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Hotfix Version: 2.3.28.148065-rel-GreatHunt

Contains the Following Fixes
  • Fixing issue where right clicking on some items and clicking destroy would crash the game in certain circumstances.

Icarus Week 217 Update | Project Clinic

Welcome to Week 217.

Originally posted by author
Last week we mentioned releasing the new Workshop Sickles this week, featuring effects from the Miasmic, Obsidian and Super Cooled Ice Tools. We’ve decided to hold off for now so the team can focus on Project Clinic and the foliage respawning issue. The Workshop Sickles will be added at a later date.

This week we ran an intensive playtest focused on elements of the upcoming Dangerous Horizons expansion. We call these intensive playtests project clinics and its a period of rapid fixes and iteration while we play. While the Project Clinic is centred on our next major expansion and an upcoming free update introducing creature genetics and husbandry, testing the entire game also lets us make wider improvements, several of which are included in this week’s patch.

We also share an update on the fix from our investigation into the foliage respawning issue, which had unintentionally caused trees and rocks to respawn in player bases over the past few weeks.


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


A project clinic involves making our team experience the real Icarus, just as you do, and then turning any frustrations, or logical game improvements into direct fixes and features, without our traditional production overhead. This allows use to make little parts of the game's systems better across the board, resulting in Icarus feeling more natural and cohesive.

In simple terms it is a short and sharp period of time where we make rapid changes to the game, based on an intense period of play by the developers. When issues are found triage is done on the spot and they are either fixed immediately, or recorded for future work. An "issue" is extended beyond a bug, to include missing functionality or design and balance problems.

Under normal circumstances there would often be lengthy processes to add something to the game. A project clinic is a great way of "giving the project it's medicine" and treating the issues on the spot. Sometimes the project needs a little jolt, to shake free the things holding it back. These are only possible when a really intense amount of play is done at senior levels and below, so that it becomes very clear what is missing and what the problems are.

The downsides are extensive, they can be disorienting for the project and also tend to disrupt usual processes for things. However we have found that done occasionally, this kind of disruption proves healthy. It helps shed light on unnecessary processes. It also forces many in the project to reassess entrenched positions that are not compatible with how the game really is.

It fits in very well with our "games are played not made" ethos, which is central to the studios "brutalist" approach to making video games.


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


[h2] Water Resource and Network Improvements [/h2]

One major improvement is that deployable storage objects (such as batteries, rain reservoirs, and portable tanks) can now be drawn from directly when determining the resources required for recipes at a crafting bench. For example, Pickled Carrots at the kitchen bench previously required an active water pump, even if a connected water storage was full. This system has now been improved to allow such situations, which becomes even more relevant when more resources and networks are introduced.

In addition we enabled the ability to drink directly from the T3 water purifier and coalesced the interactions for drinking between the rain reservoirs and water purifiers.


[h2] Inventory Interaction Improvements [/h2]

This update addresses an issue where items could not be swapped out of the player’s survival slots (such as Oxygen Tanks and Water Skins). Previously, items of the same type with a stack size of one were not correctly recognised as valid swap targets, preventing them from being exchanged through the inventory. You can now directly drag oxygen tanks / waterskins and other like objects over for a quick swap, allowing faster interaction with purifiers, oxidisers and utility slots.


[h2]Creature Improvements [/h2]

This update fixes an issue where walkable floor angles were not being correctly calculated or assigned to NPCs in builds, which could prevent multiple creatures from walking up ramps as expected. This has now been corrected.

We have also fixed an issue where mounts and tames could sometimes fail to drink when their food level was below 75%. This fix should also prevent mounts from abruptly standing up from a sleeping or resting state when they become hungry or thirsty.


[h2]New Item: Elephant Tusks[/h2]

We have added a new tusk item for elephants to drop, replacing the previous use of mammoth tusks. Elephant tusks grant half the amount of bone, weigh half as much as mammoth tusks, and provide 200 crushed bone.


[h2]Spider Adjustments[/h2]

We have increased the minimum distance players must be from cave entrances before spiders can spawn, tripling the previous requirement. This should help reduce unexpected encounters near cave entrances.

We have also updated spider spawn behaviour to prevent multiple groups from appearing at the same cave too frequently. Groups of spiders can no longer spawn at a cave within five minutes of the last spider being killed or destroyed, and spiders will not spawn at a cave if any are already present there. These changes should make encounters more predictable and balanced.


[h2]Balance Adjustments[/h2]
We have also adjusted the Carbonweave Armor & Backpack recipe as these now uses electronics and gold wire instead of large quantities of organic resin. Dozens of other smaller updates and improvements can be found in the detailed patch notes at the bottom.


[hr][/hr]
This Week: Foliage Respawning Update


This week we investigated (thank you to everyone who reported the issue) why foliage was respawning on existing prospects when we had not expected it to. We knew that when the levels are regenerated by our build machine, after changes are made to the level, that it refreshes the foliage. When we were planning on doing this, we would warn players and write about it in our update posts. However, recently we had not made any changes to those existing levels, but foliage was resetting, so we knew something unknown was causing the issue, and it took us a bit of time to figure out what it was.

We discovered that doing certain types of changes to the Datatable which we use to define foliage setups would cause the data to differ from what the prospect expected, and that would dirty the foliage; causing it to respawn. The change made to the Datatable was part of our process to add new plants and harvestables for a new upcoming map. Once we found out this was the source of the issue, we developed a process to ensure future additions wouldn't cause the dirtying and regeneration again. While Icarus is over 4 years old, there is always room for improvement, and we continuously expand on our processes and validation steps to make sure that newly discovered issues don't happen again and again.

This is both the beauty and curse of data-driven content creation. On one hand, we can be fairly certain that the content we add will work out of the box. On the other hand, unforeseen issues can sometimes arise due to the data itself. In this case, a mismatch between what the prospect expected the data to look like, and what the new data was caused the whole foliage system to want to refresh. Now that we're aware of this we can put in process safeguards to ensure that if we do need to make these types of changes that we give players a heads up.


[hr][/hr]
Next Week: Project Clinic Continued


Next week we plan on continuing our project clinic as we continue playing through, creating, iterating on, balancing and adding new features to the base game and for Dangerous Horizons.


[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 2.3.28.147909-rel-GreatHunts


[h3]Fixed[/h3]
[expand]
  • Fix Flat solar panels not counting as solar panels for some missions due to base class change
  • Updated DEP_Coal_Burner mesh, textures and destructible
  • Tripled the minimum distance players must be from cave entrances before spiders are spawned
  • Groups of spiders will no longer be able to spawn at the same cave within 5 minutes of the last spider being killed or destroyed
  • Groups of spiders will no longer be able to spawn at a cave if spider(s) already exist there
  • Update Caveworm spawner preview mesh to also include buried state. Hook material swap back up based on creature type
  • Adjusting Carbonweave Armor / Backpack recipe - now uses electronics and gold wire instead of large quanitites of organic resin
  • You can now drink from the T3 water purifier with X
  • Adjusted T1 water purifier to be drunken from with X to match rain reserviours
[/expand]

[h3]Future Content[/h3]
[expand]
  • Started TU_MED_002_DLC2 Cave, Elysium
  • Debug output spelunking depth on CaveComponent temporarily while isolating cave issues
  • Adjustment to end mission 3 dialogue to make it a bit snappier to keep the players attention and focus
  • Adjustments and fine tunes to radiation audio
  • Ely - fixed cave entrance actor rotation in Arctic > NW volcanic transition cave, red quad
  • Adjusted timings for dialogue in ELY6 finale sequence
  • Fix character mesh in CT_Cave_Entrance tool pointing 90 degrees wrong rotation causing directionality confusion
  • Radiation adjustments. Now based on needle radiation amount, removing from uranium node audio event. To be fine tuned in game experience
  • Mission 6 Search area not on compass. Fixed MapSearchArea not working with the icarus compass
  • Ely - removed foliage and grass + additional set dressing around radiation zone, removed cave prefabs from unused part of map in swamp, orange quad
  • Added Rocks to Cave Tunnel in the Rad Caves in the Arctic Green Quad, Elysium
  • Added Animal Husbandry Modifier icons
  • Removing Cat Meshes from the Aquarium
  • Adding Workshop Cats / Dogs / Rams etc for Homestead
  • Ely - additional set dressing around radiation zones in NW volcanic, red quad
  • Added Decals and Small Rocks to Expanded Radioactive Area in the Desert on Yellow Quad, Elysium
  • Dialogue tweaks and quest dialogue adjustments, OS small tweaks
  • Ely - swapped Uranium Nodes to MetaSpawns, added to D_ExoticSpawn
  • Dialogue and quest text tweaks for ELY6
  • ELY6 - Fixing Quest Markers that where not saved
  • Added additional valid check when making entries to PlayerHistoryTracker to prevent dedi server crash when multiple clients join
  • Adding saloon door opening audio
  • Added accolade text for DH Steam Achievements
  • Added valid check when making entries to PlayerHistoryTracker to prevent dedi server crash when multiple clients join
  • Adjustments to how radiation is triggered. Now based on proximity to uranium node rather than modifier low rad, medium rad and high rad states
  • Added Scoria material versions to all curved and diagonal Brick buildables
  • Ely - replaced Deep_Mining_Ice with DeepOreDepositSpawn
  • Ely - fixed manual cave entrance actors to point the right direction in geothermal, red quad
  • Eden - fixed foliage clipping
  • Resaving Mount Tooltip as Variable Names Changed
  • Tames can now specify unique gestation periods, defaults to 1500s (25min)
  • The uranium nodes and crystals will now light up / dim depending on if the nearby uranium node has any resource left that can be mined
  • Updating the Meta Nodes Spawner DT to point to the correct class when spawning uranium exotic nodes
  • Committing inventory component to fix the radiation fix compile error
  • Adding Curve for the Radiation Strength based on distance
  • Quick pass on Genetic Values so level 3 is always 0 increase / decrease, slight adjustment of stats
  • Adding Male / Female Symbols to mount tooltip
  • New Mounts & Tames created / spawned / tamed in Homestead will automatically generate their wild genetics
  • If Animals who are gestating are resting on an animal bed, their gestation speed triples
  • Males will now only succeed in fertalizing when they are close to the female rather than 2000 units away
  • The Fertility Serums no longer provide food recovery
  • Renaming BT.Pregnant to BT.Husbandy which is used to drive husbandry behaviours
  • Males will now find and move to females when attempting to fertilize
  • Moa's and Buffalo will attempt to find a bed to rest on when gestating
  • When animals are gestating they will default to passive behaviour and find a bed to sleep, they will wake up and eat / drink as appropriate
  • Cows, Chickens and Goats will attempt to find a bed to rest on when gestating
  • Datadrive the finding of females class and fetilisation checks as well as adding functions to BP library so they can be accessed in other classes if needed
  • Adding additional restrictions to fertilisation (Must be Females, Must have Genetics Accessed, Cannot be in resting state immediatly post gestation)
  • ELY6 - Adding fallback case to mission 6 security door to the tower, in case you have already entered the code
  • ELY3 - Preventing 6 extra Eden Devices from spawning during the mission
  • ELY6 - Injecting new quest steps for moving to and through the cave to the northern arctic - hooked up dialogue to correct spot
  • Renamed Homestead Lantern to Rustic Lamp to help people realise its a deployable rather than one that can be equpped in the light slot
  • Adding Mission Images for ELY1/2/3/4/5/6
  • ELY4 - Removing Debug Spheres from the epic creature quest steps
  • update on mission six orbital sequence FX
  • Data table setup for new dog tames
  • Improvements to Food tools, output Health/Stam values
  • Drones - Removed carrier attack override that was causing constant jitters when target not in sight
  • Added TU_SML_002_DLC2 Cave and Added Prefab, Elysium
  • Added new tusk item for elephants to drop instead of mammoth tusk. Elephant tusks grant half the bone amount and weigh half as much
  • Added better corpse rewards for Yeti
  • Pushing alarm further back
  • Ely - added TU_SML_001 cave level + prefab
  • Ely - rotated entrance actors for M6 cave to hopefully fix lighting/audio issues
  • Pull back of the siren in OL
  • Tame capture device is now a g-slot item
  • Added WIP prototype for item that can pick up and deploy tamed creatures
  • Added assets for Animal Nesting Bed, including SM, materials and textures
  • More adjustments and fine tunes to the OS sequence. Slightly reducing the alarm and increasing scream for more intense
  • Change lake in Eden to have 'rain' water with decreased chance of dysentery
  • Update the the French Bulldog texture and skinning, Update to the Border Collie fur splines
  • Calfs will now grow up into Bulls if they are male instead of male cows
  • Added Advanced Exotic Delivery Interface item icon
  • ELY1: Make Tower base unobtainable, fixes battery being destroyed via weather and no EZ gains concrete mansion in first mission
  • Remove 'Recommended' from Elysium drop group
  • More scary OL audio and adjustments
  • Put a fix in for mounts / tames sometimes failing to drink when food is
  • Renaming Rad-X to Anti-radiation
  • Shifting the geiger counter to T5 and positioning before the uranium extractor
  • Removing emitters from Uranium nodes and deposits, so only in placed emitters are the ones the generate radiation for the enviroment calculation
  • more additions and updates to the OS sequence m6
  • Fixed building pieces creating dynamic materials on tick
  • Adjusting Network component so that crafting benches can draw water from batteries (rain reserviors)
  • Updated Border Collie and French Bulldog assets and BPs
  • Remove grass from three way cave in the Swamp/Tundra/Desert on Yellow Quad, Elysium
  • Final security door camera fix
  • Consistency pass on security doors to ensure they focus on the keypad when interracted with
  • Replaced slinker frost affliction chance with bleed
  • balance pass on NPC dialogue volumes and consistency pass on secutiry door
  • ELY1: Increase required height for flare to 200m. Decrease flare mass so that it will reach about 220m, requiring about 30m build height. Improve DebugBallistic cheat output including peak apex height. No longer disable tick on FlareArrow once apex is reached otherwise Debug stops working and wasn't really needed
  • ELY2: Remove Exploration tag
  • More OS tweaks
  • Lots more work on the orbital strike sequence. Adding TF laser audio and reverse scream and lots of tweaks to timing and balance
  • Ely - fixed buried voxels in arctic, blue quad
  • Landsharks will now drop the landshark vestiage as intended
  • Fixing issues where items cannot be swapped out of the survival slots on the player (Oxygen Tank / Water Skin) items of the same type have a stack size of 1 are no longer recognised as stackable items in terms of the swapping invenoty action
  • updated Orbital Squence FX, polished details of each effect
  • Adding Banana Toast Recipe For Dangerous Horizons
  • Adding Soybean -> Milk Recipe on the Kitchen Bench and Advanced Kitchen Bench for Dangerous Horizons
  • Increasing Uranium Generator output from 10000 -> 100000 and adjusting transmuation rate of uranium so it still lasts for about 2 hours real time
  • Updated Stone and Concrete fortification assets, Ramp, walkway and Platforms
  • Added ability to unclaim owned mounts in Homestead builds, allowing other players to take ownership
  • Adding T3 Kitchen Sink Icon
  • Adding Sink to T3 and changing name of T4 sink to Marble Pumped Sink
  • T3 Sinks provided filtered water and not treated water
  • T3/4 Sinks modifier effectiveness is now scaled by cleaning effectiveness stat
  • Shift Retaining Wall into T1 tech tree off the dirt foundations
  • Incorperating Fridge, Well, Silo, Planter, Pitchfork, Scarecrow, sweing machine, fridge and kitchen alternatives into BP tree
  • Adding ability to toggle on and off lithium tools with 'R', adding prompt to the UI
  • Adjustments to rewards for ELY Faction Missions
  • Quick Setup of Sandwyrm Backpack, Lantern, Target, Egg, Chair, Throne, Lure
  • Elysium is now Radioactive again - have enabled all emitters to emit radiation as intended
  • Fixing item and modifier decriptions for anti-radiation items
  • Fixing Cargo Slot Virtual Stat calculation
  • EL3 - Adding Hazmat BP as a reward for the mission
  • Clamping a Carryweight and Melee Damage
  • Added temporary fix for creature genetics bringing stat values below zero. Fixes issue where some tames spawned overencumbered
  • Adjusted dialogue subtitles in ELY3 ending sequence
  • Adjusted FX details and timing for orbital sequence
  • Reduced wool cost in most recipes to better match the output of sheep
  • Added New Shaders and WIP textures for the moa breeding colour variants
  • Adding Super Rare Black Moa Variation
  • Various Homestead asset/BP fixes
  • Fixed issue where walkable floor angle wasn't properly getting calculated and assigned to NPCs in builds. Should fix issues with multiple creatures not being able to walk up ramps (effectively increases walkable floor angle of most NPCs from 45->50)
  • ELY Ach - Added missing d_accolade information in last submit
  • ELY Ach - Place reactor/concrete or stone fortifications/crude oil generator. - Make laser pistol/portable battery. - skeleton for mushroom biome and hammer to break drone spawner
  • Added More Caves to the Desert on Yellow Quad, Elysium
  • Adding unique raptor mount attack and flinch events so the volume can be adjusted accordingly. Removing random vocalisation from yeti boss kill mission part
  • swapped ground mat on BP_MetaDeposit_Uranium to fix pink glow
  • ELY Ach - Enter geothermal implement
  • ELY Ach - Kill spectre achievement. Changed tame quests to use gameplay tags instead of the creature type for future proof
  • Update Wood Burner BP to add lights/VFX to suit updated mesh. Tweak LODs
  • Added a new jet black moa variant textures and materials to be used for the super rare variant
  • ELY Ach - gain 5000 uranium exotic
  • Ely - fixed landscape seam in arctic between green and orange quads
  • Added Empty, Butchery, and Herbalism benches for Homestead, as well as updaded the other Homestead benches with a minor translation shift to ensure that they all line up with the Empty corner piece
  • Ely - fixed hole in landscape near M6 location
  • ELY Ach - Kill queen/kill queen on hard implement
  • New Tundra caves - tweaks to TU_SML_001, added TU_MED_001 and MED_003
  • Update Eden Landing Pads to use split mesh setup for surface type reasons. Fix up Light hierarchy and parent to SK sockets
  • ELY Ach - Tame raptor/skulk/storca/chew/slinker achievements
  • Additioanl fine tune to lower level radiation levels and also slight increase to distance of rad prospector vocal range
  • Added initial plant boss art assets to the project
  • Increasing tolerance for randiation audio to account for very low levels of radiation. Currently was not registering if under 10%
  • ELY Ach - Drop into ely first time implementation
  • Adding idle animation audio for raptor for nibbling and footstep notifys
  • ELY Ach - Implemented 250 drone kills
  • Add additional _R parent for Corner stairs so snow setup can be configured properly. Remove recently added snow mesh variations as the scaling can be done via the Snow component variables instead. Delete unused Stairs_Corner parent BP. Scale snow component to what it should end up as for quick visual confirmation
  • ELY Ach - All 6 mission quests and 'complete all' quest implementation
  • Adding 8 new Buffalo Rare Variations for Genetics
  • Adding Point Allocation algorithm for genetic combination in generation of child stats
  • Increased BP_AISpawner max spawn count in ELY from 15->30 to match other terrains
  • Removed include to fix build error
  • Mix pass. Reducing audio spam for being burnt by fire. A few general mixing things. Making the best snow outfit sound a little more destinctive. Removing profilings. General touch ups and balances based on profiling
  • Added a persistent spawn blocker immediately surrounding Eden
  • Added new creatures to the appropriate texture collections
  • balance pass on vocal volume and damage volume from bullets from drones since this wasnt originally in. Slightly louder cut through for more obvious damage taken. stopping audio from playing outside of distance for eden layers etc
  • Added French Bulldog Bones asset to the project and added it to the French Bulldog and Pug corpse BPs
  • Further tweaks to Irradiated Prospector collision
  • MemTestMap now supports building and deployable placement
  • Updated TU_MED_002_DLC2 Cave Prefab, Updated TU_SML_002_DLC2 Cave Prefab, Elysium
  • Cave_AC_MED_008_DLC2 - added rocks on 1st level ceiling to cover cave worms sticking through
  • Adding unique event and callback for unique variations
  • Adding Genetic Skin Variations to Moa's and Buffalo
  • Adding new variable to mount recorder so that we know genetics have been assigned
  • Adding new cheat for spawning mounts where you can pass the variation through
  • Updated Skin Variation Genetics - we roll a 80% chance to inherit the skin from one of the parents (at an even chance) and a 20% chance to mutate to another skin from the wild weighted list
  • AI debug command now prints into to all connected clients
  • 2 Unranium Nodes are Guarenteed to be selected during exotic replenishment
  • The Manufacturer will now display whats crafting on its screen in world
  • Adding Oil Can Item in the T5 Tech Tree and slightly adjusting recipe for Oil Barrel
  • Oil Barrels can now be deployed on the ground
  • Cleanup of old mission devices and oei's in eden
  • Adding a high fur cost biofuel recipe for the composter for dangerous horizons
  • Slightly raised up LC cliff in red quad to prevent navigation from being blocked inside mission 3 bunker
  • Fix Half Floor and Quarter Floor snow mesh setups
  • Fix Half Ramp snow mesh setup
  • Update Elysium minimap textures
  • Raptor footstep adjustments
  • Finished TU_MED_002_DLC2 Cave, Added Prefab and Added Voxels TU_SML_002_DLC2 Cave, Elysium
  • Adjustments to raptor new attack animation audio
  • Updated moa colour variants with tweaked colours. Updated Moa to use new eye shader. tweaked moa LODs. Created carcass materials for the new colour variants
  • Various improvements and tweaks to Yeti combat behaviours
  • Mixing pass from multiplayer session. Saving profile of audio dropouts when entering cave on mount. Cave listener correlation not correcting itself until got off and on mount
  • Added base and rare variants of Buffalo textures, as well as updated the gfur settings for the juvenile buffalo
  • Increase sort order transparency on Radiation sphere from 0 to 1 so that it renders over the top of cave voids
  • Convert dead mount name variable from string to name and save data
  • Show dead mount's name on hover of corpse icon
  • Adding Biomass -> Material Recipes for Dangerous Horizons
  • Converting Cleaning Device & Organic Residue Cleanser to no longer be auto-select recipe machines
  • Orbital sequence FX polish
  • Increased Irradiated Prospector agent step height
  • Tweaked collision and movement settings on Irradiated Prospector to hopefully allow them to walk up ramps in build
  • Add map/compass icon for dead Mounts :sadge:
  • Adding 2 Lava Hunter Spawns to Elysium
  • Shifting Sandworm & Slug spawns on Elysium
  • Manufacter now has the same recipes as crafting bench, machining bench and fabricator
  • Fix Chew Mount stat curves being 0-120 (should be 0-50) and buffed health values. Based wild chew min health from 1500 to 2000
  • Remove obsolete 'Group' variable from Cave Creature Spawner BP
  • Big round of mutation animation notifys for audiuo
  • Add Max Health/Stamina stats to new DHs food modifiers. Add ability to Filter ItemsStatic and/or Modifier results
  • Orbital sequence timing adjustment
  • slight adjustments to tone of radiation geiger to closer match reference. adjustments to spawn amount of geiger counter sounds to ramp up slightly more with needle
  • Locking the new Workshop Sickles
  • Fixing issue with Workshop Calfs the where feature locked when they where not supposed to be
  • Unlocking and Balancing New Inarus Workshop Sickles
  • Small fix to crafting tags so that uncommon vestiges use the correct gameplay tag query
  • Adding new NPC to Eden who you can trade Vestiges for Ren (prototype)
  • Radioactive Items can not longer be put in bags
  • Inventory Radiation Emitters now Scale based on stack size
  • Adding Small Emitters to Uranium nodes to create hotspots within the larger area
[/expand]

Hotfix 2.3.27.147716-rel-GreatHunt

Contains the Following Fixes
  • Fixing issue where Workshop Calves where feature locked when they where not supposed to be resulting in them not spawning as intended, this was due to some new work on creature husbandry.

Icarus Week 216 Update | Lights Update

Welcome to Week 216.

This week, we added a few more electric light variants and completed a consolidation pass on some existing lighting items. Several lights have been combined to streamline crafting, reduce redundancy, and make it easier to manage and illuminate your base without the need to juggle multiple similar recipes.

We’re also taking a first look at an upcoming feature arriving very soon: creature genetics and husbandry. This system will make creatures truly unique, introducing breeding mechanics that allow you to influence and enhance their traits over time.

Looking ahead to next week, we’ll be adding a new set of sickles to the Workshop. These will introduce special effects that, until now, have been exclusive to Prometheus gear, including Obsidian, Cold Steel, and Miasmic effects. This expansion gives players greater flexibility and more meaningful choices when selecting their tools.

Notable Improvements:
  • Fixed issue where 'full' cows were unable to be milked after reloading prospect or being called down from space
  • Spiders will no longer spawn at a cave if a player is within 50m (was previously no limit)
  • Cave Spiders now despawn during daylight hours & Spiders will no longer spawn at a cave if a player is within 50m
  • Balance pass on XP of a number of creatures
  • The forge now provides heat when active
  • Added bulk recipe for crafting shotgun slugs
  • Drones will now have a 50% chance of dropping Electronics
  • Fixed played inventory so the modifiers will no longer overflow
  • Reduced spider poison chance
  • Reduced spider poison damage (poison-type damage applied on hit, not DoT)
  • Poison Resistance now affects Scorpion's poison DoT modifier

[hr][/hr]
This Week: Lights Update


This update includes a consolidation pass on lighting items to simplify crafting and placement. For most lights, wall and ceiling variants have been combined into a single item, reducing duplicate recipes while maintaining the same functionality and flexibility when placing lights in your base.

In addition, new Shroud Light and Spot Light items have been added, providing more lighting options and allowing for greater control over both ambient and directional lighting.


[hr][/hr]
Coming Soon: Genetics and Husbandry


A major evolution is coming to creatures with the introduction of Genetics and Husbandry, bringing deeper progression, individuality, and long-term planning to your tames and mounts.

Genetics give all creatures inheritable genetic attributes and a sex, adding a new layer of depth to how their stats are calculated. These attributes can enhance or reduce a creature’s base stats, with each attribute influencing multiple base stats. The initial set of attributes includes Vitality, Endurance, Muscle, Agility, Toughness, Hardiness, and Utility. Attribute values range will range from 1–10, with 3 representing current baseline creature stats - values below this reduce stats, while higher values increase them. Wild creatures will generally generate around this baseline with some natural variation.



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. Genetics also introduces skin variation, allowing creatures to develop unique visual appearances and feel truly one of a kind.



Alongside genetics, Husbandry opens the door to breeding and raising animals. Initially, Chickens, Sheep, Cows, Moas, and Buffalo will be able to reproduce, with new creature such as Roosters, Chicks, Rams, and Lambs joining the ecosystem. Using a craftable serum, players can enable males to fertilize females, after which the males will require a rest period.



Once fertilized, females enter a gestation phase, with progress displayed through the UI and chat messages. After gestation, they 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.

As part of this, some creatures will gain multiple new skin variations that can be acquired through breeding or mutation.

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


[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/app/3315290/Icarus_Great_Hunts_Campaigns/

https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/
[hr][/hr]
Changelog v2.3.27.147460-rel-GreatHunts


[h3]New Content[/h3]
[expand]
  • Unlock new Shroud (Wall/Ceiling) and Spotlight (Tripod/Ceiling) items. Lights now stack to 10 and have more realistic weight values. Make Ceiling/Wall Lights variations (Hold R) of the same item instead of individual recipes/unlocks (existing Ceiling lights support both variants but existing Wall lights remain old/single type). Renamed 'Single' light to 'Caged' light and 'Basic' light to 'Bunker' light. Rename Spotlight BP and cleanup row names for unreleased lights. Fix Fill lights on Directional Worklamp being stuck on due to nesting of Light components. Increase power consumption for Shroud lights to 250w. FG Blacklist deprecated 'Wall' light items. Fixed Meshable entries for lights. Double crafting time for Lights (now 2s)
  • Unlocking new Shroud and Spotlight lights on the tech tree
  • Combined many light assets into single assets with variations
  • Added ability for StatAffliction duration to be stat-driven

[/expand]

[h3]Fixed[/h3]
[expand]
  • Fixed issue where 'full' cows were unable to be milked after reloading prospect or being called down from space
  • Fixed woolly mammoth stomp attack not being granted extra damage/knockback stats when called from a client
  • Fixed collider on Woolly Mammoth mount incorrectly dirtying navigation, causing mammoth to wander left and right when trying to follow player or idle. Reduced size of extra blocker collider to better match agent radius
  • Compass HUD element now updates to match current viewport camera rotation. Fixes issue where it wasn't updating as expected while mounted, or while using free-look
  • Added a fix for issue where getting back on a mount while inside a cave could remove the cave debuff / screen effects
  • Further reduced electronics drop chance on drones
  • Forge now provides heat when active
  • Added bulk recipe for crafting shotgun slugs
  • Drones will now have a 50% chance of dropping Electronics, and 1% chance of Powerbanks
  • 2px padding reduction and fill alignment for player inventory modifiers scrollbox so that the scrollbar isn't unnecessarily shown until 8th modifier is added
  • Spiders will no longer spawn at a cave if a player is within 50m (was previously no limit)
  • Reduced spider poison chance (can revert if DoT roll stops happening more than once per attack)
  • Reduced spider poison damage (poison-type damage applied on hit, not DoT)
  • PoisonResistance now affects Scorpion's poison DoT modifier
  • Update Snare Trap icon (too small), fix missing Deployable context in Meshable. Fix Mip settings
  • Creature XP pass: Glaci halved to 1500xp to match other slugs. Doubled Scorpion Summons to 200xp. Terrenus increased 600->1000xp. Bees halved to 250xp. Trapjaw tripled to 3000xp. Orka reduced 2000->1500xp. Slinker increased 1750->2500xp. Chew increased 550->1750xp. JuviRaptor doubled to 520xp. Raptor 260->2500xp. Hopper 260->1000xp. Dragonfly 100->1500xp. Gribbler decreased 1000->500xp. Added entries for Gibbler, Chickens and Wraith.

[/expand]

[h3]Future Content[/h3]
[expand]
  • Increase explosives timer on ELY2 blocker from 5s to 10s (takes 2s for text to update). Add radial damage from explosion
  • Added French Bulldog art assets to the project. Updated Border Collie model, textures, and groom
  • Added secondary attack talent to raptor mount that stuns in an AoE
  • Added new raptor talent that decreases threat and enables sneaking
  • Removed some less important talents from raptor tree
  • The two raptor variants now only have one elemental damage talent each instead of both
  • Geothermal spiders now have same poison damage as cave spiders
  • Reset Cave, Added Decals and Expanded Radioactive Area in the Swamp on Orange Quad, Elysium
  • Ely - fixed buried voxels in Arctic + Tundra, green quad
  • Adjusted the proportions for the Yeti Head Armour and fixed material artifacts
  • Move Cave tools into separate EUW. Add function to add locator to Prefab Caves for Editor viewing
  • Fixed Raptor/Desert Raptor juveniles spawning incorrect adult variants
  • Lakes inside Cave Prefabs should now generate with the specified lake depth, defaulting at 1500
  • Added spawnrate stats - horse, moa, lava broodling
  • Added Decals to Expanded Radioactive Area in the Desert on Yellow Quad, Elysium
  • Disable Distance Field AO on Ice Buildings as we hide the support mesh via material swap but mesh DFAO still casts the shadowing assuming its still visible
  • Added MattCat cat variant for Homestead, including adding data table entries for the new cats and adding corpse BPs, and also tweaked the gFur grooms for both new cats
  • Add voxel overlap check tooling. Disable WIP foliage tooling
  • Homestead bath deploy
  • Barn door deploy audio
  • Ely - fixed various buried voxels, expanded set dressing + decal painting of radiation zones in NW volcanic, red quad
  • Updated creature carcass text to use unique descriptions
  • Adding barn door audio and sockets
  • Added text for banana recipes, fixed a few typos
  • Homestead fireplace tools etc deploy audio
  • Updating Cave_AC_MED_007_DLC2 Lake Depth on Yellow Quad
  • Adding homestead bellow animation audio and notify
  • Added Homestead Barn Icon and its variants
  • Added setter for PrimitiveComponent AffectsDistanceFieldLighting
  • Cushion deploy audio
  • Adjusting pitch for audio row
  • Resized Homestead Kitchen Bench, Sink, Storage and Stove Icons
  • Resized Homesteasd Iron Stove Icons
  • Fixing in progress prospects for the blocker being invisible for ELY2
  • Removing blocker removal / cleanup on ely2/3 as the code doing this has changed and is no longer needed
  • Adding new BPs for CatC
  • Adding new Banana Recipes and Items for Dangerous Horizons
  • Adding new BPs for Cat and Dogs, DogC2, DogE and CatB
  • Fixing Redirectors
  • Adding Frozen Bull to Workshop
  • Very Quick Genetics combination for testing
  • Adding Fertility Serum Recipes
  • Adding Husbandry Chat Messages
  • Adding Sheep behaviour for giving birth
  • Moa's, Buffalo, Chickens, Cows and Sheep can now be fertalized and produce offsprint, feature locked for now
  • Adding Serum Item setup and Icons for Rooster, Moa, Bull, Buffalo and Goat
  • Adding new header file for common genetics recorder structs
  • Juveniles will now record their own genetics so it persists upon reload
  • Child DNA and gestation progress is now saved on the relavent mounts and will persist on reload
  • Adjusting Fertilisation Serum to show a prompt on the UI and only allow male creatures with the correct tag (defined per serum) that are not currently under the effects of the serum be allow to be injected with the serum
  • Gestation now takes 1200 seconds and is displayed on the mothers tooltip while she is gestating
  • Genetics now correctly transfers from Juvenile to Adult
  • Setting up barn doors as deployables instead of buildables
  • Saloon doors now use a physics asset instead of animations
  • Adding missing well varient icons to the deployable setup
  • Fixing Homestead Kitchen Units Snapping Positions so their meshes no longer loverlap
  • Reverted paint requirement for Homestead Refrigerator as it was locked behind a different DLC
  • Fixed Homestead Refrigerator's D_ProcessorRecipes row preventing it from being crafted. Added paint requirement
  • Added missing seed extractor recipes for new Dangerous Horizons crops
  • Fixed issue with flower pots (and other deployables with proxy meshes) where proxy mesh wasn't visible upon reloading the game until you removed then re-added relevant item
  • Increased taming time for raptors, slinkers, woolly mammoth, and draven
  • Temporarily removed shelter requirement for raptor taming
  • Slightly raised max temperature requirement for taming raptors and draven
  • Adjusted Tundra Deer's bone blacklist to prevent aim assist not hitting
  • Halved required leather for miner legs
  • Reduced juvenile spawn chance for Raptors, Slinker, and Chew
  • Fixing C++ Compile Error
  • Adding Father/Mother Juvenile Inheritence as the function was not called previously
  • Removing husbandry state from mounts datatable and ui
  • Removing Old Husbandy code as it no longer is relevant
  • Adjusting Stats effected by creature genetics
  • Assigning Sex to creatures during genetics reveal
  • Removing old Husbandy commands as they are not longer relevant
  • Adding new item Feralization Serum for Chickens
  • Setting chicks and roosters to be feature locked to homestead
  • Roosters can now fertalize chickens and chickens will give birth to chicks
  • Adding Workshop Frozen Rooster Item
  • Setup for parent genetics being transferred to juveniles and then to adults
  • Misc tools updates
  • Added Uranium Emitter and Expanded Radioactive Area in the Desert on Yellow Quad, Elysium
    pitch for data table setup audio
  • Change AI relationship on Drones from EnemyPlayerOnly to DefaultXCarnivore to fix various creatures being very upset with them
  • Added WIP border collie art assets
  • Add 50% chance to get 1 or 2 Tusks from Elephant carcass
  • Added a long haired Himalayan cat variant for Homestead
  • Added a proper gfur groom to the base Buffalo, as well as added a white buffalo variant
  • Adding homestead pitchfork animation audio
  • Adding ranch gate open close anim notifys
  • Fix Homestead kitchen storage pointing to incorrect Deployable row
  • Mr fish dialogue
  • Lots of additions for the fishing mission. Adjustments to spacial for all fishing sounds to better reflect whats happening. Adding dialogue when showing off the fish. adding sound when putting fish in container
  • Added Homestead Kitchen Bench, Sink, Storage and Stove icons
  • Added Homestead Saloon Door icons
  • Added Nav Modifier Volumes in the Arctic Green Quad, Elysium
  • Flush Grass Cache on Outpost003
  • Remove remaining references to DC_DeadTree in Dev Test level and remove from FLOD DT
  • Updating Cave_AC_MED_007_DLC2 Lake Depth
  • Remove (unused) references to DC_DeadTree from Outpost003 so that they can be removed from FLOD
  • Move 200 AI stats Curve files into subfolder so that the DT files aren't buried. Leaving redirectors for a while
  • Added Uranium Emitters and Expanded Radioactive Area in the Desert on Yellow Quad, Elysium
  • Add icon for Lost Equipment (Gravestone) to map Legend section. Fixed MIP settings on texture
  • Lots of audio adjustments to orbital strike audio. additional layers, gasp etc
  • Quick Tooltip for Genetic Values ont he UI and which stats they effect
  • Updated Ram carcass BP and data table entries
  • Adding toned back version of drone death spark and drone death vocal and drone death impact for hunter drone since its a lot smaller. Adjustments to carrier drones volume of opening and closing
  • Updated saloon door physics asset to allow the player to walk through, pushing them open
  • Fixing Genetics Component Replication Initialisation
  • Creature Genetics now only trigger stat updates on the server
  • Adding Creature Genetics which will be inherited in husbandy, currently opt in and feature locked
    Added SK_Door_Barn_Wood_1by1_Opposite, with destructible and animations
  • SQ Fish - You can not collect any fishing rod instead of specific items
  • Adding new mesh to barn door bps
  • Adding new stats for elemental damage scaling and hooking up
  • Updated SM_DCO_Soft_Armchair and DCO_Soft_Sofa with destructibles
  • Orbital sequence FX update and timing adjustment on spawn
  • Delete old/unused blueback Saddle entry with missing duplicate/data causing duplicate icons to appear in tooltip
  • Saddle equip mount icons now feed into additional overflow horizontal box if icon count exceeds max allowed
  • Set Dressing Mission 6 Cave in the Arctic Blue Quad, Elysium
  • Homestead ranch sign deploy audio and camera focus fix
  • Weather Vane audio deploy adjustment
  • Adding cuckoo clock ding animation audio and BP setup
  • Ely - new dead tree roots decal, painted down under trees in geothermal, red quad
  • Add missing stats for Tundra Monkey tame to bring it inline with other tames. Add missing Survival stats on MiniHippoQuest (but hunger/thirst are basically nothing). Add missing BaseMaximumHealth value on LavaBomber (100, as per initialized default). Add some starting stats for Blueback Mount. Add DT validation for Tames that don't have required Survival stats
  • Added additonal Ram art assets and set up carcass BP
  • Homestead curtain audio adjustments and fine tunes
  • Spinning wheel balance pass audio
  • Adding homestead spinning wheel audio event and notify
  • Flower pot audio setup
  • Added WIP fix for mount camera position being incorrect if mounting during lying/sitting anim state (Homestead)
  • Knitting decor audio setup
  • Copper hanging pots audio setup
  • Retaining wall deploy audio and audio setup
  • Wall candle audio item static setup
  • Adding appropriate haybale audio row
  • Added Tooling to visualize creature XP events, points and health for balancing
  • Adjusted Cave Volume, Set Dressing Rad Caves in the Arctic Green Quad, Elysium
  • Ely - cave volume, void, entrances for Mission 6 cave in arctic, blue quad
  • Drones - Adjusted stats on carrier based on designer feedback. Added ability for multi spawning hunting drones on carrier. Fixed incorrect versions of nodes in reposition logic
  • Audio sockets for forts
  • Added first pass support for opening doors while mounted. Locked behind Homestead for now
  • Interactions can now specify whether they can be performed while seated or not (defaults to false)
  • Fixed a nullref error inside BP_ShelteredComponent::IsSheltered
  • Fixing audio location playing at wrong location on fortification doors. also adjusting security door keypad to be same size as m3. Slightly more subtle
  • Adding carrier drone open, close audio, event and notifys
  • Adding fishing mission npc animation duplicates and audio notifys that will enable them to play correctly
  • Set Dressing Rad Caves & Entrance in the Arctic Green Quad, Elysium
  • Various mix adjustments and tweaks. Also adding duplicates of fishing anims for fishing mission and adding notifiers that will work for audio that isn't the player
    Added ram creature art assets to the project
  • Carrier Drones - Added new montages for open/shut doors. Now opens and shuts the door between spawning drones. tweaked tilt amount to try make movement look more 'large'. Hunter
  • Drones - When drones are in their timed explosion state any damage will make them immediately explode instead of waiting for the timer
  • Added Homestead Ranch Gate sign icon
  • Added Homestead old timey stove top icon
  • Added Homestead Retaining wall icons
  • Added Homestead Wildflower and Flowerpot icons
  • Added Homestead Cushion Variant icons
  • Ely - new oil puddle decal, tweaked RVT blending on OilGeyser node, fixed seam on SW_Puddle_Opacity texture, painted decals, adjusted landscape and oil geyser positions in desert and volcanic, red+ yellow
  • Reduce weight of MXC Heater and Cooker from 20kg to 5 and 3.5kg respectively
  • Fixed bug in ELY Story 1 which caused drones to lose current target actor every few seconds, leading to erratic behaviour and not being able to shoot at player
  • Fixed BPQC_AdvancedAnimalSwarm overriding valid TargetActor BB key with nullptr
    MakeNPCAngry will now only update TargetActor key if valid
  • Removed an unnecessary 'RotateTowardsTarget' node in BT_Drone that was causing flickering when attacking target (has been superseded by use of high-priority focus actor)
  • Increased max distance to objective for valid player targets in ELY_Story1 from 100m -> 300m
  • Added burnt versions of the fallen log and stump assets
  • Drones - Imported new Carrier mesh. Created new animbp with less rotation for the larger model.
  • Created new additive shoot montage/anim. Fixed new drone BT using old shoot BT. new drone BT works with carrier shoot anims
  • Adding barn door audio and adjustments to drone beep distancing for hunter drone
  • Added missing Dangerous Horizons Creature Icons
  • Adding hunter drone unique explosion audio and event, and unique beep audio
  • Fixed a few typos
  • Added Carrier Drone assets to the project with animation set and first pass textures so implimentation can begin
  • Added SK_BLD_Door_Barn_Wood_1by1_Reverse with destructible
    updated timing of Orbital Sequence for Mission Six
  • Ely - fixed some seams around waterfalls and removed unused lakep lane in swamp, orange quad
  • Fixing homestead curtain deployable as the variations where not setup correctly
  • Fixing homestead kitchen bench storage deployable as it was pointing to the wrong preview mesh and blueprint
  • Updated Static mesh for GUN_Laser_Pistol
  • SQ Yeti - You only need to raise the gribbler to level 10 instead of 5
  • SQ Yeti - Gribblers now get a 500% Xp Modifier, Stamina & Health Regen
  • SQ Yeti - You only need to raise the gribbler to level 5 instead of 20
  • ELY5 / 6 - Adding Player Talent Rewards for these missions
  • Fixing Hay Bale Lore Decription and name
  • Adding Recipes for Wildflowers and Flower Pots
  • Adding Flower Pots (A->E) each with 4 Variations for Homestead
  • Adding Wildflower items (Dairy, Bluebell, Lavender, Poppy and Strawflower) which can be place in flower pots
  • Fixing Navigation issues with new Homestead Deployables
  • Adjusting Snap Points for the Retaining wall on the Dirt Frame and Ramp
  • Adding Snap Points for Railings on the Dirt Frame and Ramps
  • Setting up and adding retaining wall for homestead
  • Checkover and Feature lock of Hay Bales for Homestead
  • Fixing and Feature Locking Barn door for Homestead
  • Setting up Barbed Wire Fence for Homestead
  • Setting up homestead Pitchfork, adding recipe and additional bleed stats
  • Setting up Iron Stove for Homestead
  • Setting up Ranch Gate/Sign and Ranch Sign for Homestead
  • Adding Nesting Box to Hatch chicken eggs, featured locked until implementation complete
  • Added Homestead Cushion icons
  • Delete CaveStabber (unused) and Wraith (duplicated under correct internal name) bestiary entries
  • Add unique Experience event for Teenage caveworms so that they award more XP. Material tweaks to differentiate them more. Additional material version for Geothermal. Hook up newer atmospheres to material switcher logic. Increase Albedo res to 2k
  • Drones - Changed hunter behaviour, used to explode on contact but now works more like a landmine where will start beeping for x seconds then explode while following. - Removed hunter_carrier bp as it was redundant. - Fixed some flickering on hunter drones once they've reached their target. - Reduced beginning fly time of hunters so they're not huge distances behind the carrier. - Added carrier as a nest to the spawned hunter drones so they will stay in the carriers vacinity
  • Added Homestead weather vane icon
    vAdded homestead weapon rack variant icon
  • Added Homestead wall candle icon variant
  • Added Homestead spinning wheel icon
  • Added Homestead Enamel Fridge icon
  • Added Homestead Lantern icon
  • Added Homestead Well icons
  • Added Homestead water bath icons
  • Added Homestead knitting decor icons
  • Added Homestead Fireplace Bellows and decor icons
  • Added Homestead curtain icons
  • Added Homestead shutter icons
  • Added Homestead Cuckoo clock icons
  • Added Homestead copper hanging pots icons
  • Added Homestead Large Butter Churn icon
  • Set Dressing Rad Caves & Entrance in the Arctic Green Quad, Elysium
  • Fixing audio cue for correct password playing after delay causing it to be inaudible. Also adjusting light placement and keypad for mission 3 door to be in corrrect location for the mission. Was being blocked by world versions of the outside of the walls. Dialogue text adjustments to match updated dialogue audio
  • Eden - tweaks to Eden_Light meshes (01-03), moved Iris' stool, added candleflame FX to candles
  • Fix misspelling of Danio for Fish10
  • Fix Flare Gun icon file names, delete duplicates
  • Ely - landscape fixes in arctic, blue quad
  • Fix Animal Bench to Ranching Station in Yeti quest
  • Added Storage version of the Homestead kitchen benches
  • Ely - adjustments and polish to waterfall position and effects in swamp, orange + purple quads
  • Adding fortification metal and wood open and close audio and notifies
  • Give Tame Tundra Monkey 2 starting stomach slots (to match all others) so that the +1 slot talent applies. Increase MonkeyStick ballistic damage from 1 to 50 to balance infrequency of throw and 2.5x damage talent being useful
  • Adding Weather Vane to Homestead
  • Adding Cuckcoo Clock to Homestead
  • Adding Saloon door and variation for homestead
  • Fixing homestead kitchen bench recipes as they where pointing to the wrong outputs
  • Adding new Curtains and variations for Homestead
  • Adding audio occlusion to drones spot, fly and spawn audio cues to better reflect where they are in world and help clean up audio clutter when multiple drones are flying around
  • Setting up Shutters and its varient for homestead
  • Adding Homestead Kitchen Bench, Stove, Sick and Storage for Homestead
  • Set Bat_Nest_Radioactive and Meta_Uranium meshes to cull navmesh
  • Fixed a number of typos in item and quest text
  • Various mix tweaks. Sand footstep adjustment to differentiate between sand and dirt more.
  • Adjustment to drone scout reverb amount (slight reduction) etc
  • Ely - fixed water type on lake in desert (was set to geothermal by mistake), yellow quad
  • Setting up Spinning wheel for Homestead
  • Setting up spinning wheel for homestead
  • Fixed displacement/alpha issues on SnowStones_light decal
  • Setting up Well and Moss Well for Homestead
  • Setting up Gold and Iron Birdbaths for Homestead
  • Adding Knitting Decor Items for Homestead
  • Adding Homestead Bellows, Screen and Tools
  • Setting up of antique homestead lantern
  • Adding 10 Cushion item setup, recipes, etc
  • Adding Hanging Copper Pots item setup and variations
  • Adding homestead fridge item setup
  • Setting up homestead wall candle, item, recipe, bp, etc
  • Adding Homestead feature lock on Planter Boxes, Scarecrow, Sewing Machine and Picnic Table, slightly adjusting recipes
  • Adding Homestead feature lock on Planter Boxes, Scarecrow, Sewing Machine and Picnic Table, slightly adjusting recipes
  • Adding Homestead feature lock on Quilted Bed, Swing Chair, Sofa's, rocking chairs
  • Adding Homestead feature lock on Vintage Jam Jars, Water Tank, Silo
  • Adding Homestead feature lock on homestead cabinets, adjusting inventory sizes and recipes
  • Adding Homestead feature lock on Fireplace, Cheese, Honey Pots, Hanging Meat
  • Adding Homestead feature lock on Coffee Grinder, Lamp Posts, Bird Feeders
  • Setting up single weapon rack and added missing recipes for the weapon racks
  • Feature Locking Weapon Racks to Homestead
  • Adding Large Butter Churn Decoration and Adjusting Small and Large Butter Churn Decoration Recipes
  • Adding new Homestead Feature Level
  • Shifting Decorations Talent and removing Level Lock
  • Update ModifierStateBehavior_TickDamage_Frost to scale off FrostDamage_+% stat. Add -50
  • FrostDamage to Slinker to reduce DOT damage by 50%
  • Carrier Drone - First Pass. Added a height variable to the 'get random point flying' node due to drones constantly flying to the floor
  • Adding Rad Caves in the Arctic Green Quad, Elysium
  • Ely - adjusted params on various placed WaterfallBase BPs in swamp, orange+purple quads
  • Added extra params to BP_waterfallBase to make adjustments easier (nothing changed by default)
  • Orbital laser audio adjustments and added vasrious layers. Diallgoue and quest placement and adjustments etc
  • Ely - adjusted steam FX offsets on some terraces in Geothermal, red quad
  • Drones - Added new variant of hunter drone specifically for carrier spawn
  • Added Trophy for Mange Wolf, including adding new mesh to the BP with a gfur groom
  • Added Trophy for Mange Wolf Alpha, including adding new mesh to the BP with a gfur groom
  • Updated geothermal terraces BP to fix VFX weird offset
  • Adding keypad audio, generic, accept and deny for mission keypad doors
  • Added Bestiary images for Stomper and Stomper Matriarch. Matriarch still need to be added to the BestiratyData data table
  • Updated SK_GUN_LaserPistol
  • Adjustments to elevator audio, adjustments to dialogue play spawn amount and volume in eden
  • Updated SK_DEP_Fortification_Stone_Gate, animations and destructibles
  • Updated SK_DEP_Fortification_Concrete_Gate, with animations and destructibles
  • ELY1 - Structures can no longer be destroyed until the quest is complete
  • ELY2 - Structures can no longer be destroyed until the quest is complete
  • ELY4 - Fixed Structure Cleanup so its at the end of the quest
  • ELY6 - Stronghold building pieces are unobtainable until the end of the quest
  • Fixing unobtainable modifier so it can be applied through new helper function int he prebuilt base class, the unobtainable modifier is now removed when a cleanup is triggered, the setting in DH still blocks cleanup if players have that enabled
  • SQ_Fish - The fishing structure can no longer be damaged or picked up while the quest is active

[/expand]

Icarus Week 215 Update | Quality of Life & Fixes

Welcome to Week 215.

This week, the team is back in the office after a well-deserved holiday break and has hit the ground running, returning to our regular weekly patches while continuing work on the upcoming expansion.

Also, the Second Chance bundle is still available for a limited time.

In this update, we’ll take a look at a selection of quality-of-life improvements and fixes added this week. These include a mix of smaller adjustments alongside some brand-new settings introduced in response to player feedback gathered over the past few weeks.

We’ll also briefly preview what’s coming in next week’s patch.

Notable Improvements:
  • Cave spiders should now despawn during daylight hours (recurring random chance after 8am)
  • Fixing Sledgehammer Shattered Rewards and Yields so stats now work correctly
  • Fixing modifiers squishing the paper doll in the menu which was making this un-unusable
  • Fixed issue with Crop Plots where crop plots could not be watered after disconnected from a water network
  • Fixed issues with collect note common base quest as it was not ticking of if players chose to pick up the item
  • Fixed Mammoth Swimming Animations
  • Fixing Rabbit Run animations
  • Drones now deal explosive damage when they are killed
  • Drones now also can be looted on death
  • Fixing Dribbo rest animation as it was playing the wrong sounds
  • Fixed Foundry not being gated behind Electricity Tool when it requires Electricity
  • Fixed bug where spider could slide along ground during death animation for clients
  • Fixed legend icon for Dropship not matching actual used dropship icon

[hr][/hr]
This Week: New Gameplay Settings


This week, we’re introducing two new settings based directly on player feedback, aimed at improving overall gameplay and giving players more control over their experience.

The first setting displays the player’s exact health value on both the player health UI and the mount UI while riding. This provides clearer, more precise information at a glance, making it easier to track your health during combat, exploration, or travel. For players who prefer a more immersive or minimalist interface, this option can be disabled at any time.

The second setting introduces the ability to adjust the time required when interacting with deployables that use a hold action. This allows players to speed up these interactions, helping streamline repeated actions and reduce downtime, especially during busy gameplay moments.

Note - this was accidently released in a previous weeks update but was still undergoing development, but now it is all hooked up and working correctly.

We’ll continue to review feedback and look for opportunities to add more settings and quality-of-life improvements. If you have any suggestions or ideas you’d like to share, please let us know.


[hr][/hr]
Next Week: Lighting Update and Consolidation


Next week we are doing a bit of a rebalance and consolidation of some of the light items in game to make it easier to use without having to craft separate variants for walls and ceilings. Be sure to check out this and other improvements next week.


[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 v2.3.26.147083-rel-GreatHunts


[h3]QoL and Fixed[/h3]
[expand]
  • Hide Cow GFur in Mount Preview to resolve artifacts
  • Re-adding Platform Sockets to Concrete and Stone Fortifications
  • Bags no longer show in the field guide in the used by sections of attachments
  • Updated highlightable and interactable for locked doors and security doors to reflect their new state
  • Update Keybind info in Inventory UI. Fix alignment. Remove incorrect
  • Add health value to inventory above paperdoll. Localized text
  • Fixing issue where modifiers would squish the players armor paper doll if it extended beyond the modifier bounds
  • Remove accidentally duplicated talent in Wooly Zebra tree, for Mammoth. Remove some DNTs. Fix some various Talent node positions
  • Mammoths - swim animation played very low down. When swimming added a offset to root bone so his head is above water
  • Crop Plots - Fixed not being able to water crop plots after water spline disconnection
  • Duplicating and replacing the boar rest animation that was used for dribbos that had a boar sound linked to it
  • Shattering Rewards for Clay, Obsidian and Scoria are now correctly setup as virtual stats and will scale appropriately
  • Fixing Shattering Rewards so they acutally scale the breakable rock resources when harvested
  • Enabling Health Values UI and Setting
  • Enabling Interact Timer Setting
  • Adding successful impact sounds for pickaxes and sledgehammers on concrete to account for when hitting drone spawners for better audio feedback of successful hit
  • Fixed bug where spider could slide along ground during death animation for clients
  • Exposed autonomous spawner cleanup logic to BP so that individual behaviours can specify custom cleanup triggers
  • Cave spiders should now despawn during daylight hours (recurring random chance after 8am)
  • Fix Foundry not being gated behind Electricity Tool when it requires Electricity
  • Fix legend icon for Dropship not matching actual used dropship icon
  • Remove Grey tick from incomplete mission widget as it was causing state confusion. Now only show Gold tick when mission is complete
  • Increase Rabbit rotation rate when sprinting from 100 to 360 degrees/second, otherwise their turn and run looks broken
[/expand]

[h3]Future Content[/h3]
[expand]
  • Create unique PreviewCameraSettings for various mounts so the positioning is good across the board. Hide Tundra monkey GFur in mount preview (scene capture) to fix artifacts. Zero out and set invisible GFur components on Mounts/Tames that don't actually use them. Fix incorect MountData define on SwampQuad. Resize MountPreview RT from 600x700 to 512x512 for optimization. Remove unhooked/duplicate BP logic in MountPreview. Copy additional useful values for duplicated GFur component to ensure GFur matches. Don't copy GFur components that are invalid (invisible)
  • Adding overheating elements to mining laser audio
  • More eden idle random idle sounds
  • Updated SM_DEP_Polymerizer_T5
  • Resaving Item Icons so they can be reimported from the raw art in the correct location
  • Adding Icons for newly hooked up Trophies
  • Adding Missing Vestiges and Recipes for the New Creature Trophies
  • Adding More Missing DT Setup for DH Creature Trophies
  • Fixing Build Validation for recently deleted trophies
  • Adding More Missing DT Setup for DH Creature Trophies
  • Removing duplicate creature trophies
  • Adding Missing DT Setup for DH Creatures
  • Adding Mug Prop and Icon
  • Adding Security Camera Prop Item setup and Icon
  • NPC Turret Now rotates towards player and no longer requires power
  • Drones now deal a small amount of explosive damage where they land, when they explode
  • Adding new Enemy Flamethrower Turret
  • Reduced Spawn Rate of Sulphur Worms in the Sulphur Pools
  • ELY4 - Swapping the Drones attacking Iris to be Scouts instead of the basic ones
  • ELY4 - Changing invisible drone spawner to inherit from the mix spawner
  • ELY1 - Shifting Drone Spawners so they don't have to navigate around the rocks in the area
  • Adding drone remains which is dropped when a drone is destroyed
  • Adding Health Scaling on the Drones (Base - Low, Scout - Medium, Carrier - High, Hunter - Low)
  • Adding new mix AI Drone Spawner to spawn drones at various weights (50% Drone, 40% Scout, 10% Carrier)
  • Replacing Normal Drone Spawner in ELY2 to use the Mix Spawner instead
  • ELY6 - Adding new Security Door and Keypad UI
  • ELY2 - Adjusting Final Lab so the Drone Spawner is now elevated next to the base fully in view for players
  • Adjusted Drone Spawners to have -50 melee damage resistance and -50 explosive damage resistance
  • ELY3 - Same Fix as ELY2 Blocker
  • ELY2 - Adjusting logic around the blocker so it is not destroyed but just collision removed to catch cases where new ones spawn during the find phase, also fixes blocker reappearing during the mission / other missions
  • Improve VFX for Laser Pistol impact. Increase projectile launch force and reduce gravity effects
  • Add initial WIP setup for EMP grenade
  • Halve charge rate and power consumption on Wall Charging Device to better reflect its size
  • Add Building Salting modifier and Shovel logic (unhooked, pending UI/UX implementation)
  • Fix issues with voxel placement in SW_MED_001 cave prefab
  • Fix issues with AC_MED_007_DLC2 cave prefab. Swap few references to _NoFoliage version to ready that for deletion
  • Improve collision accuracy on GL Cliff 14 because its too low and almost got me killed
  • Interactable Lakes now pull from WaterSetup DT to get Highlightable row so that correct/detailed display names can be shown. Setup Sulfuric water bodies (and Geothermal Terraces) to point to SulfuricWater row
  • Add Highlightable row define to WaterSetup DT
  • SulfurWorms: Remove cave worm rock mesh logic.
  • Add new loot bag BP with larger sulfur mesh.
  • Disable Interact and Highlight components on death.
  • Fade out visible meshes shortly after death as cleanup is now delayed.
  • Decreased delay between spawns from 5 minutes to 2 minutes.
  • Remove invalid 'Head' reward rows.
  • Add scales, increased poison sacks, and guarantee Sulfur to loot drops
  • Split out VFX for Laser pistol into muzzle flash FX and impact FX which are now handled via payload.
  • Improve muzzle VFX.
  • Cleared out invalid ItemsStatic data on Laser Pistol ammo.
  • Change Meshable item to SM and remove reference to projectile BP and delete.
  • Fix PreviewItemTemplate define.
  • Fix muzzle location by adding SK mesh socket
  • ELY6 - Setup the Spawning of Mo's pod which will take off when unlocking the 2nd door
  • ELY6 - When interacting with Mo's Helmet the light now turns off to draw attention to the event
  • ELY6 - Setting up 2 prospector pods to take off when players enter the fortress
  • ELY6 - Adding quest makers, quest steps and basic setup for prospector pods
  • ELY6 - Fixed issue where the entire setup logic for the fortress was running every reload
  • ELY6 - Adding Mo Helmet Item and Quest Marker as well as quest queries for where to spawn in world
  • ELY6 - Adding Build Blocker to Story6 area so players cannot build over the walls
  • ELY6 - Adding Spawn Blocker to Story6 Area so we only get the specific creature spawns
  • ELY4 - Fixing Quest Makers which where accidently moved in a previous commit, meaning the drones where spawning on the other side of the map
  • ELY6 - Fixes to Base so that concrete walls now work correctly, adding bases for drone spawners, converting turrets into enemy turrets
  • ELY6 - Adding tower to prebuilt base
  • ELY6 - Adding in spawning of the prebuilt base, spawning of drone spawners, satellite and spotlight
  • ELY6 - Adding new quest markers for new objects being spawned in
  • ELY6 - Adding new Quest Steps Outline
  • Adding new Recorder for Security Door to use for placed in world objects, also adding new intermediate child BP for security doors that are placed in world
  • Sweeping pass over Elysium to fix Default surface type on stale landscape areas. Add tooling to ping landscape in grid format to find Default surface type locations
  • ELY6 - Hooking up full quest for testing
  • ELY6 - Triggering ship on upper platform to take off when the player arrives
  • ELY6 - Fix Note Name
  • ELY6 - Adding Door Code Collectable Note to the prebuilt structure
  • ELY6 - Removing debug quest skips
  • ELY6 - Add Remaining Steps for Mission 6 including event
  • ELY6 - Adding new Collectable Note Code
  • ELY6 - Adding new Quest Markers for various travel events and events
  • ELY6 - Dialogue Pass hooking up to quest steps
  • ELY6 - Setting up initial quest steps and unlocking of the security door withthe pin code
  • Fixing names and interactions of locked door / security door
  • ELY3 - Reworked quest to you don't have to use the aaccess card on the outer door, now you use a pin code which is located on the access card
  • ELY3 - Reworked quests so you don't have to use the access code on the inner door, you now interact and the rest of the mission plays out
  • ELY3 - Adjusted quest steps and descriptions so they make sence with the new context also adjusted some audio and dialogue timing with new quest steps
  • Renamed AccessCardDoor to LockedDoor and added new child classes for its use in a few missions
  • ELY6 - Removed Blocker mesh from in world and replaced with a security door with a pin code
  • Mount Raptor - Lowered cloth effector capsule as it was blocking movement into doors
  • removing unapproved actors from orange quad
  • Ely - added flow points, waterfall adjustments, testing mesh placement to cover seam between water types in swamp, orange quad
  • QM_Story6_Event repositioned, removed delay on BP_MissionSix_OrbitalSequence and updated FX
  • Ely - lava lights, decals and general polish in volcanic, purple quad
  • ELY2/4/6 - Drone Spawners no longer destroy themselves on terrain anchor invalidation
  • Adding additional checks to the EDEN Object Spawning so we don't duplicate assets
  • Fixing Issue where the EDEN Mission Device was respawning every load when it shouldn't have been
  • ELY6 - EDEN Build Blocker now does not record, while the fortress blocker does
  • ELY6 - Cleaning up old blockers so they are removed from older prospects
  • Added missing mount and pet icons. And changed line thickness of existing mount and pet icons
  • Various drone adjustments and balances. Reducing amount of vocalisations they will do and distancing rolloff
  • Removing relaxing idle layers from Storca which sounded like generic wolf
  • Adding additional sound layers to slinker death and flinch
  • Slinker audio vocal adjustments and fine tune
  • Ely - mesh fixes on green quad
  • Eden - disabled shadows on all point lights except campfire
  • Ely - mesh and landscape fixes on red quad
  • Ely - mesh fixes on yellow quad
  • Ely - landscape fix on blue quad
  • Added Geothermal BG scene for Bestiary screenshots, as well as updated Tundra BG scene
  • ELY6 - Fixed Door Code as it was written in the note incorrectly
  • Setting Up Igloo Sidequest
  • Fixing interactions with the crafter and logistics npcs
  • Reparenting Craft and Logistics NPC so they can now provide rewards
  • Each NPC now offers 3 rewards instead of one
  • Setting up EDEN NPC's and Rewards after interaction for EDEN Sidequests
  • Adding TPS landing Pad Item Icon
  • ELY6 - Resaving story 6 base to use the new TPS Landing Pads
  • ELY6 - Adding new TPS Landing Pad
  • ELY6 - Removing DNT from mission 6 steps
  • Fixing issue where the collect note quest was incorrectly checking
  • ELY6 - Adding in new quest step which involves collecting a door code from Iris at the beginning of the quest so you can get into the TPC Compoung
  • ELY6 - Adjusting quest steps so the pin codes are no longer in the quest objectives but rather in the collectable notes so the player has to read them to see the pin codes
  • ELY6 - Fixing issue where the drone spawners where not being spawned in steam builds, adjusted the iteration loop to use actual queries and added new quest markers to replace the old ones
  • ELY6 - Mo's Helmet now turns off both lights when interacted with
  • ELY6 - Drone Spawners and Drones are Destroyed when you reach the top of the tower
  • ELY6 - Mission elements are now correctly cleaned up at the end of the mission as they were trying to use the variation bool
  • ELY6 - Adjusting timing of FX to fall in line with dialogue when the event plays out
  • Changed TEI NPC mesh helmet material to opaque
  • Set DF Shadows to enabled on IcarusPoint/SpotLight Actors. Fix inner/outer cone radius values not being hooked up
  • Adjustments and fine tunes to the dialogue and SFX event triggering the ending of m6. starting buildup slightly earlier for more DRAAAMAAA. also adding distant explosion tails and echos
  • Added Yeti Head Armour SK, with materials and textures. Will still need to be added to the Armour Data Table
  • Ely - set dressing and material changes around waterfalls in swamp, orange + purple quads
  • Ely - duplicated CF fallen logs for set dressing, moss material variants for LC Cliffs 27 and 29, material for swamp waterfalls
  • VFXs for missing voxel hit surface
  • Abomination fine tunes and distancing
  • Added sadwyrm Queen boss and map icons
  • Ely - adding lot rows to D_ExoticSpawn, assigned to all meta spawners
  • Decrease volumetric scattering multiplier further on Drone spotlight. Remove logic that is making it brighter based on attack state. Decrease brightness from 40 to 20
  • Decrease volumetric scattering multiplier by 50% on Drone spotlight
  • SQ Fish - Adding unobtainable to fishing shack
  • SQ - Fixing issue where weight was not being updated correctly when submitting a new fish to Dunski
  • SQ Fish - Fixing Ren and Experiance Reward from the Fishing Contest - it is now awared correctly based on ranking
  • ELY - Adding missing external actors for quest steps
  • Added Trophy for Stomper Matriarch, including adding the mesh to the existing BP. I also updated the gfur groom on both the creature and the trophy with a higher quality groom
  • Added Trophy for Stomper, including adding the mesh to the existing BP. I also updated the gfur groom on both the creature and the trophy with a higher quality groom
  • BP_LockedDoor - separated lever from door mesh, added functionality to BP to animate lever when door opens
  • SQ Fish - Adding Fish Contest Rewards, unique to each player in addition to a participation reward
  • Ely - mesh fixes in arctic, green quad
  • SQ Fish - Setting up the beginning of the fishing contest
  • SQ Fish - Setting up the Supply Eden Quest Step
  • SQ Fish - Setting up first half and prepare steps for the quest
  • SQ Fish - Adding Intermediate BP for the FishBoardController and added a repgraph policy so replication occurs correctly
  • SQ Fish - Adding Fish Owner and adding new interactable so you can present fish to the Owner to get them assessed
  • SQ Fish - Fishing Board now Updates with Fish weight, all values are now displayed correctly, fixing inventory on fish crate
  • SQ Fish - Fixing include from last c++ commit
  • SQ Fish - Adding Fishboard, Fishboard controller and recorder, spawning fish board in correct location and quick setup of quest object spawning
  • SQ Fish - Committing quests to fix build validation
  • SQ Fish - Adding Fishing NPC's and AnimBP
  • SQ Fish - Adding new quest markers and spawning the new NPC's on the docs
  • ELY1 - Beacons now cleanup at the end of the quest and not 600s after the individual objective is complete
  • SQ Igloo - Fixing issue where the ice pieces where locked behind a development reroute node
  • Fix LOD screensizes on Charger deployables. Removed second collision box on Wall version
  • Doubled flame thrower turret range
  • Cap spawned Drone Scout population to 2
  • Add temporary debug logging to Mission_Device_Eden to check if it is spawning multiple times
  • Fix hole in AC_MED_009_DLC2 cave. Fix numerous voxel alignment issues
  • Remove unused NoFoliage DLC2 cave prefabs to remove maintenance overhead
  • Ely - mesh fixes in arctic, green quad
  • Ely - added banana trees around oases in desert, yellow quad
  • Added bestiary image for the Chew, including adding it to the Bestiary Data data table
  • Limit radiation sphere draw distance to 1km, disable decal/occluder on the mesh
  • SQ Yeti - Updating Quest Text about where to find gribber bait resources
  • Added Geothermal BG images to Atmospheres Data Table, and added images for 3 creatures to the BestiaryData Data Table, the Geothermal Raptor, the Sulfur Pool Worms, and the Geothermal Hopper
  • Added bestiary image for Sulfur Pool Worms
  • Added bestiary image for geothermal variant of the Raptor
  • Added bestiary image for geothermal variant of the Hopping creature
  • Added Trophy for Chew creature, including mehses, gfur splines and BP
  • Added Geothermal Bestiary BG images
  • SQ Fish - Fixing Spawning of Object positon, adding new quest marker and setting up required tags
  • SQ Fish - Adding Quest Marker & Quest Queries for the spawning of structure and objects
  • SQ Yeti - Adding EDEN Reward as the last quest step
  • SQ Fish - Setting up prebuilt structure and cleanup
  • SQ Fish - Adding new Side Quest Setup
  • Adding new Growth Curve for the tamed tundra monkey and buffed it as it was far too low
  • SQ Yeti - Adding Spawn Blocker to Boss area
  • SQ Yeti - Mission is now fully playable
  • SQ Yeti - Adding in last quest steps for finding and killing a frostfoot in the quarry, added quest marker and spawn steps
  • SQ Yeti - Mission is now fully playable
  • SQ Igloo - Reparenting Base Quest so that EDEN spawns correctly if played from mission mode
  • SQ Yeti - Adding in Raise Gribbler Quest Steps
  • SQ Yeti - Improving quest objectives again so they are more bespoke and adjusting hint text
  • SQ Yeti - Improving quest objectives to show the status of the trapping -> taming process
  • SQ Yeti - Setting up Capture and Taming of Gribbler Steps and fixing faction mission reference so mission can be triggered
  • Reparenting uranium emitter, updating rep graph policies and adjusting placed uranium emitter in the elysium map
  • APE_G - Fixing issue where abandoning would not successfully cleanup the cage or structure
  • Hunter Drone - Added charge attack behaviour. Added overrides for investigate and attack. If no LOS then will wander until LOS gained
  • Change Worm Spit light to cast DF shadows
  • Drone: Changed Drone SpotLight to be IcarusSpotLight and enabled DF Shadows. Add IES texture for improved visuals. Add 200m culling distance for performance. Fixed Drone Crashed SM LOD screensize
  • Drone Corpse: Remove Flare as lighting didn't support it. Changed light material to Red and flicker on/off with light. Remove box collision interactable and just interact with main SM. Reduced light culling distance to default 50m. Don't loop Timeline instead run random time delay between cycles so its easier on the eyes
  • Eden - duplicated Palmbush_01 and replaced harvestable foliage, added campfire FX and audio, extra light for Mo's area, removed static fans from Iris' lab and replaced with animated SKs
  • Added Eden and Tame creature mission icons
  • ELY1: Now when interacting with Eden markers the light turns off to indicate it has been shut down. Changed to IcarusPointLight and setup DF shadows. Fixed highlightable setup. Tweaked DF for Hab mesh
  • Delete Tick debugging on Flare Arrow SKItem. Additional logic gate for sphere rendering due to loose unhiding of child meshes from Character when teleporting/unstuck
  • Ely - waterfall polish in swamp, orange + purple quad
  • Add small chance for Drone_Scout to all Ely biome spawns except Tundra
  • Added Specimen Prop icons to deployable and itemable data tables
  • FlareGun: Change SM item projectile class to SK to fix it hitting client player in the face. Unify Ballistics settings to match FlareArrow/defaults. Buff launch force so Flaregun fires flares the highest (210m vs 165m for CompoundBow). Flares now lerp between current and desired slowed speed after apex has been reached instead of abruptly coming to a halt. Do delayed init valid checks on ProjectileMovementComponent to ensure no client desync after speed changes. Bring slowed speed between flare arrow and flare cartridge closer together. Change large light for flares to IcarusPointLight and enable DF shadows for improved visuals. Added emissive sphere to better ground visuals. Decreased delay before effects show. Parent Flare SKitem to FlareArrow SK item as 99% was duplicate logic. Tidied BPs. Tweaked flare smoke and primary flare VFX for better visuals
  • Fixing Curved Building Set Icon for the Ice Curved Blueproint
  • ELY6 - Drone Spawners are now disabled after interacting with the helmet
  • ELY6 - Invisible Drone Spawners spawn a lot faster than mix and have a higher spawn count
  • ELY6 - Mix Drone Spawners now have a max spawn count of 4 and a spawn rate of 60seconds by default
  • ELY6 - Adjusting Dialogue so it plays when you find the stronghold and not while in eden
  • SQ Yeti - Setting up quest steps
  • Added Irradiated Mutation animations to the project
  • Addding the Artic Armor Head Varient (Yeti) and setting as quest reward for the Yeti Sidequest
  • SQ Yeti - Setting up new Yet Side Quest
  • Adding the Eden Reward Mission Type
  • Reducing Sidequest Rewards so it takes into account the in mission rewards
  • ELY6 - Setting Quest Objective Preivews
  • Setting up all mission types for the main elysium quests
  • SQ Igloo - Unlocking for Dangerous Horizons, Adding Descriptions and Types, Adjusted rewards
  • SQ Igloo - Adding new quest step for collection of equipment
  • Finishing Igloo sidequest - now fully playable on DH builds
  • Fixing duplicate definition of virtual stats
[/expand]