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Genre: Simulator, Adventure

Icarus

Icarus Week 182 Update | New 12-gauge CHAC ‘Boomstick’ Shotgun

This week, we’re adding the new CHAC ‘Boomstick’ Shotgun - a 12-gauge with a heck of a punch.

We’re also adding new 12-gauge CHAC shells, which can be bought along with the shotgun in the Orbital Workshop.



This Week: CHAC Shotgun & Workshop Ammo



The new CHAC ‘Boomstick’ Shotgun is a 12-gauge, heavy-hitting single-barrel designed to punch a hole through any swarm you face.

This can be paired with the new 12-gauge CHAC shells, which come in a box of 25, bought from the Orbital Workshop. This follows the system from introduced when we reworked our ammunition options in Week 173, which aimed to more clearly pair weapons and their ammo.

This new weapon requires you to have the CHAC Pistol unlocked in the Orbital Workshop's firearms tree, as it is part of the same family.

Compared to the other shotguns in-game, the CHAC leads the pack in projectile damage and critical damage delivered. If you struggle with aiming from anywhere past point blank, this might be the weapon for you.



Next Week: Map Updates



Next week, we’re giving all three maps—Olympus, Styx, and Prometheus—a quality pass and looking to fix gaps in terrain, floating rocks, foliage issues, bad landscape seams, and more.

In addition there are some terrain changes coming with Styx - around the Ring Lake, South Eastern Desert and a high plateau in the middle of the styx river. Just some small hints at some new areas used during the great hunts campaigns.

This update to the maps will cause foliage to regenerate (plants and trees), so you may have to do a little landscaping and maintenance around your bases to clear these out.



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 v2.2.57.137721



New Content


[expand type=details expanded=false]

  • Updated muzzle flash VFX for CHAC pistol, rifle and shotgun
  • Fixing CHAC Shotgun Unlock
  • Unlocking CHAC Shotgun in the Workshop
  • Updated SK_GUN_Shotgun_CHAC to include shotgun shell
  • Adding CHAC Shell Ammo and Box purchaseable from the workshop
  • Renaming Pistol 'Jacketed' ammo to be Pistol CHAC ammo



Fixed


[expand type=details expanded=false]

  • Fixed young coconut seed extraction using mid coconut
  • Fixed tag on control widgets so food now shows that it can be fed to mounts with right click
  • Fixed issue where armour bar wasn't initialising correctly on NPCs
  • Fixed issue with BP_Enzyme_Disperser_World (and other actors that subclass BP_Deployable_ManualToggle_Base) where client was incorrectly overriding active state on BeginPlay, causing various effects to not play
  • Potential fix for intermittent PhysX crash relating to fortifications
  • Updated LODs for Chicken Coops
  • BEAST scanner: Fixed screen widget alignment due to incorrect specified size on component.
  • Increased scan time from 2s to 5s.
  • Increase scan radius from 20m to 50m.
  • Fixed results coming through immediately instead of waiting for timer.
  • Added additional Right Click functionality to manually target creatures up to 100m away for a short period of time.
  • Update FocusItemInfo for additional input info



Future Content


[expand type=details expanded=false]

  • Adjustments to NPC dialogue volumes and spacial
  • npc dialogue spacial adjustments. Also adding flys buzzing to ape experiment in the middle of the desert for better audible cue of location
  • APE_F - Adjusting Mission Difficulty and required tech level
  • APE_F - Adjusting Lair Destruction quest step to mention that pickaxes are required
  • APE_F - Fixing issue where ape gas lairs where automatically playing their close animation instead of when destroyed
  • APE_F - Adding Prepare Steps so you have to craft a flamethrower, medicine and grenades
  • APE_F - Adding Testing Steps to frame quest and require kills with fire and explosive
  • APE_F - Adding Collect / Deliver Steps to Collect Poison Lair Samples and Deliver them to Retrieval pod
  • Adjustments to dialogue lines as per notes
  • APE_C2 - Quick Implementation, players need to now build a fortification to draw in and trap the Experiment 001, Build a fortification, place the sonic device and activate, kill waves of creatures and epic creatures
  • APE_C - Adjusting Difficulty and Required Tech Level
  • APE_C - fixing Heated Lysate Name
  • APE_C - DNA samples during minigame all go into the hotbar so its easier to do the procedure
  • APE_C - Heated Lysate Now has the correct item icon
  • APE_C - Adjusted quest text to mention powering and recharging a battery
  • APE_C - Updating Base with Parts for a solar panel, another broken wind turbine and fixed the power network
  • IM_D base - added pipes and base meshes to BP_IM_Cage, slightly adjusted scale and position of rimetusk and viscid cages
  • Add IM_C and IM_O2 dialogue and mission types
  • Fixed outcomes for mission locks showing on missions after choice nodes were selected
  • GH_IM_O1 mammoth now has greatly increased perception speed and range
  • Numerous deployable DF, LOD and collision fixes
  • Various material. texture, LOD, collision, and collection updates to the set dressing props used in the Great Hunts missions
  • Setup dialogue and mission typing for IM A, A2 and O1
  • Add additional mission type rows
  • Fix mammoth despawn on IM_O1 completion
  • Fixed issue where RGG projectile upgrade was colliding with player upon firing
  • Added surgical props to Dissected viscid carcass BP
  • Reduced attacking movement speed of Ape_B's juvenile garganutan ape
  • IM_D_Base - swapped signs, minor polish
  • IM_B_Outpost - removed stray beam, added additional props, T3 pistol and fishing rod added to dead guy's inventory
  • Did a pass on Juvenile Garganutan for Ape_B's animations, movement speed, character BP to remove foot slidling and reduce clipping issues
  • IM_A_Base - additional props and polish
  • Fix the build
  • Adding primal ape scream event for different ape. Adjustments to NPC lines, adjusting audio placement of cooler, adjusting spacializer settings of cooler and distance EQ
  • GH Den Spawners are now lootable containers once destroyed
  • Parameterise health bar view distance for epic creatures
  • Added missing quest file from last commit
  • APE_O1 - Adding Quest Steps and Basic Setup
  • Added surgical pin SM. Updated dissected slug BP with the surgical pin. Updated slug dissection mesh and texture to reflect the pins that were added
  • Adding ape primal vocalisation attack event and vocalisation data table entry
  • Added PRP_Mining_Tipper_v2 and PRP_Mining_Tracks_1 and 2
  • Updated BP_Mission_Burner VFX and bunsen burner mesh
  • Update Chemistry Bench glass material
  • Cliff and Landscape Pass in Swamp, Purple/Orange Quad, Elysium
  • Adding sound for when using a scalpel in a mission. Also updating mission items to use correct audio row
  • GH_RG_A_MiningOutpost - removed perimeter walls, rewired electrical grid, added signs
  • GH_IM_D Base - added pipe props
  • GH_APE_A Base - pipe props and light placement
  • Adding missing GH agent line into event
  • Fixed a number of typos in item text and quest text
  • Updated the ice slug carcass textures to include a layer of frost
  • Added Bunsen Burner asset, including BP
  • Added dialogue and subtitles for additional ape AGENT lines
  • Adding ape juvi garganutan events and audio to play correct boss sounds on the spawned boss
  • Hooked up dialogue and mission type for IM_C2 and IM_D2
  • Fixed cleanup on IM_D2
  • Fixed progression percentage resetting on IM_D2
  • Fixing apes not playing combat music. Also adjusting some notifier cues since the combat has been adjusted
  • Adding ape Juvi Gargan Ai setup to have correct boss row to play correct combat music
  • Updated slug physics asset to make the ragdoll less extreme. Updated LODs on slug skeletal meshs. Updated physical material on the snow slug carcass material
  • Adding all new agent lines for Ape mission chain. Audio and events setup
  • Adjusted collision on Medical Trolly props to allow for placement of props on surfaces
  • Added prop Mining assets, Drill, Drill_Head, Drill_Leg, Drill _Leg piece, Rails x 4, Rail cart and Crusher
  • APE_G - Fixing issue where the Boss ape would not Attack you
  • APE_G - Adjusting Boss name to Engorged Garganutan
  • GH_APE - Adding new Ape Setup so that we can force apes to ignore the neutrality flag gained from APE_C if needed
  • APE_G - Adding Ape Lairs to quest location nearby
  • APE_G - Shifting Approch Cage Quest Marker as it wasn't triggering correctly
  • APE_E2 - Tweaking Quest Objective to meantion 'else' rather than implying yourself
  • APE_G - Removing Outcome from Ape Escape Mission as it is not needed
  • GH_APE - Swapped String Troop and Ape Escape locations in Campaign
  • Ape_E3 - Druing Rack no longer requires shelter to register as being place down
  • Ape_C - Adding new Notes for the Quest
  • APE_C - Adding new Notes to the Prebuilt Structure and Adding a few additional items
  • Adding Clipboard Collectable note BP
  • Ape_C - All Equipment Requried for the Lab can now be crafted during the quest if players lose any equipment
  • Ape_C - Adding 2 Lair Spawners and 1 Manual Spawner Near the Lab
  • Ape_C - Fixing Objective that was using incorrect markup for the map key-bind
  • Ape_C - Randomised Order of Deployment Equipment in the lab as it was inadventantly the order you needed to interact with the items to complete the mission - we want people to figure it out
  • Ape_C - Removed Steps for Uplink as it is not really required
  • Ape_C - Adjusted Ordering so you travel to the lab first and setup the lab before requiring to find an ape vestige
  • Ape_B - Morris now stops recording and will clear themselves up after 300s
  • Ape_B - Added delay to quest end so morris can say their piece
  • Ape_B - Removed mission complete dialogue as it was talking about the old mission b which was combined into a
  • Ape_B - Prime now stops following players when the leave the refuge and returns inside
  • Ape_B - Increased the Experiment 005's teather distance as it was too short
  • APE_B - Fixing Morris Audio so it plays when you return to them in the final step and not beforehand
  • APE_B - Vestiage Step Removed as it was overkill for the quest
  • APE_B - Remove audio line which should be reused for previous quest instead after swap combined ape_a & b
  • APE_B - Shifting Experiment 005 Spawn Location as it was in a rock
  • APE_B - Scaling Experiment 005 Boss by Number of Players
  • APE_A - Adjust Quest objective to mention crafting a HEAL Device in case players cannot find one, also grant the flag to unlock the HEAL Device
  • Added PRP_Cart_Mining
  • GH_APE - Adjusted Last Quest Step to be going back to Morries
  • GH_APE - Quick pass on Ape Campaign, mission difficutly, required tech level and propect descriptions
  • APE_O1 - Adjusting quest step to specify that you need to get clear of the explosion
  • APE_O1 - Quest Implementation, Quest involves finiding Morris, Crafting Explosives, Placeing them down and watching the explosion
  • APE_O1 - Adding Additon to Morris Outpost which includes and area for crafting explosives
  • Adding Loot to Various GH Spawners
  • APE_F - Adjusting ape spawners to look for a session flag to grant Poison Lair Samples for this mission
  • IM_B - Swapping Outpost out with new version
  • Adjusted the Juvenile Ape attack montage section start times to reduce the delay in between them reaching their target and actually dealing damage
  • Glass shader update for flask assets
  • Added new mission type icons
  • Reimported drill legs and heads with updated pivots
  • Adding mining Props and Assets
  • Stop creatures from spawning inside deployables (on top of pillars) for the Ice Mammoth 'IM_D2 Prevention' mission
  • Added FTs, DMs, BPs and Data Table entries for HRB_Banana wild variants
  • GH Ape_E2 - Increased tether range for scorpions and cougars
  • IM_Final resave travel quest step
  • IM_D added categorization
  • IM_Final added categorization and update map icon/echo quest step to use rimetusk icon and appear on map after you have discovered the den
  • GH_Ape_E2 - Increased teather range on the apes to fix them reseting when youre fairly close to the den
  • GH_RG_A_MiningOutpost - added mining carts and tracks
  • Fix IM_O3 not dropping biotags correctly, add dev warning when trying to add an item that has 0 size stack
  • Update dialogue and quest types for IM_O3
  • Fix IM_D2 cleanup
  • Fixed drill head pivots for real this time
  • Added HRB_Banana assets for all growth stages, as well as 3 variants for individual placement in missions. These variants still need FT, BP and Data Table setup, as well as DMs
  • Update 3 map image tiles for Prometheus northern area map changes
  • Add more Ice Mammoth bodies (set dressing) for GH_IM_D Mission Beta
  • Change Icon for Aura Cold to be a snowflake
  • GH IM_A2 - Added 3 quest markers for bat nests near the viscid patrol. Reduced the wolf boss health, was 1500% bonus health now 1200%
  • Add more Ice Mammoth bodies (set dressing) for GH_IM_D Mission Gamma
  • Replaced Mission Icons
  • Ape_E shifted defense locations
  • Added Ape Medical Scanner Paperdoll
  • APE_O1 - Added Swarm component to players who are in the den area
  • APE_O1 - Apes that spawn in the den no longer abide by the passive world stat
  • APE_F - All AI Spawners will now agro on the person that attacked then den when it is attacked
  • APE_F - Gas Cloud Spawners default to spawning apes that ignore the neutral check stat, explicitly added to destory lairs in quest
  • APE_O1 - Fixed issue where the explosive was not craftable
  • APE_D2 - Killing the Mother is now a quest step
  • APE_D2 - The player who is carrying the ape will now need to fend off apes continually until the package is delivered
  • APE_D2 - Juvenile Ape now no longer requires oxygen
  • APE_D2 - Adding Stasis bag Recipe to the electric textiles bench in addition to the advanced textiles bench
  • APE_D - Adjusting Quest Objectives to give context to the mission
  • APE_D - Adding new mission step to collect ape vestiges if the player lost them from the previous mission, during the step at the specified location there will be apes to kill to collect vestiges
  • APE_D - Adding new map markers for Lairs
  • Bananas are now unlocked on completion of APE_G
  • GH_APE - Removing Terrain Autonomus Spawner as its done via spawn locatons & zones
  • GH_APE - Fixing Stat Names, World Stat Spawning and Lair Spawning for all apes over Styx
  • APE_C2 - Boss Spawners now respawn after 600 seconds and not instantly, as to not softlock quest
  • APE_C2 - If Bosses Killed Spawner for Boss Deactivates
  • APE_C2 - Adding Delay Between General Spawns -> Epic Spawns -> Boss Spawnes (120 Seconds)
  • APE_C2 - Prevented General Spawns occuring during Ape and Boss Quest Steps
  • APE_C2 - Updated Jr Ape Boss Stats to match the World Boss
  • Adding Banana Meshes to the Farming Data tables so they can grow
  • Added new DM for DCO_DeskLamp_MetalGlass
  • Updated SM_DCO_DeskLamp_MetalGlass
  • Adding Mining Cart C Prop
  • APE_G - Swapping Over Structure
  • APE_G - Removing DNT from notes
  • APE_B - Swapping over structure
  • APE_A - Swapping over Structure
  • RG_B Swapping over to use new structure
  • Adding Descriptions and Flavour text to various science props
  • Renaming EDS Ammo -> Enzymatic Mutation Ammo
  • IM_C - Adding new quest steps to give context to mission
  • IM_C - Adding new quest steps so you have to trial the Enzymatic Mutation Ammo
  • IM_C - Removing Viscid Analyze quest steps and replaced with scanning via beast device
  • IM_C - Adding Glaci Spawners and Lairs to Mission
  • IM_D - Adjusting Mission name as to not conflict with another mission in the campaign
  • IM_D - Swapping Base Prebuilt structure over
  • IM_A - Adding Galci Set Piece
  • IM_O1 - Swapping Over Research Base Prebuilt
  • GH APE - Balancing GH Ape Rewards so there is more reason to go doen the 'kill' path
  • APE_F - Adjusting Outcome to add more interesting poisionous lairs to the map
  • APE_F - Fixing Quest Objectives for testing weapons, as they where not displaying correctly
  • APE_C - Updating Lab Posters to use UDA colours, making text translateable and general widget tidy
  • APE_E2 - Shifting location of Ape Encampment to a previously unsued area
  • APE_E2 - Adding Meshes to ape encampement to accomodate new location
  • APE_E2 - making a few small switch backs and dens for epic creatures to encapsulate that batter
  • APE_E2 - Redid blood trail and updated objectives to cater for new location, also added ape carcasses
  • APE_E2 - Added new deployable for devs (dead ape) which can be placed
  • APE_D2 - Adding Logic so if you find the infant, the mother will come running and attack you if she has wandered off
  • APE_D2 - Upadating Medical Scan to include Apes
  • APE_A - Adjusting biopchip hint text so it is better to read
  • APE_A - Removed Biomass and Creature Part from Locker
  • APE_B - Slightly Adjusted Ape Refuge BP to allow for passage through the STYX Persistent Blocker Cave
  • APE_B - 005's highlightable changes pre & post shackled
  • APE_B - Changing Name from Refuge to Encalve
  • APE_B - Changing Name from Refuge to Encalve
  • Added sockets and updated animBP for LegendaryWeapon_Lavahunter_Flamethrower
  • GH Interface - When 'mission in progress' is active all other available missions have an image over them saying 'Complete or Abandon Current Mission' to show theyre not available
  • Fixed notifies on BEAST scanner and added short delay and animation for right click
  • Setup Ape_B objective text
  • Stop the Ice Mammoth From Respawning (after wandering off) for GH_IM_D mission
  • GH IM Final - Added blockers to the IM boss so you cant walk through its corpse. Also changed collisions of the mesh/capsule to match other bosses
  • Categorize Ape_A and Ape_B
  • Hookup dialogue to Ape_B
  • GH_RG_C_MiningPlatform - set dressing and polish

Icarus Week 181 Update | New Biofuel Fireplace with 20% faster cooking times

Week 181 brings the new Biofuel Fireplace to Icarus, which adds a Tier 3 cooking apparatus that is 20% more efficient than the current fireplace at Tier 2.

We’ve also got some news on Great Hunts, and how you can find out more by tuning into the PC Gaming Show on June 8th.

Finally, we’ve got your heads up on next week's firepower-heavy update.

Notable Improvements:



  • Added Some Arrow Images which can be used on Signs
  • Many Quest Objectives that have numbers now have the numbers coloured a different colour for readability
  • Tabs have been added to the top of the field guide to quickly traverse these menus
  • Many prebuilt structures in quests have had their load order fixed, so power and water networks should now be hooked up and working correctly
  • The bespoke assets from the Mission POTSHOT now cleanup as intended on mission complete.



This Week: Biofuel Fireplace



This week, we’re introducing the new Biofuel Fireplace.

Unlocked at Tier 3, the Biofuel Fireplace can be crafted at either the Machining Bench or the Fabricator. It requires Cement Mix, Epoxy, Iron and Steel Ingots, and Steel Screws. When provided with a full Biofuel can, it will run for 2 hours and 46 minutes while cooking your recipes 20 percent faster than the standard fireplace.

It also provides 12 ‘coziness’ and the ‘Warm and Cozy’ buff, which gives you better sleep and, therefore, better stats during daylight hours.



Coming Soon: Great Hunts in the PC Gamer Show



On Sunday, June 8th, Icarus: Great Hunts will debut a new, exclusive trailer at the PC Gaming Show as part of the Summer Games Fest.

You’ll want to tune in, as the trailer includes a special announcement about the release of this next expansion.

You can read more about the PC Gaming Show here.



Next Week: CHAC Shotgun



Next week we’re introducing the new CHAC ‘Boomstick’ Shotgun, a workshop 12-gauge with quick reload, high damage and extended ammo capacity.



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 v2.2.56.137509



New Content


[expand type=details expanded=false]

  • Fixed offsets and placement on Gas/Biofuel Fireplace
  • Adjusted LOD settings for DEP_Fireplace_Gas
  • Updated skeletal mesh for DEP_Fireplace_Gas
  • Unlocking and enabling Biofuel fireplace and extensions



Fixed


[expand type=details expanded=false]

  • Fixed fingers that bend backwards while swimming
  • Fixed issue with new exclusive node changes that sometimes prevented an arrow from becoming visible
  • Cured leather armor are now appearing in 1ST person, updated D_armour
  • Added Stone Fireplace interior filler piece to Stone Fireplace BP
  • Fix replication on electric fireplace
  • Fix filler mesh on all non-basic fireplaces

[TAG-60]

Future Content


[expand type=details expanded=false]

  • IM_O1: Add v2 version of storage building for final quest step. Remove 1 flamethrower and most of the Polarbear armor from lockers. Added cave lights scattered around the cave (to make cull distance limitations more subtle than a single spotlight). Swapped the wall sign from Brick to Iron
  • Remove debug print string from Medical Scanner actionable
  • GH mutually exclusive node direction arrows now update their visibility depending on the state and layout of the talent graph
  • Great Hunt 01 mission tweaks (tent and first downed prospector IC-90345)
  • IM_A2: Removed cleanup of machines
  • Created a window on Great Hunts Interface for when interacting on an Outpost
  • Added the art assets for the USDA decorative signs
  • Biolab Exchange spacing and sizing tweaks
  • IM_A2: Move spawners, add vespers. Increase wolf health and fix setup
  • IMO1: Move Rimetusk encounter to tree area in NW H11. Tweaks to lantern on Dead Researcher BP
  • added props and set dressing, adjusted some wall placement in GH_IM_D_Base
  • Added additional props to GH_IM_A_Base
  • Added Surgical Set props for GH missions
  • Created LookAt control rigs for slug & mammoth
  • Did a pass on caged creature animation for IM_D
  • Updated book and magazine textures and models. Added a second book stack asset
  • Fixed for CHA_MAL_Envirosuit_Sand skinning issue, updated D_Armour
  • Add control infobox to ECHO device
  • Fixed Talent Mission glow in Great Hunts shifted to the left
  • Fixed a few GH typos
  • Added flavour text for new fireplaces
  • Change physical material on sled prop to have feathers on hit instead of metal sparks
  • Changed Mutually Exclusive icon colour, added a third arrow going down
  • Added textures for DCO_Sign_Brick_Scoria asset variants
  • Added Concrete Door icon
  • Adding drone fly, drone spot, drone loops, drone audio behavior, drone downed and drone explode audio and setup. Also adding great hunt UI weapon select audio
  • IM_O1: Quality pass on tent, transform adjustments, swapped SKs for SMs for DF shadows, fixed campfire param settings
  • Adding WIP rows for new Prospector propaganda signs
  • Added new Legendary Item procurement images in Field Guide
  • GH_IM_O1 Tweaks Second sick guy (IC-12458)
  • Adjusted positions of the hazzard and checklist set dressing signs
  • Added hazzard board and checkist board art assets to the project for mission dressing
  • Added GH_IM_01_Storage_Version_02 prebuilt
  • Added GH_IM_B_Outpost_version_02 prebuilt
  • IM_C2 Mission - Changed formatting on quest step to be : instead of the inverse. Made another substep for powering the enzyme device instead of 'place and power' but only checking for place
  • Setup T3 Aquarium variant
  • IM_O1 - Fixed Felix Objective Formatting
  • IM_O1 - Frosty Slime no longer effects NPC's so the Ice Viscids can not longet hurt themselves
  • Updated meshes ITM_Sledgehammer_IceMammoth_Hammerhead_Mammer and ITM_Sledgehammer_IceMammoth_HammerheadBack_Mammer for Ice Mammoth Sledge
  • APE_D - Fixed issue with Faciton missons DT referencing Objectives which no longer exist
  • APE_D - Shifted Quest Location so we explore more of the map during the campaign
  • APE_D - Adding additional items to sell to the black market
  • APE_D - Adding additonal items required for the taming camp
  • APE_D - Tidying up quest objectives so they have more headers for context
  • APE_D - Adding reward pod with payment for the quest
  • Added DCO_Cryogenic_Sample_Storage
  • GH_APE - Tree & Outcomes Update
  • APE_B - Full Quest Implementation, players now track down a scientist from APE_A and help them assess the new ape threat, quest involves building and invading an ape refuge, scanning and collecting samples and recapturing an ape experiment with a prime encounter
  • APE_B - Adding new Prebuilt for Quest
  • APE_B - Adding Shackles and other quest related items
  • IM_O1 - Adjusting quest steps so its clearer what is going on with Felix
  • Colouring all quest objective text with numbers to make the important parts in objectives easier to see
  • Fixing Vestiage names for Ice Mammoth, Rock Golem and Ape
  • Adding Creature Scanned to Subsystem Notifies so they can be tracked and bound to when required
  • Adding Bookstack B Item / Icon Setup
  • Adding Raw art files for Posters and Surgical Equipment
  • Reparenting Books so they don't have inventories
  • Adding Book Stack B
  • Reparenting Magazines so they don't have inventories
  • Reparenting Surgical Equipment so they don't have inventories
  • Setting up new Checklist and Hazard Posters Item setup and Icons
  • Setting up new Surgical Equipment Item setup and icons
  • Added Item Icons and fixed deployable setup for new Propaganda posters
  • Put tooltips on FieldGuide procurement items
  • Great hunts mission UI - Added missing isvalid checks on quest manager. Removed faulty update on 'in progress' as it didnt work on clients
  • Updated BP_Mission_NPC_APE_Research1, IM_Researcher and IM_Researcher2 SK materials with blood function and hid Decal_Blood
  • APE_E2 - Setting up Prospect List and Laying out mission objectives
  • APE_E - Added new Quest markers and Shifted Quest location
  • APE_B/D2 - Renaming Quest Markers so they are easier to find
  • APE_B - Lairs that are now spawned are not converted into world spawners, they persist between sessions as intended
  • APE_D2 - Reworked Quest so you now try and capture an infant garganutan to sell
  • APE_D2 - Shifted quest Location to Ring Lake
  • Renaming common names EXP-VIS -> Glaci
  • Adjusting quest objectives so we have a new 'number' tag
  • Fixing Clipboard Blueprint Names
  • Adding Laptop Prop Items Setup and Icons
  • All new Prop items are now tagged with Great Hunts
  • Adding Clipboard Prop Items Setup and Icons
  • Adding Large Cork Board Variation & Photo Frame Variation Props
  • Increase the net relevancy distance for Mission NPC now that the echo device (scanner) can pick up a signal from further away
  • Added clipbaords, corboard and photos for dressing the garganutan lab
  • Grammar and formatting fixes for Collectable Notes
  • Cliff and Landscape Pass in Swamp, Purple/Orange Quad, Elysium
  • Tweaked supported colours for BP_Propaganda_Sign_B
  • Updated Sign UMG class to support signs with multiple rows
  • Signs can now specify a non-default array of font colours
  • Added new GH sign Blueprints
  • Lots of adjustments and additions to the drone audio. Drone spot and death voices and idle voices. Adjusted lights to be less blinding so you can see the drone target easier to engage in combat
  • Fix electric fireplace placement offset and effects
  • material fixes for shrunds (MA_SnowMesh and M_Shrund)
  • Adjust linkages, naming and spacing on Legendaries page of Field Guide
  • GH UI - Changed talent tick to 'completed' icon on mission complete
  • prop placement in GH_IM_A_Base
  • 1st pass set dressing and polish on GH_RG_A_MiningOutpost
  • GH_IM_D_Base - removed most deployables from back building, added set dressing, swapped some concrete walls for glass
  • GH UI - ('select mission' button/'mission in progress' indicator) now refreshes/disables when mission starts for all players without leaving UI. UI no longer closes when you select mission
  • Replaced exotic and red exotic icons with ones that have borders on Feature Restricted (For when creating a new game to match the other icons.)
  • Add wrapping to medical scanner name text
  • Added a duplicate PRP_Laptop SM to the project with material and UV set up for various screen materials. Added 5 new screen display variants. Fixed spelling mistake on one of the posters
  • Added T3 V2 Aquarium Icon
  • Added Cryogenic Sample Storage Icon
  • Add Great Hunt icons to terrain and game mode selections, feature locked
  • Adding appropriate auduio for concrete doors
  • Added new icon for Legendary Category in Field Guide
  • Fix sonic device logic to ensure device functionality is the same, with replicated audio
  • IM_01: Decrease EXP Viscid levels to 35-45. Medevac dropship now triggers 2 seconds after picking up Felix instead of 10s after arriving at the location
  • Shrink font size on GOAP Debugger to avoid overlapping text readability issues
  • Adjust deploy audio for concrete door and trap door
  • Adjusting the sonic device to play for clients
  • Updated GH organic analyzers to not require outside and to turn off and no longer use more power after mission completes
  • GH UI - Hooked up screen 'outpost fill' screen for when youre on a mission or outpost. Fixed a bug where reopening GH UI would push 'other bosses' lower and lower
  • Adding last lot of caged glass processed audio files and events for the rest of the animations used within the IM mission
  • Add Cryogenic Sample Storage prop setup
  • Updated mesh for SM_ITM_Sledgehammer_IceMammoth_Handle_Mammer
  • Adjusted material for CHA_Envirosuit_Sand
  • Adding audio for when downed NPC stands up
  • Add level info to Epic creature healthbar. Swap order of armor and health bars so armor is on top. Adjust armor bar color to blue instead of grey. Center bars instead of padding 60px from left so it aligns properly with varying name lengths
  • Adjusting dialogue delay to better fit within mission so character sees what their meant to do before dialogue jumps in
  • Adjustment to scanner used in ape mission to scan apes
  • Ape_E: Fix replication of map markers
  • Lots more additions and tweaks to the drone audio. Fixed speed being relative to listening which affected the pitch when the player moved. More vocal lines etc
  • Adding several Chemistry PRP items Great Hunts
  • quick fix of packed 10ft extractor mesh for potential use as a prop
  • Damage indicators - If damaged by a bullet the damage indicator now gets its parent to use as a reference instead of impact point
  • Ape_B_base set polish pass and set dressing (GH_APE_B_BASE_VERSION_02)
  • Fix Turrets Don't Reduce Power Draw When Out Of Ammo (But Have A Valid Target)
  • Ape_A_base set polish pass and set dressing (GH_APE_A_BASE_VERSION_02)
  • IM_C2: Doubled allowed distance (to 200m) for Hedgehog, Turret and Mine quest steps as the NE approach was too far to accept placements there
  • IM_D explosion no longer makes the building pop out of existence a few seconds after it triggers
  • IM_D mammoth spawns earlier, no longer pops in after explosion has completed
  • Reworked IM_D explosion logic to send less network traffic
  • Exposed many variables on BP_Misison_Orbital_Lazer class
  • Fixed lookat on IM_D caged mammoth
  • Added a number of actor validation checks in BP_BuildingBase and BP_GridBase to prevent log spam when buildings are destroyed
  • Added fallback to IM_D mammoth to clean it up after a delay in cases where it fails to path to target
  • Modified LargeScaleDestroyComponent to broadcast events when damaging actors, added ability to prevent cleanup of affected actors in case where we'd like to handle it ourselves
  • Remember door open/closed state on prebuilt structures
  • Fixed lighting on GHs bench after meshes were moved. Removed highlight component pointing to D_Itemable and breaking highlighting
  • GH IC_C2 - Unhooked sol dialogue for 'progress'. Sentry turret mission now says 'powered with ammo' instead of 'powered and stocked' and now tests to see if there is ammo in its inventory
  • Fixed Deleted widget in GH Interface
  • Removed WIP text from Piercing Source gauntlet upgrade
  • Updated Ape health curve to go from 1-120 instead of 1-40 and bumped up those rookie numbers. Increased EXP004 spawn on Ape_A to be level 100 giving it around 4k health
  • Added pulsing animation to Abandon Mission window in GH Interface
  • Make drill arrows work with a single hit (rather than requiring a first crack)
  • Added PRP_Exposed_Pipes_01 to 06, with material variation
  • Fixed a few GH typos
  • Update collision for Ice Mammoth, optimized GFur settings. Change Rimetusk to not be data-only BP
  • Fix tooltip offset on T3 aquarium without base
  • Snow viscid den - added new master material for slime to fix dithering artifacts
  • APE_G - Shifted Base Location and Made Adjustments to the Base so it is smaller and has required cooking facilities for the mission
  • APE_E2 - Fixing Quest Objectives
  • APE_E2 - Adjusting so we use the desert spawners and not the forest spawners for this mission
  • GH_APE_E2 - New Implmentation of Quest where players have to go on a garganutan hunting spree, start by building a hunting lodge then tackinig down their enclave, find many dead, so you go hunting for their predators
  • Item Setup for Corkboard Variations, Sign Variations and Poster Variations
  • Adding New Laptop Prop Items Setup and Icons
  • Reparenting Flasks and Masks as they do not need to have inventories
  • Adding Lab Equipment Props, Item, Icons and Setup
  • Slightly lowered iron sight of CHAC shotgun
  • Updating audio of creature scanner to only scan once per creature, to have a different audio cue based on scanning successful vs unsuccessful
  • fixed blood material on BP_Mission_NPC_Ape_Researcher2
  • Further reduced mission den spawner health by an additional 50%
  • Added laptop screens, corkboard, and sign for mission dressing to the project
  • GH UI - Added abandon button along with hover text/pop ups to show great hunt isnt available during these times
  • Added several more Chemistry/Lab PRP assets, including all of their BPs, for Great Hunt missions
  • IM_B: Clarify quest steps. Set Viscid spawn levels. Update to use V2 base. Update LabDesk, Seed Extractor and MedicCabinet to work better with DF shadows
  • Revisions to IM_A_Base
  • Revisions to IM_D_Base
  • Fix some unpowered lights flicker briefly when placed due to lights being on in various BP asset (before resource network state kicks)
  • Ape_B: Updated Morris' tooltip to remove line about using HEAL device
  • Adding shackle audio to shackle actionable
  • Ape_B: Fixed bug with Ape_B_Research_Capture where spawner would continue to respawn 'Experiment 005' NPCs after mission had been aborted or completed
  • Ape_B: Further increased boss spawn distance to 130m
  • Ape_B: Fixed needing 11/10 scans to complete mission step
  • Ape_B: Fixed bug where Experiment 005 would continue to respawn
  • Ape_B: 'Find Experiment 005' is now automatically completed if NPC is killed before reaching the travel area
  • Ape_B: Fixed floating Experiment 005 NPC after downing
  • Ape_B: Increased boss spawn distance to 100m (from 60m)
  • Ape_B: Added missing Quest Marker for boss spawn location
  • Added new Juvenile Ape death montage
  • Adding shackle audio. To be added to shackle BP
  • Fix for power network state not being preserved when using prebuilt structures
  • Revert prior fix for prebuilt structures and resource networks (not working 100%)
  • Added 3 more clipboards and one more corkboard for dressing the ice mammoth missions
  • Adding drill audio to drill arrow
  • Lots of updates and additions to the NPC dialogue lines. Removing unused lines, adding new lines - adjusted lines, fixed spacialisers, added line cues in mission BPs etc
  • Landmines now leave a black scorch mark on the ground for a few seconds where they exploded
  • Legendary Weapons are now automatically repaired upon upgrading them
  • IM_C2: Reduce turret requirement from 10 to 4 for recipe cost reasons. Players probably should have more than 4 but that should be a player choice, not forced
  • IM_C: Tweaks to base as V2 revision with door and lights updates. Removed non-functioning decoration deployable
  • Only draw debug line in GOAP debugger if AI target is valid (otherwise it goes to origin)
  • IM_D2 revamp: Added dead researcher with ECHO objective. Stability decreases over time before enzyme units are destroyed. Modified creature spawns are reduced until Luriform Serum is used. Buffed player while Luriform Serum is active
  • Added a number of basic direction arrows to the icon list on signs
  • Ape_G_Outpost - set dressing and polish (GH_Ape_G_Outpost_version_02)
  • Added new gradient arrow icons for deployable signs
  • Updating mission NPC dialogue to be 2d and 3d events. Adding dialogue trigger into Mission BP. Setting healed and hurt dialogue to play as intended now
  • APE_C - Shifted Base Location & Created New Base
  • APE_C - Set up quest Objectives
  • APE_C - Setup minigame with directions and object interactions
  • Added SM_PRP_Medical_Trolley_Table_A, B, C and D
  • Adding Science Lab Props, Item Setup etc
  • Adding Prop Pipes for Decoration
  • Fixed CF_Cliff_06 LOD screensize values
  • Fix power state is not retained for prebuilt structures (again)
  • Added art assets for various science equipment
  • Small reduction in chewing sounds for better subtlety
  • Lots of updates and additions to NPC researchers lines. Need more BP logic before I can fully play them properly
  • APE_C - Adding Experiment & Extraction Steps
  • APE_C - Adding Restore Power Steps
  • APE_C - Updating Base to include new items required, examination table and fixing power network
  • APE_C - fixing objectives in faction missions DT as they were breaking the build
  • Made a few small tweaks to collectible notes in ape chain to suit established lore
  • Fixed a few typos in prop item text
  • Added dialogue and subtitles for additional IM AGENT lines
  • APE_G - Setting up Travel / Craft / Setup Quest Steps
  • APE_G - Added new base layout as the old didn't work for quest
  • APE_G - Changing Mission Objectives Text Colour to/from Red based on complete status
  • Adding Corkboard and Clipboard Variations
  • Adding Medical Trolly Probs and Item Setup
  • Fixed build validation compiler error
  • Fixed golem gauntlet shield particle positioning in 1st and 3rd person
  • Fixed golem gauntlet shield bash bug where particle effect was left in mid air
  • Adding all new AI dialogue lines and events for IM rewrites
  • Cliff and Landscape Pass in Swamp, Purple/Orange Quad, Elysium
  • GH IM_C2 - Quest now checks to see if enzyme disperser is active before activating spawners. Player can manually disable the enzyme disperser which disables the disperser. this allows the player to give themselves a break after killing remaining creatures
  • Optimisation updates made to various lab prop assets
  • Fix shadow setup for Concrete Door. Increase DF resolution. Remove duplicate collision on SM
  • IM_D: Gave new turrets ammo. Added some random nicknacks in various cupboards
  • Added updated slug dissection asset to the BP
  • Added art assets for the viscid disection prop
  • Changes to AIcarusActor and RecorderComponents to force prebuilt structures to play events back in the same order as prospect loads

Icarus Week 180 Update | New Wooden Armor Stand with outfit Quick Swap

Welcome to Week 180.

This week, we are introducing the armour stand, a quick way for players to swap armour sets or use as a display.

We also quickly look at what is coming next week - Gas fireplaces.

Notable Improvements:



  • Map Icons for the Delivery, Supply and Retrieval ships have been improved and are much easier to see on the map
  • Turrets can pitch down an extra 15 degrees to better target smaller enemies at close distance
  • Fixed issue with the rustic lamp preventing it from being turned on / off correctly
  • Added Tabs to the top of the prospector field guide



This Week: Armor Stand



This week, we’ve added a new deployable item to the game: the Wooden Armour Stand. It can be crafted at the Carpentry Bench and is unlocked in the Tier 2 tech tree. To make it, you’ll need copper nails, refined wood, and vegetable oil, making it an early-game item that’s both useful and decorative.

The Wooden Armor Stand has two main functions. It lets players display unused armor pieces, helping keep gear organized while also adding a bit of character to your base. It also includes a quick swap system that allows you to instantly switch your currently equipped armor with the set on the stand. This makes it easy to change loadouts depending on the situation, whether you're preparing for combat or heading out to explore.

The stand also supports up to ten different poses, which can be selected through the UI. This allows you to adjust its appearance to better fit your space or style.

The Wooden Armor Stand is a simple but effective tool for managing gear and keeping your base tidy.



Next Week: Biofuel Fireplace



Next week, we’re introducing the Biofuel Powered Fireplace. This new heating option allows players to warm their bases with a larger, more advanced fireplace that runs on biofuel. It offers improved performance over earlier models and adds a modern touch to your interior setups.



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 v2.2.55.137128



New Content


[expand type=details expanded=false]

  • Fixing Armor Stand so that Quick Move and Inventory Updates Occur
  • Unlock Armor Stand Blueprint and Recipe so the item can be crafted



Fixed


[expand type=details expanded=false]

  • Added outline for delivery ship map icon
  • Added scroll box to Other world bosses. Changed Sandworm text error in data table
  • Fix on/off material on rustic lamp



Future Content


[expand type=details expanded=false]

  • Add world stat for Ape Inquisitive Desire (not yet wired)
  • Reduce Ape Jr (world) GFur layer count
  • Ape_F mission: Added 2 additional QM locators for Den B and C and spawn 2 additional dens. Updated various quest text. Remove Kill quest, instead the main quest is to destroy 3 dens. Updated Destruction FX to new simpler effect and moved locator so it can actually be seen. Apes spawn 2 max at a time (6 total active), 18 total before dens stop spawning. Updated tether distance to be 25m instead of 150m
  • Replaced Mutually Exclusive Icon in SourceArt Folder
  • BP_GeothermalTerraces - changed material override function to enum atmosphere selection method, updated settings of placed terraces in Geothermal, red quad, Elysium
  • Adding electricity Spline Tool to one of the containers at the Ape Lab in GH mission
  • Added DC_Agave with all growth stages and 3 wild variants, including all SMs, DMs, FTs, BPs, materials, textures and Data table entries
  • Adding initial drill audio hit rock impact audio. Adding positive pickaxe hit tree audio to all pickaxes to account for hitting the tree part of a Ape spawner, removing specific word that repeated too many times in wounded generic prospector in IM mission
  • Added skinned version of the ice slug and updated it in the blueprint
  • Add an OutcomeTint field to DT GreatHunts
  • GH Interface - Added ability to click on completed/unavailable quests to allow you to see what rewards are/were given
  • Fixed a few typos in quests, items, and dialogue
  • Update Ape_E arctic quest to also not continue spawning after mission end. Update mission text to say 'Experiment progress: pct' rather than Defend yourself: pct
  • Adding new NPC dialogue lines for researcher 1. Adding loop, thanks and help. Adding to appropriate dialogue tables and NPC BP
  • Added larger versions of the CAPS for Clay and brick fireplaces
  • Shifted escape location of IM in IM_D
  • Fixed interaction for ape research equipment, to prevent interaction when animating or outside
  • Updating Ape Outpost G to have a sickle to help with the mission as per the liveboard notes. Also moving one of the notes to be off the wood cupboard because the cupboard lid moves up and down but the page note doesnt move with it
  • fixed SM_CF_Cliff_06 - re transferred vertex normals from lowest LOD and reduced material count
  • IM_C2 - Fixing quest step where you need to craft an enzyme propagation unit - it was checking for the wrong item
  • IM_D2 - Updating Quest Objective Hint Text to Mention that Luriform Serum is unlocked in the T4 Tech Tree
  • IM_O1 - Ice Mammoth World Spawn is not Set to 'EnemyPlayerOnly' so it no longer is attacked by wild animals
  • IM_O1 - Fixed issue where collision sphere was visible when it shouldn't have been
  • IM_C - Adding Natural Spawns of Snow Slugs to Arctic Zones, will help with the mission steps
  • GH_IM - Consistency Pass on IM Quest Objectives
  • GH - Adding baseline mission currency rewards (Mission = 200R, Optional = 200R + 200E, Final = 500R + 300E)
  • GH - Updating Mutually Exclusive Icon to the new Image and Adding to Rock Golem GH Tree
  • IM_GH - Pass on Descriptions and Objectives / Tech Level / Difficutly for the IM_Missions
  • IM_GH - Adding World Stat for Ice Mammoths to Spawn in Pairs, Implementing and adding to GH_IM_A Setup
  • IM_GH - Adding World Stat for IceMammothSpawn GH Outcome
  • Adding an additional list to Spawn config to allow for Natural Spawn creatures to be injected into the weighted list when selecting a creature to spawn - naturally without Dens etc
  • IM_A - Hooking up World Stat to be used for the IceMammothSpawn Outcome
  • IM_GH - Adding Ice Mammoth Spawner if needed
  • IM_GH - Adding Snow Slug Spawner to the world stat so spawns and is active when the world stat is active
  • IM_O2 - Adding Enzyme Virus Icon and Setup
  • Scale stats based on number of players for epic Juvenile Apes (spawned in quests)
  • Fix deleted Ape_F kill quest being removed, pointed to destroy lair objective instead
  • Fixed Juvenile Ape (JA) eye socket pointing upwards
  • Fixed JA foot sliding when running
  • Removed level-based scaling of JA movement speed
  • Added DamageSourceLocation to JA, fixing some issues where attacks wouldn't land
  • Updated JA's GOAP behaviour setup to more closely match other aggressive NPCs
  • Fixed JA's montage setup that was making it walk on the spot
  • Removed some unnecessary blocker components from JA's character BP
  • Added PFS_SW_Foliage_DCL2, Updated LC_Rock paint layers, Cliff and Landscape Pass in Swamp, Purple/Orange Quad, Elysium
  • Delaying the big bang after feeding the ape in mission G to 1.2 seconds after feeding to allow time for the chewing sound effect to play first
  • WIP blood material for NPC character
  • Adding stasis bag pickup audio to actionable so it plays when using mouse click or hold F
  • Fixed Great Hunt Mission Outcomes text cutting out
  • Adding item added or removed for all drop pods for consistency
  • Adding generic pickup item sound when getting an item from a drop pod for better indication that you have collected something for a mission etc
  • Adding the sound of adding wounded prospector to medivac drop pod for better indication of mission progress and action
  • Adding additional biolab hover audio, adjustment to hover sound and adding check to see if weapon selection is valid before playing the select weapon audio to ensure it plays back at the right times
  • Removed dead prospector from BP_GH_DenEntrance_GreatApe
  • Adjusted position/rotation of QM_GH_IM_B_Hint
  • GH - Reduced size of mutally exclusive icon as it was too big
  • APE_E - Adding hint text to mission so people know that the device requires power to activate
  • APE_E - Adding Ape Arctic Spawner and Setting up Natural & Lair Spawned based on WorldStat
  • APE_E - Removed Resupply, added a recipe and session flag for crafting a sonic device, added recipe to machining bench
  • Adding Biofuel & Electric Fireplace Item icons
  • IM_A - Swapping over to new structure
  • IM_A - Spawning bone pit as part of the mission and cleaning up afterwards
  • IM_O1 - Destroys mammoth and spawner if the mission is ended or restarted
  • Adding missed file for banana seed recipes
  • Adding Banana, Seeds, Workshop Seed pack, item setup, icons
  • Adding Banana Farming Implementation with various growth states
  • Adding Banana Workshop Seed pack, talents etc
  • Adding recipes for crafting banana seeds
  • Fixing Biolab first time prompt - making strings translateable
  • Removing Interactable from new Prop items which don't need it
  • Adding Item setup for burlap sack, plastic crates, saddlebags and generic containers
  • Fixing Redirectors in Deployables folder
  • Adding Item setup for fishing poster, corkboard and standing photos
  • Setting up Industrial Sign Props, Items, BPs, Icons, Etc
  • Renamed 'Clutter' to 'Prop' in BP names as it fits better
  • Updated Ice Mammoth sledgehammer pieces
  • Added functionality for autonomous spawner to switch between ape spawner BPs depending on biome
  • Ape_E now enables spawning of Juvenile Apes gobally on completion
  • Update Ape_C2 and Ape_E quest description text. Ape_E arctic defense quest now spawns Apes
  • GH spawner VFX and implementation to BPs
  • Fiexed a punctuation typo in bestiary lore entries
  • Pitch variations to the apes vocals to help with multiple apes spawning at once with multiple flinch and attack vocals
  • Added art assets for the set dressing posters, signs and corkboards
  • Small spacializer changes for NPC
  • Update Ape_B blood trail prebuilt structure to include some lockers with ammo along the trail path
  • Great hunt main button now greys out if not on a prospect that allows for great hunts and dlc flags appear on the smaller great hunt buttons when you need dlc for it (but can still click through to look at it)
  • Added a number of existing assets as BPs to use as clutter objects for GH missions and beyond
  • Fix Transform tool allowing landscape streaming proxy to be selected, causing the landscape collision to fail. We never want to be modifying landscape with this tool
  • Added BP_GH_IM_A_Bonepit for hole next to base A
  • Font colour changes on Biolab info prompt
  • Balance of NPC dialogue lines
  • Update Research lab equipment used in Ape_C mission to force show shelter icon as its is needed for this mission to succeed
  • Close the window on the Ape_C cabin as it was affecting the minigame due to shelter requirement
  • Add gas and electric fireplace talents and recipes
  • Set tether distance on Ape_C lairs to be 30m. Turn off transmitter once quest completes
  • Adding additional please help lines for researcher in im mission
  • Great hunt UI - Missions that are on a seperate prospect no longer have their 'start mission' button dissapear but instead are disabled (greyed out) and have hover text saying if its becuase of DLC or theyre on the wrong prospect
  • Fixed bug where popup UI for highlightable actors with no interaction options would be much taller than desired, often leading to the actor's name going out of frame
  • Ape_C2: Make apes from central (large) spawner agressive, larger and have unique names
  • Added new larger observation cabin, with more mission-appropriate content inside, in adjusted location for Ape_C mission. Spawn 2 ape dens in the valley below cabin as part of story building
  • UI Pass on Biolab Info prompt
  • Added bestiary lore entries for the snow viscid
  • Added LookAt ctrl rig to boss ape
  • Disabled LookAt IK on several ape montages
  • Hooked up fireplace on/off materials
  • Added LookAt ctrl rig to juvenile apes
  • Added dlc banner to Boss and Hunt buttons. Changed divider colour to red, removed gradient shadow on hunt overview
  • Created LookAt control rig for Ape character
  • Added LookAt IK to caged ape
  • Tweak nomenclature of (boss) animal names and ambiguity between Great Hunt Mission outcomes and the stats granted
  • Removed Dead Prospectors from outside the Ape Arena
  • Adding audio to situp animation to attempt to add sound to mission NPC that stands up when healed
  • Added some montage animation to caged ape
  • Adding alternate researcher lines when thanking the player to add more variety
  • Hooked up additional dialogue line for AGENT reaction to ape escaping
  • Added bestiary image for the Icy Slug. Reduced the size of the Icy Mammoth bestiary image to a more appropriate size
  • Adding cries for help during IM first mission from npc near the slugs
  • Added Pistol Turret testure variant for IM mission research lab
  • GH - Fixes to Itemable text to match the new creature and boss names for great hunts
  • GH - Fixes to Highlightable text to match the new creature and boss names for great hunts
  • APE_G - Updating Prospect Description and Preview Objectives
  • APE_G - Adding more to the Ape Outpost
  • APE_G - Adding new quest queries and repositioning Cage Slighty
  • APE_G - Trialing new Cage with visible creature
  • APE_G - Adding Examine Step which contains the travel and notes, also allows for the small travel and notes steps to be done in parallel
  • APE_G - Adjusted quest so it has a larger varierty of foods to prepare and trial on the caged creature
  • APE_G - Adjusted and split out quest steps for more clarity
  • GH - Fixing Stat names for numerous creatures progressive stats, setting up SnowSlug Stats and setting up bestiary stats of snowslug and icemammoth
  • IM_A2 - Fixing the Enzyme Propagation Units not being active and showing effects
  • IM_A2 - The World Enqyme Propagation Units now can be switched off / disconnected from power which will progress the quest
  • IM_A/A2/D - Enemy Turrets now consume less power
  • IM_D - Fixing Incorrect Save Data for the Enzyme Propgation Units so they are not longer active by default
  • Adding Cheat so you can teleport straight to quest markers
  • IM_O1 - Changing interact of the researcher so they can be talked to during the mission
  • Adding GH / Biolab info prompt which will set an account flag and dismiss after the first time it is seen
  • GH_APE - Adding Garganutan as natural spawns if the world stat is enabled for Inner Forest, Outer Forest and Desert Areas
  • GH_RG - Adding Quarrite as natural spawns if the world stat is enabled for Desert, Forest and Arctic Areas
  • GH - Adjusted Stat descriptions to fix creatures names, add mention of lairs, add boss names, removed the word spawn and adjusted colour of a few outcomes to match the new 'blue' for unlockable blueprint
  • GH_IM - Adding Rimetusks as natural spawns if the world stat is enabled for Arctic and Tundra Zones
  • GH - Renaming 'Enzyme-Enhanced Mammoth' -> 'Rimetusk', 'Enzyme-Enhanced Viscid' -> 'EXP-VIS', 'Young Quarrite' -> 'Quarrite', 'Garganutan Jr' -> 'Garganutan' and Updated Boss names to use the base name with a prefix or suffix
  • Fixing up Bestiary Enteries so all new creatures and bosses have their correct names, setup and traits
  • Revamp Ape_C2 with small ape village and additional quest steps
  • Stopping the pained loop for researcher 1 until NPC dialogue behavior is added back in
  • Update Ape_Final mission to be called Extinction
  • Added some procedural movement animation to drone
  • Updated outcome text for Ape_B and adjusted quest description for Ape_A_Travel to get players to go inside the base
  • Cleaned up Great Hunt campaign main button, removed gradient on GH Interface top bar
  • Destroyed Ape spawners will now clean up after a minimum time of 60 seconds when all players are at least 100m away
  • Faction mission spawners can no longer spawn NPCs if they are marked as 'Destroyed'
  • Add a cheat function for level designers that stops landmines exploding
  • Update ape spawner to not take laser, made larger version which takes laser
  • Fix highlightable not included ape corpse on experiment table deployable by adding custom highlight setup to WorldObject base class to match Deployable base class
  • Turrets can pitch down an extra 15 degrees to better target smaller enemies at close distance
  • Hostile mission turrets now correctly use the AI relationship system instead of only targeting PlayerCharacters + Mounts
  • Wire great hunt talent UMG to work with custom DT colors
  • Great hunt UI - Removed grey out when no on a valid prospect e.g. outpost. Allowed clicking on campaign even when 'locked'. Now correctly locks when not on open world and greyed out mission box saying 'only available in open world'
  • Updating vocalisations of caged ape to accomodate for changed cage look - more open
  • Added a T3 fishtank variant without the base so it can be placed on tables
  • Adding Books, Magazines, and bookstack items, icons and setup
  • Adding Boardgames and Cards assets, items and icons
  • Fixed dt validation error
  • Added basic first pass of drone AI
  • Improvements to drone AnimBP
  • Drone now explodes when it dies
  • Added colour-coded spotlight to drone
  • Tweaks for the (GH mission) Echo Device tracker
  • Data table set up for envirosuit_sand , and added SK_1ST_CHA_Envirosuit_Sand
  • Added games and books art assets for dressing the mission bases
  • Adding various GH hover and select audio UI cues
  • Made adjustments to the hunt talent trees so that they never overlap with the mutually exclusive icon. Mutually exclusive icon is now broken down into parts just in case we want to make changes to it at different states
  • IM_O1: Fix incorrect map binding text in mission description
  • Added SM_IM_Cage_Base
  • added more props to IM_A_BASE prebuilt, added BP_GH_IM_A_Disection
  • IM_O1: Add more EDS ammo to loot. Corrected blue text about T3 Heal Device being crafted on Fabricator
  • Great hunts mission UI - Added a 'mission in progress' layer now t hat we can look at GH during missions. Fixed 'begin operations' button displaying the wrong text in many situations
  • Added CHA_MAL_Envirosuit_Sand pieces first pass
  • Adding audio when selecting great hunt world boss on the GH device to show what weapon is associated with that boss
  • Adding slug taunt audio heard from within a cage, adding slug move audio heard from within a glass cage. Duplicating the montage and anim and swapped out. More to be added by Francis
  • UI tweaks to Great hunt Selection menu Button. Changed Other Bosses layout from scroll box to grid
  • IM_D2: Updated follow wire step to hint that you use the electricity tool
  • IM_A: Increase large crate weight
  • Ice Mammoth Hunt: Fix mission type classifications (choice vs standard)
  • Correcting the ice mammoth row in AI setup to have correct audio for when its used in the mission where it breaks free
  • Updated sand armor textures and materials
  • Add a way to show some quest items in the FieldGuide. Make it more obvious to devs which items are hidden from users in the FieldGuide (but are visible in the editor)
  • Adding deploy audio for various props
  • Adding generic injured and healed NPC zookeep lines in to help with new section of Ape mission 1
  • Correcting the way the AI said wow in a IM mission so it didnt sound too weird.
  • APE_A - Adding Missing Json file for prebuilt base
  • Adding audio occlusion context to IM cage so if you are inside the base audio from the creatures is occluded
  • Lots of tweaks and improvements to the ape cage mission audio. Added occlusion to the cage, updated with new cage bump audio, added scream as a SFX because the ape is not an actual creature etc
  • Added missing pause audio state to dropship sequence ensuring that the audio is paused even when trying to pause in dropship
  • APE_A - Fixing Faction Missions DT
  • Enemy Turrets now use new texture and can no longer be picked up or interacted with in shipping builds
  • Adding new texture to enemy turrets
  • IM - Stasis bags are now crafted on the Advanced Texiles bench - T3
  • APE_A - Adding new Objectives: Heal Scientist, Deal with Hyenas, Collect Biochips
  • APE_A - Updating base to include medical kit and supplies as needed
  • APE - Fixing up Redirectors in Quests Folder
  • IM_C2 - Removing Coziness requirement
  • IM Fixing Mission Lockouts, they where incorrect after shuffle
  • Adding Sled and Bear Trap Item Setups
  • Missions are now viewable while mission is active but with all 'start mission' buttons greyed out
  • Golem Gauntlet projectile no longer bounces, no longer deals point damage (only AoE damage)
  • Fixed exotic charges not correctly applying elemental damage on Golem Gauntlet Hammerfist / projectile attack
  • Fixed Golem Gauntlet shield bash having a 0 AoE range
  • WIP blood material function on character
  • Added Sled prop for GH missions
  • Added Bear Trap asset for GH mission set dressing
  • Fixed bad mesh and normals on woven rugs
  • Add full size clay and stone brick fireplace deployables, pending full implementation
  • Adding missing occlusion setting to various slug movements. Slight reduction in spacializer distance for better subtlety
  • Add concrete door item setup, pending icon
  • Added BP_Ape_Spawner_Arctic + snow material variants for small CF rocks
  • Added GH_IM_D_Base_Version_02 prebuilt structure (WIP)
  • Added stone and scoria brick sign item setups
  • Updating deploy audio and adding missing spacializers to enzyme machine that was causing the audio to be heard wherever the player was in the map
  • Adding updated ape juvi slam audio to better represent the feel of hte apes movement
  • Add tabs to top of FieldGuide
  • Completely re working the ape audio for the cage mission. Adding most sounds off the animations. new version of the slam etc. new version of hte chewing to make more sense with open cage
  • Fixed biolab weapons 'buy' buttons only working in space and not on OEI on planet
  • Adding new animations specific for caged ape so that unique audio can be added for all. Added new scream caged event, added slam caged audio and also added occlusion to landmines
  • Fixed various reload issues with Ape_C2
  • Fixed issue in Ape_C2 where laser wasn't actually dealing damage to spawner
  • Ape_C2 laser now guaranteed to damage target so that spawner is killed in desired amount of time, regardless of health

Icarus Week 179 Update | Stone Signs and UX improvements

This week, we're introducing a new addition to the Tier 2 tech tree: Stone Signs.

We’re also sharing some insight into how our weekly patches come together - what we plan in advance, how we adapt based on priorities, and why the content in each update can shift from week to week.

Finally, we’re giving a quick look at what’s coming next: Armor Stands, a new feature that lets you display your armor around your base or use them as quick-change stations.

Notable Improvements:



  • Fixed an Unreal Engine crash that occurs when particle systems are cleaned up while active
  • Workshop items with missing ownership will now have their ownership set correctly when placed into an exotic delivery pod (by the player who brought it down initially). This should fix the issue where Envirosuits with missing ownership would be deleted upon trying to return to space via the delivery pod
  • Items placed in exotic drop pods that cannot be transported to space are now put into an overflow bag instead of being destroyed
  • Did a UX readability pass on the mission objectives widget. It should now be more readable in the majority of lighting conditions, especially improved in the Arctic
  • Redid the Greek Alphabet map Icons as they were too thin to identify easily



This Week: Stone Signs



This week, we're adding a new sign option for lower tech tree tiers: Stone Signs. These signs provide a more rugged and natural-looking alternative to the existing wood and brick variants, and are designed to fit in with early-to-mid-game building styles.

Stone Signs can be crafted at the Masonry Bench (Tier 2) using stone and iron nails, making them accessible without needing to progress too far into the tech tree. They're an excellent option for players who want to organize their bases, label storage areas, or mark outposts without jumping into higher-tier materials.

Three variants offer three different placement options: floor-mounted and wall-mounted versions, with both tall and angled designs. This gives you flexibility when placing signs on other types of terrain or integrating them into various building layouts.

As with all signs in Icarus, these new stone versions are fully customizable—you can edit them to display your own text or icons, making them a functional and aesthetic addition to your structures.



Next Week: Weekly Patches



We aim to release a patch every week. This is part of our ongoing support for Icarus and allows us to deliver free, minor updates and improvements between larger content drops like expansions and DLCs.

Not every week will have a big patch. Sometimes, it’s because a feature or fix isn’t ready yet, or we’re focused on bigger updates. Other times, it’s due to technical issues (like the source control outage in Week 176), holidays, or time spent setting up for sales and promotions.

We try to stay flexible. While we usually have the core weekly content ready a few weeks in advance, we often reshuffle things based on what’s most important at the time. If a major fix is ready earlier than expected, or something breaks and needs quick attention, we’ll adjust the schedule to ensure it goes out as soon as possible.

One example is the solo pause feature. We’d been working on it for a while, and once it was ready, we moved the stone signs back a week so we could release it alongside some other quality-of-life changes.

This approach also helps with minor, incidental updates. For instance, the UE4 crash fix and Mission Objective Widget readability improvements in this week’s patch weren’t planned for this week specifically, but they were done in time, so we included them.

Some weeks will be light, like this one. Others will have more content and major fixes, like last week. That’s just the nature of steady development.

We’re still actively working on Icarus, including another expansion and ongoing work on the Great Hunts campaigns DLC. As long as people keep playing, we’ll keep updating.



Next Week: Armor Stand



Next week, we’re introducing a new Armor Stand that lets you display your armor sets or use them as a quick-equip station. It’s a handy quality-of-life addition we’ve enjoyed using during internal testing. Whether you're organizing your base or want to swap gear quickly between missions, the Armor Stand makes it easier to manage your loadouts and keep things tidy.



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 v2.2.54.136562



New Content


[expand type=details expanded=false]

  • Added Stone Sign Icons
  • Unlocked stone sign blueprint talent, recipe, item



Fixed


[expand type=details expanded=false]

  • Hammerhead Slug Icon - Fixed replication bug where clients saw both world boss spawner icon and boss icon at same time
  • Fix an UE4 engine crash when owner of particle system is cleaned up whilst particle system is playing
  • Cleaned up skinning on base Swamp Quad SK, as well as added updated textures for the carcass. Also added a new bones SK mesh and textures for the creature, as it previously did not have them
  • Changed compression settings on normal maps from Default to Normal Map for Plat Weave curtains
  • Added Dale's updated mesh and textures to fix normal map issues
  • Fixed a bug where putting heated canteen into water purifier would keep the cooling buff instead of turning it into warming
  • Added new bloodied textures for bear cub bones to replace the clean bones
  • Added proper texture for Lava Blueback bones SK mesh
  • Reset pivot on pan mesh to original position
  • Added switch to mask out normal intensity on MA_ITM for signages
  • Fix half pitches swapping direction when upgraded to or from stone brick
  • Fixed being unable to upgrade wood half pitches by removing a very old unused version of that buildable
  • RESEARCH: KIWI: Increased time between additional wolf spawns at the sigma map location (doesn't affect those that come from the dens)
  • Updated wolf and hyena dens tooltips and related quest objectives to tell players to destroy them with a pickaxe
  • Halved default health of spawner dens now that firearms can no longer be used
  • Adjusted the normals strength for the surfaces where the text widget is located for better readability on the Stone and Concrete signs
  • Readded old wood halfpieces, as the removal broke old missions, but moved after craftable version so upgrading should still work
  • When reloading building pieces, prior damage is now applied asynchronously instead of all in one frame. This should hopefully fix some hitches people were having when reloading prospects with many broken building pieces
  • Fixed recent change that was loading all buildings in in a destroyed state
  • Fixed issue where the envirosuit worn by players when selecting their initial drop loadout weren't initialised correctly, meaning they couldn't be returned back to space via a drop pod
  • Increase basic wood sign normal resolution to 1k and reduce normal intensity for readability
  • Update Sign widget positions to be closer to mesh so text doesn't float.
  • Fixed cleanup of POTSHOT
  • Added more async optimisations to building destruction to reduce impact of loading in partially damaged or destroyed buildings
  • Building destruction FX are now limited to 20 operations per frame
  • Buildings will no longer play destruction audio or particle effects for dedicated server or when in an unloaded tile
  • Cleaning up lots of audio files that played too many times. Reducing some spacializers of deployables to account for buildings with lots of deployables making excessive constant noise
  • Limiting number of channels can play at once for various channels of audio events
  • Added missing PM to other chicken coop to play correct footstep sounds. Also adding missing tick box setting for occlusion on general creature movements
  • Reducing the amount of turbines that can be playing at once and setting to virtualize to stop excess audio spam
  • Fix old stoves that cannot be constructed anymore (but may exist on historical prospected) are listed in FieldGuide
  • Meta items with missing ownership will now have their ownership set correctly when placed into an exotic delivery pod (by the player that brought it down initially). This should fix the issue where envirosuits missing ownership would be deleted upon trying to return to space via the delivery pod
  • Items placed in exotic drop pods that can't be taken up to space are now put into an overflow bag instead of destroyed
  • Correcting the chicken coop not having the correct PMs set on the roof collision boxes - causing the audio to sound like walking on dirt instead of wood which would seriously effect the players immersion causing mass panic



Future Content


[expand type=details expanded=false]

  • Stop Quorites From Overlapping Each Other So Much. - Remove map boss icon from quorites
  • Resave desert ape spawner
  • Update Ape_C2 with deployable laser step
  • Sandworm crossbow - fixed replication bug with movement slow on reload. Added validity checks on owning player to prevent log spam
  • volume balance for opening dead miners inventory
  • Adding audio for when interacting with a dead miner to better sell that you are searching them
  • Added Composite, Concrete, Iron, Sign Icons
  • Elysium - cliffs and crevasses in geothermal, red quad. Adjusted scale of dead tree FTs, swapped textures in crevasse LC material
  • Adding ape 1 shot cave scream before spawning in Ape B mission to ensure it screams every time. added 2.5 second delay to spawning of the ape to ensure no overlaps in vocals. Sped up ducking bus time ever so slightly so it doesn't bring the whole mix down for too long when ducking dialogue
  • Replaced Greek Alphabet map Icons to have backings for visibility
  • Setup Ape_G mission general layout, needs set dressing and notes
  • Balance pass of GH boss combat music
  • Ape_G: Added placeholder note data
  • Add an Upper variant to Geothermal voxel pools
  • LOD, DF, widget placement, and collision fixes for new sign assets
  • Updated meshes for composite signs
  • Updated meshes and material for DEP_MXC_CampCooker_PanProxy and DEP_Prop_Cooking_Pot
  • LOD, DF, widget placement, and collision fixes for new sign assets
  • Fixed bug where Golem Gauntlets were dealing too much hammer-fist damage due to stats scaling twice
  • Cliff and Landscape Pass in Swamp, Purple/Orange Quad, Elysium
  • Shifted location of Mammoth spawn closer to arena entrance in IM_C3
  • Add mission counter to Ape_G notes step
  • Add radio interact step to Ape_D mission
  • Remove DF on MacTop collision meshes
  • Delete old obsolete Stove material/textures now that proxy meshes have their own sets
  • Fix Ape_D camp setup quest not having completion logic
  • Tweaked LOD screensize on Silo mesh. Removed unused texture references from materials
  • Fix no biome is sticking when leaving an instanced level
  • Add ProtectiveRocks for Ape Lair in Strange Troop mission as a separate actor so they don't contibute to taking damage
  • Committing Missing Files that where not reconsiled after working offline, this should fix the build
  • IM_A - Removing Search Area and Setting up ECHO Device Tracker to find the base
  • IM_A - Swapping Search Area for Echo Device Tracking and adjusted quest to mention the beacon number to follow
  • Snow Slug and Icy Mammoth now both have a small amount of armor and have a chance to freeze with attacks, removed stats from snowslug epic creature and moved them into base creature
  • Adding snow slug armor growth curve
  • Removing GH which are no longer present in the IM Campaign
  • Adding Armor Health Bar to Creature In World Widgets (disabled as widget required to finish is checked out)
  • Small Adjustments to In World Creature Health Bars to Match Epic Creature Health Bars
  • Setup new Hunt Flow for GH_IM
  • Setup Missions and Pass on Difficulty & Tech Level for GH_IM
  • Quick Pass on Mission Descriptons for GH_IM
  • World Spawn Ice Mammoths are now Aggressive by default
  • Adjusted World Spawn Ice Mammoth Stats, Adding Frost Damage & Chance to Freeze
  • Added new Recovery Beacon enteries for all IM missions where appliciable
  • IM_01 - Added Extra Step to Locate a Storage site after finding dead prospectors, added new step where you have to fight an ice mammoth, adding new notes where appropriate
  • IM_01 - Adjusted Researcher Avery so they have an encampment
  • IM_01 - Shifting Quest to be in the southern arctic of Prometheus rather than the northern as it is now the first quest
  • Fixed Roots of BPQ IM_Researchers 1/2/3 as they where scaled and throwing all things spawned by them off
  • IM_01 - Rebuild storage container in the new location as it has shifted
  • Adding Map Icons for different prospector colours and beacon coolours
  • IM_01 - Removed Reward Step as it is no longer required
  • IM_01 - Viscids and Mammoths now guard and area and will instantly agro to anyone who enters that area
  • IM_01 - Complete and playable
  • Cliff and Landscape Pass in Swamp, Purple/Orange Quad, Elysium
  • Added 3 variations with growth and death states for HRB_Truffle_Plant
  • Elysium - foliage and decal painting, cliff placement in geothermal, red quad
  • adjusted scale settings on slope rock FTs
  • Rock Golem gauntlets should no longer grant xp when hitting rocks and voxels
  • Resave modifier and quest marker changes for Ape_G base and alterations hiding
  • Ape_G setup base and set dressing, cage pending audio
  • Fixed non-item containers showing alteration text when no alterations were present
  • Cliff and Landscape Pass in Swamp, Purple/Orange Quad, Elysium
  • Fixed visual for garganutan blood trail and adjusted material settings for the blood decal
  • Implemented Biofuel Fireplace assets, pending some VFX?
  • Updated fireplace assets so they're childs of their respective base fireplace assets, this allows easier maintenence of their functionality
  • Fixed issues in code to match coding standards
  • Removed 'auto' usage in iterating over alterations
  • Changed !( x == y) to x != y. due to generated code not allowing != operations for alterations enum
  • Added material variant for the Enzyme cannon arm to match the enzyme propagation unit. Added DMs for the enzyme propagation unit and enzyme cannon arm
  • Changing the beep of the mines to differentiate more between the beep on one of the hand held devices
  • Elysium - foliage and decal painting, cliff placement in geothermal, red quad
  • Ape/Golem spawners can now only be damaged with pickaxes
  • Updated tooltip on Ape/Golem spawners to mention that they only take mining damage
  • Apes/Golems now spawn tethered to their dens, and will prefer to stick around them instead of walking off into the abyss
  • Added ability for IcarusGOAPMoveToActor to use custom acceptance radius
  • Added the art assets for the enzyme propagation unit
  • Adding turret destroy audio and item audio data table setup so that the destroy audio is more obvious. This helps inform the player they have destroyed enemy turrets more obviously
  • Add Icebreaker to NE mountain on Frostfall
  • FTs for temp truffles (I forgot about this last week)
  • Added textures and material for Brick_Stone Signs
  • Added DMs for Weapon Rack
  • Adjustments to ape cage audio and attempting to play audio more consistently within BP
  • Elysium - foliage and decal painting, cliff placement in geothermal, red quad
  • Fixed a few typos in quest steps and items
  • Committing bp changes for previous commit with ape mission cage
  • Adding cage rattle - bang, small med and large for ape mission. Also adding reverbed vocals for ape as its in the cage so it feels appropriate. To further adjust in mission
  • Fixed skinning issue for CHA_MAL_ARM_Sand_Chest
  • RG_C2: Update objective dens to only respawn if you don't meet the requirements, but have a shorter respawn time
  • RG_C2: Fix hint text for taxidermy knife being always visible
  • Fix warning in logs about titlescreen camera
  • Small adjustment to search dead miner audio to make it slightly more subtle
  • IM_A2 - Adding base for quest, hooking up to faction mission so mission can be triggered
  • IM_A2 - Adding Tags for quest locations for spawning
  • IM_A2 - Adding Logic for 3 different experimental creatures, setup, spawning, stats and world locations
  • IM_A2 - Setting up Quest Marker Locations for the 3 experiments and 2 machines
  • IM_C2 - fixing issue where Mammoth Boss would still chase players after being hit and completing the quest
  • Armor Bars are now visible if the creature has armor and the talent / stat to show health bars
  • Fixed issue in actor state where when max armor was set, this wasn't triggering a refresh in the armor updated events, meaning on intial setup of the armor bar widget the armor bar would appear empty when it was full
  • Updated CHA_MAL_ARM Sand SK meshes
  • Tweaked IM_C2's EQS so that it doesn't spawn horde NPCs near the bottom of the cliff
  • Added updated armour stand skeletal mesh to deployable
  • Added interact on armour stand that lets player quick-swap their currently equipped armour for what's on the stand
  • IM_C - Added Step to Craft and ECHO device
  • IM_C - Removed Search Area and Added Recovery Beacon Tracking to find the base instead
  • Updating Generic quest text that mentioned the ECHO device was craftable at the Fabricator instead of machining bench
  • Reworked IM_C2/3 into one quest
  • IM_C2 - You now have to upgrade / prepare defences, then craft the modified EDS ammo & an EPU, then Place activate and trigger the EPU, once complete the Boss will spawn, you need to then weaken the boss, then hit it with the modified EDS ammo to complete the quest
  • Adding new EPU deployable setup
  • Fixing issue with Snow Viscid & Mammoth trophies where not feature locked out
  • IM_C2 - Adding Session Flags for the EPU
  • IM_C2 - Adjusted Location where IM Spawns and Force Argo the Boss
  • IM_C - Added new final Step which involves the unlocking and crafting of EDS ammo
  • IM_C - The EDS round Account Flag is now also granted on mission complete for late joiners if they aren't present during the 'Craft EDS' quest step
  • IM_B - Locations are now found via the ECHO Device, removed search area's and Hint step which requires you to go back to previous step
  • IM_B - Added Deliver Step for Collected Digested Enzymes and Frozen Mammoth Sample
  • Added Common Quest for Finding a Location Via an ECHO Device and adding a map marker when the players enter the area as well as allowing subquests to run after this point
  • Changed names for Alpha/Beta/Gamma in Recovery Beacons table so they can be reused easily and swapped to use new map markers
  • Fixing Collectable notes present in IM_O1 and IM_B
  • Fixing prebuilt structure in IM_B to use the correct note for the quest
  • IM_B - reduced the number of base viscid spawns before scaling
  • IM_B - Adjusted move to location steps as they where not needed, removed quest enteries and blueprints
  • IM_B Viscids now trigger immediatly when players enter their area
  • Adding quest stat to research materials in IM_A
  • Adjusting IM_A so the ECHO device is now used instead of a search area
  • Adding missing gameplay tag that was preventing IM_0 from being playable
  • Added Garlic plant, including 3 wild variants, 5 growth stages and dead stage, including all FTs, BPs and data table entries
  • Added Snow Mammoth and Snow Viscid trophies setups
  • GH_RG_C2: Cleaned up search areas once each step is complete
  • Elysium - foliage and decal painting in geothermal, testing prickly pear and truffle in desert, red+yellow quads
  • Elysium - tweaks to slope rock textures and material
  • Added temp Prickly Pear assets + FTs
  • RG_F: Update briefing text
  • Updated DEP_Weapon_Rack textures and static mesh
  • Updated CRYSTAL Shovel crafting to be based on the shovel tag, rather than specific item
  • Added a generic craft quest for an array of items, instead of a single item
  • Fixed invalid instigator log spam when turrets fired
  • Added SandArmor item setups
  • Added first pass 3RD, 1ST CHA_MAL_ARM_Sand, ITM_Backpack_Sand, SK meshes, materials and textures
  • Update tooling to find buried voxels. Auto select text when updating location in WorldManager tool
  • Elysium - foliage and decal painting, cliff placement in geothermal, red quad
  • IM_D2 - Setting up new Mission Flow
  • IM_D2 - Setting up Enzyme Propagation Hub item for the quest
  • IM_D2 - Creating prebuilt structure for IM_D2 and connecting wires to follow during the quest
  • IM_D2 - Setting up Area Stability logic for spawning and applying alterations
  • IM_D2 - Adjusting and adding talents for the Enzyme Elixir (now called Luriform Serum) can now be unlocked and account flag is granted during the quest
  • IM_D2 - Is now playable - but missing some extra spawning and final touches
  • IM_A2 - Adjusting Objective Text to make it clearer
  • IM_A2 - Mission now has heavy storms in the arctic regions while the machines are active
  • IM_A2 - Mission now has creatures that spawn with the ice mutation modifier while the machines are active
  • Reparented and created a new base class for quests that involve moving to a location and doing something, so map markers can be added by default to allow for reuse
  • Adding ability to retrieve multiple deployables of the same class from the prebuild structure class after spawned and built
  • IM_A2 - Adding the enzyme propagation units, their defences and their spawn locations
  • IM_A2 - Setting up remaining quest steps so the quest is playable to completion
  • IM_A2 - Adjusting Enzyme Propagation Unit to add effects and splitting world version from craftable version
  • Adding Great Hunt feature to some recipes in GH
  • Adding Snow Slug and Ice Mammoth Icons for Vestiges and Trophies
  • Adding Icon and Mesh for the Enzyme Propogation Unit
  • IM_O1 - Ajusting Quest Objectives to Mention using the HEAL device to Stabilise an NPC
  • Updated skinning on DEP_Armor_Stand_T2
  • Added additional larger caps for Electric and Gas Fireplaces, with rigs and animations for the Electric Caps
  • IM_C2 - Updating Quest Step for Activate as the World Object changed
  • IM_D - Adding basic lights to cage
  • IM_D - Adding Rimetusk run away event to the IM_D quest
  • IM_D - Setting up new base with caged animals, adding new map markers and quest queries where appropriate
  • IM_D / D2 / A2 - Attempting to fix issue with Enzyme Disperal Units
  • IM_D2 - Adding Special Ice Bat Spawners / Nests for the Mission
  • IM_D2 - Adding quest markers for Ice Bat Spawners
  • IM_D2 - Adding 2x Creature Spawners at each Enzyme Propagation Unit to help draw players to that area
  • IM_D2 - Adding large epic creature spawners at base of Enzyme Propagation Hub to help draw players to that area
  • IM_D2 - Removing Extra un-nesseary particle systems from the Enzyme Disperser and Hub
  • Added Anchored GOAP motovation, goal and actions for the swamp bird
  • World Spawn Enzyme Dispersers no longer attract animals by default
  • Dynamic Great Hunt den spawns now rotate to fit terrain better when spawning
  • Great Hunt faction mission den NPCs now only inherit yaw from their spawner
  • Putting limits to how many voices some audio events could play at once and setting to virtualize to potentially help an issue with a prospect
  • Cliff and Landscape Pass in Swamp, Purple/Orange Quad, Elysium
  • Elysium - foliage and decal painting, cliff placement in geothermal, red quad
  • Added HRB_Onion with all growth stages and 3 wild variants, including all SMs, FTs, BPs, textures, materials and data table entries
  • Added flowers to garlic plant, updating all SMs, textures and materials
  • Fix potential double up of rewards on Ape_B final boss
  • Adding audio occlusion for when an ape is banging its cage to account for when a player is inside
  • Small adjustments to the volumes and spacializer settings of the trapped ape. Also adjusted delay after you kill the ape to give space
  • Reduced refraction on IM D mission explosions and added a scalability limit to number of spawned systems to improve performance
  • Volume and spacial balance of the sonic device for better audibility in environment. Adjustment to sandworm to better balance for playing not just as a boss
  • Increased Garganutan Jr health
  • Adding additional lines for missions. Audio, events and dialogue table entries
  • Added support for customising armour stand mannequin pose
  • Tweaks to armour stand inventory screen
  • Added Landmine VFX for Eletric and Fire and implemented vfx for all other landmine elements
  • Resave socket position on electric fireplace
  • Add setup for electric fireplace and initial setup for clay brick fireplace
  • Added art assets for the handheld ECHO scanning device
  • Adding audio for slotting a weapon on the weapon rack. Audio, event and BP Imp
  • APE_G: Add cage collision and destruction
  • Adding recovery beacon click audio when changing between targets. Event and BP Imp
  • Creature spawners that only take damage from pickaxes now show a pickaxe required icon
  • RG_A: Update helper text
  • Added WIP mesh, materials and BP for Snow Viscid den
  • Adding hang armor audio, event and BP imp. Also adjusting cage mission timer to have bangs between 5 and 10 seconds instead of 3 and 5 to avoid becoming too audibly repetitive
  • GH_Ape_C: Added small base, require shelter for interact quest
  • Ape Research equipment now requires shelter to play the interact animation
  • Update CT_CreatureSpawner to support preview meshes with multiple material slots
  • GH_Ape_O2: Fix progress percentage and dialogue trigger
  • Update ape cage shake triggers
  • Adding audio for when the ape eats what is given to it in the mission cage
  • Increasing the range of the turrets audio fire for better audible recognition of whats happening when one is firing at you
  • Setting more audio limits to a few events, setting to virtualize. Adding missing occlusion tick box from audio sources that didnt have it for creatures. Saving profile of broken map for further investigation
  • Added physical material to the enzyme propagation units
  • Adding a custom quest function where you can sepcify the lifetime of an object and turn its recorder off when cleaning up
  • Adding Armor Stand Icon, Blueprint, Recipe and Description
  • IM_O3 - Adjusting Quest so you now have to kill 2 Enzymes Enhanced Mammoths that players track with the Echo Device
  • IM_O3 - Adding New Quest Step where players need to kill creatures and obtain their biotags and deliver to a droppod
  • IM_Campaign - Ensure that whenever the player is asked to craft an ECHO device the quest step grants them the accout flag
  • IM_D2 - Granting the Account flag for the Luriform Serum on the craft step
  • IM_D2 - Fixing issue where Luriform Serum was craftable without the required Blueprint
  • IM_D2 - Adding Implementation of Enzyme Elixir to Draw Enzyme-Enhanced Creatures to the Player
  • IM_A - Adjusting Mine Locations at the base and spread out, mines will no longer go off while in the building
  • IM_D - Adding Landmines and Stocking Turrets with Ammo
  • Landmines now stack to 20 (they used to not stack at all)
  • IM_D - Landmines will no longer trigger while inside the base
  • IM_D - Adding lights to the Ice Mammoth Cage and small location adjustments to meshes
  • Setting up Echo device to use new mesh & icon
  • Retaking all scanner item icons as they where inconsistent
  • IM_D - Mission now requires the use of an ECHO Device to find the Lab
  • IM_D - Adjusted mission to use a beacon & Orbital Laser instead of an explosive
  • IM_D - Tidying up timings on explosions, IM Spawn and Particle Effect
  • Added WIP fur and eye cornea shader for creatures
  • UX readability pass on mission widget. Should now be more readable in majority of lighting conditions, especially improved in the arctic. Add info about keybinding to toggle widget visibility
  • DamageAllAI cheat now kills worms and anything under the FactionBoss base class
  • Changed button hover states and animations, fixed buttons shifting issues, wrapped text for item display images, replaced world boss images
  • Cliff and Landscape Pass in Swamp, Purple/Orange Quad, Elysium
  • Added art assets for the wild and crop versions of the prickly pear plant
  • Update quest interface to mention campaign instead of operation, when undertaking great hunts
  • Update Highlightable entry for Exotic Shards actor
  • Adding additional 'Large' widget version for ranch gates
  • Ape_E: Remove map icon from deploy step, as it is already on the location step
  • Added foliage types and BPs for the prickly pear. Added FTs and BPs to the FLOD data table. Added growth stages to the farming data table
  • Adding generic hurt prospector loop audio, event and adding to NPC for mission. Can be swapped out as needed
  • |Elysium - voxel placement, foliage and mesh polish in Geothermal, red quad
  • Adding all new dialogue lines for ape missions. Adding audio events, and data table setups
  • Added static and destructible meshes for GH spawner destruction effects
  • Move keybind element to left side of Mission Objectives widget instead of right
  • Ape_C: Fix shelter check on research equipment
  • Update electric chimney to stop/start when the fireplace is on
  • Add half height chimneys to biofuel and electric fireplaces
  • Ape_F: Fix creature count not showing for clients
  • Fixed reference in the FLOD data table. Added foliage overlap collision on the prickly pears
  • Update CFMED001 prefab cave volume to be tighter to interior bounds to prevent cave pushing outwards too far and causing unintended overlaps outside
  • Adding electric and gas fireplace open and close audio, event and notify
  • Fine tune and adjustments to ape sonic device start so it ignores instant flashes of start - stops
  • Fix Ape_E_Defend logic re-activating BPQC spawners after they had been deactivated on quest end. Add in WIP logic (unhooked) to shutdown transmitter automatically on quest end. Deactivate both spawners when players aren't near
  • Cliff and Landscape Pass in Swamp, Purple/Orange Quad, Elysium
  • Ape_D2: Fix kill quest wording
  • Fix snow mammoth head loot
  • Fur cards WIP shader adjustments for Alpha Wolf and cornea shader
  • Adding generic drill arrow destroy rock audio and event
  • Elysium - adjusted material settings and placement of stick trees in Geothermal, red quad
  • Added animation, skeletal and static meshes for spawner hole blocker
  • Increasing intensity of the gas can gas release audio for better understanding of whats happening
  • Fixed up asset reference in ShopPanel UMG
  • Added package flag locking to Buy button on WeaponInfo umg
  • Created a unified Buy button umg for use in Biolab UMGs
  • Added foliage types and BPs for the wild kumara plants. added the FTs and BPs to the Flod data table
  • Added wild Kumara variant art assets. Updated existing kumara growth stages with the texture layout that includes the wild variants
  • Misc updates to Ape mission text
  • Can no longer individually highlight meshes on RG & Ape spawners
  • Elysium - mesh, decals, foliage rocks in desert to geothermal transition, red+yellow quads
  • Fixed Ape_B and Ape_G missions not spawning a correctly initialised juvenile ape character
  • Fixed Ape_B issue where Sonic Device was spawning in simulated state and falling beneath the terrain
  • Made Ape_B juvenile variant a subclass of standard juvenile ape
  • Created a new AISetup for Ape_B variant of juvenile ape
  • Removed old Ape_B juvenile variant BP class
  • Adding loop audio for gas and electric furnaces
  • Add a 'tink' sound effect hook for drill arrows first hit
  • Removed debug logic from EnvQueryContext_BB_AnchorTarget
  • Elysium - added kumara, general foliage and landscape polish in geothermal, red quad
  • Cliff and Landscape Pass in Swamp, Purple/Orange Quad, Elysium
  • Fixed issue with T2 armour stand where backpack wasn't being equipped correctly
  • Halved additional health added to Den spawners based on difficulty level
  • Spawner den creature count, spawn time, health, npc level now all have their scaling rules exposed
  • Spawner dens now have their creature spawn count limits removed if set to 0
  • Small adjustment to LW ICe Mam Sledge to reduce debris audio for general hits
  • Adding audio for when a drill arrow drills rocks
  • Adding more appropriate deploy audio sounds for the new and some existing chimneys. Adjusted volume of gas chimeny close to better match others
  • Ape_D: Quest adjustments for map area and objectives
  • Fine tunes and balance pass of fireplace gas opening and closing audio. Also reducing distance slightly of internal shutter audio to accomodate for lower play number to avoid harsh dropouts between shutters. Tidier internal audio
  • IM_O2 - Fixing the build data table validation caused by the IM_O2 rework
  • IM_FINAL - Chaning map marker to be the use of an ECHO device for the Final Rimetusk mission so it fits in with the theme of the campaign
  • IM_O2 - Reworking mission so you find and capture a vesper, perform experiments on it and then release back into the wild, mission is playable
  • IM_O2 - Adding Neurotoxin, Vesper Cage and Virus items as well as associated recipes, icons, stats and alterations
  • IM_O1 - Ensured any time we ask the player to craft a medical device, we grant the account flag to all players
  • Adding Manual function to new Deployable Manual base class to turn/force the device off
  • APE_E - Adjusting Sonic Device to use new base class so it requires user interaction to active and turns off after the quest has ended
  • Adding a new simple base class for consumer that do not automatically turn on and require used input to run
  • Converting Enzyme Disperser over to use the new simple base class & fixing up associated quests
  • Adjusted M_GH_GolemSpawner_Hole_Blocker to remove moving texture when mesh is animating
  • Added new item display images, fixed box stretching, map titles are now hooked up, changed hover animation on other regions hunt
  • Added missing occlusion tick boxes for the slugs to enable audio occlusion on all animations
  • Drill arrows now tunnel through (FISM) rocks, leaving the resources in world for player to collect
  • Cliff and Landscape Pass in Swamp, Purple/Orange Quad, Elysium


Icarus Week 178 Update | Solo Pause, Multiplayer Hitboxes, and more

We’re excited to roll out a long-requested Solo Play Pause feature. This is a true pause, stopping all aspects of gameplay. It’s a significant quality-of-life improvement for solo players, and we know how important it is when life pulls you away mid-session.

We also have a few big fixes coming through this week, including improved multiplayer creature hitboxes (especially on dedicated servers) and fixes for deep ore vein duplication on Prometheus.

We’re also discussing our new content coming next week, which will be an addition to the new signs we added in Week 176.

Notable Improvements:



  • Fixed an Issue with Creature Deterrents that was preventing from repelling creatures correctly
  • Fixed an issue with the equipment resupply button meaning it could only be used once per mission - this was incorrect, it is now fixed so it can be used multiple times
  • Escape menu now closes after using Unstuck command



This Week: Solo Pause



We've introduced a true pause feature for solo play - a long-requested quality-of-life improvement, especially for those who often play alone.

We understand that real life can interrupt gameplay, and this feature ensures you won’t have to worry about a swarm of creatures approaching while you're away from the screen.

This functionality is exclusive to single-player sessions and does not apply to multiplayer or dedicated servers. Pressing Escape in a solo game will pause the session entirely: enemies will stop moving, health, food, and water will no longer deplete, items will stop crafting, and in-game time will completely freeze.

Implementing a proper pause system wasn’t something we could ‘flip on’. It required a detailed review of multiple game systems and mechanics to ensure everything would behave correctly without introducing bugs or breaking core gameplay. We've wanted to include it for some time, and we took extra care to do it right.

To make this work, we had to examine every system, both custom-built and those from the underlying engine, to ensure they respected a paused state. That meant ensuring everything was built around ‘delta time’ (the variable time between frames) since the pause effectively halts that flow to prevent any interactions from taking place.

Delta-time is a fundamental concept in game development. It ensures consistent and fair experiences regardless of a player’s frame rate. Frame rates can vary moment to moment due to hardware or software conditions. By scaling work (like crafting progress or resource depletion) based on delta-time, the game ensures a consistent experience for all players.

Take crafting in Icarus as an example. Crafting takes time—some items may take five seconds, others 30. Consider two players - James is running the game at 30 FPS, and another, Rebecca, at 60 FPS. If we increased crafting progress by 1 unit per frame, Rebecca’s crafts would complete twice as fast. By instead scaling progress by delta time, both players experience the same intended crafting duration.

There are notable examples in gaming history where systems weren’t designed this way. For instance, in The Elder Scrolls V: Skyrim, the physics engine was tied to the frame rate. Running the game above 60 FPS could cause the player to move faster and physics objects to behave unpredictably - think flying carts and launched NPCS.

We’d love your feedback. Let us know if you encounter any issues or edge cases in Feature Upvote.



This Week: Multiplayer NPC Hitbox Fix



We're currently trialling an improvement that will enhance the experience for players connecting to dedicated servers or friend-hosted games. This update ensures that creature animations are entirely played on the server while in combat, regardless of their visibility or distance from the host.

After a thorough investigation, we discovered that early optimizations made during Icarus' development led to desynchronization issues on the client side—specifically with NPC animations and hitboxes not always aligning correctly.

To resolve this, we’ve updated the animation system so that NPCs on the server and client should be in the exact same pose during combat. This should align hitboxes, weak points, and strong points and lead to a much more reliable experience for clients.

Internal testing and feedback from players on the experimental branch have been extremely positive so far, with a noticeable improvement, especially on dedicated servers. Thank you to our Veterans in Discord for helping us identify and resolve this issue.



This Week: Deep Ore Duplication Fix



We’ve resolved an issue where deep ore veins were duplicated each time a prospect was loaded. This could cause veins to appear as if they had changed resources, leading to significantly bloated save file sizes.

While earlier fixes made this more stable, we recently discovered a new issue with deep ore veins on the Prometheus map, introduced as part of the Null Sector update. Some objects were incorrectly configured during world generation, leading to duplication.

We’ve now addressed the root cause and added checks to prevent it from happening again. Additionally, any duplicated veins will be automatically cleaned from player save files when the game loads, with any attached drills preserved.

For those with save files badly affected by this issue, the fix should have a noticeable positive effect on load times. Please note that removing duplicates may cause ore veins to revert to the resource type first located there.



Next Week: Stone Signs



Next week, we are releasing another set of stone signs craftable at T1 so players can customise their base in a new and different way.



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 v2.2.53.136221



New Content


[expand type=details expanded=false]

  • Enabled pause-game functionality in escape menu (singleplayer only)
  • Adding missing ENV No LPF bus to pause. Was still having the occasional building creak play when in pause menu
  • Updating logic of unpause audio to account for unstucking
  • Escape menu now closes after using Unstuck command
  • Adding vocalisation bus to pause when game is paused to stop low health vocalisation state continuing to play
  • Loot Retrieval and Resupply buttons now unpause the game when clicked
  • Fixed issue where audio wasn't being unmuted in all cases where game was being unpaused



Fixed


[expand type=details expanded=false]

  • Fix invalid node in Riverlands Delivery quest (should function the same)
  • Fixed mission equipment resupply timer going into negatives and not being usable after the first resupply
  • Deep ore miners attached to incorrectly duplicated deep ore veins are now attached to the nearest valid ore vein on prospect reload
  • Fix for some Prometheus Deep Ore deposits that were getting duplicated on prospect reload



Future Content


[expand type=details expanded=false]

  • Revamp Ape_D to require a little bit of construction and some taming
  • Fixed typo in IM researcher tooltip
  • Cliff and Landscape Pass in Swamp, Purple/Orange Quad, Elysium
  • Elysium - cliff and ledge placement, dead tree test placement with temp meshes in geothermal, red quad
  • Adding a bunch more and better GH UI sounds. Giving the weapons a more deluxe feel
  • Updating ape lab text to Chrissys suggestions. Gving dead prospectors correct ammo types for the guns they are holding
  • Great Hunts UI - fixed a bug where 'world bosses' would only create 1 widget. Added new defaults so when on a map that doesnt have a great hunt the buttons are all still populated
  • Setup placeholder Ape_G mission for Great Hunt outcome testing
  • Adding first pass of GT_Dead_Tree with four vairants for the Geothermal biome
  • GH UI audio balance
  • Fixed a few GH typos
  • Updates to rock golem gauntlet behaviour + damage balance tweaks
  • Wip on wound material for creatures
  • Added Landmine VFXs for base, poison and frost explosions
  • Changed round cliff in volcanic on Purple Quad, Elysium
  • Improved projectile hit registration for clients when attacking NPCs, especially on dedicated servers
  • NPC's UpdateVisibilityBasedAnimTickOption now uses nearest player on server instead of player in slot 0

Icarus Week 177 Update | New ‘Culinex’ Backpack for extra food buffs

Welcome to Week 177.

We're currently in the middle of a short week with Easter holidays, but we still wanted to keep things moving—so we're happy to bring you a patch this week! While it's a lighter update than usual, it still includes some useful fixes and improvements.

This week, we’re introducing the ‘Culinex backpack' in the workshop. This backpack will help with both the creation and consumption of food on Icarus.

We also provide an update on the Solo Play feature we mentioned last week - it is currently accessible on our experimental branch for anyone who wants a preview.

Notable Improvements:


  • Fixed an issue which prevented fish from being killable with projectiles (thrown weapons, arrows, bolts and firearm ammo).
  • Fixed 'Pain in the Bass' achievement as it wasn't always being granted correctly
  • Fixing issue where custom crafted food would not scale its stats in their tooltip correctly


This Week: The Culinex Backpack



The Culinex Backpack (or Chef's Backpack) is purchasable from the Workshop and can be equipped for use on the planet. It provides a range of benefits focused on food creation, buff enhancement, and survival efficiency.

While the backpack is worn, any food crafted by the player will have an extended duration and increased effect strength. Any player can consume these improved food items to receive the enhanced benefits.

Additionally, any active food buffs on the wearer are further amplified in both duration and effectiveness. This makes the backpack particularly valuable for extended missions or high-intensity scenarios where sustained buffs are critical.

The backpack also reduces the rate of food and water consumption for the wearer, decreasing the frequency at which sustenance is required. This makes it a strong utility item for long excursions or resource-scarce environments.



Next Week: Multiplayer NPC Hitbox Fix



We're currently trialing an improvement aimed at enhancing the experience for players connecting to dedicated servers or friend-hosted games. This update ensures that creature animations are fully played on clients at all times, regardless of their distance from the host.

After a thorough investigation, we discovered that early optimizations made during Icarus' development led to desynchronization issues on the client side—specifically with NPC animations and hitboxes not always aligning correctly.

To resolve this, we've updated the system so that NPCs now check their distance from any active player, not just the host. This allows them to correctly play their full animation sets and ensures hitboxes are accurately positioned on all clients.

Internal testing and feedback from players on the experimental branch have been extremely positive so far with a noticeable improvement, especially on dedicated servers. A big thank you to our Veterans in Discord for helping us identify and resolve this issue.

This fix is available now on the experimental branch, alongside the other changes listed below.


Next Week: Deep Ore Duplication Fix



We’ve resolved an issue where deep ore veins were being duplicated each time a prospect was loaded. This could cause veins to appear as if they had changed resources and led to significantly bloated save file sizes.

While earlier fixes made this more stable, we recently discovered a new issue with deep ore veins on the Prometheus map, introduced as part of the Null Sector update. Some objects were incorrectly configured during world generation, leading to duplication.

We’ve now addressed the root cause and added checks to prevent it from happening again. Additionally, any duplicated veins will now be automatically cleaned from player save files on load, with any attached drills preserved.

This fix is also available now on the experimental branch, alongside the other changes listed below.


Next Week: Solo Pause



As mentioned in last week’s update, we will be introducing a long-requested feature next week: the ability to pause the game during solo play. This functionality is now available for testing on the Experimental branch.

The pause feature is limited to single-player sessions only and does not function in multiplayer or on dedicated servers. This ensures no disruption to connected players in shared environments.

We encourage players to jump onto Experimental and provide feedback. If you encounter any issues or unexpected behaviour, please let us know.



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 v2.2.52.136091



New Content


[expand type=details expanded=false]

  • Unlocking the Chefs backpack so it can be purchased
  • Renamed Chefs Backpack Astron -> Culinex
  • Adjusting the Chefs backpack so its price fits more in where it sits in the workshop tree
  • Fixing the Workshop Backpacks Talent Tree so the Chefs backpack can be selected and unlocked

[TAG-50]

Fixed


[expand type=details expanded=false]

  • Fixing issue where the BaseFoodStomachSlots_+ stat was being incorrectly scaled in the tooltip - making it seem like foods where consuming multiple slots - in cases where food was cooked by a player with the CookedFoodModifierEffectiveness_+% stat
  • Fixed not being able to shoot fish with projectile weapons



Future Content


[expand type=details expanded=false]

  • Potential fix for clients not rotating to correct orientation when teleporting into an instanced level
  • Quarrite: Liberation - Fixed issue where caveworms would spawn inside an object if there were too many worms around it and couldnt find a better spot to spawn
  • Added FTs and temp meshes for geothermal dead trees
  • Fixed an issue where BioLab_ShopItem widget was trying to check feature flags before they were available
  • Fixed issue where BioLab_ShopItem was setting the required feature flag but the internal CachedFeatureLevelCheckResult wasn't being properly invalidated
  • Added DEP_Fireplace_Gas and DEP_Fireplace_Electric with animations and destructibles
  • Adjustments to spacializer and pitch variations and volume of analyzers to accomodate for multiple analyzers next to each other in mission. Small adjustment to general deployable volume over distance to help with same issue
  • Improved prebuilt base building cleanup code
  • Adding pause to the music bus as well as the others
  • Enabling mutally exclusive talent connectors on the IM Tree
  • Fixing Building Transform in IM_O1
  • Doubled Scanning Range of the Recovery Beacon Tracker as there are cases where players could not find recovery beacons, relevant for IM_O1
  • Tagging Organic Analyzer as a quest item
  • Fixed issue on RG_O1 where the organic analzyer was not being saved as a relavent actor correctly
  • Fixed issue on IM_B where the base would duplicate everytime the prospect was reloaded
  • Fixed issue with IM_B where the viscid and mammoth spawners where never being spawned
  • Fixing Spelling Mistakes on the Research Notes on IM_B
  • Fixed issue on IM_B where a new search area would spawn every load / reload - incorrectly
  • Added Code so that when prebuilt bases are cleaned up they now remove their building pieces as well
  • Fixing issue with IM_D where the search area would duplicate every time the prospect is loaded
  • Fixing issue where the base in IM_D would not call cleanup on an abandoned mission




Icarus Week 176 Update | 4 new Brick Signs to place and personalize

This week, we’re adding a brand new set of Brick Signs, with four variants for you to craft, adorn and place around your base.

We’ve also got some insight for you into our development process after we had a perforce outage last week that impacted our development timelines.

Finally, we’ve got some details on an ongoing feature development - a solo pause option.


This Week: Brick Sign Set


This week, we’re adding a new set of Brick Signs, with four different variants for you to craft.

These are unlocked at Tier 3 and crafted on the Advanced Masonry Bench. Ten clay bricks, two concrete mixes, and four iron nails are required for each sign.

The four variants come in floor and wall options, with tall and angled variants for use in different terrains and settings. Just like all other signs, these can be edited to display your own text or icons.



You may have noticed in last week's patch notes that we also improved how signs appear in-game by removing the artificial glow and making them look less digital. The full note is below:

Update Sign widget material to use Decal domain which allows it to take on normals of sign mesh and handles lighting better, removing emissive glow, making the signs look less digital and cohesive within the scene



This Week: Perforce



Last week two Perforce crashes happened on two days in succession. Functionally, this turned our 5 day work week into only 3 days for our normal weekly patch.

Perforce is the source control system we use for Icarus, keeping the developers working in alignment on the code and assets required to make all the different versions of the game (at minimum each week is a new version). Historically, our Perforce instance has been running (not up-time) since June 2016, with our first Icarus code commit seen as 2019.



Since those first commits, the source control has grown to 6TB of project data. We use a Google Drive to keep all the full sized Icarus art assets, so the true scale of the project files is much more. The 6TB is just the raw foot print of the source code and binary assets to build the game for distribution, with the latter accounting for the majority of the 6TB. And then to ‘serve’ the data effectively to developers and build servers bring along additional requirements.

The reason any of this is part of a blog post is because one of our servers experienced a “Blue Screen of Death” recently and caused corruption in our Perforce database files. Bringing Perforce back up required multiple database reads, rebuilds, and verifications. Last week two crashes happened on two days in succession, significantly effecting operations. As developers, we mitigated this by using the time to playtesting on steam and in a few cases juggled feature work in “offline” mode.


Hosting the 6TB of critical data means a lot more than a PC with a few SSDs. Huge failover batteries protect our whole office site, multiple high IO drives for RAID, spares, and backups, and we need NVMe drives to push the architectural limit to serve this data fast over the local network to multiple people. Many syncs early in the morning can saturate our 10Gb uplink.

Since we’re covering our live data footprint, we should also mention that for backuping up the data we provision 20TB of HDD storage so we can have daily backups, snapshots over time, and space left over to take a full fresh backup on demand. But you can’t just have one back up, you actually need a duplicate of your backup, so there’s another 20TB. Mirror that all again, as we must save it all in another form off site in the the cloud, so we provision another 20TB of cold archival storage in a datacenter that is in geographical region outside of New Zealand. You can see how just the 6TB critical data for Icarus has quickly escalated to requiring 100TB of provisioned storage for its stable existence.

Recently, rapid system halts and “blue screen of death” has caused us data corruption in our Perforce database, to the point Perforce is turned off for repair and the developers have to immediately adjust their work schedule. What does repairing Perforce involve? Perforce by design works and manages our files, the versions, and meta history for those, through several dozen paired databases. When the system halts and those databases are open or are being written, they break and they break in ways that are very bad for productivity. Luckily, there are specific Perforce tools and commands that are run as a check on the database file pairs and we keep documented in our internal wiki the process.


Fixing the corrupted perforce instance has a few steps. After the first attempted read of the database set, all the corrupt files are identified. A second pass is done to write out new replacement databases identified from the last successful checkpoints. These new replacement databases are replaced in their directory and another different integrity check is run on all the databases. This step is very slow and can take a several hours. If everything goes well, there are no more corrupt database files found. But if we find another corruption in this check, we have to redo the whole process until all corruptions are fixed.


Ultimately, the Perforce service is returned to working condition, with developers and the build servers now all syncing at the same time. Now the developers are happy again and continue to work unimpeded in Unreal and the build servers can go back to assembling builds for you.



Coming Soon: Solo Pause



We’ve been working on a new feature for Solo play. It allows players to pause their session rather than the game continuing to run in the background.

This is quite a large change and requires layers of experimentation and testing internally to iron out any bugs or issues that arise. For example, multiple mission chains have to be tested as a pausing feature may impact (or impact, vice versa) their logic.

At this point, we’re putting out early iterations of this change into our experimental branch, which gives us a much larger testing pool to catch bugs or oversights that slip through the cracks. We’ll be ready to release this onto the main branch once we are comfortable it is at a standard we are proud of.

A quick note: this will not work on multiplayer or dedicated servers. This is due to the presence of other players and their own sessions, as well as the logic required to run a dedicated server.



Next Week: Chef Backpack



Next week, we’re adding a new ‘Chef’ Backpack for culinary arts specialists.

This will allow prospectors to craft better foods with longer-lasting buffs. Alongside a decrease in the food consumption requirement, there is also a buff to water consumption, so you’ll be able to last longer without two of three pillars of your prospector's well-being.


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 v2.2.51.135901



New Content


[expand type=details expanded=false]

  • Added sign blueprints and item setup
  • Resave items datatable for sign grouping
  • Update new sign item variant grouping
  • Add new sign talents and recipes
  • Unlocked Brick Sign recipes, item and talent for release
  • Added temporary brick sign icon



Fixed


[expand type=details expanded=false]

  • Fixed Beehive Processing VFX to replicate on client
  • Add translatable text to Operations banner on C0NT4CT device
  • Adding interact audio for when opening up a dead prospectors inventory. Adding to base class
  • Fix spelling of Juvenile on Desert Training talent description
  • Fixed Taxidermy Knife being called Trophy Knife
  • Fixing typo spelling of Juvenile in talent tree



Future Content


[expand type=details expanded=false]

  • Adding the correct ammo types to the dead bodies in the GH RG Base A Location
  • Dead researchers in GH_APE_A now correctly hide the items in their hands when looted
  • Fixed a number of typos in mission objectives for GH chains
  • Added implementation of Swamp Ape Attractor, and localised attraction mechanic
  • Added ability for generic actors to act as spawn tethers via a new interface
  • Fixed radar material on swamp ape attractor not turning off when unpowered
  • Adding interact sound for the great hunt device so its not just silence when you enter the UI screen
  • More various updates and improvements to GH UI audio
  • Adding goop dialogue line into dialogue data table. Fixes to some dialogue events where things were cut off abruptly, updating shorter mission complete line where appropriate
  • Initial setup of prototype Drone AI
  • Adjust name of Icy Mammoth -> Enzyme-Enhanced Mammoth in the Bestiary
  • First pass on Strange Troop mission rework: Moved location to nearby cliff. Add Garganutan Jnr lair spawn where they now spawn from. Add poison cloud surrounding area to encourage antipoison pill usage and stackable poison modifier. Players must destroy lair and any spawned Jnr Apes to complete the mission
  • Show instanced level exits on the compass (only as there is no map)
  • Updated the icy mammoth bestiary image to match the new textures
  • Cliff and Landscape Pass in Swamp, Purple/Orange Quad, Elysium
  • Setting PM on wood corner stairs thats used in GH Lab base so that the footsteps played are wood and not default which is usually grass - dirt sounding
  • Putting ape lab door on its hinges - on the wall so players dont open it through the ground. Visually it looks like the ape broke out through the bloody broken wall
  • Elysium - cliff and ledge placement, decal and foliage painting in geothermal, red quad
  • Added FTs for Stick trees (vars 1-3)
  • Mammoth now sprints to arena after being hit by bullet
  • Shifted the ice chunks on the back of the icy mammoth in the character and carcass BPs
  • Mammoth now sprints to arena after being hit by bullet
  • Move any attached arrows to corpse inventory when various Great Hunt bosses die
  • Added trophies for the icy viscid and icy mammoth
  • Adding updated text for the graves in the GH RG mining outpost A
  • Adding legendary gauntlet aint - power up loop audio, events and notifys
  • Change particle system attachment for Legendary SledgeHammer Impact Ribs
  • Temporarily adjusting mission talents to reroute instead of mutually exclusive to prevent missions from being blocked. Can undo once fix is in place
  • Added first pass art assets for the geothermal stick tree to be use for blocking
  • Small update to the opening and closing the fort gate used in GH mission to make it feel more appropriate. Small adjustments to scorpions volumes in world to make sure they werent too intense compared with their vocalisations
  • Adding various UI sounds for great hunts and a few that were missing from the main menu for no reason. Added missing hover over various items and adding select difficulty audio and biolab menu and item clicked etc
  • Elysium - Added V2 blockout mesh for Iris Biolab to Eden
  • Modifying Talent System to now support different talent types such as mutally exclusive selection which is required for great hunts, setting up new mutally exclusive talent connectors for all the great hunt mission trees
  • Added PRP_Bench_PSU
  • Fix DT Validation
  • Elysium - cliff and ledge placement, decal painting in geothermal, red quad
  • Removing ducking from various weapons that were causing the ambience to lower in a way that was not subtle enough. Especially noticeable during the rock golem earthquakes or by rivers etc
  • Added emissive textures for the exploder bat and the ice dart bat
  • GOAP Tweaks for baby apes (no longer chase birdies)
  • Great Ape: More balance for large numbers of players
  • Great Ape: Wire Norex world stat
  • Add new world stats for rewards for great hub ape missions
  • Great Ape: More ongoing balance tweaks
  • Potential fix for instanced levels where everyone dies, leaves and then terminates the server instance before save happens
  • Fixed bug where clicking RTCS / Quit / Unstuck wouldn't work until you unpaused the game
  • Pass over all dialogue lines used in GH missions. Adjusted any dialogue that felt off, adding unique log voices, sharpened up timing etc
  • Fixed issue with ESC-menu pause that prevented other players from joining while paused
  • Elysium - cliff and ledge placement, decal painting in geothermal, red quad
  • Adding correct death collision audio event to ape juvis so they play the death fall sound
  • Disable shadow casting on invisible weather culling mesh spawned from BP_CaveInstance which was causing shadow artifacts to appear on cliff faces near cave entrances
  • Initial implementation of the new Alpha Wolf art assets
  • Add various new ape related world stats to mission outcomes (stats still not wired)
  • Cliff and Landscape Pass in Swamp, Purple/Orange Quad, Elysium
  • IM_C3 removed debug testing logic
  • Geothermal material instances for various meshes
  • IM_C3 mammoth can no longer be killed, is tethered to it's spawn location, fades out after reaching arena location, freezes correctly if a player causes the tile to be unloaded
  • Fixing issues with legendary sledge hammer playing spear equip sound when aiming.
  • Did a pass on spear equips to make sure all of them worked subtley and woudlnt cause issues under different circumstances
  • Fix Ape Norex World stat isn't quite working as intented
  • Added SK files, as well as Materials and Textures and BP, for Desert Bounder. Implimentation still in progress
  • Great hunts selection is now data driven from new DT. Added in changing item displays
  • Ensure GeoThermal pool VFX is distance culled
  • Wire Ape Expuragtion world stat
  • Wire Ape Escape world stat
  • Fix instanced level compass exit does not show up for clients
  • Wire Ape Blackmarket world stat
  • Update BP_Crevasse to use Atmospheres enum to drive material overrides for future expandability
  • Adding more GH UI main menu sounds. Adding the hover for upgrade slots, and select for upgrade slots
  • Added WiP material override functionality to BP_crevasse
  • Elysium - landscape sculpting, cliff and crevasse placement in Geothermal, red quad
  • BP_Crevasse - assigned material overrides for geothermal and volcanic
  • Added altenative fur setups for the alpha wolf to be compared for performance
  • Pausing the audio when the game is paused for better indication of whats happened
  • Update Ape_B mission to spawn a creature with the item, instead of having the item already on the ground
  • Fixed stones in pickable oxite mesh not rendering properly. Fixed LODs
  • Cliff and Landscape Pass in Swamp, Purple/Orange Quad, Elysium
  • Adjusting where the GH device interract sound plays from to ensure it plays each time
  • Further BP setup for Bounder and Carcass, as well as a second pass on the gFur. Passing on to Joe to do the final BP and Data Table setup
  • Wire Ape Strange Troop world stat

Icarus Week 175 Update | Envirosuit Swapping & Seeds Buffed

Based on your feedback on last weeks seed changes, we’ve further tweaked parts of the new seed system. Extracting seeds is now faster and requires less produce. Seed Pouches have more slots and we’ve added a Seed Harvester to the Harvesting Cart.

We’ve also implemented the long-requested ability to swap your envirosuit while on planet, allowing complete customization of your player loadout in Open World.

Notable Improvements:




  • If tamed mounts fall out of the world without freezing correctly, they will now attempt to teleport to owning player (if online) or to their last grounded location

  • Fix auto reload message showing up for both client and host when initiated by client

  • Fixed clients being able to see the Hammerhead Slug boss spawner and boss icon at the same time

  • Attempted Fix of the Crop Plot Tooltips so they display correct information and growth progress when snapping between them as a client




This Week: Seed Revisit and Buffs



Last week we wanted to ensure that seed amounts throughout early, mid and late game were meaningful, and give players more options to opt-in to a larger seed stockpile when they want to start a farm.

The passionate reception to this has identified some continued annoyances that we’re addressing this week; seed processing time, specific large plant seed amounts and seed storage.

Last week’s addition of the Seed Extractor took too long to process each seed. We have lowered the 60 second timer to 30 seconds. We kept the seed extractor crafting cost low so players can choose how many to build, just like the drying rack or furnaces, allowing you to drop off a bunch of produce, go on a mining trip and return to seeds ready to plant.

We also saw that some of the seed recipes were too expensive, when compared to the harvest quantities from the wild. We reduced many of the requirements to create seeds, and boosted some crop yields. Yields can feel significantly different from player to player depending on if they are hand picking in the wild, crafting sickles, farming, building greenhouses, using talents,crafting attachments, using fertilizers, or bee keeping.



The Seed Pouch and Farmers Satchel are also receiving buffs to their number of slots this week. The Seed Pouch capacity is doubled to 12 (from 6) while the Farmers Satchel can carry 8 more seeds for a total of 24 (from 16).

This week we’re also adding a new attachment for the harvesting cart to make mass seed gathering on the farm easier, the Seed Harvester. This will enable your cart to quickly provide seeds, allowing you to rapidly expand your farmland.

As always our continual aim is to improve the game as a whole for both new and old players. With the diverse range of playstyles and experience levels throughout the community we have many factors to consider, so we appreciate all your feedback and strive to guide the game in the best direction.



This Week: Equippable Envirosuits



A major change this week allows players to bring multiple envirosuits from orbit via the Orbital Exchange Interface and replace your current envirosuit.

In the original mission based format the player loadout selection (and envirosuit decisions) were locked-in choices that modified your gameplay. Envirosuits were a special case vs all other items in the game. Even after our transition to an open world game, envirosuits remained a complex case, which required refactoring of several core inventory systems.

With this update envirosuits can now be replaced by another suit, allowing players more customization options each time they leave their base. This also allows us to add more envirosuit options without worrying about locking players in to their decision for an entire prospect.

This feature was enabled on development builds a couple of weeks ago, allowing us to test during our Great Hunts play sessions, as we further refine our mission content.



Next Week: More Base Deployables



Next week brings some rework to the sign system, allowing more sign materials and allowing you to label and decorate your base in more styles as you desire.

We’re continuing to work on Great Hunts and Dangerous Horizons, with plenty of map and mission work underway.

Find out more next week.



Your support makes these updates possible.



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

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

Changelog v2.2.50.135633



New Content


[expand type=details expanded=false]

  • Added new attachement slot to Harvesting Cart
  • Added new Seed Harvester attachment item to enable collection of seeds on Harvesting Cart
  • Add Seed Harvester cart recipe
  • Halved the amount of time taken to craft seeds in Seed Extractor (60s -> 30s)
  • Increased the number of inventory slots in Seed Pouch and Farmers Satchel, 6->12 and 16->24 respectively
  • Removed incorrect stat on Harvest Cart which implied it could harvest seeds without the use of an attachment
  • Added temporary WIP icon for Seed Harvester Attachment
  • Fixed wonky wheels on the cart physics assets when dropped in world
  • Envirosuits can now be brought down from space, either in the dropship or orbital exchange
  • Added extra logic in to make sure player can't duplicate envirosuit by equipping it AND taking it in dropship cargo (duplicate is ignored when dropping)
  • Renamed Volatile Exotic Seed to Volotile Exotic Bulb, to differentiate it from other seeds (eg it can still be gathered without seed gathering equipment)
  • Updated Seed Harvester attachment icon
  • Seed pouches - Fixed a bug which caused seed pouches to lose its reference to its inventory when shifting its location within an inventory. This should fix these issues
  • Shifting seed pouch made seeds no longer automatically go into the pouch
  • Icon showing how many seeds are within the pouch not updating correctly
  • Dropping the seed pouch straight onto the ground doesnt remove the reference to that inventory, so all seeds would teleport to the seed pouch that is not on your character
  • Automatic seed pouch drop would only work with the first pouch placed into your inventory, all subsequent seed pouches will need to have seeds manually placed
  • Fixed mount saddle attachement slot (in mount inventory screen) not updating correctly when swapping in and out different carts
  • Fixed bug where exotic resource deposit map markers weren't being shown for clients after performing a scan nearby



Fixed


[expand type=details expanded=false]

  • Update DF shadow setup on T4 Cooler
  • Fixed collision for DCO_Bookshelf_MetalGlass to allow item placement on shelves
  • Attempted Fix of the Crop Plot Tooltips so they display correct information and growth progress when snapping between them as a client
  • Fix auto reload message is showing up for both client and host when initiated by client
  • Adding bigger moment for when reaching level 60 in the level up audio cue. Balance levels under that to better work with hitting L60
  • Hammerhead slug boss icon - Fixed issue where the icon on the spawner would stay visible even when boss has spawned. now will dissapear when the slug is alive and a new one follows the boss
  • Update display of flamethrower fuel use to show per second
  • Reworked input and output mesh areas for the T4 Anvil, as well as separated the animated piston from the main mesh and added it as a separate Skeletal Mesh. The main bulk of the asset is now a Static Mesh, minus the previously mentioned piston SK, which should help with perfomance as well as Distance Field Shadows
  • Fixed broken vertex normals on BLD_Window_Curtain_Fur
  • Added backface geo to certain Lett Cot elements
  • Hammerhead slug icon - Fixed clients being able to see both boss spawner and slug icon at the same time
  • Add custom snow material for Scorpion Arena that spawns in the Arctic biome
  • Reverted T4 Anvil Proxy crates to fix issue with a mission crate BP issue. Also created separated crate meshes as generic props from the T4 Anvil proxy meshes
  • Chem bench lights now turn on when connected to a network that has supply and vfx play when processing
  • Fix LOD2 and LOD3 on Fur Curtain having noticable artifacts
  • Remove Wolf Jump anim reference from Boar BP. Tweaked jump arc to better suit animation (more vertical). Tweak blends of jump montage to match other jump montages. Expose jump delay timer as variable for fine tuning and debugging
  • Fix Striker/Stalker using Wolf montages with incompatible skeleton. Creature can now jump properly. Fixed swim height by offsetting root bone in AnimBP. Fixed EyeSocket rotation
  • If tamed mounts fall out of the world without freezing correctly, they will now attempt to teleport to owning player (if online) or to their last grounded location
  • Fixed shadow on workshop animal containers not fading out correctly
  • Hammerhead Slug Icon - re fixing client seeing boss spawner and slug icon
  • Fixed hammerhead slug icon not updating properly for clients
  • Bat Orientation - When bats leave the nest they reset their orientation so that they dont fly at weird angles depending on the rotation of the nest
  • Added new Albedo texture fo Arctic Moa with properly adjusted values for fur, while retaining HSV levels for non fur parts like legs and beak, etc



Future Content


[expand type=details expanded=false]

  • Redo of DLC2 arctic cave entrance BPs to fix bad positioning of cave blockers
  • Adding Cold Aura Around Ice Mammoth Clues and Experiments in the Ice Mammoth Campaign, this aura lowers players temperature when they are within range
  • Fixing Mutated Mammoth Experiment Blueprint to use the correct ice armor in its back, rather than the scaled up enzyme crystals
  • Adding Spliced Viscid Spawning in Arctic Regions of Prometheus when world stat is present
  • Adding Arctic Viscid Loot which drops enzymes when killed
  • Adding Spliced Viscid Spawning as an outcome in the Ice Mammoth Campign, it comes as a result of not destroying the research base, allowing research to continue
  • Fixing issue where the Spliced Viscid AISetup data row was renamed
  • Setting up Enzyme / Snow Slug Trail and Attacks so they use the correct effects and meshes
  • Created and added Slime Trail Materials assets for Red / Blue Versions if required (also uploaded materials to G-Drive)
  • Adding new Landmine Types (Poison, Burn, Shock, Freeze) - These are not Player Craftable
  • Fixing Landmine Stats (they where displaying Pure Damage on their tooltip but Dealing Explosive Damage)
  • Blockout cliff pass in volcanic on Purple Quad, Elysium
  • Fix Ape_D collection requirement not progressing
  • Add helper text to indicate progress on Ape_C
  • Slight adjustment to the ape spawner. Decreased volume but increased sound size. To account for players hitting with pickaxes not just shooting with guns
  • Adding ape juvi scream upon aggro to add more intensity to fight. Also slight adjustment to idle distant layer to make it play slightly more to give more ape awareness in the world
  • Increasing ape juvi footstep velocity volume. Adjustment to sonic device start and loop. Increased volume of distant ape scream in mission to make it more evident
  • Adding blueprint logic to play audio loop when ape sonic device is turned on
  • Halved Arena Juvie Ape GFur layers from 32 to 16 as a perf test
  • Resave deployable setup datatable
  • Adding sonic ape device audio event and audio
  • Balance pass on Female 2 vocalisations
  • Allow golem lamp to turn on and off
  • Great Ape: Reduce the number of gas fungi particles
  • Adding Female 2 death vocalisation
  • Setting up unique Ape Sonic Device BP so audio can be added to that instead of being within mission BP
  • Fixed Ice Mammoth arena entrance spawns player backwards
  • material variants for seracs and SW rocks for ELY caves, material swaps and general polish of ELY arctic caves
  • Reduce number of cards, remove collision and adding batching for Ape Gas Clound AOE
  • Small adjustments to ape slam, and sprint audio
  • Replaced other campaign buttons with newer buttons, added hover animation and changed the background of GH UI
  • Blockout cliff pass in volcanic on Purple Quad, Elysium
  • Improve exotic infused creature and adjusted particles to reduce perf cost for gasflyer
  • Added NoFoliage variant levels+prefabs of ELY arctic caves
  • Small adjustments and improvements to ape velocity speed footstep volumes and simplifying bear idle distancing curves. Small tweak to L60 level up sting
  • Added prefabs for ELY arctic caves (I knew I forgot something)
  • Resaving IM_D & IM_A base with Landmine Fix
  • Fixing issue where landmines where not dealing damage after leaving and reloading a prospect, they where setup to use the wrong recorder component meaning they never received stats, which means when they tried to deal damage it was using the value of 0
  • IM_D - Adding Turrets, Landmines, New Generatores and Expanded Base
  • IM_D - Adjusted Explosion Logic so its self contained in its own quest
  • IM_D - Adjusted quest steps to provide more information and swapped a map marker to use a search area until the base is found
  • IM_D - When the explosive is deployed you will have have 30 seconds to evacuate the area or be hit by the explosion
  • Blueprint unlock widgets now give more information about resource network and fillable storage information so that better informed decisions can be made before unlocking
  • IM_D2 Updating beacon placement and tracking logic so its more of a game / challenge with greater feedback as to what is happening
  • Added DEP_Armor_Stand_T4 with destructible and animations
  • Dropping Enemy Turret Health From 10000 -> 2000
  • Adding new Item Icon for Partially Digested Enzymes so it can be distinguished from regualr enzymes
  • Adding extra spawn on ice mammoth bat nest to ensure bats are there when players enter the area
  • Adjusting IM_B so that travel and examine steps are now explicit, also adding new info descriptions for the digested enzymes for greater quest context
  • Removing Interaction from IM_B Mammoth clue as it is not required
  • Cliff and Landscape Pass in Swamp, Purple/Orange Quad, Elysium
  • Removing audio references for the ape sonic device from the mission BP and playing all audio from the Sonic Ape Deployable BP. Stopping audio loop from being able to be triggered if not properly powered
  • World boss button layout change, Great Hunt Interface layout changes and alignment, added boss item display widget to Great Hunt Interface
  • Added custom collision meshes for SW/GL/TU MACTOP meshes - more polys on top surfaces, less on sides to improve playability
  • Added BP_WeatherBlocker for use in ELY
  • Added flightless tank skeletal mesh to the project
  • Update Sign widget material to use Decal domain which allows it to take on normals of sign mesh and handles lighting better, removing emissive glow, making the signs look less digital and cohesive within the scene
  • Added Unique VFXs for Slug Launcher projectile, hit and spot for all ammo types (base, poison, healing, explosive)
  • RG_OP1 remove map marker as quest no longer requires a specific location
  • Adding unique triangulation beacon deploy audio with sonar pulse in it to help signify that its finding direction. Increased importance of explosion for mission to help play more consistently
  • Elysium - swapped cave prefabs to DLC2 variants in Yellow+green quads
  • Enable external caveworm spawns for Quarrite Great Hunt
  • Add placeholder ape cage
  • Added BP_WeatherBlocker in volcanic on Purple Quad, Elysium
  • Testing weather blocker BP in Tundra, green quad. Test placement of voxels in geothermal pools, red quad
  • Fixed Ice Mammoth arena entrance spawns player backwards
  • Added Ice/enzyme version of Viscid, with SK, DM, materials and Textures. I also updated the meshes and materials in the BP. Joe will do a pass on the back ice spikes to imporve skinning for some animations
  • Fixed Weather Blocker actor render distance settings preventing it from being picked up by shelter scene capture
  • IM_O3 Adding additional quest steps to kill specific creatures, adjusting mutation frequency so its all arctic creatures, updating quest objectives so its a bit clearer what is going on
  • Added Manual call to creature subsystem to notify on bat death, as it wasn't occurring
  • Adding ability to turn off map icons via the map icon component
  • Adding ToggleCaveVolumeDebug cheat to visualize cave volumes in-game
  • Cliff and Landscape Pass in Swamp, Purple/Orange Quad, Elysium
  • Adding all main dialogue lines and events for DH
  • Replaced Map icon for dGH Deployable device
  • Elysium - voxel and foliage placement, decal painting in Geothermal, red quad
  • Updated Panda German Shepherd Albedo texture to a higher quality version
  • Updated skinning on the ice viscid skeletal mesh. Tweaked physics asset, and added physical material to the ice material
  • Added art assets for the unbroken drone including skeletal mesh and animation
  • Adjust Ape E logic and location and reduced smaller ape movement speed
  • Elysium - Foliage and decal painting in Geothermal, red quad
  • Setup modified snow viscid carcass
  • created bee processing VFX and implemented to BP_Beehive
  • Fixed bug where bats would run to 0,0,0 if it cant reach its random location
  • Move blood trail from first ape mission to second ape mission
  • Add additional location requirements to ape E quest
  • Flushing grass cache on PROM, all quads
  • swapped out T4 anvil proxy crates for standalone prop versions in yellow quad, prometheus
  • IM_O1 - adding 2 prebuilt structures for the mission, and outpost and a base for the researchers
  • Extending range of Recovery Beacon Device Actionable and reducing the number of actors it queries
  • Swapped out old T4 Anvil Proxy with new Crate SM for BP_ResearchCrate
  • Adjusting in Mission Reward to be Raw-Red Exotics instead of Purple
  • Shifting Quest Locations to make IM_O1 work, adding new prebuilt structure for quest
  • Adding Intro Dialogue back to IM_O1
  • Added Functionality to New ECHO Device item, so you can switch between targets, adjusted UI so its nicer and added various quest test and missions steps to make the mission nicer to play
  • IM_A Number of Now Slugs that Spawn is now scaled by player count
  • IM_O1 - New Quest Find Stabalise and Extract Researching while finding their Research notes which help find the weakness to the Rimetusk Boss
  • Adding new Blueprint and Recipes for the ECHO device, a device which tracks recovery beacons
  • Scanners now have an overrideable function to apply extra filtering methods to searched for actors
  • Scanners now have an overrideable function so you can specifiy more than one class to filter for in the scanner if required
  • Adding Concept of Recovery Beacons which is a component which can be added to any icaurs actor or character and then tracked with a special device
  • Adding Recovery Beacons Datatable to tracking of recovery beacon data
  • Adding Recovery Beacon Tracker for tracking npc's objects with a device, could be used to tag and follow creatures in the future
  • IM_OB - Setting up Mammoth Corpse / Nest to correctly reload and adjusting the quest so you need to break the nest open and not just interact with it
  • Great Hunt Interface animation tweaks, added region label to other region buttons
  • Sharpening up lots of GH dialogue lines with a quicker more to the point ending that also mentions the radio device. Fixed lines where the inflection felt wrong or word emphasis felt strange
  • Resave Ape_D2 map marker
  • Ape_D2: Updated mission including a travel step and higher quest requirements
  • Add background blur to central elements of Processor UI to make text easier to read and give it the desired level of focus
  • Fixed issue where new BP_WeatherBlocker wasn't being passed though world generation
  • Fix stairs in Ape Lab being unreleased version
  • Adjustment to dialogue interrupt timings for DH
  • Fixing issue with quest step previews
  • Fixing Missing Craft Step from IM_O2 and adjusted quest text
  • Adding item icons for Enzyme Elixir and Creature Tracker
  • Adding new Epic Creature to IM_C3 that the player needs to shoot with the tracker
  • Adjusting Steps for IM_3 so that you now have to draw the Epic Mammoth Out for delivering the Experimental Solution
  • Adding Enzyme Elixir which can be used to draw Enzyme-Enhanced Creatures to you
  • Updating Objective Preview Steps for IM_C2
  • Swapped EDS ammo to include Synthetic Enzymes instead of Crystallised Miasma
  • Adjustments to IM_C2 so that you need to upgrade the base and prepare defences for the next mission instead of building a base from scratch
  • Updating Bases for IM_C so it has to be rebuilt, and IM_D so there as better placed defences
  • Adjusting Objectives for IM missions (Infected -> Enzyme Enhanced)
  • Updating Mission Preview Objectives for IM_A,B,C,D, D2,O1,O3
  • Icy Mammoth -> Enzyme-Enhanced Mammoth, Spliced Viscid -> Enzyme-Enhanced Viscid
  • Adjusted GH_RG_OP1 Analyzer steps so they can be reused in other quests
  • IM_C changed mission so you find a facility, hunt and skin some creatures then analyze the samples
  • Setting up Trophy Skinning Items for Enzyme-Enhanced Mammoth and Enzyme-Enhanced Viscid
  • Updated meshes for DEP_Silo
  • Fixed Ice Mammoth arena entrance spawns player backwards
  • Cliff and Landscape Pass in Swamp, Purple/Orange Quad, Elysium
  • Update ice slug carcass blueprint
  • Cliff and Landscape Pass in Swamp, Purple/Orange Quad, Elysium
  • Updated Arctic bat besitary image and added the image to ther source art file
  • Replacing agent line for better clarity
  • Legendary sandworm crossbow - Movement Speed Slows on reload based on 'MovementSpeedWhileReloading_+%' stat and matching modifier applied
  • Tightening up and adjusting lots of dialogue events. Replacing a few agent lines with better emphasis of key words.Adding ape goo dialogue line and event
  • Updated the frosty mammoth textures to snow covered look. Updated Gfur with new materials using the new textures. Updated Icy Mammoth Carcass BP to display the gfur textures correctly
  • Elysium - cliff placement and decal painting in Geothermal, red quad
  • Adding delay to dialogue when first spotting the rock golem juvis so it gives the player a chance to spot them properly once they spawn
  • Updated arctic bat BP to use the blue material variant. Updated the glowing wing trail VFX to colour match the blue material. Updated the arctic bat trophy to use the blue material
  • Added new delegates to CreatureSubsystem that are fired when juveniles start taming process, or once taming progress completes
  • Adding additional DH dialogue lines
  • Applied new exotic infused material to NPCGOAPCharacter
  • Adding proper socket names for the ape juvi so it plays the death collision audio when it falls on the ground. Adding new setup for World Ape Juvi to play combat music
  • Small dialogue volume adjustment, increased length of ape spawner cry so its more audible in mission when spawned, reduced ambience ducking on sub machine gun which was too harsh, other small tweaks
  • Added DEP_Fireplace_ClayBrick_Grey and DEP_Fireplace_ClayBrick_Red (firplace, extension and cap) with destructibles
  • GH_IM_C3: Mammoth now disengages and runs away to arena location after being hit with bullet

Icarus Week 174 Update | New ‘opt-in’ mechanics and tools for seed harvesting

This week, we’re introducing a big change to how seeds are collected for farming. This includes four new items and a new ‘opt-in’ mechanic for harvesting seeds.

We’ve also got an update on our internal playtesting of the upcoming Great Hunts expansion.

Notable Improvements:



  • Allowing more items to be placed on other deployables, including the tackle box, many vases and the workshop cooker and heater
  • Reduced Fire Capsule size on MXC Campfire so that you can no longer catch on fire by simply standing next to it
  • Added camera shake to horse mount kick montage for added zest
  • Changed fluid ammo weapons to have a progress bar display rather than shot numbers



This Week: Seed Collection Changes



Since the introduction of seeds, one common piece of feedback we've received is that collecting crops in the wild often clogs up players' inventories. While these crops can be useful, many feel that the game provides an excessive amount that isn't necessary unless they actively participate in cooking and farming activities. The introduction of the Seed Pouch aimed to address this but was more of a ‘bandaid’ fix rather than anything permanent.

We decided to tackle this problem by making seed collection an ‘opt-in’ mechanic. That is, when farming or collecting wild crops, you will no longer automatically collect seeds, resulting in less inventory clutter.

To get seeds, you will now need to follow one of the methods below:

T1 - The Seed Extractor

  • This device automatically turns crops into seeds when you place them inside. It takes about a minute to generate one seed, which can then be planted in crop plots or dirt mounds like normal.

T2 - Progenitive Fertilizer

  • This fertilizer will enable seeds to be collected when harvesting from dirt mounds or crop plots.

T3 - Sickles Threshing Attachment

  • At T3, we have added a sickle attachment that will allow sickles to collect seeds from wild plants or crop plots, as you currently do.

Workshop - The Reaper Sickle

  • We have also added a workshop sickle called ‘The Reaper’, which acts just like the threshing attachment mentioned above with some added bonuses for seed yield.

In addition, we have added 2 new talents to the ‘Cooking / Farming’ player talent tree, which increases seed yield when harvesting in one of the ways mentioned above.

Seed Master

  • Increases the Yield of Harvesting Seeds from Wild or Farmed Crops

Prolific Crop

  • Increases the number of Seeds that Farmed Crops can produce

This has wider effects as well, especially in the early game, with the collection of seeds for recipes and the creation of vegetable oil. Both of these recipes may become more relevant outside of cooking in the future.

What is next for farming? And why not just drop the concept of seeds entirely and go back to how the game was at launch?

On one hand, seeds provide a nice way to pace and balance farming, something that wasn’t present in the game on release. On the other hand, an issue we are aware of is the abundance of food in Icarus. People don’t really struggle to keep their food meter full, as it is very easy to find, grow and cook decent meals, which really goes against the survival nature of the game.

We feel this patch moves the game in the the right direction, as it will help players now make more meaningful choices when it comes to finding and growing their own crops for food rather than every crop being easily accessible on planet.

In addition, a feature we would really like to add in future is the ability to genetically modify your crops, and even carry inherited 'traits' from one generation of plants to the next. This would open up the posibility of providing buffs to crops when they are used in food, manipulation to be able to grow crops outside their natural biomes or even allowing cross-pollination or the creation of entirely new plants.




Coming Soon: Great Hunts



While playing through some of the Great Hunt Campaigns internally, we have decided to invest more time into raising these to a higher standard in line with our vision for the Expansion.

To give everyone context, there are over 40 new missions across three campaigns in this new expansion. We’ve designed this to be engaging and immersive, so our efforts are to keep refining these with this in mind. We want to make sure we get this right and deliver a quality that we can be proud of.

This may mean delaying the Expansion a bit as we continue to work and iterate, something we’ve done before, such as on ‘Null Sector’ when we deemed it needed more polish.



Next Week: Envirosuit QoL



Next week, we’re making some changes to allow envirosuits to be swapped out on the planet without leaving the prospect.

More details to come.



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 v2.2.49.135257



New Content


[expand type=details expanded=false]

  • Added Threshing alteration icon and attachment icon and added to Itemable and Alteration Datatables
  • Adding Workshop Inaris 'Reaper' Sickle which allows for seed collection when harvesting and increases seed yield from harvesting
  • Lowered the Cost of the Larkwell Martinez Sickle as it was massively overpriced
  • Enabling Seed Extractor, Sickle Attachment for Collecting Seeds & Seed Fertilizer
  • Enable Talents for collecting Additional seeds
  • Adjusting all D_ItemRewards for Crops / Wild Plants / Sickle Rewards so that Seeds Require a stat to drop, adjust seed drop chance to 100%
  • Adjusting Crop / Wild Plant / Sickle Harvesting so they all run through the same function and use the same scaling
  • Added More Seeds and Progenetive Fertilizer Modifier Icon, Added Seed Fertilizer Itemable icon, Added Prolific Crop and Seed Master Talent Icons
  • Added art assets for the T1 Seed Extractor Device
  • Adding Count to the Recipe Element Images so that on Auto Processors (like the campfire or seed extractor) can view numbers of inputs
  • Fixing Preview Mesh on Seed Extractor
  • Fixing T1 Blueprint Layout of Seed Extractor
  • Adding Seed Extractor Icon
  • Added seed extractor particles and hooked up animation
  • Split seed extractor mesh into seperate SK and SM for moving and non moving parts
  • Updated seed extractor meshs, updated seed extractor BP and deployable setup DT with the new meshs
  • Adding seed extractor loop for animation and extracted seed audio and data table setups
  • Added revised proegenitive fertiliser modifier icon
  • Seed Outputs and Crafting Outputs now display the proper seed item image



Fixed


[expand type=details expanded=false]

  • FireArms now actually care about the Fire Shake Scale param. Set all entries and Default value to 1.0x so no behavior changes yet
  • Fixed inverted normals on BLD_BeamDiagonal_Brick_SHA and BLD_Wall_Door_DBL_Brick_R_SHA
  • Fixed translation of BLD_Wall_Door_DBL_Brick_L_SHA to align properly with the main mesh
  • Fixed a typo and updated bestiary text for icy mammoth
  • Fixed DMs for DCO_Dresser_MetalGlass and DCO_Wardrobe_MetalGlass
  • Update LOD and collision on Biofuel Composter
  • Cave lights now turn off at 7pm instead of 9pm
  • Update LODs on Interior Wood crates
  • Increase weight of White/Soft meat from 50g to 200g each, bringing them closer in line with the other meat weights
  • Disable collision on Carpentry Bench proxies causing highlight/interact issues
  • Fixed normal map and mesh vertex normals for DEP_Bench_Masonry_T3
  • Disable DF shadows on campfire meat proxy, blocking the main light
  • Add DoorBase to blacklisted actors for Deployable placement, preventing floating deployables when doors are opened/closed
  • Optimized Gfur settings on all Trophies and standardized LOD settings. Add tooling for finding incorrect settings
  • Decrease drop chance for Coconut Seeds from Palm Tree ItemRewards from 100% to 25% as this is rolled per-leaf, and Palm Trees have a lot of leaves, resulting in nearly 100 Seeds per tree unintendedly
  • Allow more items to be placed on other deployables including the tackle box, many vases, homestead DLC items, and the workshop cooker and heater
  • Decrease drop chance for Coconut seeds from Coco Palm trees significantly further
  • Removed darkened bottom on Small Water Trough
  • Update MXC Crate description to show how many slots it comes with (by default)
  • Update Resource Network connection points on Electric Furnace
  • Increased Windmill weight from 5kg to 20kg to better represent its size
  • Make Binoculars overlay black instead of grey
  • Add camera shake to horse mount kick montage for added zest
  • Reduced Fire Capsule size on MXC Campfire so that you can no longer catch on fire by simply standing next to it



Future Content


[expand type=details expanded=false]

  • Elysium - alien rock placement and decal painting in Tundra, green quad
  • Added new UMG to the great hunts UI to better show off the outcomes of the great hunt
  • Blockout cliff pass in volcanic on Purple Quad, Elysium
  • Knitting Decor: Remove ColorTintMask param referencing white texture (no change with it disabled). Adjusted LOD screensizes to make swaps more subtle. Removed some unnecessary LODs
  • Moved and replaced old achievements in source art folder
  • Updated text for sewing machine bench
  • Rimetusk Sledgehammer: Reduced hold time of repair upgrade
  • Fixed shadow geo for BLD_Wall_Window_Brick
  • Revised material and textures for crystals on rock golem trophy 1 and 3
  • Tidying up the Achievements UI Art Folder and Image Imports to Unreal
  • Updated DEP_Trophy_Golem_1,2 and 3 as well as DM's and updated in BPs
  • Adding new Rig and animation for DEP_Bench_GreatHunt_Comms
  • Disable shadow casting on Windmill blocker mesh. Setup Custom Highlightable. Remove DF on related meshes that don't need it so save memory
  • Refactor Ice Mammoth Sledge Hammer behaviours to make repairing stat behaviour identical to the repair tool
  • Replaced old Ape Attractor icon to new one
  • Hammerhead slugs now have an icon attached to them
  • Added border and title for outcomes box and did a bit of spacing and resizing for it
  • Split Machining Bench into separate elements to help with DF shadows
  • Hooked up Great Hunt Communicator animation
  • Adjusted Great Hunt Crafting animation, finished the animation after crafting finishes, turn light on and off when crafting
  • Add icons for Homestead Hanging Meats. Decrease durability to 100. Move BPs out of Trophies folder and into Decorations folder
  • Setup proxy mesh function in BP_Deployable base, fixed bug and implemented proxy mesh function for some deployable benches
  • Cliff and Landscape Pass in Swamp, Orange Quad, Elysium. (Godspeed Soldiers o7)
  • Tweaks to new Machining Bench meshes LODs and collision. Add additional supporting invisible cubes for enhanced DF shadows
  • Converting quests that where using old inventory functions to use the new ones
  • Inventory Function Cleanup, new functions have been added in preperation for the tag based crafting implementation and other functions renamed and cleaned up, gameplay will not have changed at all. The Functions are now FindItemByX {Type / Query / Data} - Finds first item in the inventory that matches and returns its location, FindItemCountByX {Type / Query / Data} - Finds and returns the to total count of all items that match that query within the inventory, FindItemsByX {Type / Query} finds and returns references to all items & locations to all items in that inventory
  • Updated PhysicsAsset and BP for DEP_GreatHunt_Comms
  • Legendary Ice Mammoth SledgeHammer:
  • Rename the repair stat for clarity
  • Hide reload options as ranged slot can't be reloaded (pulls direct from inventory)
  • Show no ammo available and play no ammo trigger click sound when tther is no ammo
  • Show number of shots availalbe for the Legendary Slug Launcher (water fillable ammo)
  • Ice mammoth arena - Removed passive cave bats spawning on the outskirts of map
  • Blockout cliff pass in volcanic on Purple Quad, Elysium
  • Replaced Great Hunt Device icons
  • Ice Mammoth Arena - Removed collisions on objects mammoth needed to walk through. Widened waterfall enterances to prevent mammoth from sometimes getting temporarily stuck behind it
  • Adding Base parent class for dead prospectors so that the audio behavior for the loop plays for all of them
  • Genericize Fillable rows for Oxygen to prevent duplication
  • Fix IM_D event triggering immediately
  • Fix lighting and mesh LODs on Great Hunts device
  • Elysium - rock placement, foliage, decal painting in Tundra, green+yellow quads
  • Tweaks to alien rock materials, added tundra material variant for LC ledges
  • Ice Arena - Regenerated paths to prevent mammoth getting stuck
  • Fix Great Hunt Crafting Bench not requiring shelter
  • Update legendary stat descriptions to better communicate upgrades
  • Converting UI that where using old inventory functions to use the new ones
  • Ice Mammoth - Increased the frost vfx on frost pillars to make standing in it more obvious.
  • Reduced the amount of ice pillars.
  • Reduced the max amount of birds while keeping the spawn rate the same.
  • Removed collision on the ice spike on top of the waterfall to prevent collision with the boss
  • Adding adjusted GL fog and sky colours layers for potential use to project
  • Add Active FX for Forge
  • Expose GFur Data to Blueprint for tooling purposes
  • Elysium - rock placement, decal painting, polish pass in Tundra, green+yellow quads
  • Add some stubs for procurement of Legendary Weapons in the FieldGuide
  • Elysium - added unique biomes with temp naming to D_Biomes, updated heatmap to match
  • Blockout cliff pass in volcanic on Purple Quad, Elysium
  • Add ammo (biofuel) number display for the Flame Thrower and Legendary Flame Thrower
  • Change UI alignment to stop the ammo numbers from bouncing around when they change rapidly (flamethrower)
  • Elysium - cliff placement, decal painting, polish pass in Tundra, green+yellow quads
  • Show fuel type for Legendary Flame Thrower on FieldGuide
  • Adding all of Mos lines for DH. first pass editing. No events setup yet
  • Ice mammoth - Mammoth now melee attacks the player if the first movement call fails to get it out of the waterfall
  • Added the art assets for the flying tank creature to the project including animations
  • Update LODs on Great Hunts Crafting bench
  • Separated slug SMs from their tanks on the MED and SML slug trophies. Updated BPs and tweaked the glass shader to obsecure them more
  • Updated DCO_Butter_Churn to new version and also added larger DEP_Butter_Churn_LRG with animation
  • Increased cull distance for SML aspen trees from 10k min/12k max to 15k/20k
  • Updated SHA meshes for BLD_Wall_HalfPitch_Lower_Iron_L and BLD_Wall_HalfPitch_Lower_Iron_R to the correct ones. They are now the correct size
  • Adding In World Widgets on Screens to show Boss information on the Great Hunt Communication Device
  • Blockout cliff pass in volcanic on Purple Quad, Elysium
  • Added other rows for legendary field guide pages
  • Elysium - rock placement, decal painting, polish pass in Tundra, green+yellow quads
  • Show which ammo is required for Legendary Ice Mammoth Sledgehammer and Legendary Slug Launcher on no ammo prompts
  • Adding spacializers and updating BP to play audio of radios at owning players location instead of 2d
  • Update LODs on Repair Bench. Add hidden geo to assist with DF shadows
  • Flame Thrower statify biofuel consumption
  • Legendary Flame Thrower now consumes statified biofuel for alt fire slottables
  • Added material and textures for the flightless tank
  • Increasing volume of background handler voice when hes muttering to himself to better cut through ambience
  • Added DCO_Sign_Iron_A,B,C,D and DCO_Sign_Concrete_A,B,C,D and DCO_Sign_Brick_A,B,C,D and DCO_Sign_Composite_A,B,C,D
  • Fixed spawn rate of rock golem juvi idle audio being set to high for testing purposes
  • Fixed broken vertex normals on mesh, as well as filled in holes on bottom of frame pieces
  • Adjusting Turret base so that targets can be adjusted in child BP's and additional stats can be granted in child BP's
  • Adding new Enemy Turret Blueprint and configured to fire at players
  • Adjusting IM_A mission structure to add a power tower, turrets, landmines
  • Adjusting IM_A mission so that you now have to search for the base and a specific map marker will appear when you are nearby
  • Adjusting IM_A mission by adding new quest markers to the Prometheus Map
  • Adjusting IM_A mission adding new warning text for players as rushing straight in will get them killed
  • Fix race condition (and BP pin) for respawn in instanced levels
  • Added in missing juvi rock golem armor break audio. Also adding the aggro state vocalisation that was missing
  • Add some attempts and comments on IM_D explosion reloading issues
  • Adding last of GH crafting bench crafted audio
  • Adjustments to GH crafting bench timing and also adding recipes for GH bench to have more appropriate crafted audio
  • Adding Gh comm bench audio
  • Adding audio for the great hunts communicator bench and also the crafting bench
  • Ice mammoth - Lowered alpha on pillar vfx to increase visibility when many pillars fill the arena.
  • Fixed a bug where bats would spawn past the cap.
  • Increased the bat cap back to 60. Bats now spawn less when the armor is off the boss to make more of a calm period
  • Elysium - cliff placement, decal painting, polish pass in Tundra, green+yellow quads
  • Added BP_Firefly_FX as child of BP_WaterfallBase, changed inclusion layer settings on aspen trees, added FT for CaveIn_02
  • Added Map Arrow Icon for Great Hunt Mission
  • Fix animation loop on Great Hunt Crafting bench
  • Reduced materials for DEP_CaveLight_Floor and DEP_CaveLight_Wall from 6 to 2, and added a V2 of each with better collision and scaled up 1.5x
  • Edited the text for the GH benches and radio
  • Great Ape: Fix players cannot be revived inside gas fungi cloud (collision channel of overlap sphere)
  • Adjustment of IM_B so that the 3 locations can be visited in any order
  • Adjustment of IM_B, Location Alpha now has an outpost with a dead researcher, with notes on creature experiments
  • Adjustment of IM_B, Location Beta now has an empty corpse, all swamp creatures will drop digested enzymes which need to be collected
  • Adjustment of IM_B, Location Gamma now has a mammoth corpse which Vespers have created a home in, you need to now kill the vespers and loot the corpse
  • Cleanup of UMG_InteractableNote Display so it is larger
  • BP_Nest parent class now has a function to inject extra loot if required
  • Adding new Enzyme smoke particle effect
  • Removing NavObstacles from Quest Sphere Triggers in IM_B
  • Adding new Blue / Enzyme Effects for the Enzyme Infected Slug
  • Added DCO_Sign_Stone_A, B and C
  • added separate materials slot fior Emissive on DEP_Bencch_GreatHunt_Crafting
  • Adding audio for the great hunt crating bench to play when the bench is activated. Adjustments and fine tune to the servo parts for better audible experience
  • Adding more unique GH device loop with low level distorted voice
  • Fix washing machine LODs
  • Fix PhysicsAsset for GreatHunts Crafting SK. Fix material naming scheme. Moved Active Effects logic for BP into existing override function and simplify animation logic. Adjusted water visuals to better suit new active FX. Improve lighting setup and DF shadows support
  • Great Ape: Fix localized area gas fungi modifiers are lasting longer than visual effects (and reduce duration of modifier when applied to players)
  • Fix gas fungi is making Juvenile Apes attack the Great Ape
  • Great Ape: Reduce AOE radius (was scalling with server player count). Great Ape: Slightly reduce the health ramp (scales with server player count)
  • Fix Legendary Flame Thrower Alt (slottable) actions consume ammo, but don't require ammo for use. Add a cooldown to Legendary Flame Thrower Alt actions
  • Blockout cliff pass in volcanic on Purple Quad, Elysium
  • Elysium - decal painting, FT rocks, polish in Tundra, yellow+green quads
  • New ScreeSnow decal, AC and TU variants added for Slope Rocks
  • Give Legendary weapons with fillable full tanks on creation. Remove duplicate StoredUnits entry for Scorpion Rifle. Fixed incorrect spelling of Scorpion in numerous locations
  • Fixed NS_SmokeDrop to lessen bad overdraw and obvious planes when looking up
  • Added Homestead Bellows and Fireplace Decor SM, SK, DM, ANI materials and textures
  • Fix stamina consumption with the Legendary Ice Mammoth Sledge Hammer for very specific hold focus behaviour
  • Adding a few more adjustments and fine tunes for the rock golem Juvi.
  • Added a stomp for the idle anim which better represents its intensity and some improvements to the roll velocity.
  • Also reducing ambience and SFX slightly when the player is dead to better inform the player when alive / respawned
  • Fixing issue introduced in refactor where turrets would not target enemies correctly, only enemy turrets would. This has now been corrected
  • Fixed organic analyzer tracking in RG_OP1 mission, correctly indicating power. Reworked power requirement and mission pacing to have a longer analyze time but use increasing power over time
  • Fix drop pod socket on player craftable landing pads
  • Fixed Hole in CAVE_DC_SML_002_DLC2, Elysium
  • Drop pads now relocate when player landing pad foundations are destroyed
  • Added variant cave entrances and cave levels for DLC2 MED and SML AC caves
  • Added distance-based culling and spawn rate scaling to Fireflies niagara FX
  • Replicate visibility of Rimetusk den when made visible but not yet accessible via mission
  • Updating great hunt communicator to have a version with handler in the background distorted
  • Added DEP_Armor_Stand_T2
  • Update numerous deployables to use correct Preview static mesh. Update tooling
  • Remove obsolete GH Crafting Bench materials referencing deleted textures. Update new material to use albedo so lights aren't grey when off
  • Adjust rage modifier to give melee and range damage bonus, instead of physical damage
  • Change fluid ammo weapons to have a progress bar display rather than shot numbers
  • Rimetusk Sledgehammer Utility head upgrade now provides frozen ore instead of repairing
  • Ape_O1, ensure ai spawner is checked for after initial load
  • Create new variation of Mangrove tree for use in GH Ape Lab, with adjusted screensize values to suit 0.06x scaling of mesh
  • Fix explosive weakness on creature spawners and fix Ape_O1 mission progress related to spawners
  • Elysium - decal painting, FT rocks, polish in Tundra, yellow+green quads
  • Blockout cliff pass in volcanic on Purple Quad, Elysium
  • Hook up fuel gauge on Lava Hunter Flamethrower. Removed duplicate flamethrower portion of BP filename

Icarus Week 173 Update | New 9mm Submachine Gun and 5.56mm Assault Rifle

Week 173 brings the long-awaited rework of our firearms range, introducing the SMG and Assault Rifle as replacements for the now sunset Light Automatic Carbine.

The Submachine Gun is similar in style, using low calibre 9mm ammunition with a fast fire rate, while the Assault Rifle keeps the look of the Light Automatic Carbine but uses 5.56mm rounds at a slower fire rate with more punch.

Notable Improvements:



  • Increased leniency on Vapor Condensor waves, reducing cases of creatures getting stuck and interrupting the flow of the event
  • Bees now return to their nest if outside a certain range, even if they've attacked recently
  • Drastically reduced the cost of the plants required for cocoa, wild tea, green tea and coffee & coffee with cream drinks



This Week: Submachine Gun



This week, we’re adding the new Submachine Gun to Icarus.

This new firearm uses 9mm ammunition rounds, has a capacity of 20 rounds per clip, and a rate of fire of over 400 rounds per minute. It also reloads in a lightning-quick 3.2 seconds.

The Submachine Gun trades speed and fire rate bonuses for a slight decrease in reduced damage. Headshots will deliver less damage compared to the Assault Rifle and slightly less general damage also. However, it does have three times the durability of the old ‘Light Assault Carbine’, so will last considerably longer before needing to be repaired with Titanium Plate.

9mm ammunition is the same as that used in the current array of pistols, making it much cheaper to craft. This will be handy while you shoot up to 400 rounds at your target per minute.

As we mentioned in previous weeks, this will be replacing the Light Automatic Carbine, and all existing versions in-game will be converted over to Submachine Guns with this update.



This Week: Ammo Rework



This week's theme of firearms also includes a rework of our ammunition options, which aim to provide a more accurate pairing between weapon and bullet.

Here’s a list of everything that’s being added or changed:

  • Pistol Rounds → 9mm Round
  • Rifle Rounds → 7.62mm Round
  • Assault Rifle Rounds (new) → 5.56mm Round
  • Shotgun Shells → 12ga Buckshot



This Week: Assault Rifle



We’re doubling up on firearms this week, adding a new Assault Rifle also that uses the Light Automatic Carbine mesh.

This weapon fires 5.56mm rounds, has a clip capacity of 15, and fires 300 rounds per minute. Its reload speed is slightly slower, at 3.6 seconds, compared to the Submachine Guns 3.2, but it packs more power and will deal more damage for its smaller capacity.



This week: Ask your Great Hunts questions in our live stream



Do you have any questions about Great Hunts or what’s coming soon in Icarus?

Our Stream Team streams every Friday at 2:30pm NZT / Thursday 9:30pm EST, and we’re inviting you to jump in this week and ask any questions you might have. The team will do their best to answer them (without getting in too much trouble).

twitch.tv/rocketwerkz



Next Week: Seed & Farming Changes



Next week, we’re making some changes to how you gather seeds to plant your own crops.

More details to come.



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 v2.2.48.135044



New Content
[expand type=details expanded=false]

  • Updated SK mesh for GUN_Sub_Machine and new textures
  • Create new BlendSpace for Pistol FP anims to reduce wrist twisting when sprinting.
  • Move GripSocket further forward on SubmachineGun so the left hand is positioned in front of the magazine
  • Reduced Assault Rifle fire rate and increased Assault Rifle ammo cost
  • Reapply Submachine gun stats and unlock new Assault Rifle and Assault Rifle ammunition
  • Added variation of 1st-person pistol equip that doesn't contain twirl
  • Adding more appropriate equip audio for submachine gun that reflects the fact that the gun is not being spun the same way as the standard pistol
  • Added Submachine Gun Icon
  • Adding logic so that when removing envirosuits / bags / etc, anything that was in the inventories will try to be replaced before being ejecting onto the ground, in the past removing your bag would throw items that did not fit onto the ground instead of trying to place in the hotbar
  • Update legacy Light Automatic Carbines to Sub Machineguns
  • Hide legacy LAC (now SMG) from Field Guide
  • Disabled killcam support on automatic weapons

[TAG-70]

Fixed
[expand type=details expanded=false]

  • Allow Vapor Condensor completion with 10% of creatures still alive, prevents creatures getting stuck preventing completion
  • Adding focusable data table entries for jerrycan so it uses the correct updated animations data
  • Bees now return to their nest if outside a certain range, even if they've attacked recently
  • First pass updating jerrycan being held upside down and with a pose that was not visible. Correcting first and third person. Need focusable table to complete. Will do next
  • Reducing chance of wooly zebra audio neigh and also reducing idle vocalisations for more subtlety when multiple mounts are around. Also adding test version of NS Mount Run effects for consideration. Less dramatic smoke for mount footsteps
  • Remove duplicate Stationeers Bobblehead DT entries
  • A few very small audio UI adjustments for slightly better representation of whats happening in the action for better player awareness. Reduced frequencies in very fast triggering UI elements that can cause annoyances
  • Remove Highlight logic from Building Upgrade Actionable as it was already running on the Repair Actionable, both of which are simultaneously running on the Hammers since merger
  • Fixed issue which caused CustomDepth to permanently remain on building pieces once they had been highlight by Hammers, causing Occlusion Culling to fail permanently over time. Tidied and commented Highlight logic on Repair Actionable
  • Disabled WeatherCulling mesh on Building Wall pieces because it was causing highlights to fail and they're thin enough to not need it
  • Removed obsolete/unhooked Weather Culling setup function from Building Base and cleared out some unhooked dead references
  • Also fixing coffee with cream recipe as it was still using 40 coffee plants to craft
  • Drastically reduced the cost of the plants required for cocoa, wild tea, green tea and coffee & coffee with cream drinks 40/30/20 -> 5, so they can now acutally be used without a a large farm & talents (Previously it would cost ~13 wild plant harvests with no stats, with a sickle ~9 and farming ~7)
  • The Add to Stacks Button no longer automatically sorts the inventory after stacking items. The sort was causing problems with auto-crafters such as furnaces, drying racks and campfires where placement order in the devices inventory determines the recipe which is crafted first
  • Allow curtains to be craft on electric textiles bench (thanks Khana!)
  • Fixed left hand being positioned incorrectly when playing 3rd-person pistol equip animation
  • Slight reduction in size and intensity of the Mounts footstep VFX. Previously was using a VFX meant for a creature attack. Now uses duplicate with reduced opacity and size resulting in a more realistic impact dust from mount feet



Future Content


[expand type=details expanded=false]

  • Adding more appropriate deploy audio for great hunt mission device
  • Adding code to player tracker listener to allow for completion of new GH Achievements (Completing final mission in a GH & Completing All Missions in a GH
  • Adding Code to the Accolade Subsystem so it can recognise and read a GH row handle so it can be displayed in the task lists for completing all missions in a GH
  • Setting up Mission lists for the GH Achievements
  • Implementing Achievement which requires extracting 1000 Biomass
  • Adding New Seed Fertilizer Item which enables seeds to be gained when harvesting, reduces produce yeild and provides a big increase to seed yield
  • Adding new Talent (Prolific Crop) which increase planted crop seed yield
  • Adding new Talent (Seed Master) which increases harvesting crop seed yield (foraging, farming and sickle)
  • Adding new Seed Scaling logic based on seed yield reward stats to both wild plants and farmed plants to be used on seeds when the seed rework is enabled
  • Stats for Forgaing / Farming and Reaping Seed Yield now work as intended
  • Adding logic to the crop plot / wild crops harvest reward generation that allows respecting of the bRequireStatToDrop boolean specified in D_ItemRewards
  • Fixing issue where rewards that weren't ment to scale where being scaled unintentionally when harvesting from crop plots
  • Adding New Threshing attachment for sickles that will enable harvesting of seeds after the seed rework has been implemented
  • Adding new stat which enables the harvesting of seeds from wild crops and crop plots when the seed rework is enabled
  • Adding T1 Seed Extractor Item, Setup, Recipe and Blueprint
  • Adding Crop -> Seed Recipes for all current Crops for the Seed Extractor
  • Fix Weatherproof Cladding talent being unlockable without prerequisite talent
  • Removing cave worm mouth vocalisations from within the roar scream event. Instead adding additional emerge animations without the roar into the emerge montage to help diversify the experience when surrounded by multiple caveworms. This will really help reduce the audio fatigue from caveworms in heavy use. Adding randomize section to BT for caveworms and teenage caveworms
  • Updated slug boss large trophy to seperate the glass case and the contents into two seperate static meshs. Updated these in the BP
  • Fixed autonomous spawns not being blocked by the stat unless they were ground spawners
  • Added updaded mesh and textures, made by Marcos, for DEP_Trophy_IceMammoth_LightStand
  • Cliff and Landscape Pass in Swamp, Orange Quad, Elysium
  • Update legendary item descriptions to correctly name the type of item it is
  • Updated ape boss trophy with the glass case and ape static meshs seperated
  • Ice mammoth - Added death animation to replace the previous ragdoll
  • Update wording on Rimetusk sledgehammer alternate fire upgrades
  • Removed unecessary LODs, fixed LOD material slot issue
  • Remove RedGoat and Wulv character setups. RIP
  • Remove Floatable and Focusable data from new Armor pieces
  • Add icon for Laptop collectable. Set collectables to field guide blacklist
  • Added updated textures for scorpion boss with missing details added to the underbelly of the creature. Texture update done by Marcos
  • Elysium - polishing tree placement, landscape textures, decals in Tundra, green quad
  • Elysium - polishing tree placement, landscape textures, decals in Tundra, green quad
  • Updated separate SM and SK for DEP_Bench_GreatHunt_Crafting
  • Updated separate meshes and rig for DEP_Bench_GreatHunt_Comms and updated animation
  • Implementing achievement for fully upgrading a legendary item
  • Fixing issue with GH Achievements where completing any GH mission would count as progress for all 3 Campaign achievements, each mission will only complete once now for each of the campaign achievements
  • Adding Talent Archetype data to GH Datatable so the hunts can be categorised if needed
  • Adding Trackers to GH Achievements to finish all missions, and implementing Steam ID connections so progress can be seen on steam
  • Tagging IceMammoth, RockGolem, Ape and Lava Hunter as Bosses
  • Fixing issues where a the IceMammoth, RockGolem, Ape and Lava Hunter would not grant killed & killed on hard achievements in the GH Set
  • Exposing Quest Complete Notifies to the Player Tracker Subsystem
  • Hooking up Implementation for Completing GH Campaigns and All Operations within a Campaign
  • Adding all Steam ID's & Steam Variables for GH Achievements so the information can be correctly send to steam to gain the achievements
  • Adding images for All GH Achievements & Adding all Achievment Images to Source Control
  • Updated mesh for SM_ITM_Sledgehammer_IceMammoth_Handle_Cammer to shift handholds
  • Updated mesh and rig for GUN_HuntingRifle_CHAC_Repeater
  • Rock Golem Gauntlets VFX Pass, Shield, Hit, Charge, Projectile, etc
  • Give players more (stat based) detail about Legendary Ice Mammoth Sledge Hammer ranged projectile slotable
  • Add SK to Ape Attractor
  • Blockout cliff pass in volcanic on Purple Quad, Elysium
  • Fixed issue where Ape Club could deal double damage
  • Updated description of Ape Club Dampener upgrades to make it obvious a secondary attack is added
  • Fixed Ape Club secondary attack not being put on cooldown between attacks
  • Tweaked timing of Ape Club's hit event during slam montage
  • GenericMelee actionable now supports custom anim notify hit events instead of just 'DoHit'
  • Replaced Great Hunt Achievements to Red ones
  • Fixed ensure and log spam related to new SetDynamicQuest cheat function
  • Adding PhysicsAsset for GUN_HuntingRifle_CHAC
  • Removing sockets added to rig for offset of jerrycan and splines and instead adding the general right hand sockets with offsets that make the items sit in the correct places
  • Replaced Sandworm Crossbow shop Icon
  • Cliff and Landscape Pass in Swamp, Orange Quad, Elysium
  • Updated mesh and destructible for DEP_Trophy_Golem_2
  • Tweaked biome heatmap for PROM to fix GL to SW transition (Map tile F8)
  • Revised material and textures for crystals on rock golem trophy 2
  • Adding Lamb Carcass & Workshop Item Icons
  • Updated textures and SK for GUN_Rock_Golem
  • Stopping the Lamb from being visible when carried on the players back and hiding from the field guide
  • Devlocked Homestead items so they don't appear in Field Guide until ready for release
  • Adding audio for lamb. Events and data table setups
  • Added Mesh ADS sockets for CHAC Rifles to fix up ADS alignment without modifying existing Skeleton. Enable DynamicRainDrops to material. Decrease Fire rate enough so that the animation doesn't break and decrease Visual Recoil to suit power of the weapon
  • Re-saved D_Stats
  • Give users more feedback when repairing with the Legendary Ice Mammoth Sledge Hammer
  • Fix highlight on Great Hunt communicator
  • Great Hunt Interface UI pass on Objective List
  • Hooked up SK to great hunt crafting and communication devices
  • Added Notes to Eden Base for jake to look at Yollow Quad, Elysium
  • Adding ability to swap out envirosuits on planet