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Hotfix v2.3.0.140125-rel-GreatHunts

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

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

Welcome to Week 189.

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

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

Let’s get into it.

[previewyoutube][/previewyoutube]
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This Week: Double XP Weekend


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


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This Week: Free Copernicus Update


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

Here's everything you get for free:
  • 5 Legendary Weapons
  • 8 Workshop Consumables
  • 36 Crafted Items
  • 1 Armor Set
  • 1 Building Set
  • 1 New Epoxy Recipe
  • 78 New Achievements

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

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



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

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

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



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

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

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


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This Week: Great Hunts Campaigns DLC


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

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

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

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

Let's dive into each campaign.


[h3]Quarrite Campaign[/h3]

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

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



[h3]Garganutan Campaign[/h3]

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

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



[h3]Rimetusk Campaign[/h3]

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

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



Originally posted by author
[h3]Content Requirements:[/h3]

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

[h3]Playing with Friends[/h3]

If you don’t own the Great Hunts DLC, you can still play if one of your teammates who does hosts your multiplayer game. Here’s a quick breakdown of what you can and cannot do when playing with them:
  • You can view the campaigns, but not start them
  • You can play in a friend's campaign
  • You can gain all items and unlocks from campaign missions
  • You can unlock and craft all planetary items gained from playing missions
  • You can’t purchase the Anti-materiel Rifle (Sniper), Tactical Bow or Mining Armature (Gauntlet) without owning the DLC

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

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

https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/
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Changelog v2.3.0.139995


[h3]New Content[/h3]
[expand]

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

[/expand]

Icarus Week 188 Update | Atmospheric Lighting and Firewhacker Improvements

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

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

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

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

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

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This Week: Atmosphere Improvements


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

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

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

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

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

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

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

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


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This Week: Firewhacker Buffs


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

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

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

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

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

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

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

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


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Next Week: Copernicus (featuring Great Hunts)


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

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

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

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

https://store.steampowered.com/app/3315290/Icarus_Great_Hunts_Campaigns/
[hr][/hr][h2]Your support makes these updates possible.[/h2]

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

https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/
[hr][/hr]
Changelog v2.2.63.139765


[h3]New Content[/h3]
[expand]
  • Adding generic firewhacker impact event to play when something is hit. Increased volume of douse audio for better feedback
  • Adding firewhacker unique whoosh flap audio to play in first and third person. Adjustment to impact volume and balance
  • Updating firewhacker audio behavior for the generic impact to play from within the whoosh to ensure the player isnt misinformed about whats happening

[/expand]

[h3]Fixed[/h3]
[expand]
  • Fix small beehive is not listed in FieldGuide
  • Fixed skinning issue for Wayfarer Armor
  • Fixed 1ST person arm skinning issue for wayfarer armor

[/expand]

[h3]Future Content[/h3]
[expand]
  • Updated SK meshes for caveworm armor variant and D_Armour
  • Fix new accolades that were missing implementation rows
  • Submitting auto-generated sublevels and navigation
  • Updated legendary revolver cylinder anims to be slower after firing
  • Remove Deubug Draw from BEAST Scanner
  • Submitting auto-generated banks and uassets For chazz.hill-hayr's change: Adding generic firewhacker impact event to play when something is hit. Increased volume of douse audio for better feedback
  • OBLITERATION, Ape campaign: Increase explosive deployment range, add screenshake and add hint where the explosives can be crafted.
  • Submitting auto-generated banks and uassets For chazz.hill-hayr's change: [IC-28203] Further balance of the firewhacker audio for better recognition of dousing and impact over whooshing - swinging
  • Further balance of the firewhacker audio for better recognition of dousing and impact over whooshing - swinging
  • Flamethrower Burst improve flame visibility and scalability pass
  • Setup 8 additional scope overlay data. Add Scope2B variation with thinner lines/dot. Set Scope alterations to use unique overlays each. Hide ScopeType Enum from UI.
  • Fix new 100Packs accolade tracks in space, but not via orbital exchange
  • Put some more bullet proofing around Ape death animations for 004 and 005
  • Fixed a dialogue typo
  • Adding new dialogue lines in for the new quest steps for RG C2 mission. Also adding in distant rumble event tied into the dialogue event
  • Fixing Issue where missions completed in the open world where not showing their completed status properly
  • RG_C2 - Converting Vestiges into armor fragments which can be cleaned and converted into raw ore
  • RG_C2 - Removing Exotic Infused Golems and Replacing with Iron Infused
  • RG_C2 - Adjusting base location to be closer to lake and on a ledge and Quarrite Den Locations so they are in different grid square, updated quest text to reflect"
  • RG_C - Quarrites can now respawn after 4 minutes if you kill the Quarrite but leave the burrow active (Maximum of 3 spawns per burrow total)
  • Submitting Generated Localization Content
  • Added updated cubemap for arctic biome that is less blown out
  • Update Pro_Abyss_Cave Biome data to be Arctic Cave with settings that match the Upper Ice Sheet biome so that this biome can be used for achievement triggering while providing the same existing experience
  • Fixed a long standing AI issue where far away aggressive NPCs stood still after each instance of player damage instead of persuing target immediately
  • Adjusted ape/IM health scaling taking into account 50% reduced health on easy and 30% extra on hard
  • Submitting auto-generated sublevels and navigation
  • Outpost012 - cliff placement, decal and foliage painting
  • Outpost012 - rock material adjustments, new LC Cliff decal variants
  • Added screen shake to Ape_C2's slam attack
  • Garganutan Juvenile boss spawned in Ape_C2 is much better at destroying building pieces and deployables now
  • Redistribued the UVs on the Sniper rifle core piece to give the pieces closer to the camera more resolution. Fixed small baking error on Scope A
  • Fix BEAST scanner effect not playing on client.
  • Fixed a typo in some quest text
  • Further increased Ape_C2's damage bonus to buildings and deployables
  • reverting latest change to BP_CaveEntrance_DC_SML_03
  • Adjustments to the cleaning device to better represent how it looks and feels in game. Slightly more engine audio for it
  • Updated Scope2 and 3 overlay texture as B variants. Decrease damage buff on ScopeA from 25% to 15% and increase crit damage on ScopeB from 50% to 100% otherwise ScopeA was clear winner in both cases due to damage multiplication. Swap meshes on scope A and B as they're better suited.
  • Decrease zoom level on ScopeA. Increase base ProjectileAccuracy on Sniper rounds from 0.2 to 0.05
  • LavaHunter Flamethrower: Update FlameBurst VFX to have 'low' and 'high' quality light setups with high spawning several lights that move with the flames to enhance the effect. Add server-only function for spawning new Scorch decal on ground for FlameBurst. Remove 'GetPlayerCharacter' logic and base off SKItem owner instead as this resulted in the server (Player0) also always getting the effect at their feet. Remove FlameBurst NS component that isn't used
  • Biolab UI polish: Fix hover not coloring button angle, fix button tooltip appearing when hovering nearby and fix buttons appearing prior to animation playing
  • Updating Trunk version to new version
  • Updating Branchmap.json with new release stream info
  • Resaving Account Flags Table
  • Setting up the Remainder of the Caveworm Armor and Setting up as a reward for a quarrite mission
  • Setup Sandworm & Black Wolf Rewards on Olympus
  • Setup Scorpion & Blackwolf Rewards for Missions on Prometheus
  • Setup Hammerhead Slug an Lava Hunter Rewards for Missions on Prometheus
  • RG_D - There is now sealed cave which the boss busts open when you have closed the Dens, shifting the boss fight out of the cave and into the open, preventing movement issues
  • RG_D - Swapping Rock Golems to be the Arctic Versions and increasing the time to spawn from the burrows as it was far too quick
  • RG_B - Increasing Caveworm Spawn Distance during the mission
  • RG_C - Removing Visible Debug Sphere from Mission
  • Slight Adjustments to Biolab Customization pin locations
  • Assigning material to the golem gauntlet to what looks like to be the correct material - it was currently unassigned
  • Fixing Virtual Stats so Lure Item Wear Rate does not inherit wear rate stats from knives, bows etc, swapping out Bow Upgrade to use the bow item wear stat instead of the generic
  • Adding Blueprint Backgrounds
  • Swapping Over Achievements to use new Icons
  • Submitting Generated Localization Content
  • Adding new Biolab Background
  • Updating Trunk version to new version
  • Updating Branchmap.json with new release stream info
  • Fix missing text on Shield stats showing up in the Biolab stats UI
  • Fix grammar on Biolab title text
  • Adjusted positioning of elements in Biolab to minimize elements overlapping either other UI elements or the associated weapon upgrade mesh
  • Slightly increased RG health on easy mode
  • Subtle adjustment to metal ring on impact of voxel to balance with other pickaxe
  • Fixes and adjustments to dialogue timings
  • Submitting auto-generated sublevels and navigation
  • Removing triple up of same dialogue line playing in 3 steps of a quest one after the other unnecessarily. RG B_1
  • Ape Boss - Removed deep wounds curve and added it to scaling stats in BP. Lowered deep wounds chance by half in solo play
  • Slight adjustment to the mission RG rumble to cut through the mix more
  • Outpost012 - cliff placement, decal and foliage painting
  • Updated all arctic golem albedo textures to the desaturated version.
  • Fixing RG C outpost mission blocker after killing caveworms and dens by checking the correct killed worms bool
  • Added stats to Caveworm armor set.
  • Submitting auto-generated sublevels and navigation
  • Outpost012 - cliff placement, decal and foliage painting
  • Added small amounts of Biomass and Exotics rewards for some GHs missions
  • Submitting auto-generated sublevels and navigation
  • Fix intermittent boss health bar visibility for some bosses on dedi clients.
  • GH Bosses - Changed health values to closer resemble the old health values
  • Drone: Reduce Inaccuracy from 4 degrees to 1 degree to get their hit consistency rate higher. Decrease ProjectileDamage stat to -50% to balance out their increased accuracy. Added 100% Poison, Bleed and Wound resistance due to its mechanical nature
  • Updates to subtitle override to match text in long dialogue event
  • Fixed removal of blocker at cave in OLY:L2
  • Fixed PP effects not working when ADS using Legendary Sniper
  • Fix DF shadow cleanup logic not running on clients on Drone Spawner destruction
  • Combining two dialogue events to account for events being triggered at step end and next step start to avoid overlapping

[/expand]

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][/p][hr][/hr]
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][h3]Inaris Set Bonuses[/h3][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][/p][hr][/hr]
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.

[/p][hr][/hr]
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.

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

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

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

Changelog v2.2.62.139704


[h3]New Content[/h3]
[expand]
  • Adding Prometheus Obsidian / Miasmic / Cold Steel Effects onto the Prometheus Workshop Gear

[/expand]

[h3]Fixed[/h3]
[expand]
  • 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

[/expand]

[h3]Future Content[/h3]
[expand]
  • 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

[/expand]

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

[hr][/hr]
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.


[hr][/hr]
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.


[hr][/hr]
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

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

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

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Changelog v2.2.61.139213


[h3]New Content[/h3]
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  • Unlocking Pouches for Weekly Patch
  • Fix Generic Pouches allowing other pouches/bags inside them

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[h3]Fixed[/h3]
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  • Fixed Heavy Obsidian Armor unlock being called Heavy Chest Armor

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[h3]Future Content[/h3]
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  • 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

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