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Genre: Simulator, Adventure

Icarus

Icarus Week 213 Update | Tag Based Fish Crafting

Welcome to Week 213.

This week we’re rolling out our new tag-based crafting system and walking through the related changes to fish recipes and crafting. These updates are aimed at making crafting more intuitive and reducing recipe clutter.

We also make some changes based on feedback from last week to do with the new mount UI - where the cargo slots where not as easily accessed as before. Also based on feedback we have made adjustments to the mammoth mounts attacks so they pack more of a punch. Finally, we have added Woolly Mammoths to the Southern Prometheus arctic so they are more accessible to players on that map.

This will also be the last week for our double XP event so jump in with some friends and grab Icarus during the steam winter sale to take advantage of this event.

We’ve also included a quick look ahead at what’s coming next week — the Explorer’s Backpack.

Notable Improvements:



  • Iterated on the Mount UI and restored the Cargo / Talents Tab as the new UI was not as useable when dealing with larger amounts of item storage on mounts
  • Mammoth Mount Adjustments - Doubled stomp radius in Crushing Blow
  • Mammoth Mount Adjustments - Double damage when performing secondary attack
  • Buffed the Dried Fish Spoil time from 800s -> 2000s so they now last longer before spoiling
  • Adding Wolly Mammoths to Southern Prometheus Arctic


This Week: Tag Based Crafting



As we worked on Dangerous Horizons, we wanted to finally introduce tag-based crafting. This was primarily to address an issue we encountered when adding alternate recipes: if many recipes produce the same output but use different (yet similar) inputs, we end up needing a separate recipe entry for each item, which can make viewing recipes on a device confusing and cluttered.

For example, when we introduced 60+ types of fish in Gallileo, we no longer had a single 'fish' item - we had 60+ individual ones. Because of this, if we wanted players to be able to cook fish on a campfire, we would have needed one recipe per fish type to craft it into 'steamed fish.'

To address this during the Gallileo patch, we removed the 'steamed fish' item and replaced it with 'fish chunks', a new intermediate resource that all fish can be broken down into by right-clicking them in your inventory. While not ideal, this allowed us to retain a useful product for recipes without creating 60+ duplicate entries every time fish was needed as an ingredient.

Tag-based crafting streamlines the entire process. We can now assign a [fish] tag to any fish, allowing a recipe to accept any tagged item as input. This gives us the flexibility to make crafting smoother and more intuitive in situations like the one mentioned above and others like it.

We don’t plan to convert all of our recipes at once, but we will use tag-based crafting on a case-by-case basis where we think it’s appropriate.

If you have any suggestions for other ways we could use this system, please let us know.



This Week: Updated Fish Recipes



We’ve made several improvements to how fish and related recipes work, especially with the introduction of tag-based crafting. These changes should make crafting with fish more intuitive and reduce clutter in recipe lists.

Below we have summarised the major changes.

  • Steamed Fish have Returned - these can now be crafted from any caught fish at campfires.
  • Fish Chunk Conversion - Converting fish into Fish Chunks is now a recipe available on the Player as well as at the Butchery and Fishing Benches.
  • Fillet Recipes - Saltwater and freshwater fish fillet recipes now use any fish with the [saltwater] or [freshwater] tag, instead of requiring individual recipes for each fish type.
  • Filleting Station Update - The Filleting Station on the Fishing Bench is no longer an auto-crafter - you’ll now need to manually select recipes as now you can craft fish chunks as well as fish fillets there.

All existing bonuses from crafting with fish - such as weight affecting butchering outcomes - remain unchanged. This means you’ll continue to receive bonus chunks and fillets based on the fish’s weight.

The current system increases crafting output by 1 for every 3.33 kg of fish weight.

This means you’ll receive 1 freshwater fillet when butchering a fish under 3.33 kg, 2 fillets for fish under 6.66 kg, and so on. The same scaling also applies to fish chunks and saltwater fillets.

Previously, this bonus was not clearly communicated, so we’ve added a tooltip to fish-related recipes to make this behaviour more visible.




Next Week: Explorers backpack



Next week we will be introducing the Explorers backpack a new workshop item that has a focus on recovery and movement while traversing Icarus.



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 2.3.24.146614-rel-GreatHunts



New Content


[expand type=details expanded=false]
- Added and unlocked Tag Based Crafting Recipes for Fish

Icarus Week 212 Update | Rideable Woolly Mammoths

Welcome to Week 212.

This week, we’re introducing juvenile woolly mammoths to Icarus. Prospectors can now encounter these massive creatures in the wild, tame them, and equip them with saddles to use as powerful mounts.

We’ve also made a number of improvements to the mount UI. These updates make it easier to see important mount information at a glance, while more clearly presenting the talent tree.

Finally, we’re giving you a first look at a new crafting system coming next week. This upcoming system is designed to streamline crafting and offer more flexibility, and we’re excited to share more details soon.

Notable Improvements:



  • Fixed an issue where Custom Game Settings could not be Opened in Dedicated Servers Lobbies when creating a prospect - they now can be
  • Saddle tooltips now show what creatures they can be equipped to, these are represented by icons of the creatures
  • Mount Health Bar and Player Health Bars now have a size limit and will not extend endlessly across the screen


This Week: Rideable Woolly Mammoths



This update introduces woolly mammoths as a new tameable and rideable creature. After locating a juvenile mammoth and dealing with its parent, you can tame it, craft a unique mammoth saddle at the Tier 2 Animal Bench, and equip it to travel across the map atop this massive beast.



Mammoths feature their own dedicated talent tree, with more exciting talents planned for future updates. Their high carrying capacity makes them ideal for transporting large quantities of materials, while their steady movement allows them to navigate rough or uneven terrain with ease.



You’ll find mammoths roaming colder regions, and they follow the same taming and care systems as existing creatures, making them easy to integrate into your current playstyle.



This Week: Mount UI Update



We’ve spent time refining the mount UI, as it previously didn’t present one of the most important features clearly - the talent tree. The updated layout brings this system into focus, making it easier to understand and interact with your mount’s progression.

While there are more improvements planned for the future, this update represents a strong first step toward a clearer and more intuitive mount experience.



Next Week: Tag Based Crafting



Originally developed for Dangerous Horizons, we’ve implemented a new system that allows items to be grouped using tags and used as crafting inputs, rather than requiring a specific item.

We’ve decided to release this system early, as it works particularly well with fish - of which there are now over 60 varieties. Next week, we’ll be rolling it out alongside new fish recipes, making crafting more flexible and significantly easier to manage.

Check back next week to see this new system in action.



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 2.3.23.146505-rel-GreatHunts



New Content


[expand type=details expanded=false]
- Unlocked Rideable Mammoth Mount, Spawning and Talent Tree

Hotfix 2.3.22.146441-rel-GreatHunts

Contains the Following Fixes



  • Arachnophobia can now be toggled on and off correctly on dedicated servers
  • Fixed issue where custom world settings where not saving to the prospect file immediately - this have now been corrected with a force save when these settings are updated
  • Fixed issue where clients would not see the current custom server settings in the escape menu after logging in as an admin on dedicated servers - this has now been corrected and the server settings are set to the correct state when opening
  • Fixed issue where players who log in as admins in the dedicated server lobby or auto-login due to being part of an admin whitelist where not registered as logged in when transitioning to prospects - this has been corrected and an auto login and sync will occur so while on prospect elevated custom settings can be adjusted as intended, this is partially working and will be improved


Known Issue



  • When creating a new prospect from a dedicated server lobby the 'Custom World Settings' button may not work. The current work around is to change the setting as an admin while in game using the button in the escape menu. This will be fixed in coming patches.

Icarus Week 211 Update | Spiders, Arachnophobia Mode and Double XP

Welcome to Week 211.

This week grab your friends for a double XP event & Icarus on 90% off sale!

We also add a brand new creature - spiders, with all new attacks, resources, trophies an challenges.

For though players who prefer to avoid spiders, an Arachnophobia world setting has also been added which will disable spiders from spawning. World settings can be adjusted by admins on dedicated servers of the host in p2p play.

We also provide a small sneak peek at what is coming next week - a tameable and rideable mammoth.

Notable Improvements:



  • Fixed being unable to pickup pieces of Cake after the session is reloaded
  • Adjustments when brining mounts down from orbit so they spawn in a better area near the pod which fixes some cases where the terrain around the area was not suitable




This Week: Double XP



This week we're offering double XP to celebrate the holidays and to welcome the new players picking up Icarus in the Winter Sale at a massive 90% off! All DLC is also discounted if you've been waiting to pick up one of our expansions or item packs.




This Week: Spiders



This week, a new creature crawls its way into Icarus: Spiders. These nocturnal threats emerge after dark, keeping good company with our native Kiwi, and can be found lurking outside caves in the Forest and Grassland biomes across Olympus, Styx, and Prometheus.



Explorers should stay alert while traveling at night, as spiders bring a set of unique and dangerous attacks. If you venture too close, they will launch poisonous webs that slow movement, making escape more difficult and encounters far more deadly. Plan your expeditions carefully, keep your distance, and be ready for a fight when darkness falls.



Defeating spiders also comes with its own rewards. They drop a new resource - Spider Silk - which can be used in alternate crafting recipes, including new options for Rope and Platinum Weave, offering fresh ways to progress your gear and equipment.

As with all of our creatures spiders come with their own craftable trophy and unlockable bestiary entry.



This Week: Arachnophobia Mode



We’ve also unlocked the Custom World Settings menu, which we plan to expand with additional options in future updates. As part of this release, we’re introducing Arachnophobia Mode, which allows you to toggle spider spawning on or off. If you’re not a fan of eight-legged creatures, enabling this setting will prevent them from appearing in your world.



Arachnophobia Mode can be configured when creating a new Prospect (under the Difficulty section), or at any time from the Escape menu while in a Prospect (just above the Continue button). Please note that this option is only available to Hosts or Admins. If you’re playing as a client on a Dedicated Server, you’ll need to log in as an admin to access it.



For new Prospects, Arachnophobia Mode will default to Off. However, for existing Prospects, it will default to On. This is to avoid unexpectedly introducing these new creatures into established worlds without players’ awareness. You can opt in or out at any time via the Custom World Settings menu.

If you have any thoughts on other custom world settings you'd like to see in this menu, let us know!



Next Week: Rideable Woolly Mammoths



Next week, to celebrate the holidays we will be adding a brand new mount, the Woolly Mammoth.
Juvenile woolly mammoths with now spawn with their parents and can be captured and tamed in the normal way. As with all of our other creatures they come with their own unique talent tree. Be sure to check it out 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 2.3.22.146311-rel-GreatHunts



New Content


[expand type=details expanded=false]

  • Added Spider IK
  • Added turn BS to spider
  • Tweaked Spider rotation rates and blending
  • Removed swimming transform offset from spider
  • Fixed Spider loco speed
  • Added missing spider idle animation
  • Reworked spider attack BT
  • Fixed spider spit projectile not hitting targets
  • Temporarily added Spiders to caves in ELY for testing purposes
  • Forest spiders should only wander 2500 units from their target cave
  • Anchored wander distance can now be stat-driven
  • Removed various DH feature locks from spider content
  • Spiders should now only spawn at nighttime (same hours as kiwi)
  • Removed DH feature flag from Arachnophobia mode custom game stat
  • Fixed issue where custom game settings weren't being correctly populated by defaults
  • Fixed issue where applying custom game settings wouldn't clear previous configuration before adding again, resulting in duplicate stats
  • Hidden custom game settings should no longer have widgets created for them
  • Removed spiders from outpost_forest spawn config
  • Spiders should now be cleaned up after turning on arachnophobia mode
  • Arachnophobia mode will now be enabled for existing prospects. New prospects will have it turned off
  • Fixed spiders wandering too far from their nests
  • Fixed issue with arachnophobia mode being enabled on non-shipping test prospect info
  • Slightly increased min distance to players when spawning new cave spiders
  • Adding Spider Trophy Mesh Item and Deployable Setup, Taking and adding new Icons for Trophies, Adding Recipes
  • Adding Missed raw art images for spider silk and spider head item icons
  • Adding Spider Silk Icon and Spider Head icons, removing feature level lock from spider related items
  • Setting up spider Bestiary Entry and splitting from geothermal spider
  • Adding Spider Silk item and alternate recipes for platinum weave, bandages and rope
  • Spiders now drop spider silk instead of leather


Fixed


[expand type=details expanded=false]

  • Set Plains Equix to use Deer spawn rates. Set Bluebacks to use Buffalo spawn rates
  • Clean out AISpawnRules that are not valid for the SpawnConfig for that level (Polar Bears on Desert Outpost, etc). Add DT Validation for detecting SpawnRules invalid for SpawnConfig
  • Fix Cake pieces no longer being interactable after reload


Future Content


[expand type=details expanded=false]

  • Added Cliffs to the Arctic Blue Quad, Elysium
  • Added Orbital Exchange Interface Landing Pad Icon
  • Added Clay Brick Building Piece icons
  • Adding mutation laugh audio and notify
  • Small geiger counter balance pass
  • Drones - Switched scout drone to new model. Switched hunter to new model and added new animbp for its new skeleton/anims
  • Update Juvenile Mammoth mesh, locomotion speed, animbp
  • Fixed mammoth LookAt ctrl rig and replaced usage of old lookat blendspace
  • BP_WyrmQueenEgg update on VFX
  • Adding woolly mammoth juvi flinch, death and idle vocal events and data table setup. Also adding unique Eden music background track
  • Updated saddle data table with correct anim bp for the mammoth saddle
  • Added first pass mammoth saddle asset and updated mammoth mount settings to work with the saddle
  • Radiation Modifier UI - Progress bar now updates based on values within players 'survival triggers' instead of hard coded values
  • Adding tesla coil charge, zap, powered audio events and BP logic
  • Dragonfly nest spawn rotation should now conform to terrain normal
  • Frostfall Replaced Cave Entrance with BP
  • Fixed issue with follower spawns that was causing some followers to spawn with 0 X/Y offset
  • Added Destructible states for Stone Fortifications
  • updated synthetic armour 1st person arms mesh, added the sleeves
  • Fixed issue with new OEI asset spawning mounts in mid air
  • Transport pod mount spawning will fall back to a close range navigable area in cases where a valid path to pod can't be found
  • Ely - added custom collision meshes for LC_Cliff_23-25
  • Fixed Frostfall Landscape Blocking
  • Eden cave drips adjustments
  • More additions to eden. Adding cave drips closer to the waterfall. Balance of waterfall to have slightly more impact. Adding more insects, added lower percent chance of npc saying something
  • Ely - removed references to DC_TreeDead FTs in Tundra, green
  • Ely - fixed and applied Z offset on SML Aspen trees, green + yellow
  • Ely - fixed floating cliff in NW volcanic, red
  • Fixed bright billboard albedo texture by checking on SRGB tickbox for HRB_Kumara_Wild_Var_1
  • wip orbital sequence FX
  • Updated DEP_Fortification_Stone_Gate, BP, destructible and animation
  • Adjusting DM_DEP_Fortification_Concrete_Gate
  • Updated DEP_Fortification_Cancrete_Gate with destructibles and animations
  • Fixed Raptor mount not attacking back in defensive mode
  • Added bite to Raptor's attack montage
  • Lots of drone updates for the carrier
  • Temporarily reverted drones in ELY mission 1 back to original drone logic until more work can be done on updated behaviours
  • Updated skinning on juvie mammoth bones
  • Adding drone hunter or carrier spot vocalisation event. Adding spot vocalisation as a variable so it can be adjusted per drone type
  • Clean out old Dev test prospect data for Mounts and ContentServer
  • Drones will now attempt to follow navmesh for periods of time when stuck, should help in instances where drones get stuck on large rocks etc
  • Fixed an issue where drone movement would sometimes seem to flicker after reaching target location
  • Limit Ghost Croc population to 1
  • Update Nailgun to support Building Upgrade logic
  • Added mammoth juvie bones and carcass art assets to the project
  • Ely - lighting pass in Eden, yellow quad
  • Adding additional audio events for drone alternatives. Pitching adjustments. More to come
  • Replace DC_Palm with CocoPalm in FLODSandbox level. Remove DC_Palm from FLOD DT and delete FTs so they don't get used
  • Fix up Desert Cave diorama blue->yellow fog. Tweak some voxel scales resulting in poor texel density. Remove many meshes that weren't visible. Delete BuiltData
  • Adjustments to eden music track. Adjustments to mutation laugh, adjustments to NPCs dialogue amounts, adding wind gust through grates etc
  • Remove references to unused foliage in Diorama_Cave_01 and delete instances outside of level bounds
  • Updated flesh sack floater opactiy map compression. Updated BP with new V2 mesh and animation. Created AnimBP. Updated joint names in AI setup DT
  • Queen - Fixed wyrm egg delay being unhooked
  • Lots of drone audio adjustments. Adding correct collision hit event bones to ensure fall audio plays
  • New Drones - Cleaned up main BT and moved attack logic into 3 seperate files for each type
  • Updated mesh pack for the new armor sets and updated D_Meshable
  • Eden - adjusted various light settings, added new glow material for light meshes, reduced intensity of landing pad spotlights in BP
  • Removed duplicate raptor AnimBP for Juvenile, replaced with child class
  • Added twoleg and fourleg IK for raptor and striker
  • Fixed Swampbird IK not working
  • Updated the flesh sack floater opacity material. Added a version 2 of the flesh sack floater which is twice as large, a more detailed rig, and a better idle animation
  • Delete NavMeshBoundsVolumes mistakenly placed as NavModifierVolumes
  • Final eden ambient adjustments
  • Update icons for Crude Oil and Biofuel spline tools
  • Disable weather culling mesh on Building Wall Diagonal base class as its not needed and now matches Building Wall base class
  • Fixed incorrect relationship row for hopping creatures that was causing it to be a valid target for other NPCs
  • Fixed flare gun projectiles bouncing on ground
  • Reparented duplicate flare ballistic behaviour
  • Fixed flare smoke and sprite particles not fading or scaling correctly
  • Flare gun flare should now fade out before hitting ground
  • Reduced max speed of flare gun flares when descending
  • Repositioned lights and particles on skeletalitem_flare back to 0 (was previously offset to match flare arrow tip)
  • Lots of drone updates, additions and improvements. Adding drone carrier spot and drone hunter idle event etc
  • Dialogue and quest tweaks, various volume balances and adjustments - general mixing pass
  • Ely - fixed floating mesh and deep ore deposit in Tundra, green quad
  • Fixed a dialogue issue and some blue quest text for ELY6
  • Added variables to BP_IcarusPointLightActor and SpotLightActor for controlling intensity,color etc - reapplied custom settings to placed lights in Eden, yellow quad (they were reverting to default settings during sublevel generation)
  • Fixed an issue where the incorrect speaker was displayed in dialogue for ELY4
  • Priority adjustment for dialogue to ensure it plays
  • Fixed a number of typos, updated flavour text for items, updated quest text with specific faction references
  • Added Wall Clock props and security camera assets
  • Add Arctic Scorpions to Arctic Outpost spawn group
  • Fixed Highlightable on Geothermal Bat nest
  • Geothermal Spider now spawns in Geothermal areas like typical creature
  • Fix compression settings on Flesh Sac textures. Fix incorrect head joint name and default AI Setup row
  • Fixed DT validation with D_Saddles
  • Adjusted Woolly Mammoth saddle hand position
  • Removed standard saddle DT entry for Mammoth
  • Fixed missing Mammoth skill tree requirement link
  • Closer matched dialogue for theo, dialogue adjustments etc. Added wyrm death vocalisation to the ground animation etc
  • Fixed Bugs and Caves in the Arctic Blue Quad, Elysium
  • Feature locked mammoth talents relating to building
  • Added another inventory slot talent to mammoth tree
  • Saddles can now specify stats that must be true before it can be equipped on an NPC
  • Added new saddle items for Woolly Mammoth mount
  • Increased blend times on Mammoth idle and LookAt
  • Added talent and recipes for crafting mammoth saddles
  • WIP mammoth platforms will now appear when equipping heavy saddle
  • New Drones - Removed nodes that did nothing. Added additive attach montage to hunter drone. Fixed 'DroneType' not being set correctly causing all drones to count as the 0 drone type or 'standard'. New shoot task switches which anim to used based on enum
  • Tesla coil fine tunes
  • Dialogue tweaks for mission 4. making sure the last line plays. Radiation tweaks, removing reverb from geiger and slight reduction in volume of radiation zone
  • Removing reverb causing problems within cave drip event and ambient event
  • Mount UI - Hooked up new UI elements
  • Fixed Bugs and Landscape Blending in the Arctic Blue Quad, Elysium
  • Adding additional cook dialogue lines. Adding water fluid dripping through vent parts. Various adjustments. Removing a couple of unwanted lines
  • Committed Mount UI change again as last commit didn't go through
  • Updated D_Meshable for armor mesh packs
  • Fix Lithium Sledgehammer pointing to wrong tool damage row
  • Disable Spider spawning in Oly Conifer Easy area
  • Refreshed nodes in Hunting GOAP BPs to hopefully fix build validation
  • Ely - fixed crevasse and landscape seams in Geothermal, red quad
  • Eden - light color adjustments, moved some lights and meshes from persistent level, yellow quad - added wet rock decal texture+material
  • Slinkers and Batdogs have their max hunting distance halved if player target is within an active spawn blocker
  • Added missing mesh packs for the armor sets
  • Added missing Storca tame talent name/description
  • Changed Mount UI Layout
  • Updated Juvie mammoth corpse BP with correct art assets and Gfur culling on skinning
  • Updated flesh sack floater idle animation to inflate and deflate quicker
  • SulfurWorm Trophy setup
  • Disable Rain processing on Arctic Winds weather actions with 0 values
  • Add new Atmospheres (DesertEly, Coastal, Tundra Geothermal) to PlayerEffectsComponent when calculating current biome influence for Debris, fixing the missing Debris effects in these new atmospheres
  • Fixed Bugs and Caves in the Arctic Blue/Yellow Quad, Elysium
  • Queen - increased melee damage on eggs and reduced proj damage
  • Mount UI - Duped current mount UI as not intended to be live, going to revert original mount interface back to old regular version
  • Mount UI - Fixed build error - Missing stats column
  • Drone adjustments and fine tunes
  • Ely - tweaked some lighting, added welcome sign to Eden - fixed some floating trees and deep ore node elsewhere in yellow quad
  • Added Eden welcome sign mesh, material, textures
  • Add DT validation (and tidied) for missing creature images in Bestiary. Hide unused pins for structs in Bestiary BPs to improve searchability
  • Added version upgrade logic for custom game settings
  • Added Ghost Croc Bestiary image
  • Added Reaver Bestiary image
  • Added Giant Roach Bestiary image
  • Added Flying Tank Bestiary image
  • Added Bounder Bestiary image
  • Added Sand Scuttler Bestiary image
  • Added Tundra Deer Bestiary image
  • Added Flightless Tank Bestiary image
  • Added Raptor Bestiary image
  • Added Slinker Bestiary image
  • Added Tundra Monkey Bestiary image, including new Tundra BG images
  • Adding drone crit hit audio and extra strong point audio to better signal to the player where to shoot them. Adjusting the areas to cover the correct parts of the drones
  • Added hidden SettingsVersion stat to CustomGameStats DT
  • Mission six orbital sequence WIP timing of FX setup
  • Added SkeletalMesh to Unapproved Actors List, Set Dressing Eden in Desert Yellow Quad, Elysium
  • Undoing changes to existing MountInterface widgets, new changes will be done on duplicate widget(s) instead
  • Rebuilding banks and various volume adjustments
  • Updating Custom Gameplay Settings UI so it matches the general settings rather than using the debug UI
  • Blocking Out Rad Caves in the Arctic Green Quad, Elysium
  • NPCs inheriting from BP_Mission_NPC now correctly register with speaker subsystem
  • Fixed bug in ELY_Story_4 where Iris' speaker audiocomponent was being deregistered before audio was played
  • Queen - Changed modifier icons to new ones.
  • Added extra damage to laser/fire/melee and reduced projectile resistance on the eggs.
  • Changed scaling on the eggs from 6 per person to 4 + 50% per player (no change solo).
  • Reduced egg aura damage from 25 +/- 5 to 15 +/- 5
  • Added 6 new damaged screen materials for use with the monitor set dressing props
  • Add new AI Spawn Map area 'RightOutsideEden' to thin density, lower levels and remove some apex predators
  • Big mix pass. Re routed bark lines out SFX bus to avoid ducking making the bark lines feel important. Adjusted mission 4 to have correct end dialogue. various mixing balances of creatures and other things
  • Ely - fixed floating uranium nodes in NW volcanic
  • Player animbp will now blend between fast and slow riding poses depending on mount's speed
  • Added bestiary lore text for DH creatures
  • Adjusted woolly mammoth mount status indicator position
  • Removed one of the two mammoth eat animations
  • Added missing mammoth eat montage notifies
  • Adding floater audio to new animation. Various creature balance tweaks
  • Disabled LookAt on Raptor's sleep montage
  • Fix Mammoth Mount pointing to wrong health curve. Doubled Juvenile Mammoth health to 600
  • Moved Stone Fortification crafting to Masonry Bench and 4x recipe time
  • Unparent Wood Hedgehog unlock from Wood Fortifications. Parent Stone Foritifcations to Masonry Bench. Shuffled many unlock nodes to fix overlap, alignment, and cramping issues
  • STandard drone balance audio mixing pass
  • Added Trophy, including BP, and Bestiary image for Swamp Hopping Creature
  • Added bestiary image for Raptor Desert variant
  • Added bestiary image for Storca
  • Added Flightless Tank Trophy, including BP
  • Fix socket rotations and LOD settings on new Fortifcations
  • Fixed Cliff Bugs in Swamp on Orange Quad, Elysium
  • Improve LOD quality and collision accuracy on T4 Armor Bench. Increase texture res on B Albedo
  • Updated mammoth arctic explorer saddle art assets
  • Ely - removed radiation zones from both arctic regions, green+ blue quads
  • Adding orbital laser sounds into dialogue event. also adding lots of low mid distortion events to be used in project
  • Add chance for Sulfur ore to Geothermal Spider loot
  • Improve LOD screensize setting on CactusB meshes. Add unique Sickle harvest rewards which gives Organic Resin and TreeSap (was just Fiber)
  • Change Geothermal Spider name to Sulfuric Spider
  • Ely - set various LC cliffs to not generate navmesh
  • Update Bestiary images for new Creatures and setup Biome/Terrain info for Spiders
  • Ely - fixed wheat growing out of rocks in Tundra, green quad
  • Small balance pass for the drips in eden to not feel louder than the waterfall itself
  • Polished FX for orbital laser destruction sequence

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

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

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

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

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



This Week: Great Hunts Week One Update



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

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

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

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

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



This Week: Hotfixes v2.3.0.140125 and v2.3.0.140148



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

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

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



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

148 - Garganutan Boss & Achievement Fixes:



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



Next Week: Electric Fireplace



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


Your support makes these updates possible.



https://store.steampowered.com/bundle/40692/Icarus_Pets_Bundle/

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

Changelog v2.3.1.140342



New Content


[expand type=details expanded=false]

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



Fixed


[expand type=details expanded=false]

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



Future Content


[expand type=details expanded=false]

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

Hotfix v2.3.0.140148-rel-GreatHunts

Contains the Following Fixes:



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

Hotfix v2.3.0.140125-rel-GreatHunts

Contains the Following Fixes:



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

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

Welcome to Week 189.

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

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

Let’s get into it.



This Week: Double XP Weekend



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



This Week: Free Copernicus Update



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

Here's everything you get for free:

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

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

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



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

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

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



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

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

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



This Week: Great Hunts Campaigns DLC



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

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

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

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

Let's dive into each campaign.


Quarrite Campaign



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

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



Garganutan Campaign



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

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



Rimetusk Campaign



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

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



Content Requirements:



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


Playing with Friends



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

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



Your support makes these updates possible.



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

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

Changelog v2.3.0.139995



New Content


[expand type=details expanded=false]


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

Icarus Week 188 Update | Atmospheric Lighting and Firewhacker Improvements

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

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

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

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

Notable Improvements:



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



This Week: Atmosphere Improvements



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

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

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

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

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

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

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

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



This Week: Firewhacker Buffs



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

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

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

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

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

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

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

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

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



Next Week: Copernicus (featuring Great Hunts)



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

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

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

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

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

Your support makes these updates possible.



https://store.steampowered.com/bundle/40692/Icarus_Pets_Bundle/

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

Changelog v2.2.63.139765



New Content


[expand type=details expanded=false]

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



Fixed


[expand type=details expanded=false]

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



Future Content


[expand type=details expanded=false]

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

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

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

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

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

Notable Improvements:

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

This Week: Prometheus Tool Effects

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

Inaris Set Bonuses

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

Coming Soon: Tackling Great Hunts

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

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

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

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

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

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

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

Next Week: Firewhacker

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

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

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

Your support makes these updates possible.



https://store.steampowered.com/bundle/40692/Icarus_Pets_Bundle/

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

Changelog v2.2.62.139704



New Content


[expand type=details expanded=false]

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



Fixed


[expand type=details expanded=false]

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



Future Content


[expand type=details expanded=false]

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