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Genre: Simulator, Adventure

Icarus

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

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

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

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

Notable Improvements:

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

This Week: Prometheus Tool Effects

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

Inaris Set Bonuses

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

Coming Soon: Tackling Great Hunts

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

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

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

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

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

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

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

Next Week: Firewhacker

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

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

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

Your support makes these updates possible.



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

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

Changelog v2.2.62.139704



New Content


[expand type=details expanded=false]

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



Fixed


[expand type=details expanded=false]

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



Future Content


[expand type=details expanded=false]

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

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

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

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

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

Notable Improvements:



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



This Week: Small Pouches



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

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

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

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

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

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



Coming Soon: Great Hunts Bosses and Mission Chains



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

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

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

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



Next Week: Prometheus Effects on Workshop Gear



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

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

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



Your support makes these updates possible.



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

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

Changelog v2.2.61.139213



New Content


[expand type=details expanded=false]

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



Fixed


[expand type=details expanded=false]

  • Fixed Heavy Obsidian Armor unlock being called Heavy Chest Armor



Future Content


[expand type=details expanded=false]

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

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

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

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

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



This Week: Better Boss Items



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

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

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

The gear updates are as follows:

Caveworm Gear





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

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

Sandworm Gear





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

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

Blackwolf Gear





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

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

Sandworm and Scorpion Armor





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

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

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



Extra Content: Great Hunts Concept Art Wallpapers



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

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

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

Click here to download the wallpapers



Next Week: Small Pouches



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

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



Your support makes these updates possible.



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

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

Changelog v2.2.60.138841



New Content


[expand type=details expanded=false]

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



Fixed


[expand type=details expanded=false]

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

[TAG-106]

Future Content


[expand type=details expanded=false]

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

Icarus Week 184 Update | Mission reward improvements and UI updates

Welcome to week 184.

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

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

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

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





This Week: Mission Reward Changes



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



Tech Tree Integration



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



Account-Wide Unlocks



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

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

Reward Distribution



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

Upcoming Item Buffs



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



This Week: Tech Tree Update



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

Preparing for The Great Hunt Campaign



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

Blueprint Hover Tooltips: Crafting Context



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



Hover Tooltips for Blueprint Sets



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



Armor Set Consolidation



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

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



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



This Week: CONTACT Device Update



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

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



Coming Soon: Great Hunts Release



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

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





Next Week: Mission Item Buffs



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



Your support makes these updates possible.



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

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

Changelog v2.2.59.138512



New Content

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




Fixed
[expand]

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

[/expand]


Future Content
[expand]

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

[/expand]



Icarus Week 183 Update | Map Fixes + Great Hunts Update

Welcome to week 183.

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

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

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

Notable Improvements:



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



This Week: Map Updates



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

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

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

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

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


Coming Soon: Great Hunts Release



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

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

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

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



Next Week: Mission Reward restructure



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



Your support makes these updates possible.



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

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

Changelog v2.2.58.138313



Fixed


[expand type=details expanded=false]

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



Future Content


[expand type=details expanded=false]

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

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


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  • 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