1. Icarus
  2. News

Icarus News

Crash Hotfix v1.1.4.92247

As part of Week Thirteen's update we released a new crash reporting tool. The community responded by providing us with excellent data, allowing us to find and solve five really serious crash issues. The three top reported crash issues have now been fixed.

We apologise in advance for the disruption caused by downloading the update, as verification can take some time due to how Unreal Engine packages our game files, and steam processes those. We are working with Epic and Valve to assess our approach, to see what we can do to alleviate this issue.




We will work as fast as we can

Pushing an update is extremely disruptive for players and we don't do this lightly, but as part of our commitment to address launch issues and give you the game you deserve, we wanted to get these fixes out without delay.

Crash and Stability Fixes




If you experience a crash, don’t ignore the window that can popup. Please do “Send and Close.”

Please write a message to us about what you were doing right before you crashed, whether you were the host or client, if you were playing offline, and whether or not you’ve experienced this crash before. Then, Send and Close.

Using the Unreal Engine crash reporter is really useful and will help our developers better pinpoint the cause of the crash and fix it faster.

Detailed Changelog v1.1.4.92247
  • Fixed a crash that would occur when attempting to craft recipes
  • Fixed a crash that would occur when items where linked to inventories where initialized, when spawning and item in the players hand, placing an item on their backs, light slot
  • Fixed a crash related to voxel replication where voxels would crash upon setting their material (This is a big one, our largest crash numbers by far)
  • Fixed a crash which could occur during dropship descent that was cause by player initialization timing
  • Fixed a mission bug where the Wet Work: Extermination where the boss would not emerge from the Den and would not respawn when players leave the area and come back

Icarus Week Thirteen Update | Talent Respec

It’s been a while coming, but your patience has paid off. Our Week 13 Update introduces the much-requested Character Respec system. With this feature you will be able to undo Talent Point assignments and spend those points on other Talents.
Stability and Crash fixes. This update includes some significant crash fixes. This is a top priority for the team and will continue to be. These will be rolled into every weekly update as we fix them> See below for details about how you can automatically submit a crash report.

Our original intent was for players to create multiple characters to explore and specialize in each of the branches of the talent tree, while not developing any single over-powered character. We did this by having some limits on the number of talents and blueprints you could have. Last week we rebalanced this by increasing the effective level cap to 50, allowing you to keep on earning Blueprint points beyond level 50, increasing the amount of Talent Points you could gain and introducing Solo Talent Points.

However, we’ve also seen that you love your characters and are often more invested in developing them rather than creating new ones. This has lead to requests for a way to redistribute Talent Points so you can keep growing and experimenting with your characters.

We know some of you have been disappointed we didn't provide a more stable and balanced game at launch, but hopefully these continued weekly updates show you we are working hard to address your concerns. Please consider leaving a review to support us, and if we have addressed your issues in your negative review - we'd love you to consider changing it to support the team. It makes a big difference for our teams morale.



How to Respec your Character


You can change your character’s Talents by buying Respec Points in the orbital station. They cost 150 Ren each.

To introduce this new feature, this week we’re giving every player account 30 free Respec Points, plus introducing a way to earn even more Ren by trading exotics.
Originally posted by Designer)
We aimed to make the cost of respeccing accessible to those who play the game to its fullest extent (by mining or completing the longer missions), but still cheap enough for casual players to tinker in small doses.
- Adam (Lead Designer)
  • To respec a talent, visit the Talents screen of one of your characters in the station.
  • On the Talents screen you'll see a "Respec Points" button in the top left. Clicking that button will let you choose how many Respec Points you wish to purchase with your available Ren.
  • In order to use your Respec Points, just right click on the Talent you wish to remove and you'll see a confirmation box asking if you wish to spend 1 Respec Point.
  • You’ll then gain 1 Talent Point back to spend.
  • Respec Points can be spent on any of your characters.
  • You can also respec Solo Talent Points, which we introduced in last week’s patch when rebalancing the game for solo players.




Earn more Ren by selling Exotics


Want more Ren to fund your respecs? In addition to the respec, we're introducing a currency conversion system to convert Exotics into Ren at a 1:5 ratio, meaning selling 1 Exotic will net you 5 Ren. On the Workshop screen look for the new "Sell Exotics" button. This allows players to manage their currencies more freely and makes mining Exotics even more lucrative.

With many missions containing two or even three Exotic Deposits, there’s the potential to earn over 1000 Exotics from just one mission. That equates to around 5000 to 6000 Ren - enough to respec more than half of a level 50 character. We feel this is a pretty fair initial approach to expanding the economy in Icarus and we have plans to introduce more currencies, conversions, and ways to get rich in the future.

We'd love to hear your feedback on these new systems so make sure you visit Feature Upvote and chat with us on Discord.

Originally posted by (Gamerunner)
We had long ago intended to ship with Respec, and many were unhappy we didn't ship with it. We realized quickly that we needed to get it in, but we also needed to do it right. It touches on a lot of complex systems, so unfortunately it has taken longer than we liked. But better late than never, so here it is. We will be closely working with the community to balance and develop this further, as with the rest of the game.
- Dean Hall (Gamerunner)


Crash and Stability Fixes




Fixing crashes that prevent you from even playing the game is our highest priority and this week’s update includes several crash fixes. We’ve also improved our crash reporting tools, which have already helped nail several nasty bugs and crashes.

If you experience a crash, don’t ignore the window that can popup. Please do “Send and Close.”

Please write a message to us about what you were doing right before you crashed, whether you were the host or client, if you were playing offline, and whether or not you’ve experienced this crash before. Then, Send and Close.

Using the Unreal Engine crash reporter is really useful and will help our developers better pinpoint the cause of the crash and fix it faster.



Changes to Dropship Inventory and Meta Workshop


One key change you’ll find in the below patch notes, is a change to Meta Workshop Items, where you’ll no longer be able to stack these in your inventory. We’ve therefore, also increased the Dropship Inventory capacity from 10 to 15 slots to give you the ability to still take a sufficient amount of technology to and from the surface with you. While only a minor change, we wanted to address this as it’s likely notice on your first drop since the update.

Detailed Changelog
  • Added Respec Points for talents
  • Gifted all players 30 Respec points. All new players will receive 30 respect points on the first time they play the game
  • Implemented Respec points in offline play
  • Increased Dropship inventory slot count from 10 to 15 to allow more workshop items to be transported to/from planet
  • Removed Stacking from Meta Workshop Items. This is to fix an issue where returning to the station with stacked items destroyed all but 1 of the items
  • Buffed Plyometrics stats
  • Removed first stage of Naturally Preserved to overall buff the talent vs cost
  • Added Weight Capacity talent to Exploration tree
  • Added Increased Damage for Crafted Arrows talent. Increased craft time for bulk ammo, added Pistol Bulk ammo crafting talent and recipe
  • Added Increased Stamina Regen talent to Repairing tree
  • Increased yield on Wheat Crops by 4x
  • Changed Pumpkin Bread to use Bread Decayable, increasing its spoil time from 800s to 3600s to match the other Bread items
  • Fixed Dense Packing I and II names
  • Removed decay setup on Pickled Carrots
  • Fixed level cap on level up popup displaying incorrectly
  • Fixed level cap displaying incorrectly on prospect selection UI
  • Fixed level cap on ‘Delete Character’ prompt
  • Fixed visual gap on Crafting Recipe UI
  • [CRASH] Added safety check to hopefully prevent crashes with shelter subsystem during shutdown
  • Fixed flags being unset when assigning stat bonuses due to Talents
  • Fixed spline collision for power cables
  • Added workshop tree padding to fix clipping issues and adjusting starting scroll position
  • Added helper text on sleep screen
  • Added additional feedback UI to purchasing respec points and selling exotics
  • [CRASH] Fixed possible crash in Talent interface
  • [CRASH] Fixed possible voxel material crash
  • Respec removes the ability to craft armor or items that require a flag if the if the talent retrained relied that on that flag
  • Added can now refund multi-level talents even if they have dependent talents unlocked (up until a rank of 1)
  • Added can no longer refund a Talent if it would invalidate the Talent rank requirement
  • Added can no longer right-click to retrain Talents while on a prospect
  • Adjusted parent/child relations to better suit Talents accessibility
  • Updated names/icons for new talents
  • Fixed losing prospect data in offine play
  • Add second stage to Field Medic
  • Reverted FLOD FISM optimizations to fix rock collisions
  • Fixed armor not attaching to the player correctly after retrieving it from a loot bag
  • [CRASH] Fixed a voxel material crash bug
  • [CRASH] Fixed occasional crash in the shelter system
  • Fixed issue where weapons would unload zero ammo back to players inventory
  • Fixing talent tree progress bar disappearing on max rank
  • Switched Leather Curtain Window asset to new revision. Add LODs
  • Added automating fire audio spacializer based on intensity of blaze
  • Adjusted fire audio intensity and balance
  • Fixed not being able to remove player waypoint by double clicking. Fixed issue where players could have more than one waypoint
  • Fixed waypoint markers not being given the correct colour
  • Fixed map icons not removing widget from parent once component was destroyed
  • Added a cliff pass and landscape sculpting on Iceholm,
  • Scaled up water pipe spline and node meshes by 2x
  • Added sitting animation in dropship
  • Added all lying in bed animations
  • Added new destructible meshes to Wood Railings
  • Added audio to several events where it was missing
  • [CRASH] Fixed client-only crash in FLOD system due to FISM optimization
  • Fixed tooltip on shelter icon
  • Re-enabled new map icon functionality for GOAP creatures
  • Fixed durability bar overlapping L slot hotkey
  • Fine-tuned the fire event audio with more low level bush sounds and audio volumes
  • Adjusted textures for handheld cables to match spline node color scheme
  • Added new node meshes and textures for electrical and water spline system

Icarus Week Twelve Update | Solo Talent Tree

For this update we wanted to start laying the foundation for some big upcoming changes to the talents system, including adding a respec feature next week.

One of the biggest requests we've had since launch was for more Talent Points. We've approached this in two ways:

  1. We have straight up increased the Talent Points cap from level 40 to level 50, giving each character an extra 12 Talent Points. You can now gain 60 Talent Points, up from the previous limit of 48.
  2. We've also split Solo Talent Tree Points into their own group which means you're no longer spending your main Talent Points on Solo Talents.

We're hoping this should alleviate concerns about not being able to unlock enough talents for a single character, whilst still encouraging you to create specialized characters and avoiding any one character being all-powerful.

[h2]More Levels and Blueprint Points[/h2]



A significant change we've introduced is the concept of an ‘infinite levelling system’.

Before we had a hard-cap of level 99 which allowed you to unlock just over 300 Blueprint Points. So that you can access everything added to the Tech Tree now and in future, you can now level up past the soft level cap of 50 and keep earning infinite XP and infinite Blueprint Points. The Tech Tree will continue to grow and expand and we want seasoned prospectors to be able to access all of it.

Originally posted by author
For existing characters, depending on your level, you should now see up to an additional 12 Talent Points available when you next login.


[h2]Dedicated Solo Talent Points[/h2]



In addition to earning more general Talent Points, based on community feedback, we have also separated Solo Talent Tree Points into their own group. This gives players the freedom of spending points for Solo play without the fear of "wasting" their points if in the event they start playing with friends.

Characters will now earn 1 Solo Talent Point every second level, to a maximum of 25 Solo Talent Points. To retain some player choice, we've also expanded the Solo Talent Tree with more talents and enhanced existing talents to make solo characters even stronger - but you will still need to make choices about where those strengths lie.

As a reminder, the Solo Talent tree is only in effect during solo play. As soon as another player joins your game the Solo Talents disengage and those buffs are disabled. If you find yourself alone on the planet again, those Solo Talents will re-engage and the buffs become active once again.

[h2]Next Week: Talent Point Respec[/h2]



Originally posted by author
We wanted to ensure that we implemented a fair and balanced system when it came to respecing but to also make sure players had to make a choice when it came to deciding whether to do a large character respec or create a new character to specialize in different skills. The approach we've gone with is players will use their in-game currency, ‘Ren’, to purchase "Retraining Points". You will then be able to use this Retraining Point to undo a talent accumulation and earn a Talent Point back to spend elsewhere.

We'll go into more detail about the costs of respecing in next week's update, but we wanted to let you know ahead of time that we will also be offering a bunch of free Retraining Points as part of the next update to get you underway.

-Dean Hall, GameRunner


[h2]Patch Notes[/h2]

Version: 1.1.3.91832
  • Changed level 99 cap to an infinite leveling system which repeats once you reach level 50 to infinitely rewards blueprint points.
  • Increased Talent point soft cap from stopping at level 40 with 48 total spendable talent points, to continue to level 50, with 60 total spendable talent points.
  • Added solo talent points. The solo talent tree now uses its own talent points for progression, these are not shared with the other more general talent trees.
  • Added several new talents to the solo tree, and adjusted the layout of existing talents.
  • Added new sleep interface.
  • Added graphics setting option for contact shadows - an inexpensive way of rendering shadows
  • Fixed issue where distant mountains in outposts were not casting shadows correctly.
  • Fixed issue with visual artifacts in the distance.
  • Fixed not being able to remove the player waypoint by double clicking
  • Fixed issue where player could have more than one waypoint
  • Fixed waypoint markers not being given the correct colour
  • Fixed further instances of some water bodies (especially rivers) missing fish.
  • Improved the description of the hunting rifle to clarify that it is semi-automatic



Icarus Week Eleven Update | Light Slots

This week’s update includes two of the Top Five most-requested community suggestions from Feature Upvote - a separate light slot and inventory sorting - along with significant amount of bugfixes.

One of the highly-requested features we’re happy to bring you is a light slot on your prospector, so no more having to switch between your torch and pickaxe in caves or between lantern and weapons when venturing out at night. There’s also a new Tier 4 Titanium Hammer, footprints and impressions that might help you find things in the snow and sand, a new sorting option in your inventory and a separate backpack slot.



We’d like to especially thank players who post ideas and feedback on Feature Upvote and our Discord server. This week especially we had great feedback and discussion with our Discord community that directly contributed to today’s update, and we continue use Feature Upvote to listen to the pulse of what is important to players.
Respec is coming in a future update

We understand you all want the ability to respec, and other big changes to the game, but it is vital we lay the right foundations for this. Our approach has been designed and we are already implementing it in the game, we then have to test it and fix the bugs we find with it. Please be patient with us, it is a system that touches deep into the game design, our backend architecture, and other systems so it requires careful work

[h2]New Light and Backpack Slots[/h2]



We’ve added a light slot to your prospector so you’re now able to carry a source of light in the darkness while performing other actions. The slot will take any item that provides a source of light (such as a torch or lantern) and will act in the same way armor slots do, being able to be toggled direct from your inventory, or drag and dropped into place. You can switch your light on/off by pressing L (or change your key bindings in the Settings).

We’ve also added a backpack slot in your inventory, meaning you can now equip a backpack (and all their buffs) and carry something on your back (such as radar or carcass) at the same time.

[h2]Inventory Sorting by Weight[/h2]



You’ll now see a “Sort” button at the top right of your Inventory.

Initially this button will sort all your items by weight, which will make it easier to identify which items are slowing you down as you rush back to base, and allow you to be more selective about which items to take on long journeys.

Inventory sorting options are another widely requested feature, and with more to come in the future.

[h2]New addition to T4 tools[/h2]



A further improved hammer to speed up your crafting and repairing. This new content will become more important when we have rounded out and expanded the purpose of T4 items. We want to substantially redevelop the T4 and its role, to provide far greater depth than we currently offer.

[h2]Footprints and Impressions in Sand and Snow[/h2]

While we’re still considering this feature experimental (disabled by default, still being developed) we thought it was so cool people would want to get their hands on it right away. More than just footprints, it’ll let any object that contacts soft ground surfaces like snow or sand leave a temporary imprint. As a bonus, it also helps with some instances where objects can be lost when dropped and hidden under the snow, but this is still an issue with very small objects so will also be addressed via other approaches.
This option is disabled by default while we confirm how it works across a broader range of customers, and take feedback. You can enable this option via the ‘Terrain Deformation’ setting.

[h2]Detailed Change Log[/h2]
Version 1.1.2.91544
  • Added new Titanium Hammer to Tier 4.
  • Added a new light slot. You can store your lantern there and still use your equipped item (pickaxe, etc).
  • Added a new backpack slot. Using a backpack no longer bars you from carrying something else on your back, like an animal carcass.
  • Added terrain deformation which, besides being awesome, makes it easier to find quest items dropped in snow. This feature is experimental, is off by default, but can be turned on via options.
  • Added the ability to sort your inventory by weight.
  • Added new terrain feature pieces for use in future missions.
  • Added animations to the small and medium interior crates.
  • Added repair hammer audio.
  • Added an “add Oxite” sound for Oxite Dissolver.
  • Metal Pickaxes have a new strike sound, a 'ringing' effect.
  • Added Caves to Canyon Biome to standardize voxel distribution.
  • Improved render performance of creatures and characters at distance.
  • Improved some particle emitters where they were not correctly being deactivated at range.
  • Improved the performance of the fire system - less emitted embers, texture resolution adjustments, updated material.
  • Improved memory usage across the board.
  • Improved performance of Rock material on High and Epic settings.
  • Improved performance when opening the map.
  • Optimized level of detail of rocks and added better collisions to some cliffs.
  • Optimized torch causing frame drops.
  • Updated Flare Arrow appearance and Icon.
  • Animal Bait can now be deployed via right-click menu.
  • Updated Buffalo skeleton to a ‘meatier’ variant.
  • Improved skybox overall (skylight, moon, sun).
  • Lowered volume of critical hit audio at close range.
  • Fine tuning internal ambience during storms.
  • Added more ice in the arctic outpost.
  • Added distant polar bear idle audio for better awareness.
  • Added rain sounds to concrete and stone roofs.
  • Improved cave worm death audio.
  • Improved hunter armor in first person perspective.
  • Improved radar deploy and animation sound.
  • Added larger squash plant to better fill the crop plot.
  • Added fix for animals poking their heads though walls and doors when attacking players or running away.
  • Improved underwater at night to not be so bright.
  • Added ability to Delete Outposts in UI instead of needing to the Delete file manually.Improved clarity on selected outposts in UI.
  • Decrease Fur Rewards for Chamois, Wolf and Rabbit.
  • Added 2 second health regen delay to NPCs.
  • Added sound when animals are placed on the skinning bench.
  • Improved sound of creatures when they fall.
  • Improved ability of creatures in the Waterfall: Expedition Mission to navigate around obstacles.
  • Improved Audio of when a tree falls onto your house.
  • Polished the look of the Chemistry bench.Improved Trophy Bench visuals by adding fur.
  • Improved texture on the Single Shot Pistol.
  • Improved smoke puff effects when striking mineral deposits.
  • Added additional Food specific consume sounds.
  • Polishing Character Selection/Creation UI.
  • Polishing Prospect Select Screen.
  • Improving the UX of menus in the station. Escape key now backs you out of all menus.Improvements to the AI spawning code.
  • Added claim reward sound for notification screen and notification pop-ups.
  • Added gameplay setting to toggle tooltip delays, now off by default.
  • Improved the dead Buffalo ragdoll behaviour.Improvements to the repair sound feedback to structures, impacts & metal variants.
  • Improved syncing of morning and night music to correct time of day.
  • Improved the look and texture (and performance) of the Sandworm Boss scales.
  • Improved animal pathing in narrow passes in the Arctic.
  • Improved Sol’s vocal delay so he doesn’t talk too soon.
  • Improved bear and buffalo sounds depending on how far away you are.
  • Added missing buffalo footsteps and light movement sounds.
  • Fixed some cave entrances having an invisible blocker.
  • Fixed issue preventing some players in Korea from connecting to the Icarus content servers.
  • Fixed Flare Arrows being permanently ignited if shot into a creature or character.
  • Fixed several issues relating to characters animating oddly when interacting with arrows or dead and ragdolled’.
  • Fixed case where crafting queue would incorrectly calculate required resources.
  • Fixed issue where trying to fire while sprinting could leave arrow reloading in a bad state.
  • Fixed backpack-mounted extractor being oriented incorrectly.
  • Fixed mismatched armor appearance between first and third-person models.
  • Fixed item crafting sounds when crafting from player inventory.
  • Fixed occasional crash when exiting the dropship.
  • Fixed player still running on clients if they activate photo mode while running.
  • Fixed player entering photo mode while typing in the chat box.
  • Fixed an issue where Pumpkin Bread and Pickled Carrot weren’t decaying.
  • Fixed an issue where carnivores wouldn’t target deer corpses in the same way that they would target rabbit or baby deer corpses held on the hip.
  • Fixed an issue where the Black Cougar Boss was walking through the walls of its den.
  • Fixed an issue where the Taxidermy knife wasn’t yielding trophies in some instances.
  • Fixed hunting rifle being able to load and shoot flint arrows.
  • Fixed the ability for Elephants to stand on top of the radar and rotate with it.
  • Fixed creatures sometimes not reacting when taking damage from players.
  • Fixed animals being able to deal damage after they die if mid-attack animation.
  • Fixed 3rd person whoosh audio being out of sync.
  • Fixed crash when client would join the prospect and appear in the sky.
  • Fixed issue where animals would try to walk through Sandworm corpses.
  • Fixed issue where players could get trapped in an infinite loading screen in certain circumstances.
  • Fixed break chance of Poison Arrow to be 100% instead of 10,000%.
  • Fixed Pill Modifier Icons.
  • Fixed bug with bushes blocking melee hits.
  • Fixed desert animals spawning at the entrance of the cave in M9.
  • Fixed issue in Mission 'Voyager: Recovery' where a quest step would not be able to be completed on reload.
  • Fixed High Tech Asset in Mission Snowcrash: Recovery from bouncing and falling through the ground when dropped.
  • Fixed Talent 'Tis but a Scratch' which was not preventing as much damage as was intended.
  • Fixed Pistol and Bolt Action Rifle not costing any resources to repair.
  • Fixed texture on the buffalo carcass.
  • Fixed an issue in Mission Broken Arrow: Recovery where Epic animals would not spawn.
  • Fixed Mission timer being visible on Outposts in the escape menu.
  • Fixed XP notification showing mining coal instead of mining exotics.
  • Fixed Polar Bear Armour covering guns in certain poses.
  • Fixed Prospect Text overlapping with the duration in the Prospect select screen.
  • Fixed all angle wall piece icons to show correct direction.
  • Fixed animal spawning issue in Mission Incursion: Scan.
  • Fixed female head from clipping through head cap.
  • Fixed the Conifer Wolf turning into a Snow Wolf on death.
  • Fixed animals attacking the player slowly for the 'Live Wire: Terrain Scan' mission.
  • Fixed desert wolf’s front foot looking broken.
  • Fixed starting text box scroll position for workshop and prospect select screen.
  • Fixed destruction sound on the glass door.
  • Fixed ballistics not causing animals to flee when fired.
  • Fixed fur armor dynamics, or how parts of the armor respond to character movement/wind etc.
  • Fixed issue where clients weren’t seeing the noise bar increase when they are far away from the host.
  • Fixed issue where the player sometimes didn’t take fall damage.
  • Fixed issue where the extractor would stop playing audio if a player changed fuel quickly.
  • Fixed issue where the material processor did not require fuel to function.
  • Fixed issue where the biofuel generator would not always reactivate attached devices when powered on.
  • Fixed issue where multiplayer chat texts were being replaced by a white square characters.Fixed issue where there was incorrect subtitles to dialogue in the Broken Arrow, Recovery mission.
  • Fixed issue where objectives have the “not charging” text displayed even when it is charging.
  • Fixed some instances where scan mission did not complete correctly.
  • Fixed issue where players appeared as level 0 in Steam Rich Presence (friends list).
  • Fixed various mission and item typos.Fixed an issue where the incorrect placement blueprint/ghost was showing for the MXC Furnace.
  • Fixed an issue where MXC Crate & Seeds were unable to be returned to the Station.
  • Fixed an issue where Mission names were overflowing from their UI boxes if over a certain length.
  • Fixed an issue where the game would crash after attempting to place trophy benches in some circumstances.
  • Fixed an issue with character and animal corpse ragdolls colliding with the camera in third-person.
  • Fixed an issue where shotgun shells would float after being fired in third person.
  • Fixed issue where you could see the radar on your back and in your hand in 3rd person.
  • Fixed some instances of kill target quests not being flagged as complete upon death of the target.
  • Fixed issue where you could toggle UI while photo mode was active.
  • Fixed issue where the feminine base character head was visible through their space suit.
  • Fixed UI issue where claimed prospect warning would be displayed where players could not see it.
  • Fixed issue where you couldn’t see character names displayed on the Mission report lobby info.
  • Fixed issue where wine and beer bottles weren’t given back on consumption.
  • Fixed issue where wine was giving beer buff when consumed.
  • Fixed issue where a cave in F4 was unintentionally underwater.
  • Fixed issue where the ghillie and carbon arms armor stretched while walking.
  • Fixed bug where frag grenades would disappear from players' hands if another grenade exploded nearby.

Icarus Week Ten Update | Deep Ore Mining

Week Ten brings a range of bug fixes, along with a new Deep Mining system and improvements to Talents. Have a look at our two key updates for the week, along with more detailed patch notes below.



[h2]Deep Ore Mining Drill[/h2]



This patch introduces a new way to gather resources - Deep Mining Drills - which you set up over mineral deposits of Gold, Copper, Iron and other ores found on the floors of larger caves.

Tapping these mineral deposits provides you with a new way to gather large quantities of valuable resources for those long, challenging missions. Deep Mining Drills are a long-term operation, designed to be set up, left to operate while you complete other mission objectives and then returned to collect resources from.

The Tier 3 Biofuel Deep Mining Drill operates steadily and will require refueling. The Tier 4 Electric Deep Mining Drill operates at a faster rate but requires a power source.

In future you’ll be able to use them to generate building supplies for Outpost builds too.

[h2]Talent Improvements[/h2]

Talents are an ongoing project for us, and this week, we’re making a bunch of tweaks to existing talents to provide better value and balance them out in comparison to other options. The ‘Longer Lasting Effects’ talent now applies to three times as many consumables and foods, and the ‘Homing Instinct’ talent now works with crossbow bolts in addition to arrows. The ‘Swift Flight’ talent also now works with crossbows, and all ‘bow’ talents will now work on crossbows. Lastly, the steel knife will correctly get its cost decrease from the ‘Discount Blades’ talent, and beer and wine are now properly buffed when the ‘Longer Lasting Effects’ talent is in-use.

We’ll continue to work on talents going forward, so keep your suggestions coming in via Feature Upvote.



[h2]Patch Notes[/h2]

Version 1.1.1.91181
  • Added Deep Ore Mining system. This works as a long-term solution for maximizing world resources by providing access to huge quantities of resources (Iron, Silica, Gold, etc) albeit at a slow pace.
  • Added Biofuel Deep Mining Drill. This is a tier 3 Deep Mining Drill that operates slowly and is powered by Biofuel.
  • Added Electric Deep Mining Drill. This is a tier 4 Deep Mining Drill that operates at a faster rate than the Biofuel Drill and is powered by Electricity.
  • Added Deep Ore nodes to some caves. Ore types are randomized but in a weighted fashion to increase the likelihood most resources are available via deep mining.
  • Added ability to stack empty beer and wine bottles.
  • Fixed issue where the wound status would not apply correctly to Creatures.
  • Fixed issue where damage number would disappear before killcam finished.
  • Fixed ‘Pinning Shot’ applying to all attacks not just bow ones.
  • Fixed issue where ‘Longer-Lasting-Effects’ talent did not apply to all food buffs.
  • Fixed ‘Homing Instinct’ talent not applying to bolts as intended.
  • Fixed ‘Swift Flight’ talent not applying to Crossbows as intended.
  • Fixed Steel Knife not getting recipe cost reductions from the ‘Discount Blades’ talent as intended.
  • Updated text on some talents to clarify that they affect both Crossbows and Bows.
  • Fixed issue with options screen tooltips where they could be displayed off-screen.
  • Changed repair materials for Spear to use Sticks instead of Wood.
  • Optimized performance of several auxiliary light sources in the game.