher values increase them. Wild creatures will generally generate around this baseline with some natural variation.



Existing mounts from before the update will retain their current stats until players choose to opt in by using the new Reveal Genetics button. Any mounts or tames acquired after the patch will automatically have their genetics revealed upon capture or taming. Genetics also introduces skin variation, allowing creatures to develop unique visual appearances and feel truly one of a kind.



Alongside genetics, Husbandry opens the door to breeding and raising animals. Initially, Chickens, Sheep, Cows, Moas, and Buffalo will be able to reproduce, with new creature such as Roosters, Chicks, Rams, and Lambs joining the ecosystem. Using a craftable serum, players can enable males to fertilize females, after which the males will require a rest period.



Once fertilized, females enter a gestation phase, with progress displayed through the UI and chat messages. After gestation, they will give birth to a juvenile creature, then enter a recovery period before they can breed again. Juveniles will inherit attributes from both parents, laying the foundation for selective breeding and long-term optimization. Additional gestation requirements and subtle behavioral changes during fertilization, pregnancy, and recovery are also being introduced to make the system feel more alive and believable.

As part of this, some creatures will gain multiple new skin variations that can be acquired through breeding or mutation.

This is just the beginning genetics and husbandry are designed to grow over time, offering new strategies, customization, and meaningful creature progression.



Next Week: New Workshop Sickles



Next week, we’re adding new Workshop Sickles to the Orbital Workshop. These sickles include harvesting effects that were previously only available on tools crafted with Super-Cooled Ice, Miasma, and Obsidian on the Prometheus map, giving players more options when choosing Workshop gear.



Your support makes these updates possible.



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

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

Changelog v2.3.27.147460-rel-GreatHunts



New Content


[expand type=details expanded=false]

  • Unlock new Shroud (Wall/Ceiling) and Spotlight (Tripod/Ceiling) items. Lights now stack to 10 and have more realistic weight values. Make Ceiling/Wall Lights variations (Hold R) of the same item instead of individual recipes/unlocks (existing Ceiling lights support both variants but existing Wall lights remain old/single type). Renamed 'Single' light to 'Caged' light and 'Basic' light to 'Bunker' light. Rename Spotlight BP and cleanup row names for unreleased lights. Fix Fill lights on Directional Worklamp being stuck on due to nesting of Light components. Increase power consumption for Shroud lights to 250w. FG Blacklist deprecated 'Wall' light items. Fixed Meshable entries for lights. Double crafting time for Lights (now 2s)
  • Unlocking new Shroud and Spotlight lights on the tech tree
  • Combined many light assets into single assets with variations
  • Added ability for StatAffliction duration to be stat-driven



Fixed


[expand type=details expanded=false]

  • Fixed issue where 'full' cows were unable to be milked after reloading prospect or being called down from space
  • Fixed woolly mammoth stomp attack not being granted extra damage/knockback stats when called from a client
  • Fixed collider on Woolly Mammoth mount incorrectly dirtying navigation, causing mammoth to wander left and right when trying to follow player or idle. Reduced size of extra blocker collider to better match agent radius
  • Compass HUD element now updates to match current viewport camera rotation. Fixes issue where it wasn't updating as expected while mounted, or while using free-look
  • Added a fix for issue where getting back on a mount while inside a cave could remove the cave debuff / screen effects
  • Further reduced electronics drop chance on drones
  • Forge now provides heat when active
  • Added bulk recipe for crafting shotgun slugs
  • Drones will now have a 50% chance of dropping Electronics, and 1% chance of Powerbanks
  • 2px padding reduction and fill alignment for player inventory modifiers scrollbox so that the scrollbar isn't unnecessarily shown until 8th modifier is added
  • Spiders will no longer spawn at a cave if a player is within 50m (was previously no limit)
  • Reduced spider poison chance (can revert if DoT roll stops happening more than once per attack)
  • Reduced spider poison damage (poison-type damage applied on hit, not DoT)
  • PoisonResistance now affects Scorpion's poison DoT modifier
  • Update Snare Trap icon (too small), fix missing Deployable context in Meshable. Fix Mip settings
  • Creature XP pass: Glaci halved to 1500xp to match other slugs. Doubled Scorpion Summons to 200xp. Terrenus increased 600->1000xp. Bees halved to 250xp. Trapjaw tripled to 3000xp. Orka reduced 2000->1500xp. Slinker increased 1750->2500xp. Chew increased 550->1750xp. JuviRaptor doubled to 520xp. Raptor 260->2500xp. Hopper 260->1000xp. Dragonfly 100->1500xp. Gribbler decreased 1000->500xp. Added entries for Gibbler, Chickens and Wraith.

[TAG-80]

Future Content


[expand type=details expanded=false]

  • Increase explosives timer on ELY2 blocker from 5s to 10s (takes 2s for text to update). Add radial damage from explosion
  • Added French Bulldog art assets to the project. Updated Border Collie model, textures, and groom
  • Added secondary attack talent to raptor mount that stuns in an AoE
  • Added new raptor talent that decreases threat and enables sneaking
  • Removed some less important talents from raptor tree
  • The two raptor variants now only have one elemental damage talent each instead of both
  • Geothermal spiders now have same poison damage as cave spiders
  • Reset Cave, Added Decals and Expanded Radioactive Area in the Swamp on Orange Quad, Elysium
  • Ely - fixed buried voxels in Arctic + Tundra, green quad
  • Adjusted the proportions for the Yeti Head Armour and fixed material artifacts
  • Move Cave tools into separate EUW. Add function to add locator to Prefab Caves for Editor viewing
  • Fixed Raptor/Desert Raptor juveniles spawning incorrect adult variants
  • Lakes inside Cave Prefabs should now generate with the specified lake depth, defaulting at 1500
  • Added spawnrate stats - horse, moa, lava broodling
  • Added Decals to Expanded Radioactive Area in the Desert on Yellow Quad, Elysium
  • Disable Distance Field AO on Ice Buildings as we hide the support mesh via material swap but mesh DFAO still casts the shadowing assuming its still visible
  • Added MattCat cat variant for Homestead, including adding data table entries for the new cats and adding corpse BPs, and also tweaked the gFur grooms for both new cats
  • Add voxel overlap check tooling. Disable WIP foliage tooling
  • Homestead bath deploy
  • Barn door deploy audio
  • Ely - fixed various buried voxels, expanded set dressing + decal painting of radiation zones in NW volcanic, red quad
  • Updated creature carcass text to use unique descriptions
  • Adding barn door audio and sockets
  • Added text for banana recipes, fixed a few typos
  • Homestead fireplace tools etc deploy audio
  • Updating Cave_AC_MED_007_DLC2 Lake Depth on Yellow Quad
  • Adding homestead bellow animation audio and notify
  • Added Homestead Barn Icon and its variants
  • Added setter for PrimitiveComponent AffectsDistanceFieldLighting
  • Cushion deploy audio
  • Adjusting pitch for audio row
  • Resized Homestead Kitchen Bench, Sink, Storage and Stove Icons
  • Resized Homesteasd Iron Stove Icons
  • Fixing in progress prospects for the blocker being invisible for ELY2
  • Removing blocker removal / cleanup on ely2/3 as the code doing this has changed and is no longer needed
  • Adding new BPs for CatC
  • Adding new Banana Recipes and Items for Dangerous Horizons
  • Adding new BPs for Cat and Dogs, DogC2, DogE and CatB
  • Fixing Redirectors
  • Adding Frozen Bull to Workshop
  • Very Quick Genetics combination for testing
  • Adding Fertility Serum Recipes
  • Adding Husbandry Chat Messages
  • Adding Sheep behaviour for giving birth
  • Moa's, Buffalo, Chickens, Cows and Sheep can now be fertalized and produce offsprint, feature locked for now
  • Adding Serum Item setup and Icons for Rooster, Moa, Bull, Buffalo and Goat
  • Adding new header file for common genetics recorder structs
  • Juveniles will now record their own genetics so it persists upon reload
  • Child DNA and gestation progress is now saved on the relavent mounts and will persist on reload
  • Adjusting Fertilisation Serum to show a prompt on the UI and only allow male creatures with the correct tag (defined per serum) that are not currently under the effects of the serum be allow to be injected with the serum
  • Gestation now takes 1200 seconds and is displayed on the mothers tooltip while she is gestating
  • Genetics now correctly transfers from Juvenile to Adult
  • Setting up barn doors as deployables instead of buildables
  • Saloon doors now use a physics asset instead of animations
  • Adding missing well varient icons to the deployable setup
  • Fixing Homestead Kitchen Units Snapping Positions so their meshes no longer loverlap
  • Reverted paint requirement for Homestead Refrigerator as it was locked behind a different DLC
  • Fixed Homestead Refrigerator's D_ProcessorRecipes row preventing it from being crafted. Added paint requirement
  • Added missing seed extractor recipes for new Dangerous Horizons crops
  • Fixed issue with flower pots (and other deployables with proxy meshes) where proxy mesh wasn't visible upon reloading the game until you removed then re-added relevant item
  • Increased taming time for raptors, slinkers, woolly mammoth, and draven
  • Temporarily removed shelter requirement for raptor taming
  • Slightly raised max temperature requirement for taming raptors and draven
  • Adjusted Tundra Deer's bone blacklist to prevent aim assist not hitting
  • Halved required leather for miner legs
  • Reduced juvenile spawn chance for Raptors, Slinker, and Chew
  • Fixing C++ Compile Error
  • Adding Father/Mother Juvenile Inheritence as the function was not called previously
  • Removing husbandry state from mounts datatable and ui
  • Removing Old Husbandy code as it no longer is relevant
  • Adjusting Stats effected by creature genetics
  • Assigning Sex to creatures during genetics reveal
  • Removing old Husbandy commands as they are not longer relevant
  • Adding new item Feralization Serum for Chickens
  • Setting chicks and roosters to be feature locked to homestead
  • Roosters can now fertalize chickens and chickens will give birth to chicks
  • Adding Workshop Frozen Rooster Item
  • Setup for parent genetics being transferred to juveniles and then to adults
  • Misc tools updates
  • Added Uranium Emitter and Expanded Radioactive Area in the Desert on Yellow Quad, Elysium
    pitch for data table setup audio
  • Change AI relationship on Drones from EnemyPlayerOnly to DefaultXCarnivore to fix various creatures being very upset with them
  • Added WIP border collie art assets
  • Add 50% chance to get 1 or 2 Tusks from Elephant carcass
  • Added a long haired Himalayan cat variant for Homestead
  • Added a proper gfur groom to the base Buffalo, as well as added a white buffalo variant
  • Adding homestead pitchfork animation audio
  • Adding ranch gate open close anim notifys
  • Fix Homestead kitchen storage pointing to incorrect Deployable row
  • Mr fish dialogue
  • Lots of additions for the fishing mission. Adjustments to spacial for all fishing sounds to better reflect whats happening. Adding dialogue when showing off the fish. adding sound when putting fish in container
  • Added Homestead Kitchen Bench, Sink, Storage and Stove icons
  • Added Homestead Saloon Door icons
  • Added Nav Modifier Volumes in the Arctic Green Quad, Elysium
  • Flush Grass Cache on Outpost003
  • Remove remaining references to DC_DeadTree in Dev Test level and remove from FLOD DT
  • Updating Cave_AC_MED_007_DLC2 Lake Depth
  • Remove (unused) references to DC_DeadTree from Outpost003 so that they can be removed from FLOD
  • Move 200 AI stats Curve files into subfolder so that the DT files aren't buried. Leaving redirectors for a while
  • Added Uranium Emitters and Expanded Radioactive Area in the Desert on Yellow Quad, Elysium
  • Add icon for Lost Equipment (Gravestone) to map Legend section. Fixed MIP settings on texture
  • Lots of audio adjustments to orbital strike audio. additional layers, gasp etc
  • Quick Tooltip for Genetic Values ont he UI and which stats they effect
  • Updated Ram carcass BP and data table entries
  • Adding toned back version of drone death spark and drone death vocal and drone death impact for hunter drone since its a lot smaller. Adjustments to carrier drones volume of opening and closing
  • Updated saloon door physics asset to allow the player to walk through, pushing them open
  • Fixing Genetics Component Replication Initialisation
  • Creature Genetics now only trigger stat updates on the server
  • Adding Creature Genetics which will be inherited in husbandy, currently opt in and feature locked
    Added SK_Door_Barn_Wood_1by1_Opposite, with destructible and animations
  • SQ Fish - You can not collect any fishing rod instead of specific items
  • Adding new mesh to barn door bps
  • Adding new stats for elemental damage scaling and hooking up
  • Updated SM_DCO_Soft_Armchair and DCO_Soft_Sofa with destructibles
  • Orbital sequence FX update and timing adjustment on spawn
  • Delete old/unused blueback Saddle entry with missing duplicate/data causing duplicate icons to appear in tooltip
  • Saddle equip mount icons now feed into additional overflow horizontal box if icon count exceeds max allowed
  • Set Dressing Mission 6 Cave in the Arctic Blue Quad, Elysium
  • Homestead ranch sign deploy audio and camera focus fix
  • Weather Vane audio deploy adjustment
  • Adding cuckoo clock ding animation audio and BP setup
  • Ely - new dead tree roots decal, painted down under trees in geothermal, red quad
  • Add missing stats for Tundra Monkey tame to bring it inline with other tames. Add missing Survival stats on MiniHippoQuest (but hunger/thirst are basically nothing). Add missing BaseMaximumHealth value on LavaBomber (100, as per initialized default). Add some starting stats for Blueback Mount. Add DT validation for Tames that don't have required Survival stats
  • Added additonal Ram art assets and set up carcass BP
  • Homestead curtain audio adjustments and fine tunes
  • Spinning wheel balance pass audio
  • Adding homestead spinning wheel audio event and notify
  • Flower pot audio setup
  • Added WIP fix for mount camera position being incorrect if mounting during lying/sitting anim state (Homestead)
  • Knitting decor audio setup
  • Copper hanging pots audio setup
  • Retaining wall deploy audio and audio setup
  • Wall candle audio item static setup
  • Adding appropriate haybale audio row
  • Added Tooling to visualize creature XP events, points and health for balancing
  • Adjusted Cave Volume, Set Dressing Rad Caves in the Arctic Green Quad, Elysium
  • Ely - cave volume, void, entrances for Mission 6 cave in arctic, blue quad
  • Drones - Adjusted stats on carrier based on designer feedback. Added ability for multi spawning hunting drones on carrier. Fixed incorrect versions of nodes in reposition logic
  • Audio sockets for forts
  • Added first pass support for opening doors while mounted. Locked behind Homestead for now
  • Interactions can now specify whether they can be performed while seated or not (defaults to false)
  • Fixed a nullref error inside BP_ShelteredComponent::IsSheltered
  • Fixing audio location playing at wrong location on fortification doors. also adjusting security door keypad to be same size as m3. Slightly more subtle
  • Adding carrier drone open, close audio, event and notifys
  • Adding fishing mission npc animation duplicates and audio notifys that will enable them to play correctly
  • Set Dressing Rad Caves & Entrance in the Arctic Green Quad, Elysium
  • Various mix adjustments and tweaks. Also adding duplicates of fishing anims for fishing mission and adding notifiers that will work for audio that isn't the player
    Added ram creature art assets to the project
  • Carrier Drones - Added new montages for open/shut doors. Now opens and shuts the door between spawning drones. tweaked tilt amount to try make movement look more 'large'. Hunter
  • Drones - When drones are in their timed explosion state any damage will make them immediately explode instead of waiting for the timer
  • Added Homestead Ranch Gate sign icon
  • Added Homestead old timey stove top icon
  • Added Homestead Retaining wall icons
  • Added Homestead Wildflower and Flowerpot icons
  • Added Homestead Cushion Variant icons
  • Ely - new oil puddle decal, tweaked RVT blending on OilGeyser node, fixed seam on SW_Puddle_Opacity texture, painted decals, adjusted landscape and oil geyser positions in desert and volcanic, red+ yellow
  • Reduce weight of MXC Heater and Cooker from 20kg to 5 and 3.5kg respectively
  • Fixed bug in ELY Story 1 which caused drones to lose current target actor every few seconds, leading to erratic behaviour and not being able to shoot at player
  • Fixed BPQC_AdvancedAnimalSwarm overriding valid TargetActor BB key with nullptr
    MakeNPCAngry will now only update TargetActor key if valid
  • Removed an unnecessary 'RotateTowardsTarget' node in BT_Drone that was causing flickering when attacking target (has been superseded by use of high-priority focus actor)
  • Increased max distance to objective for valid player targets in ELY_Story1 from 100m -> 300m
  • Added burnt versions of the fallen log and stump assets
  • Drones - Imported new Carrier mesh. Created new animbp with less rotation for the larger model.
  • Created new additive shoot montage/anim. Fixed new drone BT using old shoot BT. new drone BT works with carrier shoot anims
  • Adding barn door audio and adjustments to drone beep distancing for hunter drone
  • Added missing Dangerous Horizons Creature Icons
  • Adding hunter drone unique explosion audio and event, and unique beep audio
  • Fixed a few typos
  • Added Carrier Drone assets to the project with animation set and first pass textures so implimentation can begin
  • Added SK_BLD_Door_Barn_Wood_1by1_Reverse with destructible
    updated timing of Orbital Sequence for Mission Six
  • Ely - fixed some seams around waterfalls and removed unused lakep lane in swamp, orange quad
  • Fixing homestead curtain deployable as the variations where not setup correctly
  • Fixing homestead kitchen bench storage deployable as it was pointing to the wrong preview mesh and blueprint
  • Updated Static mesh for GUN_Laser_Pistol
  • SQ Yeti - You only need to raise the gribbler to level 10 instead of 5
  • SQ Yeti - Gribblers now get a 500% Xp Modifier, Stamina & Health Regen
  • SQ Yeti - You only need to raise the gribbler to level 5 instead of 20
  • ELY5 / 6 - Adding Player Talent Rewards for these missions
  • Fixing Hay Bale Lore Decription and name
  • Adding Recipes for Wildflowers and Flower Pots
  • Adding Flower Pots (A->E) each with 4 Variations for Homestead
  • Adding Wildflower items (Dairy, Bluebell, Lavender, Poppy and Strawflower) which can be place in flower pots
  • Fixing Navigation issues with new Homestead Deployables
  • Adjusting Snap Points for the Retaining wall on the Dirt Frame and Ramp
  • Adding Snap Points for Railings on the Dirt Frame and Ramps
  • Setting up and adding retaining wall for homestead
  • Checkover and Feature lock of Hay Bales for Homestead
  • Fixing and Feature Locking Barn door for Homestead
  • Setting up Barbed Wire Fence for Homestead
  • Setting up homestead Pitchfork, adding recipe and additional bleed stats
  • Setting up Iron Stove for Homestead
  • Setting up Ranch Gate/Sign and Ranch Sign for Homestead
  • Adding Nesting Box to Hatch chicken eggs, featured locked until implementation complete
  • Added Homestead Cushion icons
  • Delete CaveStabber (unused) and Wraith (duplicated under correct internal name) bestiary entries
  • Add unique Experience event for Teenage caveworms so that they award more XP. Material tweaks to differentiate them more. Additional material version for Geothermal. Hook up newer atmospheres to material switcher logic. Increase Albedo res to 2k
  • Drones - Changed hunter behaviour, used to explode on contact but now works more like a landmine where will start beeping for x seconds then explode while following. - Removed hunter_carrier bp as it was redundant. - Fixed some flickering on hunter drones once they've reached their target. - Reduced beginning fly time of hunters so they're not huge distances behind the carrier. - Added carrier as a nest to the spawned hunter drones so they will stay in the carriers vacinity
  • Added Homestead weather vane icon
    vAdded homestead weapon rack variant icon
  • Added Homestead wall candle icon variant
  • Added Homestead spinning wheel icon
  • Added Homestead Enamel Fridge icon
  • Added Homestead Lantern icon
  • Added Homestead Well icons
  • Added Homestead water bath icons
  • Added Homestead knitting decor icons
  • Added Homestead Fireplace Bellows and decor icons
  • Added Homestead curtain icons
  • Added Homestead shutter icons
  • Added Homestead Cuckoo clock icons
  • Added Homestead copper hanging pots icons
  • Added Homestead Large Butter Churn icon
  • Set Dressing Rad Caves & Entrance in the Arctic Green Quad, Elysium
  • Fixing audio cue for correct password playing after delay causing it to be inaudible. Also adjusting light placement and keypad for mission 3 door to be in corrrect location for the mission. Was being blocked by world versions of the outside of the walls. Dialogue text adjustments to match updated dialogue audio
  • Eden - tweaks to Eden_Light meshes (01-03), moved Iris' stool, added candleflame FX to candles
  • Fix misspelling of Danio for Fish10
  • Fix Flare Gun icon file names, delete duplicates
  • Ely - landscape fixes in arctic, blue quad
  • Fix Animal Bench to Ranching Station in Yeti quest
  • Added Storage version of the Homestead kitchen benches
  • Ely - adjustments and polish to waterfall position and effects in swamp, orange + purple quads
  • Adding fortification metal and wood open and close audio and notifies
  • Give Tame Tundra Monkey 2 starting stomach slots (to match all others) so that the +1 slot talent applies. Increase MonkeyStick ballistic damage from 1 to 50 to balance infrequency of throw and 2.5x damage talent being useful
  • Adding Weather Vane to Homestead
  • Adding Cuckcoo Clock to Homestead
  • Adding Saloon door and variation for homestead
  • Fixing homestead kitchen bench recipes as they where pointing to the wrong outputs
  • Adding new Curtains and variations for Homestead
  • Adding audio occlusion to drones spot, fly and spawn audio cues to better reflect where they are in world and help clean up audio clutter when multiple drones are flying around
  • Setting up Shutters and its varient for homestead
  • Adding Homestead Kitchen Bench, Stove, Sick and Storage for Homestead
  • Set Bat_Nest_Radioactive and Meta_Uranium meshes to cull navmesh
  • Fixed a number of typos in item and quest text
  • Various mix tweaks. Sand footstep adjustment to differentiate between sand and dirt more.
  • Adjustment to drone scout reverb amount (slight reduction) etc
  • Ely - fixed water type on lake in desert (was set to geothermal by mistake), yellow quad
  • Setting up Spinning wheel for Homestead
  • Setting up spinning wheel for homestead
  • Fixed displacement/alpha issues on SnowStones_light decal
  • Setting up Well and Moss Well for Homestead
  • Setting up Gold and Iron Birdbaths for Homestead
  • Adding Knitting Decor Items for Homestead
  • Adding Homestead Bellows, Screen and Tools
  • Setting up of antique homestead lantern
  • Adding 10 Cushion item setup, recipes, etc
  • Adding Hanging Copper Pots item setup and variations
  • Adding homestead fridge item setup
  • Setting up homestead wall candle, item, recipe, bp, etc
  • Adding Homestead feature lock on Planter Boxes, Scarecrow, Sewing Machine and Picnic Table, slightly adjusting recipes
  • Adding Homestead feature lock on Planter Boxes, Scarecrow, Sewing Machine and Picnic Table, slightly adjusting recipes
  • Adding Homestead feature lock on Quilted Bed, Swing Chair, Sofa's, rocking chairs
  • Adding Homestead feature lock on Vintage Jam Jars, Water Tank, Silo
  • Adding Homestead feature lock on homestead cabinets, adjusting inventory sizes and recipes
  • Adding Homestead feature lock on Fireplace, Cheese, Honey Pots, Hanging Meat
  • Adding Homestead feature lock on Coffee Grinder, Lamp Posts, Bird Feeders
  • Setting up single weapon rack and added missing recipes for the weapon racks
  • Feature Locking Weapon Racks to Homestead
  • Adding Large Butter Churn Decoration and Adjusting Small and Large Butter Churn Decoration Recipes
  • Adding new Homestead Feature Level
  • Shifting Decorations Talent and removing Level Lock
  • Update ModifierStateBehavior_TickDamage_Frost to scale off FrostDamage_+% stat. Add -50
  • FrostDamage to Slinker to reduce DOT damage by 50%
  • Carrier Drone - First Pass. Added a height variable to the 'get random point flying' node due to drones constantly flying to the floor
  • Adding Rad Caves in the Arctic Green Quad, Elysium
  • Ely - adjusted params on various placed WaterfallBase BPs in swamp, orange+purple quads
  • Added extra params to BP_waterfallBase to make adjustments easier (nothing changed by default)
  • Orbital laser audio adjustments and added vasrious layers. Diallgoue and quest placement and adjustments etc
  • Ely - adjusted steam FX offsets on some terraces in Geothermal, red quad
  • Drones - Added new variant of hunter drone specifically for carrier spawn
  • Added Trophy for Mange Wolf, including adding new mesh to the BP with a gfur groom
  • Added Trophy for Mange Wolf Alpha, including adding new mesh to the BP with a gfur groom
  • Updated geothermal terraces BP to fix VFX weird offset
  • Adding keypad audio, generic, accept and deny for mission keypad doors
  • Added Bestiary images for Stomper and Stomper Matriarch. Matriarch still need to be added to the BestiratyData data table
  • Updated SK_GUN_LaserPistol
  • Adjustments to elevator audio, adjustments to dialogue play spawn amount and volume in eden
  • Updated SK_DEP_Fortification_Stone_Gate, animations and destructibles
  • Updated SK_DEP_Fortification_Concrete_Gate, with animations and destructibles
  • ELY1 - Structures can no longer be destroyed until the quest is complete
  • ELY2 - Structures can no longer be destroyed until the quest is complete
  • ELY4 - Fixed Structure Cleanup so its at the end of the quest
  • ELY6 - Stronghold building pieces are unobtainable until the end of the quest
  • Fixing unobtainable modifier so it can be applied through new helper function int he prebuilt base class, the unobtainable modifier is now removed when a cleanup is triggered, the setting in DH still blocks cleanup if players have that enabled
  • SQ_Fish - The fishing structure can no longer be damaged or picked up while the quest is active

Icarus Week 215 Update | Quality of Life & Fixes

Welcome to Week 215.

This week, the team is back in the office after a well-deserved holiday break and has hit the ground running, returning to our regular weekly patches while continuing work on the upcoming expansion.

Also, the Second Chance bundle is still available for a limited time.

In this update, we’ll take a look at a selection of quality-of-life improvements and fixes added this week. These include a mix of smaller adjustments alongside some brand-new settings introduced in response to player feedback gathered over the past few weeks.

We’ll also briefly preview what’s coming in next week’s patch.

Notable Improvements:



  • Cave spiders should now despawn during daylight hours (recurring random chance after 8am)
  • Fixing Sledgehammer Shattered Rewards and Yields so stats now work correctly
  • Fixing modifiers squishing the paper doll in the menu which was making this un-unusable
  • Fixed issue with Crop Plots where crop plots could not be watered after disconnected from a water network
  • Fixed issues with collect note common base quest as it was not ticking of if players chose to pick up the item
  • Fixed Mammoth Swimming Animations
  • Fixing Rabbit Run animations
  • Drones now deal explosive damage when they are killed
  • Drones now also can be looted on death
  • Fixing Dribbo rest animation as it was playing the wrong sounds
  • Fixed Foundry not being gated behind Electricity Tool when it requires Electricity
  • Fixed bug where spider could slide along ground during death animation for clients
  • Fixed legend icon for Dropship not matching actual used dropship icon


This Week: New Gameplay Settings



This week, we’re introducing two new settings based directly on player feedback, aimed at improving overall gameplay and giving players more control over their experience.

The first setting displays the player’s exact health value on both the player health UI and the mount UI while riding. This provides clearer, more precise information at a glance, making it easier to track your health during combat, exploration, or travel. For players who prefer a more immersive or minimalist interface, this option can be disabled at any time.

The second setting introduces the ability to adjust the time required when interacting with deployables that use a hold action. This allows players to speed up these interactions, helping streamline repeated actions and reduce downtime, especially during busy gameplay moments.

Note - this was accidently released in a previous weeks update but was still undergoing development, but now it is all hooked up and working correctly.

We’ll continue to review feedback and look for opportunities to add more settings and quality-of-life improvements. If you have any suggestions or ideas you’d like to share, please let us know.



Next Week: Lighting Update and Consolidation



Next week we are doing a bit of a rebalance and consolidation of some of the light items in game to make it easier to use without having to craft separate variants for walls and ceilings. Be sure to check out this and other improvements next week.



Your support makes these updates possible.



https://store.steampowered.com/bundle/66187/Icarus_Second_Chance_Bundle/

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

Changelog v2.3.26.147083-rel-GreatHunts



QoL and Fixed


[expand type=details expanded=false]

  • Hide Cow GFur in Mount Preview to resolve artifacts
  • Re-adding Platform Sockets to Concrete and Stone Fortifications
  • Bags no longer show in the field guide in the used by sections of attachments
  • Updated highlightable and interactable for locked doors and security doors to reflect their new state
  • Update Keybind info in Inventory UI. Fix alignment. Remove incorrect
  • Add health value to inventory above paperdoll. Localized text
  • Fixing issue where modifiers would squish the players armor paper doll if it extended beyond the modifier bounds
  • Remove accidentally duplicated talent in Wooly Zebra tree, for Mammoth. Remove some DNTs. Fix some various Talent node positions
  • Mammoths - swim animation played very low down. When swimming added a offset to root bone so his head is above water
  • Crop Plots - Fixed not being able to water crop plots after water spline disconnection
  • Duplicating and replacing the boar rest animation that was used for dribbos that had a boar sound linked to it
  • Shattering Rewards for Clay, Obsidian and Scoria are now correctly setup as virtual stats and will scale appropriately
  • Fixing Shattering Rewards so they acutally scale the breakable rock resources when harvested
  • Enabling Health Values UI and Setting
  • Enabling Interact Timer Setting
  • Adding successful impact sounds for pickaxes and sledgehammers on concrete to account for when hitting drone spawners for better audio feedback of successful hit
  • Fixed bug where spider could slide along ground during death animation for clients
  • Exposed autonomous spawner cleanup logic to BP so that individual behaviours can specify custom cleanup triggers
  • Cave spiders should now despawn during daylight hours (recurring random chance after 8am)
  • Fix Foundry not being gated behind Electricity Tool when it requires Electricity
  • Fix legend icon for Dropship not matching actual used dropship icon
  • Remove Grey tick from incomplete mission widget as it was causing state confusion. Now only show Gold tick when mission is complete
  • Increase Rabbit rotation rate when sprinting from 100 to 360 degrees/second, otherwise their turn and run looks broken


Future Content


[expand type=details expanded=false]

  • Create unique PreviewCameraSettings for various mounts so the positioning is good across the board. Hide Tundra monkey GFur in mount preview (scene capture) to fix artifacts. Zero out and set invisible GFur components on Mounts/Tames that don't actually use them. Fix incorect MountData define on SwampQuad. Resize MountPreview RT from 600x700 to 512x512 for optimization. Remove unhooked/duplicate BP logic in MountPreview. Copy additional useful values for duplicated GFur component to ensure GFur matches. Don't copy GFur components that are invalid (invisible)
  • Adding overheating elements to mining laser audio
  • More eden idle random idle sounds
  • Updated SM_DEP_Polymerizer_T5
  • Resaving Item Icons so they can be reimported from the raw art in the correct location
  • Adding Icons for newly hooked up Trophies
  • Adding Missing Vestiges and Recipes for the New Creature Trophies
  • Adding More Missing DT Setup for DH Creature Trophies
  • Fixing Build Validation for recently deleted trophies
  • Adding More Missing DT Setup for DH Creature Trophies
  • Removing duplicate creature trophies
  • Adding Missing DT Setup for DH Creatures
  • Adding Mug Prop and Icon
  • Adding Security Camera Prop Item setup and Icon
  • NPC Turret Now rotates towards player and no longer requires power
  • Drones now deal a small amount of explosive damage where they land, when they explode
  • Adding new Enemy Flamethrower Turret
  • Reduced Spawn Rate of Sulphur Worms in the Sulphur Pools
  • ELY4 - Swapping the Drones attacking Iris to be Scouts instead of the basic ones
  • ELY4 - Changing invisible drone spawner to inherit from the mix spawner
  • ELY1 - Shifting Drone Spawners so they don't have to navigate around the rocks in the area
  • Adding drone remains which is dropped when a drone is destroyed
  • Adding Health Scaling on the Drones (Base - Low, Scout - Medium, Carrier - High, Hunter - Low)
  • Adding new mix AI Drone Spawner to spawn drones at various weights (50% Drone, 40% Scout, 10% Carrier)
  • Replacing Normal Drone Spawner in ELY2 to use the Mix Spawner instead
  • ELY6 - Adding new Security Door and Keypad UI
  • ELY2 - Adjusting Final Lab so the Drone Spawner is now elevated next to the base fully in view for players
  • Adjusted Drone Spawners to have -50 melee damage resistance and -50 explosive damage resistance
  • ELY3 - Same Fix as ELY2 Blocker
  • ELY2 - Adjusting logic around the blocker so it is not destroyed but just collision removed to catch cases where new ones spawn during the find phase, also fixes blocker reappearing during the mission / other missions
  • Improve VFX for Laser Pistol impact. Increase projectile launch force and reduce gravity effects
  • Add initial WIP setup for EMP grenade
  • Halve charge rate and power consumption on Wall Charging Device to better reflect its size
  • Add Building Salting modifier and Shovel logic (unhooked, pending UI/UX implementation)
  • Fix issues with voxel placement in SW_MED_001 cave prefab
  • Fix issues with AC_MED_007_DLC2 cave prefab. Swap few references to _NoFoliage version to ready that for deletion
  • Improve collision accuracy on GL Cliff 14 because its too low and almost got me killed
  • Interactable Lakes now pull from WaterSetup DT to get Highlightable row so that correct/detailed display names can be shown. Setup Sulfuric water bodies (and Geothermal Terraces) to point to SulfuricWater row
  • Add Highlightable row define to WaterSetup DT
  • SulfurWorms: Remove cave worm rock mesh logic.
  • Add new loot bag BP with larger sulfur mesh.
  • Disable Interact and Highlight components on death.
  • Fade out visible meshes shortly after death as cleanup is now delayed.
  • Decreased delay between spawns from 5 minutes to 2 minutes.
  • Remove invalid 'Head' reward rows.
  • Add scales, increased poison sacks, and guarantee Sulfur to loot drops
  • Split out VFX for Laser pistol into muzzle flash FX and impact FX which are now handled via payload.
  • Improve muzzle VFX.
  • Cleared out invalid ItemsStatic data on Laser Pistol ammo.
  • Change Meshable item to SM and remove reference to projectile BP and delete.
  • Fix PreviewItemTemplate define.
  • Fix muzzle location by adding SK mesh socket
  • ELY6 - Setup the Spawning of Mo's pod which will take off when unlocking the 2nd door
  • ELY6 - When interacting with Mo's Helmet the light now turns off to draw attention to the event
  • ELY6 - Setting up 2 prospector pods to take off when players enter the fortress
  • ELY6 - Adding quest makers, quest steps and basic setup for prospector pods
  • ELY6 - Fixed issue where the entire setup logic for the fortress was running every reload
  • ELY6 - Adding Mo Helmet Item and Quest Marker as well as quest queries for where to spawn in world
  • ELY6 - Adding Build Blocker to Story6 area so players cannot build over the walls
  • ELY6 - Adding Spawn Blocker to Story6 Area so we only get the specific creature spawns
  • ELY4 - Fixing Quest Makers which where accidently moved in a previous commit, meaning the drones where spawning on the other side of the map
  • ELY6 - Fixes to Base so that concrete walls now work correctly, adding bases for drone spawners, converting turrets into enemy turrets
  • ELY6 - Adding tower to prebuilt base
  • ELY6 - Adding in spawning of the prebuilt base, spawning of drone spawners, satellite and spotlight
  • ELY6 - Adding new quest markers for new objects being spawned in
  • ELY6 - Adding new Quest Steps Outline
  • Adding new Recorder for Security Door to use for placed in world objects, also adding new intermediate child BP for security doors that are placed in world
  • Sweeping pass over Elysium to fix Default surface type on stale landscape areas. Add tooling to ping landscape in grid format to find Default surface type locations
  • ELY6 - Hooking up full quest for testing
  • ELY6 - Triggering ship on upper platform to take off when the player arrives
  • ELY6 - Fix Note Name
  • ELY6 - Adding Door Code Collectable Note to the prebuilt structure
  • ELY6 - Removing debug quest skips
  • ELY6 - Add Remaining Steps for Mission 6 including event
  • ELY6 - Adding new Collectable Note Code
  • ELY6 - Adding new Quest Markers for various travel events and events
  • ELY6 - Dialogue Pass hooking up to quest steps
  • ELY6 - Setting up initial quest steps and unlocking of the security door withthe pin code
  • Fixing names and interactions of locked door / security door
  • ELY3 - Reworked quest to you don't have to use the aaccess card on the outer door, now you use a pin code which is located on the access card
  • ELY3 - Reworked quests so you don't have to use the access code on the inner door, you now interact and the rest of the mission plays out
  • ELY3 - Adjusted quest steps and descriptions so they make sence with the new context also adjusted some audio and dialogue timing with new quest steps
  • Renamed AccessCardDoor to LockedDoor and added new child classes for its use in a few missions
  • ELY6 - Removed Blocker mesh from in world and replaced with a security door with a pin code
  • Mount Raptor - Lowered cloth effector capsule as it was blocking movement into doors
  • removing unapproved actors from orange quad
  • Ely - added flow points, waterfall adjustments, testing mesh placement to cover seam between water types in swamp, orange quad
  • QM_Story6_Event repositioned, removed delay on BP_MissionSix_OrbitalSequence and updated FX
  • Ely - lava lights, decals and general polish in volcanic, purple quad
  • ELY2/4/6 - Drone Spawners no longer destroy themselves on terrain anchor invalidation
  • Adding additional checks to the EDEN Object Spawning so we don't duplicate assets
  • Fixing Issue where the EDEN Mission Device was respawning every load when it shouldn't have been
  • ELY6 - EDEN Build Blocker now does not record, while the fortress blocker does
  • ELY6 - Cleaning up old blockers so they are removed from older prospects
  • Added missing mount and pet icons. And changed line thickness of existing mount and pet icons
  • Various drone adjustments and balances. Reducing amount of vocalisations they will do and distancing rolloff
  • Removing relaxing idle layers from Storca which sounded like generic wolf
  • Adding additional sound layers to slinker death and flinch
  • Slinker audio vocal adjustments and fine tune
  • Ely - mesh fixes on green quad
  • Eden - disabled shadows on all point lights except campfire
  • Ely - mesh and landscape fixes on red quad
  • Ely - mesh fixes on yellow quad
  • Ely - landscape fix on blue quad
  • Added Geothermal BG scene for Bestiary screenshots, as well as updated Tundra BG scene
  • ELY6 - Fixed Door Code as it was written in the note incorrectly
  • Setting Up Igloo Sidequest
  • Fixing interactions with the crafter and logistics npcs
  • Reparenting Craft and Logistics NPC so they can now provide rewards
  • Each NPC now offers 3 rewards instead of one
  • Setting up EDEN NPC's and Rewards after interaction for EDEN Sidequests
  • Adding TPS landing Pad Item Icon
  • ELY6 - Resaving story 6 base to use the new TPS Landing Pads
  • ELY6 - Adding new TPS Landing Pad
  • ELY6 - Removing DNT from mission 6 steps
  • Fixing issue where the collect note quest was incorrectly checking
  • ELY6 - Adding in new quest step which involves collecting a door code from Iris at the beginning of the quest so you can get into the TPC Compoung
  • ELY6 - Adjusting quest steps so the pin codes are no longer in the quest objectives but rather in the collectable notes so the player has to read them to see the pin codes
  • ELY6 - Fixing issue where the drone spawners where not being spawned in steam builds, adjusted the iteration loop to use actual queries and added new quest markers to replace the old ones
  • ELY6 - Mo's Helmet now turns off both lights when interacted with
  • ELY6 - Drone Spawners and Drones are Destroyed when you reach the top of the tower
  • ELY6 - Mission elements are now correctly cleaned up at the end of the mission as they were trying to use the variation bool
  • ELY6 - Adjusting timing of FX to fall in line with dialogue when the event plays out
  • Changed TEI NPC mesh helmet material to opaque
  • Set DF Shadows to enabled on IcarusPoint/SpotLight Actors. Fix inner/outer cone radius values not being hooked up
  • Adjustments and fine tunes to the dialogue and SFX event triggering the ending of m6. starting buildup slightly earlier for more DRAAAMAAA. also adding distant explosion tails and echos
  • Added Yeti Head Armour SK, with materials and textures. Will still need to be added to the Armour Data Table
  • Ely - set dressing and material changes around waterfalls in swamp, orange + purple quads
  • Ely - duplicated CF fallen logs for set dressing, moss material variants for LC Cliffs 27 and 29, material for swamp waterfalls
  • VFXs for missing voxel hit surface
  • Abomination fine tunes and distancing
  • Added sadwyrm Queen boss and map icons
  • Ely - adding lot rows to D_ExoticSpawn, assigned to all meta spawners
  • Decrease volumetric scattering multiplier further on Drone spotlight. Remove logic that is making it brighter based on attack state. Decrease brightness from 40 to 20
  • Decrease volumetric scattering multiplier by 50% on Drone spotlight
  • SQ Fish - Adding unobtainable to fishing shack
  • SQ - Fixing issue where weight was not being updated correctly when submitting a new fish to Dunski
  • SQ Fish - Fixing Ren and Experiance Reward from the Fishing Contest - it is now awared correctly based on ranking
  • ELY - Adding missing external actors for quest steps
  • Added Trophy for Stomper Matriarch, including adding the mesh to the existing BP. I also updated the gfur groom on both the creature and the trophy with a higher quality groom
  • Added Trophy for Stomper, including adding the mesh to the existing BP. I also updated the gfur groom on both the creature and the trophy with a higher quality groom
  • BP_LockedDoor - separated lever from door mesh, added functionality to BP to animate lever when door opens
  • SQ Fish - Adding Fish Contest Rewards, unique to each player in addition to a participation reward
  • Ely - mesh fixes in arctic, green quad
  • SQ Fish - Setting up the beginning of the fishing contest
  • SQ Fish - Setting up the Supply Eden Quest Step
  • SQ Fish - Setting up first half and prepare steps for the quest
  • SQ Fish - Adding Intermediate BP for the FishBoardController and added a repgraph policy so replication occurs correctly
  • SQ Fish - Adding Fish Owner and adding new interactable so you can present fish to the Owner to get them assessed
  • SQ Fish - Fishing Board now Updates with Fish weight, all values are now displayed correctly, fixing inventory on fish crate
  • SQ Fish - Fixing include from last c++ commit
  • SQ Fish - Adding Fishboard, Fishboard controller and recorder, spawning fish board in correct location and quick setup of quest object spawning
  • SQ Fish - Committing quests to fix build validation
  • SQ Fish - Adding Fishing NPC's and AnimBP
  • SQ Fish - Adding new quest markers and spawning the new NPC's on the docs
  • ELY1 - Beacons now cleanup at the end of the quest and not 600s after the individual objective is complete
  • SQ Igloo - Fixing issue where the ice pieces where locked behind a development reroute node
  • Fix LOD screensizes on Charger deployables. Removed second collision box on Wall version
  • Doubled flame thrower turret range
  • Cap spawned Drone Scout population to 2
  • Add temporary debug logging to Mission_Device_Eden to check if it is spawning multiple times
  • Fix hole in AC_MED_009_DLC2 cave. Fix numerous voxel alignment issues
  • Remove unused NoFoliage DLC2 cave prefabs to remove maintenance overhead
  • Ely - mesh fixes in arctic, green quad
  • Ely - added banana trees around oases in desert, yellow quad
  • Added bestiary image for the Chew, including adding it to the Bestiary Data data table
  • Limit radiation sphere draw distance to 1km, disable decal/occluder on the mesh
  • SQ Yeti - Updating Quest Text about where to find gribber bait resources
  • Added Geothermal BG images to Atmospheres Data Table, and added images for 3 creatures to the BestiaryData Data Table, the Geothermal Raptor, the Sulfur Pool Worms, and the Geothermal Hopper
  • Added bestiary image for Sulfur Pool Worms
  • Added bestiary image for geothermal variant of the Raptor
  • Added bestiary image for geothermal variant of the Hopping creature
  • Added Trophy for Chew creature, including mehses, gfur splines and BP
  • Added Geothermal Bestiary BG images
  • SQ Fish - Fixing Spawning of Object positon, adding new quest marker and setting up required tags
  • SQ Fish - Adding Quest Marker & Quest Queries for the spawning of structure and objects
  • SQ Yeti - Adding EDEN Reward as the last quest step
  • SQ Fish - Setting up prebuilt structure and cleanup
  • SQ Fish - Adding new Side Quest Setup
  • Adding new Growth Curve for the tamed tundra monkey and buffed it as it was far too low
  • SQ Yeti - Adding Spawn Blocker to Boss area
  • SQ Yeti - Mission is now fully playable
  • SQ Yeti - Adding in last quest steps for finding and killing a frostfoot in the quarry, added quest marker and spawn steps
  • SQ Yeti - Mission is now fully playable
  • SQ Igloo - Reparenting Base Quest so that EDEN spawns correctly if played from mission mode
  • SQ Yeti - Adding in Raise Gribbler Quest Steps
  • SQ Yeti - Improving quest objectives again so they are more bespoke and adjusting hint text
  • SQ Yeti - Improving quest objectives to show the status of the trapping -> taming process
  • SQ Yeti - Setting up Capture and Taming of Gribbler Steps and fixing faction mission reference so mission can be triggered
  • Reparenting uranium emitter, updating rep graph policies and adjusting placed uranium emitter in the elysium map
  • APE_G - Fixing issue where abandoning would not successfully cleanup the cage or structure
  • Hunter Drone - Added charge attack behaviour. Added overrides for investigate and attack. If no LOS then will wander until LOS gained
  • Change Worm Spit light to cast DF shadows
  • Drone: Changed Drone SpotLight to be IcarusSpotLight and enabled DF Shadows. Add IES texture for improved visuals. Add 200m culling distance for performance. Fixed Drone Crashed SM LOD screensize
  • Drone Corpse: Remove Flare as lighting didn't support it. Changed light material to Red and flicker on/off with light. Remove box collision interactable and just interact with main SM. Reduced light culling distance to default 50m. Don't loop Timeline instead run random time delay between cycles so its easier on the eyes
  • Eden - duplicated Palmbush_01 and replaced harvestable foliage, added campfire FX and audio, extra light for Mo's area, removed static fans from Iris' lab and replaced with animated SKs
  • Added Eden and Tame creature mission icons
  • ELY1: Now when interacting with Eden markers the light turns off to indicate it has been shut down. Changed to IcarusPointLight and setup DF shadows. Fixed highlightable setup. Tweaked DF for Hab mesh
  • Delete Tick debugging on Flare Arrow SKItem. Additional logic gate for sphere rendering due to loose unhiding of child meshes from Character when teleporting/unstuck
  • Ely - waterfall polish in swamp, orange + purple quad
  • Add small chance for Drone_Scout to all Ely biome spawns except Tundra
  • Added Specimen Prop icons to deployable and itemable data tables
  • FlareGun: Change SM item projectile class to SK to fix it hitting client player in the face. Unify Ballistics settings to match FlareArrow/defaults. Buff launch force so Flaregun fires flares the highest (210m vs 165m for CompoundBow). Flares now lerp between current and desired slowed speed after apex has been reached instead of abruptly coming to a halt. Do delayed init valid checks on ProjectileMovementComponent to ensure no client desync after speed changes. Bring slowed speed between flare arrow and flare cartridge closer together. Change large light for flares to IcarusPointLight and enable DF shadows for improved visuals. Added emissive sphere to better ground visuals. Decreased delay before effects show. Parent Flare SKitem to FlareArrow SK item as 99% was duplicate logic. Tidied BPs. Tweaked flare smoke and primary flare VFX for better visuals
  • Fixing Curved Building Set Icon for the Ice Curved Blueproint
  • ELY6 - Drone Spawners are now disabled after interacting with the helmet
  • ELY6 - Invisible Drone Spawners spawn a lot faster than mix and have a higher spawn count
  • ELY6 - Mix Drone Spawners now have a max spawn count of 4 and a spawn rate of 60seconds by default
  • ELY6 - Adjusting Dialogue so it plays when you find the stronghold and not while in eden
  • SQ Yeti - Setting up quest steps
  • Added Irradiated Mutation animations to the project
  • Addding the Artic Armor Head Varient (Yeti) and setting as quest reward for the Yeti Sidequest
  • SQ Yeti - Setting up new Yet Side Quest
  • Adding the Eden Reward Mission Type
  • Reducing Sidequest Rewards so it takes into account the in mission rewards
  • ELY6 - Setting Quest Objective Preivews
  • Setting up all mission types for the main elysium quests
  • SQ Igloo - Unlocking for Dangerous Horizons, Adding Descriptions and Types, Adjusted rewards
  • SQ Igloo - Adding new quest step for collection of equipment
  • Finishing Igloo sidequest - now fully playable on DH builds
  • Fixing duplicate definition of virtual stats

Steam is experiencing an outage [RESOLVED]

EDIT: the outage appears to be resolved.

[p]The outage is a steam issue.[/p][p]Please note we get no more information from steam about these things than you do.[/p][p]We only figured this out by seeing it affecting other games. This post is being written 3am my time time, why steam don’t announce this is something only they can answer.[/p][p]If you go visit the Project Zomboid forums you can see people having the same issue.[/p][p]That steam don’t announce these issues is very problematic for us, because we get the negative reviews (we already have now for this outage) for something which they cause.[/p][p]It appears to line up with a cloudflare outage, so you can monitor the status there. Once this is resolved, I recommend you restart your computer[/p][p]Dean Hall, Irritated and tired CEO[/p]