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Hotfix Version: 2.4.0.149177-rel-Homestead

Contains the Following Fixes
  • New workshop creatures should now be correctly locked behind Pet Companions DLC instead of Creature Comforts
  • Fixed recipe/talent issues relating to Rooster, Bull, and Ram Trophies
  • Fixed Ranch Gate Sign not updating its collision correctly when opening/closing on dedicated server

Hotfix Version: 2.4.0.149162-rel-Homestead

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

Icarus Week 220 Update | Mendel

Welcome to Week 220.

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

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

We explain more down below.


[hr][/hr]
Creature Genetics


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

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


[h2]Genotypes[/h2]
[h5]Raw Stat Increases[/h5]

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

[h2]Phenotypes[/h2]
[h5]Skin Variations[/h5]

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

[h2]Bloodlines[/h2]
[h5]Growth Stats[/h5]

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

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

[h2]Sex[/h2]
[h5]Creature Variations & Husbandry[/h5]

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

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

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


[hr][/hr]
Animal Husbandry


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

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

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

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

The current list of creatures that can be bred are as follows
  • Moa
  • Buffalo
  • Chickens
  • Sheep
  • Pigs
  • Cows

[hr][/hr]
New Mounts, Tames & Juveniles


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

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

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

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

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


[hr][/hr]
Genetics Talent Tree

[h4]+ 10 Respec Points[/h4]

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

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

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


[hr][/hr]
Animal Improvements


[h2]Remote Creature Control - Whistles [/h2]
You can now remotely control pets and mounts with the introduction of Whistles.

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

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

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


[h2]Butchery Bench Adjustments [/h2]

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

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


[h2]Deployable Variation Visibility Improvements [/h2]

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

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


[h2]Opening Doors While Mounted[/h2]

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

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


[h2]Electric Food Trough and Omni-Feed[/h2]

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

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

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


[h2]Unclaiming Mounts[/h2]

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


[hr][/hr]
Homestead DLC Pack


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

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

https://store.steampowered.com/app/2791000/Icarus_Homestead_Content_Pack/
[hr][/hr]
New Pet Companions


We have added some new creatures to the Pet Companions DLC.
These include:
  • French Bulldog
  • Border Collie
  • Tortoise Shell Ragdoll Cat
  • Himalayan Seal Point Cat

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

https://store.steampowered.com/app/2923820/Icarus_Pet_Companions_Pack/
[hr][/hr]
Next Week: Mendel Follow-up


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

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


[hr][/hr][h2]Your support makes these updates possible.[/h2]

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

https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/
[hr][/hr]
Changelog 2.4.0.149107-rel-Homestead


[h3]New Content[/h3]
[expand]
  • Adding 10 Passive Refund Points to players accounts when first starting up the homestead build
  • Adjusting Cow & Bull butchery recipes
  • Removing of ability to create the prime meats from the butchery benches
  • Adding ability to butcher chickens / sheep / rams / roosters / cows / bulls for specialty meats
  • Pass over descriptions for homestead, added missing descriptions
  • Updated Pig talent tree
  • Added pig art assets to the project and updated BPs
  • Adjusted the values of several of the buffalo variants, as well as added an additional variant for review
  • Adding the 2 new cats and 2 new dogs into the creature comforts DLC - Homestead Feature Level Lock
  • Adding additional check to prevent injecting serums into male creatures who are resting
  • Updated the meshable data table with the correct mesh for the pig carcass
  • Pig talent tree - Added crop yield aura that increases in distance through talent levels. Added talent for extra skinning yield. Removed unused player tracker
  • Added some of the Genetics Talent Tree icons
  • Pig talent tree - Added stat to make pigs idle behaviour search for and drop a truffle. Talent enables the stat
  • General PM pass on Homestead Pack items
  • Further reduced gestation speeds for hungry/thirsty creatures. Gestation will not progress if either food or water is at 0
  • Domesticated juveniles will no longer despawn if player doesn't 'claim' them by pressing F
  • Domesticated juveniles now start their taming process automatically after spawning
  • Domesticated juveniles will now properly follow their parent if not being led by a player
  • Replaced Homestead DLC Icon
  • Added ITM_Truffle mesh for the pig talent tree
  • BT_Mount_Fertilize move action now aborts if target becomes unsuitable at any point, preventing non-stop move actions
  • Made some of the husbandry-related server messages sound more natural
  • Suitable NPCs are now sorted by distance when looking for fertilization targets
  • HOMESTEAD: Jumping on a mount will no longer force it to rotate towards the player's last forward direction
  • Optimize Bestiary images, clean out obsolete content, fix filenames where applicable
  • Added remaining Genetics Talent tree icons
  • Adjusting some descriptions on Genetics Talents
  • Correctly Feature locking Butchery Bench Items and Recipes and Converting Chicken vestige to be a query crafting recipe
  • Adjusting Genetic player facing names
  • Updated bind context for new creature keybinds
  • WIP UI changes to show number of deployable variations where relevant
  • Swapped the materials for the charcoal colored moa to the chocolate colored moa in the AI setup DT
  • Small spatializer adjustments for whistle vocal
  • Ensuring both whistles are replicated
  • Adding whistle audio for new key bindings for mounts. Generic whistle and follow whistle
  • Added the piglet art assets to the project
  • Added piglet art assets to the blueprints and data tables
  • Updated rare variants for buffalo to include head markings
  • Bull talent - Added aura to improve gestation speed and providing resistance when gestating. Also fixed missing actor connection for adding 'strengthened' modifier
  • Added missing collision to animal nesting bed, which fixed issue of PM not triggering when walking over it
  • Swapping Synthetic Enzymes to use a tag based query in the recipes for platinum and titanium
  • Adding Modifier Allowed Queries to Prevent Animals from being able to be fertilized and resting at the same time
  • Chickens will no longer be able to lay eggs when fertilized
  • Stopping Chickens from Laying Fertilized Eggs which is a remnant of an older system and no longer valid
  • Adding homestead DLC store page so the link can be clicked
  • Adjusting Genetic Names
  • Setting up Serum for Pigs so they can be mated, adjusting recipes for existing serums
  • Setting up Piglets so they can be purchased from the workshop
  • Adding all missing icons from pigs / piglets
  • Making sure Domesticated juveniles sex and genetics are rolled in their juvenile state to prevent trampling
  • Adding Juvenile Sex to the 'in-taming' tooltip
  • Added pig and piglet trophies and bestiary image
  • Updated pig trophies in the deployable setup DT so they can be wall mounted and updated the collision
  • Removed DNT from Pig talents. Set Pigsty talent to Dev for potentially adding later on
  • Update available Buffalo mount skin variations
  • Skinning Talents - Added skinning reward to the list of talents that get transferred to corpses. When skinning we now check the corpse stat container and combine it with the player skinning reward stat
  • Polish and fixes
  • Removed ability to set focused NPC when whistling
  • Whistles that previously targeted focsued NPC now target NPC player is currently looking at
  • Consolidated targeted stay/follow whistle
  • Added localizable strings for whistle UI
  • Added on-screen message that displays when player tries to whistle at mounts owned by another player, or when targeted whistles are used without a target
  • Tweaked description of Pig truffle stat/talent
  • Adding Husbandry behaviors to pigs so they walk to their mates when attempting to fertilize and will rest when requiring rest
  • Adding Parentage to Mount inworld Tooltip
  • Adjusting Phenotype Icon to be a helix and only display if a rare phenotype is present
  • Changing '&' to '+' as it felt better in the parentage display
  • Adjusting the Genetics UI so its Cleaner and more polished
  • Adding Translatable tooltips to many elements on the genetics screen and corrected player facing names of elements
  • Adding Pig & Piglet Recipes to the Trophy Bench
  • Adding Pig & Piglet Trophy Icons
  • Setting up display for parentage on tames and mounts so you can see who each creatures parents are
  • Adding Translatable text for various genetics elements
  • Hooking up and creating new stats for creature lineage mutation chance and adding new talent to genetics talent tree for finding creatures with better lineages in the wild
  • Renamed Lineages to Bloodlines for player facing names
  • Added Mother & Father Names to genetics component so we can display on the juvenile creatures UI
  • Wild Juveniles will roll genetics right away after spawning
  • Preventing Chickens A2/3 from becoming male
  • Fixing the virtual stats related to twin birth chance in creatures which was preventing it from working correctly
  • Adding Spoil timer to Gruel - It wasn't ment to last forever
  • Adjusting Fish Gruel Recipe to only require 1 fish to bring in line with other recipes (time investment vs reward)
  • Doubled food on animal gruel from 50->100
  • Reduced the recipe costs of meat and fish animal gruel
  • Unlocked missing farming growth states for Truffle
  • Unlocking D_Itemable rows for Homestead truffle items'All Stay/Wander' whistle now correctly commands animals that don't support 'Stay' to 'Wander' instead
  • Updated descriptions on creature talent trees
  • Fixed 'Mother' and 'Father' properties not being replicated correctly on GeneticsComponent
  • Switched single quotes to double quotes on recent sickle names
  • Items that have had their stack size purposely reduced will no longer be destroyed upon reloading a game where current stack is greater than new limit
  • Add icons for Ram carcass and Rooster trophy
  • Added alternate serum recipes that take exotics instead of condensed enzymes
  • Removed devlock from Ram carcass item
  • Ram carcass no longer provides Bull's head
  • Updated description of Omni feed now that it's crafted at a different workbench
  • Unlocking Truffles, Seeds and Truffle Recipes
  • Fixed new fertilized behaviour tree stopping the pig from spawning truffles
[/expand]

[h3]Fixed[/h3]
[expand]
  • Sanity pass on numerous weapons to make sure the weapon ironsight is positioned where the crosshair is/was so that ADS is consistent. Add DebugCrosshair cheat to permanently force show the crosshair for purposes of ADS pose tuning. Modify AimController base to first check if DebugCrosshair cheat is enabled before contextually hiding crosshair. Fix preview item template row on single shot pistol
  • Fixed Mammoth secondary attack not working due to early return before parent function ran
  • Increase Spawn Blocker Radius for all spawn blockers
  • Armor stand - Press F to place focused item
  • Removing profilings of debugging
  • Add source files for Bestiary images
  • Fix position/zoom settings on Bestiary popup images. Fix alpha on Bee and Blueback bestiary images
  • Wood Burner: Remove reference to unused emissive. Add HQ burning material and setup wood logs to utilize. Tweaked VFX to work better with soft intersections. Skip LOD0/1 on old logs that are expensive and are already screensized out quickly
  • X button to clear certain modifiers now only shows within inventory contexts
  • Fixed issue where modifier time remaining and effectiveness wasn't displaying in inventory contexts
  • Update Truffle item to use new truffle mesh. Fixed collision to be 26DOP (was sphere) and removed LOD1 (0 is 250 tris)
  • Landshark Vestiges now stack to 5 as intended
  • Pets that fall through the world will now first attempt to teleport to their last known good location before teleporting to owning player. Previously pet would attempt to teleport to owner first, potentially teleporting the animal far away from home
  • Fix RMB being able to clear any modifier
  • DLC Locked bug - Shifted talent required UMG to be higher in the hierarchy so other components cant get in the way of it. similar to how the Talent_Blueprint has it laid out
  • Fixed hitch that occurs when opening up mount interface/inventory
  • Fixed 0.1s stuttering that occurs when stats display screen is visible
  • Protector talent no longer affects self (used only by Bull). Reduce Gestation speed buff from +100% to +50%. Remove DNTs and update description text
  • Fixing player genetic mutations for creatures not effecting the creatures as it was broken last commit
  • Fixing issues where the animal nesting bed was not providing a gestation boost and was missing an item icon
  • Fixing Bounce Back Talent so it grants the correct stats to the player for their mounts, speeding up recovery
  • Fixing issue where fathers genetics where not being taken into account for lineages or variations
  • Fix Widget position on Ranch Sign. Disable collision on Ranch Sign and Ranch Gate Sign
  • Fixing Piglet Setup so it can eat correctly and be tamed
  • Pig Talent - Fixed finding truffles messing with idle behaviour
  • Fixed a nullptr error inside BP_Modifier_Fertilize
  • Fixing issue where the homestead butchery bench was not craftable
  • Adding Snapping Points to Lower Wall Half Pieces so that Railings will snap on top them
  • Gestation Speed is now lowered by -10, -25, -50 % depending on if the creature is hungry or thirsty, each applying separately, if the creature has thirst 3 and hunger 3, gestation speed reaches 0, updated description text of gestation modifier and added stats to modifier stats
  • Attempting to get hammer slugs to play correct death audio for their size variant
  • Increase opacity of GameMessage for improved readability. Fixed text alignment issues. Fixed hierarchy to resolve border size issues when multiple elements are on screen. Fixed redundant 3x horizontal box nesting
[/expand]

[h3]Future Content[/h3]
[expand]
  • Updated to the carrier drone model and textures
  • ELY Ach - Introduce to all TEI agents changed from hearing specific dialogue to completing the introduction quest
  • Updated Set Dressing for Rad Cave in the Arctic on Blue Quad, Elysium
  • Adding hunter npc dog idle audio and BP imp
  • Adjusted colors of Sleek suit to be an overall brighter white
  • Lots of lab audio for deployables. small and large vats. computer etc. Adjusting laser mine slightly and re routing the UI radiation Geiger sound so it doesn't have in world effects. Better clarity and smoother sound
  • Replaced Dangerous Horizons NPC Map Icons with new ones
  • Applied the proper SK meshes to the 3rd and 1st person Arms for the sleek armour set as they were not appearing in game correctly as a result
  • Updated D_Meshable and added Static mesh for SandWyrm_Queen Bow
  • Set Dressing Cave in the Arctic on Blue Quad, Elysium
  • Adding a bunch more NPC enemy spot sounds and flinch reacts
  • Added DEP_Fortification_Stone_Ramp_D1
  • Adding UI Main to pausing buss to ensure radiation Geiger is stopped when pausing. Adding dialogue ducking to UI bus so the dialogue is priority over UI sounds like radiation Geiger
  • Re-adding BOW_SandWyrm_Queen with updated BP
  • Adjusting BOW_SandWyrm_Queen
  • increase in volume to the NPCs dog idle audio in Eden
  • Ely - adjusted cave volume overlapping in Swamp waterfall cave, purple quad
  • SQ_Hunter - Setting up Prebuilt Structure and Quest Markers in Elysium
  • SQ Hunter - Setting up Character Flags, Prospect Entry, Talents and Initial Quest Step
  • Updating Sandwyrm Queen loot rewards
  • Adding Meshes, Icons and Stat Pass on Sandwyrm boss Equipment
  • Adding Setup of Sandwyrm Bow Item, Recipes, Etc
  • ELY3 - Adding Spawn Blocker to Lab during the mission
  • ELY5 - Fixing issue where the sandwyrm queen would now fly around and move before the fight during the mission as intended
  • Queen now Despawns while ELY5 is active
  • Setting up Sandwyrm Queen World Boss Spawn on Elysium
  • Adding temp agent start line in for side quest
  • Lithium ingot dropped mesh, textures and material
  • Filling out Gribblers idle animation audio. Adding scratch, sniff, growl and play in dirt
  • Remove undesired Moa skin variations. Update NPCPlace tooling to auto place Mounts with skin variations
  • Added missing tags to each of the tamed creatures for achievements
  • Adding occlusion and follow to monkey idle anims
  • Attempting to get music to play correctly with yetis and abomination
  • Improve Cave Volume Debug cheat to work off Icarus Game State variable so it applies to all, not just currently loaded. Convert cheat to Bool instead of Toggle. Remove duplicated logic. Don't allow debug volumes to distance cull
  • Updated Carrier drone textures
  • Changed 'kill drones' accolade type from a list to a tracker. Added debugging messages to fishing in radiation zone delegate as it seems to work in editor
  • Ely - mesh and landscape edits around Mission3 lab in Geothermal to hide biome override volume, red quad
  • Adding correct consume anti radiation injection audio. Adjustment to injection cue. Small adjustments to rad prospector death for more clarity. Adjustment to tonic consume loop. More subtle and generic
  • Queen - Added loot on death
  • Adding occlusion to rad prospector attack whooshes
  • SQ_Hunter - Adding Mission Art
  • SQ_Hunter - Adding Quests to PRO, STYX, OLY
  • SQ_Hunter - Adding Clear Area Quest Steps
  • SQ_Hunter - Hunter can now be invited back to EDEN and no longer spawns there by default
  • SQ_Hunter - Adding Quest Steps for Collecting and Delivering Items, Finding and Selling Vestiges, Resaved Prebuilt to remove extra deployables and NPC Deployable
  • SQ Yeti - Adding Extra Checks on Gribbler Damage checking when fishing the Yeti so melee attacks work as well as the stick and thrown stick
  • ELY Reward UI now switches to inventory after reward selection as needed as flags sync to the client
  • Fixing SQ Yet and Fishing Faction preview Objectives
  • Fixing NPC Items so they cannot be broken down into Ren
  • Queen - Fixed client side egg not raising
  • Added More Cave Prefabs in Purple Quad, Elysium
  • Added snow meshes for Curved Angle Up and Down roof pieces
  • Add Fiber and Sticks to Banana tree loot rewards. Fix Carrot_Seed drop chance being 71005pct for some reason
  • Ely - adjusted cave volumes in various AC and TU cave prefabs to prevent volumes extending outside
  • Adding correct deploy audio to all fortifications
  • Removed sentry turret from NPC_Outpost_1
  • Fixed issue where Soldier NPCs weren't able to shoot at targets that were significantly higher or lower than them
  • Created new idle wander location EQS for Soldier NPCs that should improve their ability to find valid wander locations
  • Added 2D dot product check support to BTD_IsFacingTarget, BTD_CheckSightlineToTarget
  • Adding SWQ SMG audio and event
  • Guarantee prime meat from Slinker
  • Added missing corner detail on the Curved Angle Inverted snow meshes
  • Ely - fixing volumes and entrances in DLC2 volcanic cave prefabs
  • Update Highrise mission to specify Bunker lights instead of Basic (old name)
  • Update Uranium/Lithium ammo names to be standardized with existing
  • Reduction in excessive dialogue events to trim the fat
  • Added Water Spline in Swamp Lakes, Rivers and Lava Lakes, Set Dressing Lava Cave on Orange/Purple Quad, Elysium
  • Enemy npc balance pass
  • Ely - added closed mesh versions of macros and impassables for better LOD generation, set minLOD = 2 to existing IMPs
  • Lithium Knife - Now uses energy when skinning
  • Ely - removed campfire from Eden so it can be spawned in
  • Adding sandworm queen chainsaw audio and event
  • ELY Ach - Collect exotics. Fixed accolade not tracking properly, switched from list to tracker
  • Filling in the blanks of rad mutation
  • More adjustments to hammerhead slugs to not repeat the same audio and play correct size variations of death vocals
  • SQ_Fisher - Adding Mission Art
  • SQ_Fisher - Can now invite fisher to EDEN
  • When NPCs are incited to Eden they now wait till players are out of range before attempting
  • SQ_Fisher - Setup for Ely
  • SQ_Fisher - Setup for Pro
  • SQ_Fisher - Setup for Styx
  • SQ_Fisher - Setup for Olympus
  • Feature level locked remote animal control keybinds
  • Added remote animal control keybinds for testing: Focus Tame, Cycle Focused Tame Combat Behaviour, Cycle Focused Tame Movement Behaviour, Focused Tame Stay, Focused Tame Follow, Nearby Tames Follow, Nearby Tames Stay
  • SQ_Hunter - Fixing Check condition on the kill enemies step
  • Adding and Set Dressing Lava Cave, Prefabs in Purple Quad, Elysium
  • Added first pass blockout of the speeder bike with a character pose to fit
  • Uranium dropped asset
  • Skeletal mesh snow buildup LOD fix, morph target clamped and material update
  • Lots of tweaks and adjustments and fine tunes to SWQ smg
  • Updated UVs for CurvedSnowRamp and CurvedSnowRamp_Corner Snow FX meshes to eliminate seams on the mesh when shader displacement is applied
  • Fixed a number of typos or mistakes within item and quest text
  • Fixed curved snow mesh missing material and material optimization pass
  • Reverted D_TalentTrees setting that prevented styx operations tree from displaying
  • Added Cosmetic Variation Icon
  • Removed 'Cosmetic' from deployable variation count text on item tooltips
  • Increasing Difficulty of Bear Boss in Fisher Quests
  • Fixing Sandwyrm bow animations
  • Setting up remaining sandwyrm queen items
  • SQ_FISHER - Bear Spawner now clears itself up on the bear being killed
  • Updated ITM_Giant_Cat_Tail_Chunk
  • Updated SK_BOW_Crossbow_Lithium
  • Updated SM_ITM_PipeHand_Oil and textures
  • Cave Fixes in Swamp and Set Dressing Lava Cave on Orange/Purple Quad, Elysium
  • Radiation Bar - Fixed bar moving away from the left side of the screen when too many modifiers. now left aligned along with modifiers
  • Changing farmer NPC to female body type to suit new voicing to come
  • Added snow meshes for Curved and Diagonal floors, as well as diagonal roofs
  • Set Dragontree mesh to be nav area null
  • Ely nav fixes - added volumes, swapped IMP ledges for regular versions, set 'fill collision underneath' on all seracs
  • Ely - decal painting around new oil location in NW volcanic, red quad
  • Improve density/accuracy on Landscape checker tool
  • Added Geothermal Bat head icon
  • Added Mange Wolf Trophy Icon
  • Added Mange Wolf Alpha Trophy icon
  • Ely - foliage tweaks and extra decal painting in/around Eden, yellow quad
  • Ely - cliff placement fix in NW volcanic, red quad
  • Fixed cave worm inside wall in LC_MED_006_DLC2 prefab
  • Adding lantern SWQ audio event for switching on and off and items static rows for all lanterns to play correct equipped audio
  • Disabling World Bosses on ELY1
  • Adjustments to volume and balance of SWQ bow
  • Adding SWQ bow fire audio, event and data table setup
  • Added proper mesh to Active Lithium in the Meshable Data Table
  • ELY_SQ_AMBUSH - Captains Pod now opens and he spawns afterwards
  • ELY_SQ_AMBUSH - Enabling Mission on DH
  • ELY_SQ_AMBUSH - Shifting Enemy Spawns, Removing Second Flame Turret from the base
  • ELY_SQ_AMBUSH - Fixing Final Mission Step, adding new damage speeder dressing
  • ELY_SQ_AMBUSH - Main Quest Steps, Mission is fully playable
  • ELY_SQ_AMBUSH - Initial Setup of Quest and Quest Steps, Prebuilt Base and talents
  • SQ_Fisher - Added missing Json prebuilt files
  • ELY: Added new M5_3 row for Uranium deposit. Alpha-numerical sorting of ELY ExoticSpawn DT rows. Added new 'Check Meta Spawns' function in WorldManager to validate setups. Remove 'Setup Burnt Foliage' button that wasn't hooked up to anything
  • Added Water Spline in Swamp Lakes, Rivers and Lava Lakes on Orange Quad, Elysium
  • Further spatial tweaks to enemy NPC. Was falling just a bit too quiet around 30 meters away
  • Stone brick - added a few of the stone brick materials that were available
  • Ely - added new oil geyser locations to both volcanics, persistent level
  • Scoria brick materials added to building skins
  • Swamp Clean Up, Updated Lava Cave Lighting on Orange/Purple Quad, Elysium
  • Replaced sleek synthetic armor set icons to updated ones
  • Ely Mission 4 - added BP and decal materials for TPS graffiti
  • Fixup redirectors on Synthetic armor
  • Fixing Spelling of Vigor
  • Update Elysium minimap textures
  • Ely - decal painting around new oil locations in purple quad volcanic
  • ELY6 - Splitting last mission prebuilt into 3 separate prebuilt structures that are loaded at different times
  • ELY3 - Fixing issue where the lights where off in the orbital laser control room
  • Fixing issue where Geothermal Spiders where not being suppressed by Arachnophobia mode
  • Adding Sandwyrm Queen Egg -> Biomass Recipe & Biomass -> Sandwyrm Queen Ren Exchange
  • Accolade screen is now loaded on demand
  • StatsWindow is now loaded on demand
  • Player StatsWindow no longer shows stats with a value of zero
  • Various cheat function widgets no longer re-construct their combo box children on construction
  • CheatOverlay is now only constructed upon first accessing it (instead of on BeginPlay)
  • Lithium Ingot: Remove LODs. 26DOP collision. Set physical material
  • Crude Oil mesh spline height now gets +10cm to match fuel pipe
  • Pipe collision changed from box to 26DOP so that it falls over when dropped. Tweak LOD screensize
  • Added some additional valid checks when getting stat structs in UMG to potentially fix crash when inspecting mount
  • Polish Swamp Edge Spline, Fixed Swimming in Cave and Bugs Fixes on Orange Quad, Elysium
  • Adding speeder bike audio and event. WIP. Also adding a bunch of ELY tundra scatter birds to give more depth to ambience
  • Tweaked head collider on Slinker to prevent it from getting stuck on stairs
  • Adjusted Mission Widget layer order so mission details aren't obscured by overlay
  • Added several Rare and Legendary wolf color variants, as well as improved the wolf's gfur groom to help it feel more realistic
  • Added Slinker and Storca swimming animations
  • Added Lighting Blockers on Yellow Quad, Elysium
  • Fixed issue where tamed NPCs swimming in water wouldn't get frozen correctly when the map tile was unloaded and would instead fall through the world
  • T3/T4 Generic Pouch - Added t4 pouch dev locked (pouch_generic_large). currently 12 slots temporarily with similar requirements to the lower tier one
[/expand]

Icarus Week 219 Update | New Workshop Sickles

Welcome to Week 219.

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

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

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

[hr][/hr]
This Week: New Workshop Sickles


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

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

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

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

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

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


[hr][/hr]
Next Week: Free Major Update


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

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

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

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


[hr][/hr][h2]Your support makes these updates possible.[/h2]

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

https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/
[hr][/hr]
Changelog 2.3.30.148457-rel-GreatHunts


[h3]New Content[/h3]
[expand]
  • Unlocking new workshop sickles
[/expand]

[h3]Fixed/QoL[/h3]
[expand]
  • Add X button to remove applicable food modifiers. This exposes an otherwise hidden feature (Right Clicking on, which remains intact) which is the ability to remove applicable food modifiers for control over food buffs
  • Updated character riding animations with the correct position, orientation, and scale
  • Add stat check for displaying secondary attack input info in FocusItemInfo widget
  • Shifted a number of OnPerceivedX events from IcarusNPCGOAPController to IcarusNPCController
  • SpitAttack can now specify specific tags for reported noise events
  • Standard/Scout drones should now stop firing after their target dies
  • Misc asset fixes for DF, collision and LODs
[/expand]

[h3]Future Content[/h3]
[expand]
  • Add Fur Stack item/recipe which combines 200 (2 stacks) Fur into a single item which can then be consumed to extract back into 200 Fur
  • ELY Ach - Hazmat suit in radioactive zone
  • Eden NPCs - redo of highlightable setup with tags instead of event graph functions
  • Ely Story 3 - added biome override volume around mission 3 lab, added row to D_Biomes (using Arena_RockGolem atmos), added to Arena_NoWeather row in D_WeatherBiomeGroups
  • Stopping geiger counter audio when player returns to character select while around radiation
  • Replaced existing husbandry modifier icons with new ones
  • ELY Ach - Charge lithium tool
  • Adding new Questmarker to Olympus for the Farm NPC to spawn
  • Adding NPC Farm prebuilt for New Sidequest
  • Flesh sac floater bestiary. Adding start loop and end bestiary audio to make creating bestiary events easier and quicker going forward. More BS to come
  • SQ Norex NPC - Adding Test Dialogue and Prospect Images
  • SQ Norex NPC - Added mission to Oly
  • SQ Norex NPC - Added mission to styx
  • SQ Norex NPC - Added mission to Prometheus and fixed logic for slug boss quest logic (temp)
  • Move LavaLakeLights out of persistent level and into Red quad. Update ApprovedActors list to accomodate
  • Misc Ely nav fixes
  • Remove Fill Collision setting from meshes in ELY3 base
  • Add missing material updates for Turret range asset
  • The Norex NPC can be be invited to EDEN after their quest
  • SQ Norex NPC - Preventing Pod Take Off on Mission Complete, Adding new Image for Mission
  • SQ Norex NPC - Adjusting Quest Flow and Locations, Adjusting Quest Objectives to make better sense, You know need to kill all of the Hammerheads children to progress
  • SQ Norex NPC - Spawning NPC at the end of the quest
  • Adding Deployable Function Library Functions for Easy Spawning in missions
  • Misc Ely fixes - SM's being set to Stationary instead of Static, ungrouped groups for tooling selection, remove buried content, organize outliner folders, fixed naming on numerous objects
  • Lighting fixes in Eden. Fixed spotlight default values and adjusted in Eden. Lots of Outliner folder organization of Eden assets
  • Rename Bull to Mount_Bull in Genetics code
  • Actor valid check before attempting to clean up NPC
  • Add secondary attack to Bull and increased mass. Rename row from Bull to Mount_Bull for consistency. Uniformed bull talent row names. Rejig Bull talents. Fix Chew Stamina talent being on wrong creature and add DT validation to pick up on this
  • SQ Norex NPC - Adding Outline of quest will all quest steps and quest markers, mission needs polish and spawning of NPC
  • Adding Missing files which was preventing the invitation of NPC's to Eden and the Triggering of the Elysium Farmer mission
  • Trader NPC's can be invited to EDEN, Reparented the Trader NPC's for some common functions, Adding ability to turn Trader NPC's on & off, adjusting crafting menu to say Trade when interacting with NPCs
  • ELY SQ - Adding QM for Sidequest
  • Enabling Farmer Quest on DH for ELY
  • ELY1 - Shifting the EDEN Beacon from on top of a voxel to on top of a nearby unmineable rock
  • ELY4 - The Blocker and Lab Security door are now forced opened when getting up the the return to lab step
  • ELY3 - Scaling Number of Specters by the Number of Nearby Players and added hint text to aim for the head
  • ELY3 - Adjusting ordering of quest steps so that you collect the hazmat suit and medicine before you enter the lab
  • ELY3 - Removing refences to Rad-Ex, replaced with Anti-Radiation Transfusion
  • Setup Far Shadows on ~3800 large cliff meshes in Elysium for distant shadow rendering
  • Biome modifiers now only effect npcs and players not objects
  • Fixed Soldier NPCs not being able to hear their allies' combat/hurt noise events
  • Replicated new AISetupRow on IcarusNPCCharacter
  • Loot retrieval - now works on nearby mount corpses
  • Adding first pass lab music and lab ambience for M3
  • Updated Set Dressing for Rad Cave in the Arctic on Blue Quad, Elysium
  • ELY Ach - Fixed mining laser mining achievement not granting correctly
  • SpitAttack BTTask can now have dynamic accuracy based on current distance to target
  • Fixed issue where soldiers were firing higher than they should have been, making them more inaccurate than desired
  • Improve accuracy on Scout Drone collision
  • Update Damage Numbers widget to support newly added Metal crit hit areas
  • More hunter trader dialogue additions and adjusted processing slightly
  • Fix bone DT setup for LavaFlyer
  • Added several images to the Bestiary UI source image folder
  • Ely - fixed floating voxel in Tundra, yellow quad
  • ELY Ach - Fixed defaultengine.ini accidentally having 2 achievement number:'127' thus breaking all subsequent achievements on steam
  • Adding correct modifier state 2d audio for corrosive damage. Unhooking event played from BP for consistency
  • Added More Cave Prefabs in Purple Quad, Elysium
  • Adding basic dialogue for the fish trader and hunter trader in eden. Audio, events BP imp
  • Enabling Farmer Quest on DH for Pro
  • Reducing Drone Spawners Spawn Count at one any time, reducing spawn time from 20s -> 40s
  • Added Cap to IMP Fixing Light Leaking in Desert on Yellow Quad, Elysium
  • Added Skulmutt, RAD Prospector, RAD Mutation, and RAD Abomination Bestiary images, as well as Radiation Bestiary BG images
  • Enabling Farmer Quest on DH for Styx
  • Enabling Farmer Quest on DH for Olympus
  • Adding Raw Art for Icons / Prospect Image for Farmer Quest and Quest Categories
  • Setting up SQ Farm Quest for Olympus
  • Adding NOREX Pod for the Norex Side Quest
  • Anim/behaviour pass on Carrier drone
  • Anim/behaviour pass on Hunter drone
  • Shifted dynamic subtree injection to IcarusNPCController from IcarusNPCGOAPController
  • AIcarusNPCCharacter::OnRep_MovementStateSet will no longer trample pitch/roll rotation values
  • Potential fix for drones pitching up and down very quickly when unable to properly target/reach hostile
  • Tripled drone carrier health, removed ability to shoot
  • Fixed Bugs and Added Cave Prefabs in Purple Quad, Elysium
  • Added new Slinker Talent Icons
  • Disable lights on EdenStationLandingPad player by default for perf reasons (8x pads with 12x lights each). Fix frame mesh not distance culling
  • Queen - Summoned sandworm now dives underground on death instead of laying on the ground and blocking the environment. If the summoned worm becomes dormant then clean up
  • Fix highlight and collision setups on interactable NPCs. Add CustomHighlightableSetup to Mission NPC base class
  • Adjustments to subtitles timing for m6 final sequence
  • revised texture and WIP blueprint for mission 4 TPS graffiti decals
  • Ely - mesh fix in geothermal, red quad
  • ELY Ach - Forgot to save accolades json
  • Remove flag mesh from Queen Spline BP
  • ELY Ach - Added stat IDs to engine ini and accolades
  • massive pass on bestiary audio. added all new creatures and DT setup
  • Turrets: Add range visualizer and recoil animation (DH gated). Clean up highlightable setup. Improve status light setup for better readability. Add crit stats and DPS balance on WIP turrets. Update muzzle flash VFX to use newer v2 revisions. Increase spread on shotgun turret. Fix muzzle/VFX location setups on Flamethrower turret. Fix fire light not working on Flamethrower. Adjust Flamethrower gun mesh so that it lines up with bracket better
  • Added debug functionality to BP_BiomeOverride to help with placement
  • Added missing audio for removing armor from armor stand. now plays when adding and removing
  • Scaled down the moa overriders saddle to 0.8 of its original scale. Updated mount data table to widen the foot offset of the moa to prevent geo crashing
  • Adding Pig Talent Tree
  • Updating lab music with more atmospheric layers to give it a more eerie vibe
  • Ely - set CaveIn meshes to be nav area Null
  • Ely - Fixed floating deep ore deposit in Tundra
  • Adjustments to flesh sac floater to be slightly more present
  • Ely - adjusted existing and added extra biome override volumes for mission3 lab in geothermal
  • Adding biome param to Lab biome to enable reverb to play correctly
  • Ely - added additional cave volume to waterfall cave in swamp to try and resolve lighting issues, purple quad
  • Halved the Uranium Mining Time so you get 2x as much for mining in the same period
[/expand]

Icarus Week 218 Update | Chick & Lamb

Welcome to Week 218

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

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


[hr][/hr]
This Week: Chicks & Lambs


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

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

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

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

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



[hr][/hr]
This Week: Project Clinic Highlights


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

[h2]New Horse Riding Animations[/h2]
Feature Upvote

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

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


[h2]Portable Water Tank Fixes[/h2]
Feature Upvote

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

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


[h2]Carbonweave Backpack Adjustments[/h2]

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

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


[h2]Creature Navigation Improvements[/h2]

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

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

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


[h2]Snow Roof System Rework[/h2]

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

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

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


[hr][/hr]
Icarus: Dangerous Horizons Preview


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

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

[h2]Dangerous Horizons Expansion[/h2]
  • New Map - 'Elysium' introduces a brand new full-size map featuring new Geothermal Biome, radioactive areas and NPC encampments
  • New Missions - All new missions including a core narrative chain, side quest chains with unique unlocks and more.
  • New Threats - 35+ new creatures and hostile NPCs, create the most alien map yet.
  • New Allies - 4 new mounts including two types of lethal Raptors, and 3 new tamable creatures all with their own talent trees and abilities.
  • New Resources - Tier 5 gear utilizing Lithium and Ruby and a new rare resource 'Uranium' which must be split between usable depleted ingots and valuable rods wanted back in orbit.
  • New Crops and Food Recipes - 5 new species of crop on Elysium that can be cultivated there or on other maps through seed packs available in the workshop. Each have new food recipes utilizing them.
[h2]Free 'Kepler' Update[/h2]
  • New Tech Tier 5 - Featuring whole new resource chains and items, Oil geysers now available on Olympus, Styx, Prometheus and Elysium with oil refining and 30+ new items.
  • New NPCs - For the first time in ICARUS, humanoid NPCs acting both as friends and foes. These will feature in new missions on all maps.
  • New Items - In addition to the new T5 items, other new additions feature across the tech tree including attachments and fortifications, Ice structures and the long-requested diagonal and curved building pieces.

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

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


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


[hr][/hr][h2]Your support makes these updates possible.[/h2]

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

https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/
[hr][/hr]
Changelog v2.3.29.148374-rel-GreatHunt


[h3]New Content[/h3]
[expand]
  • Removing Feature Level Lock and Adjusting Workshop Chick and Lamb (female) so they point ot the correct data
  • You can no longer buy chickens from the shop you buy chicks and will have to raise them up
  • You can no longer buy sheep fromt he shop you buy lambs and will have to raise them up
  • Fixing some feature level animal locking
  • Lambs and Chicks will now drop their vestiages when skinned appropriately
  • Unlocking chick and lamb trophies and vestiages
[/expand]

[h3]Fixed[/h3]
[expand]
  • Portable Beacon owner no longer changes if another player opens interface and clicks OK without making modifications
  • Added new tickbox to Portable Beacons that prevents non-owning players from being able to see icons on map or compass
  • Fixed a bug where IMapIconWidgetInterface::ShouldOverrideVisibility wasn't working as expected after a previous refactor
  • Added new horse mount run and sprint animations
  • Added character riding run and sprint animations
  • Fixing issue with the Needlers 100% bestriary stat awared to the player, it now correctly rewards with 5% projectile damage resistance
  • Updated Moa Bones asset to have exposed bone instead of skin on the feet. This will remove the need for making colour variants
  • Cave spiders no longer get regen when returning to anchor
  • Cave spiders now teleport if blocked when returning to anchor
  • Fixed crops being tagged with 'Unique Fish'
  • Juveniles lambs will now eat / drink and can be tamed correctly
  • Disabled collision on chick's head collider
  • The MXC Fuel Canister can now transfer fuel like the biofuel can with right click
  • Portable water tanks will now provide the same water type when drink from or drawn from using containers, this means that if you have purifiered water inside you wil drink or draw purified water. In addition if you fill up the tank from your canteen it will put that water type in the portable water tank. Normal water mixing rules apply, when two water types mix the lower quality water will take priortiy
  • Adding new horse anims footstep notifys. Adding new slinker footstep event now that its bigger and rideable. Adding new event to DT
  • Remove obsolete/unused snow buildup related assets and logic. Add distance culling to buildup mesh components
  • Snow buildup mesh material fixup
  • Fix RoofPeak BPs having 3rd RoofSnow component (only needed 2), still referencing old system. Updated other references to old system to new system
  • Clamped Warmup and Cooldown to a minimum of 1 so we don't get into situations where if the player is out of food or water their temperature does not shift
  • Deployables that affect nav no longer cut out all navigation underneath them, regardless of distance
  • Misc asset optimization, cleanup, LODs, null material slots
  • Fix empty material slots on various assets
  • Fix CreatureType on tame Snow Wolf and Hyena
  • Recompile MA_CHA master to fix cache issue. Remove unused submat on meshes
  • Building pieces now continue to affect navigation after taking damage. There is now an optional % that can be specified to remove navigation at a certain damage level if required
  • Buildings can now retain their modifiers post save, adjustments to the building grid recorder component and modifier state component to adjust
  • Fix mismatch for Orange/Black Cat trophies
  • Fixed crash related to Prebuilt Structure cleanup which occurred when attempting to cleanup recorders that had ended recording already
  • Added ensure to prebuilt structure cleanup when passing in an invalid cleanup duration
  • Snow buildup material subsurface and displacement update
  • Updated DEP_Wood_Burner mesh
[/expand]

[h3]Future Content[/h3]
[expand]
  • ELY Ach - Mushroom swamp
  • Committing sand roof material
  • Adding Sand buildup on roofs for all exisitng sand weather actions
  • Committing conversion of snow roofs to a generic environmental buildup sysyetm so we can have sand and ash build ups on roofs, feature locked out for now
  • Fish man volume pass, transport pod volume pass and various other mix balances
  • Making sure creatures who respawn as juveniles on death inherit their old genetics
  • Chainsaw and Jackhammer now run off refined oil instead of biofuel
  • Allowing Oil to be transferred from oil cans & barrels to chainsaws and jackhammers
  • Adding Deep Ore Mining Drill (Oil) item setup / blueprints and recipe
  • Adding Modifier States for some of the biomes on Elysium
  • Lithium tools FX
  • Adding Pig & Piglet Setup
  • Increased Storage of oil deep miner
  • ELY Ach - Dying with max radiation modifier achivement
  • Adding homestead kitchen benches for medicine, butchery and corner
  • Added missing Talent icons for Raptor Talent tree
  • Added standard saddle for the slinker and updated saddle setup
  • Added validation to BTTask_MoveTo to prevent blackboard-related server crash
  • Adding Golden and Black Buffalo Skin Genetic Variations
  • SQ Fish - Reducing Quest Goal from 500kg -> 200kg
  • Oil Can now be crafted correctly and stores refined oil
  • Uranium rounds now deal more damager than their T4 counterparts
  • Ely - added 2 new caves to NW volcanic, red+yellow quads
  • ELY4 - Removing Debug Sphere from Mission
  • Drone - Fixed infinite loop where if 3+ drones explode in the same vicinity it will cause an infinite loop
  • Fixed issue where logic that was meant to prevent Sulfur Worms from spawning on top of eachother wasn't working correctly
  • Giving Tundra cave biome more appropriate audio that blends better with other biomes caves audio. Adjusting fade to 7 seconds when transitioning cave biomes for smoother result
  • updated lithium FX sprite scale and position
  • Added ITM_Spawnling_Lantern, ITM_Sinew_Lure and ITM_Backpack_SinewWeave
  • Adding piglet audio setup, flinch and death audio
  • Remove unused cave prefabs in Purple Quad, Elysium
  • Ely - fixed landscape at entrance to one of the new caves in Tundra
  • Removed Spoiled Plants requirement from Wooden Composter, replaced with Tree Sap
  • Slowed down the rate at which crude oil refiner refines by 75%
  • Reduced polymerizer recipe durations by between 90% and 75%
  • Temporarily enabled DEV category in photo mode for DH builds
  • Added a number of new NPC animations
  • Update Atmosphere Debugger cheat utility to show newer atmospheres and UX pass
  • WIP update to the slinkers textures to match the tundra
  • Fixed issue where Drones would sometimes get cleaned up before they exploded and spawned loot bag
  • Added More Caves to the Swamp on Orange/Purple Quad, Elysium
  • Added new Homestead kitchen bench icons
  • Reconfigured Storca, Orka, and Tundra Monkey carcass DT rows to be carryable. Added skinning bench recipes
  • ELY Ach - Unlock Manu/Unlock all t5
  • More mount raptor tidy ups and improvements to audio
  • Added new Raptor talent icons to talent tree
  • Ely - more caves and general polish in Tundra, green+ yellow quads
  • Added carry anims for the Gribbler, Storca, and Skulk
  • Tied new lithium particle effect to tool on/off state
  • Raptor attack bite audio adjustment. Ensuring that vocalisation is not cut out by animation being shortened. also slight music volume adjustment in Tundra
  • Added two more Legendary Buffalo skins, Gold and Black
  • Re-importing Curved Snow Roof assets to remove erroneous skeleton data
  • Various raptor tweaks and balances
  • Added test meshes for Curved Roof and Corner Curved Roof snow
  • ELY Ach - Build ice structure (Currently 16 pieces on same grid)
  • Nailgun now requires a powerbank and not biofuel for its recipes
  • Adding 20% crafting speed modifier to the Manufacturer
  • Adding resource and radioactive icons to the portable beacons
  • First pass WIP combat NPCs
  • Fixed EQS test reference value config doing the opposite of what it stated
  • Fix mushrooms clipping in AC_SML_003_DLC2 cave
  • Fix collision on Girder meshes
  • Added More Caves to the Swamp on Orange Quad, Elysium
  • Updated data tables for desert raptor juvie carcass
  • Only try 10 times to initialize Flare ballistic behavior before giving up. Stops spam when object is dropped on ground
  • Added art assets for the juvenile desert raptor
  • Mining laser audio adjustments. Slightly more laser volume. Laser impact adjustments
  • Fixing the mining laser left hand covering the laser too much. Added duplicate anim for idle, focusable row setup and added grip socket to correct location
  • Ely - added snow chunks to arctic and tundra, green+yellow quads
  • Fixed water point generation for Lake17 in Red
  • ELY Ach - Jackhammer hit voxel/Chainsaw hit tree
  • Ely - enabled fill collision for navmesh setting on all cliffs and cave in meshes in red quad
  • Adding chick idle and death audio, events and setup
  • Updated slinker and juvie bones texture to match the new colour change
  • Added new 'Corrosive' modifier state to Sulfur Worm attacks
  • Temporarily added new Sulfur Worm corrosive modifier to DLC2 geothermal pools/water to see what it feels like
  • ELY Ach - Kill creature with uranium ammo
  • Updated texture and materials of the Slinker Juvie to match the new slinker textures
  • ELY Ach - Find eden achievement
  • Enabled spawning of Slinker juvie with parent
  • ELY Ach - Tesla coil/Flame turret kill an enemy
  • Updated slinker textures to match the tundra. Increased the slinker scale, both wild and mount to 1.2. Updated slinker movement setting to reduce foot sliding
  • Adding Eden Biome Modifier
  • Adjusting Hazmat Suit to only protect 75% of radiation, capping radiation resistance at 75%
  • Adding images to the data table for new mount talent backgrounds
  • Increased Lithium Tool Power cost from 100 -> 150
  • Adding Industrial Floor / Stairs to the T4 tech tree feature locked to dangerous horizons
  • Uranium nodes will spawn via meteor event if less than 5 are active at any one time
  • Cleaning Uranium now provides 10 inert instead of 2
  • Cleaning Uranium in the Centrifuge now requires water in the recipe
  • Pigs and Piglets now have trophies and vestiges
  • Ely - duplicate mesh and FT for LC_Lrg_08 with null nav settings, replaced original instances in red quad
  • Added Fall Damage Reduction Modifier Icon
  • Ely - set radioactive bat nest set dressing meshes to nav obstacle instead of null
  • reverting changes to radioactive bat nest mesh that were accidentally added to last commit :facepalm:
  • Ely - added snow clumps to top arctic, blue quad
  • Updated BP for Animal Nesting Bed with gfur setup
  • Ely - mesh fix in arctic, green quad
  • Setting up Animal Nesting Bed Item / Recipe / Blueprint
  • Updated Uranium Extraction time so its quicker 45 -> 35 seconds per
  • Updated Uranium Collection Units text description
  • Reversing uranium node timeline for the pulse effect
  • Fixing issue with Uranium Crystals where they where not glowing as intended when the node associated node was active
  • Adding Weighted Animal Spawn Component
  • Uranium Collector will now turn off if players are more than 2000 units away
  • Uranium Collector will now spawn creatures which will attack it while active
  • Bumping up the minimum of exotic spawns on Elysium to cater for the increase in guaranteed uranium nodes
  • Slightly Increased Laser sidearm damage from 100 -> 150
  • Shifting Norex agents location so they are no longer floating
  • Adding new NPC to Eden who trades biomass for creature parts
  • Adjusted carbon weave backpacks description text to reflect its new behaviour
  • Carbon weave backpack is now powered and will provide a fall damage reduction aura to all nearby players and mounts, stats have been slightly adjusted to account for behaviour
  • Added/swapped some soldier NPC montages
  • Added hit reacts to soldier NPCs
  • Fix description on Pack Rat Chew talent
  • Add data for Lithium Ingot. Update Meshable to use Lithium ore mesh. Fix RMA compression setting
  • Updated assets for the Skulk, Storca, and Gribbler carry positions. A little more tweaking to the poses and physics assets needed
  • Started Rad Cave to the Arctic in Blue Quad, Elysium
  • More balance pass on various DH items. Increasing audio idle for chainsaw, slight volume reduction for mining laser
  • Various mix tweaks and balance pass over new music tracks and variation pass over some footstep layers to increase variations
  • ELY Ach - Max Ely Bestiary Completed
  • Added new Slinker carcass and trophy icons
  • Adding better death collision audio setup for the tundra monkey for more impact
  • ELY Ach - Try damage mission Npc
  • Update D1 and DM mesh references for Concrete and Stone fortifications
  • Ely - added new mission doorframe mesh (SM_Mission_DoorFrame) to replace kitbashed version in BP_securityDoor_placed and Mission_ELY6_blocker
  • Reduce texture size on T4 Comms device
  • Sleek Armor master material setup
  • Updated Slinker Trophy and Bestiary image with new scale and colours
  • ELY Ach - Destroy drone spawner with sledgehammer
  • Removing unused param from fmod event
  • Adding additional lithium tool deeper loop. Adding piglet idle event and data table setup
  • Reduce Nuclear reactor textures from 4k to 2k (230MB to 100MB for whole asset). Fix LOD setup
  • ELY Ach - mined with Mining laser
  • Added correct RMA texture for Small Ranch Sign, as well as assigned the proper PM in the material
  • Ely - removed reference to temp PricklyPear from red quad
  • Fixing Caves in Swamp on Orange Quad, Elysium
  • Ely green, purple, yellow quads - enabled fill collision for navmesh setting on all cliffs, cave ins, ledges, swapped LRG_08 foliage type for null nav variant
  • Ely - added 2 extra deep mining spawns into mini-crevasses, moved one away from a new cave entrance, Tundra
  • Volume tweaks for lithium audio FX
  • Sand backpack is now shown on the charging device when charging
  • Added first pass SK assets, as well as Materials and textures, for the Sleek Synthetic T5 armour for Badette to adjust further
  • Adding new Blueprints for items that are part of the free homestead update
  • First pass lithium tools powered audio and BP imp
  • Updating Elysium Terrain Select Image
  • Adding Background Image for Elysium Missions
  • Attempt to fix FMOD banks
  • ELY5 - Fixing issues where if you got up to the final quest step and then ran away from the fight, the boss would not respawn on reload
  • Fixup Drone redirectors
  • Adding Yeti Sidequest Prospect Image
  • ELY Ach - Added missing config json file
  • Updated Storca, Gribbler, and Skulk third person carry poses and physics assets
  • Adding unique event for NPC shooting. Adding unique audio entry for NPC. Adding unique events and notifys for enemy npc reloading
  • Fixed a few typos, tweaked ELY mission subtitles to match dialogue, edited homestead item text
  • ELY Ach - Repair with nail gun
  • Adding appropriate strong point and metal weak points to drone carrier so it doesn't play gore audio FX. Also adding more appropriate death collision audio event
  • Fixed CreatureType association on Mount Raptor Desert
  • Ely orange quad - enabled fill collision for navmesh setting on all cliffs, cave ins, ledges, swapped LRG_08 foliage type for null nav variant
  • ELY6 - Adding soldiers to the mission and destroying leftovers near the end
  • Reducing Lithium Wood -> Natural Resources from .5 -> .25
  • Adjusting Grain NPC purchase price from 100 -> 5 to 250 -> 5
  • BehaviorTree reverted to base Drone BT for Scout and Standard drones.
  • Add engine VFX to all drones.
  • Decrease spotlight intensity.
  • Remove Loot define from Carrier drone so that it doesn't spawn the drone drop loot bag (will revisit + rewards when DM is made).
  • Change Drone Experience rewards to Aggressive curve
  • Added bestiary image for the sand worm queen
  • Updated Slinker talent tree
  • Added new animmodifier that can be used to scale root motion baked into an animation sequence
  • Set Dressing Rad Cave to the Arctic in Blue Quad, Elysium
  • Adjustments to soldier gun fire audio
  • Added flesh sack floater bestiary image
  • Adding homestead animation audio for cupboards
  • Added first person carry poses for the skulk, gribbler, and storca. Updated corpse BPs with the new animations
  • Fillable UI window UI pass
  • ELY6 - Updating Story 6 Base
  • Simplification of soldier gunshot audio event
  • Lots of updates and additions to NPC soldiers. Adding temp processed lines, adjustments to gun shots, idle barks and setup and spot audio
  • Drone hierarchy refactor: Reparent new drones to BP_NPC_Drone.
  • Copy changes from BP_NPC_DroneEx to base class and delete DroneEx.
  • Update BP_NPC_Drone_Standard to be effective replacement for existing 'Drone'.
  • Remove Critical Area setup from base class and implement on a child-class basis as inherited components cannot have sockets changed.
  • Fix GPU particle error on Drone flare.
  • Add small flare for Hunter drone and adjust lighting setup slightly to suit.
  • Fix Carrier drone constraints setup on death and improve collision accuracy.
  • Create dynamic material based on child class matSlot define as not all setups are the same.
  • Spawn DM based on child class mesh define.
  • Fix collision/capsule setups for each child class, hiding Head areas, correct predictionbox sizing, headblockers and cloth.
  • Fix params not being setup (drone type, AI setup, etc)
  • Swapping genetics display to use new graph based system
  • Added BTS to update audio state
  • Updated the Ram corpse BP to stop the Gfur disappearing when it is killed
  • Updated snow pygmy lop carcass icons
  • Added Dangerous Horizons Achievement icons
  • Adjusted nailgun accolade to use a different name in order to avoid a duplicate
  • Added open and close animations for the homestead cabinets and updated the BPs with the new animations
  • Adding enemy NPC flare audio event and into bp. Adding first pass of many NPC footstep anim notifys
  • Updated jackhammer accolade name to avoid duplicate
  • BT_NPC_Soldier now updates audio state based on currently active behaviour
  • Replaced verifies with ensures inside UIcarusGameStateRecorder::ResolveOwnerRecorderState to prevent dev builds from crashing when trying to load certain prospect saves
  • Fixed a number of typos in talent and modifier text
  • Adding distorted spot audio with chance of playing when aiming at player for NPC
  • Halving the Movement Speed Boost Provided by Genetic Values
  • Increasing Gestation Period for most available creatures
  • Move Duplicate voxels in Desert Transition Cave on Yellow Quad, Elysium
  • Updated materials and textures for the Synthetic Sleek suit, as well as updated the helmet mesh to include the neck portion of the default character helmet
  • Adding new Genetic Lineages for Creatures - provide progressive stat increases as they grow but come with a downside
  • Updated and separated out the genetic event updates
  • Added new Soldier NPC autonomous spawner to ELY
  • Fixed issue where Soldier's crouched LoS was being calculated from chest, not head
  • Added new Soldier reload montage, different reload montages based on current stance
  • Increased chance for soldiers to crouch
  • Added new deployable for marking NPC spawn locations in prebuilt structures
  • Removed debug line drawing from turret BP
  • Soldiers are now lootable
  • Fixing name of Chefs Shop
  • NPC Chef is EDEN now sells items for Ren
  • Adding chefs shop map marker
  • Setting up NPC Chef Shop in Eden
  • Setting up Sleek suit armor meshes and icons
  • Added DEP_Sand_Queen_Throne and DEP_Sinew_Standing_Target_Bag
  • Fixed soldier death montage looping
  • Added aim offset to soldiers
  • Adding Raw art for fishing item queries & Updating UE4 images
  • Updating Fishing NPC
  • Fishing and Farming NPCs will now spawn in EDEN
  • Adding new NPC who trades Fish for Ren
  • Updating Fishing NPC in Quest Look
  • Adding new NPC who trades crops for Ren
  • Adding new Genetics Talent Tree for Homestead
  • Adding & implementing stats for creature genetics and husbandry (Gestation Speed, Genetic Mutation Chance, Cosmetic Mutation Chance, Fertilization Recovery Speed, Twin Birth Chance, Better wild Creature Genetics, Chance for Rare Wild Creature Cosmetics, Strengthened Gestation, Maternal Instincts and Sire Vigor)
  • Exposing Gameplay Config Variable for Max Genetic Combination from parent Selection Values
  • Adding Explicit Clamps to Gene Generation so no wild or combined values can fall below 1 or above 10
  • Added Dangerous Horizons Achievement icons
  • Set Dressing Rad Cave to the Arctic in Blue Quad, Elysium
  • ELY Ach - Ride a raptor
  • Tweaked soldier spawn locations in ELY6
  • Soldier NPCs in ELY6 will spawn stationary and only move to player if they have a valid path
  • Fixed issue where soldier NPCs weren't tracing to player's head point and weren't shooting even though they looked like they had LoS
  • Soldier NPCs now have the same relationship setup as drones
  • Added nav blocker to area underneath ELY6 entrance cave
  • Re-enabled navdata on one particular cliff used in ELY6 cave to prevent agents getting stuck on it
  • Adding third version of the NPC dialogue voice processing. This ones more distorted and takes away more voice character which could help for multiple enemy voices. Added to NPC for testing
  • AISpawn tooling fixes: Filter out non-spawner related stats. Only list unique creatures once. Match color offsets for same Prospect entry
  • Improve GOAP World Stats cheat to show Spawn density and name
  • 10x spawn weights in Ely Swamp for better control. Increase density to allow for gas flier soakage. Swap Scout drone for Carrier in Swamp
  • Re-added new tundra creature corpse and homestead deployable recipes that were accidentally trampled
  • ELY Ach - Fish in radioactive zone
  • Fixing DT error
  • ELY Ach - Introduce to TEI Members
  • Ely - WIP waterfall cave in Swamp, purple+orange quads
  • Adding lots of NPC enemy audio setups and layers. Adding body fall audio to death anims, adding npc 2 flinch, death and wounded vocals and data table setup
  • ELY Ach - Use Geiger Counter
  • Jackhammer and Chainsaw now require refined oil to craft instead of biofuel
  • Eden NPCs - added functionality to event graphs of BP_NPC_Norex, Hunter, Farmer, Fisher so heads, bodies, armor etc highlight together when interacting
  • ELY Ach - Modify laser gun
  • Fur cards material added panini
  • Updated lighting Rad Cave to the Arctic in Blue Quad, Elysium
  • Adding a bunch more npc spot vocalisations to add diversity to experience. Adjustments to corrosive splat from sulfur worms. Adding new unique npc gun fire audio
  • Added bestiary image for the Geothermal Bat variant
  • Accumulation logic has been extracted into a data component which controls any static mesh or skeletal Environmental Components on buildings, this allows us to use blend shapes on skeletal meshes for snow build up on curved pieces. Also added new skeletal mesh environmental buildup component to allow blend shape buildup
  • Whether or not accumulation occurs on a building is now data drive and defined in the building lookup table
  • Finished Setting up Bull Talent Tree
  • Adding Homestead DLC Icon
  • Adjustments to Lineage Stats, Adding new Curves (Every2, Every5, Inverse and Double), Adding new Stout Lineage, adjusting UI to show correct values on creatures
  • Adding Bestiary Stats for Tundra Monkey and Floater
  • Removing DNT from alteration names
  • Mother Gestation Progress now resets after giving birth
  • Lithium tools will no longer have their charge reduced on invalid hits
  • Reverted base lithium tool power-per-use back to 100 from 150
  • Added new ChargeConsumedPerItemGenerated stat to allow tweaking of lithium tool energy costs separately when hitting vs skinning etc
  • Genetic Lineage stat bonuses reduced by 5x; Stat bonuses are now gained every 5 levels instead of 1
  • Increased Manufacturer crafting speed increase from 20% to 50%
  • Fixed a number of lithium tools pointing to obsidian ToolDamage rows
  • Increased Soldier hearing range from 1500 -> 3500
  • Added More Caves to the Desert on Yellow Quad, Elysium
  • ELY Ach - Convert uranium to plat or uranium
  • Improve projectile debug cheat by drawing additional line on hit, which fixes issue of short ranged shots where Tick doesn't have enough time to register and draw
  • Set gfur material PM to carpet
  • Dialogue line fixes and adjustments to npc enemy gunshots to account for so many firing around you
  • Added texture and decal materials for TPS spray paint graffiti
  • Dialogue speaker fixes
  • Added pack mesh for when a piece of the sleek armour is dropped
  • Added bull saddle and updated saddle and mount data tables
  • Adding more background Eden sounds to account for increased population
  • ELY Ach - Natural/Crude oil refiner to generate refined oil. Fixed wrong assumption that deep mining oil was the deployable to get crude oil -> switched to pumpjack
  • Added new horse locomotion anims
  • Ely - cave behind waterfall in swamp, purple+orange quads
  • Adjusted LODs for the Homestead Antique Lantern
  • Adjustments to distancing of enemy camp flares
  • Removing final error
  • Set Dressing Rad Cave to the Arctic in Blue Quad, Elysium
  • Fixing errors caused by deleting unused NPC soldier events. Also adding sensor to swear word
  • Updated subtitle overrides for dialogue in ELY missions to match fmod event length
  • Updated sheep and ram carry animation poses and corpse anim bp
  • ELY Ach - find and use a oil geyser
  • Added proper collision for the physics asset on the Bellows
  • Added talent that enables Slinker mount sprint jumping
  • Increased Slinker mount / Slinker NPC move speed to match 1.2x scale. Adjusted locomotion blend space
  • Fixed slinker mount not dealing damage when attacking targets by itself
  • Setting up Bull as a mount
  • Created proper collision for the Physics asset of the Sewing Machine
  • Added SandWyrm_Queen_Bow
  • Small adjustments to timing of homestead cabinets to match audio
  • Small balance changes
  • Lots of adjustments to NPC soldier audio volumes, distancing and gunshot
  • Updated Cheese LOD's
  • Added BP_Eden_Campfire (Icarus Actor base class), added to level filter list, and placed in yellow quad
  • Onion seeds now correctly reference onions and not agave
  • Adding re processed NPC audio for all dialogue vocals. Removing all unused audio NPC dialogue. Adjustments to all soldier events
  • Adding a number of bestiary images to the Source Art folder
  • Changed data table settings for the Synthetic Sleek Armour Helmet so that the default helmet is hidden, as well as corrected the chest piece to use the correct mesh for the male prospector
  • Removing references to C++ rework of subtree injection which was not supposed to be committed
  • Love Hearts now appear above creatures when fertilization occurs
  • Moa's, Buffalo, Bulls, Roosters and Rams will now seek out their mate and follow them until they have fertilized them
  • Removing Husbandry Behaviour injection and convert to using main idle instead as it works better with behaviour
  • Creature Serums are now consumed when used
  • Fixing issue where tames brought down from space where not generating their genetics correctly
[/expand]