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Icarus Week Twenty Three Update | World Bosses

For Week Twenty Three, the planet is about to receive its biggest threat yet: World Bosses. Roaming around the map, these bosses are an ever-present threat that requires prospectors to be on their toes at all times.

We’re also releasing the next batch of Sandworm Items including Armor and Weapons, and a mission to introduce and exterminate these new roaming bosses.



Persistent World Bosses


World Bosses are the first instance of an ‘alpha’ enemy that isn’t restricted to specific prospects and can roam the map, providing a new layer of intensity to every mission. The first to be introduced is the Sandworm. Any mission which includes the desert biome will now include the risk of the Sandworm intruding.

Expect to see the bosses you’ve encountered in other missions gradually encroach on other areas of the map in future weeks. They may surprise you in missions and locations you previously considered safe.



Originally posted by author
'This week is the first big step for some exciting new tech - world bosses can now be found during your missions. Currently this is limited to the Sandworm and in missions which have access to the desert, but keep your eyes peeled when you drop because their numbers seem to be growing.

This system comes with two more additions in the form of a new module in the workshop and a new talent at master rank on the hunting tree, both allowing you to track the location of world bosses on your map. This is valuable as the Sandworms have a habit of not staying in one place for too long. We've also added some more Sandworm items and a new Sandworm Armor set made from its scales, which comes with some handy poison resistance set bonuses.' - Shawn, Game Designer and all-around-nice-guy




Sandworm Items


Along with this update comes the second batch of Sandworm Items. You’ll now be able to craft Armor, Knives, Spears and Arrows using the scales collected from Sandworms, which are now more plentiful thanks to those roaming Sandworm bosses. With their own unique perks, these items add a distinct variety to the loot pool, such as the reduction to poison damage, reduced poison debuff duration and water consumption buff provided by the armor set, or the poison buff added to the knife, spear and arrows. All of these items will be craftable at the forge and armor benches respectively, and their blueprints unlockable on the tech tree.



Roaming Sandworm Mission


To introduce the new bosses, there is a new mission for prospectors to complete. Details are scarce, you’re on your own for this one.

MIGRATING SANDS: Survey

INVESTIGATE AN ANOMALY IN THE DESERT

// OPERATOR: UDA
// BIOME: Desert
// BACKGROUND: General access for all Contractors meeting drop criteria
// MISSION: Contractors are not required to pursue specific objectives
// TERMS: Contractors will be provided with a functioning envirosuit, they will be otherwise unassisted



Detailed Change Log:


Version: 1.1.14.95804
  • Added New Mission: Roaming Sandworm
  • Added: New Sandworm Items - Created from the scales of the far more formidable evolution to the Caveworm, the Sandworm Knife, Spear, Bow and Arrow offer a higher durability across the board and are designed to put a stop to any health regeneration on its victims.
  • Added new Workshop Item: World Boss Module - this will allow you to see World Boss locations on the map.
  • Added new Talent: Big Game Hunter - this will allow you to see World Boss locations on the map.
  • Fixed issue where the Extractor wouldn’t snap to a faulty configured deposit in E6.
  • Fixed issue where extractors continued to run when the extractor was full, deleting resources out of the inventory.
  • Fixed issue where radars in missions would attract regular wildlife while also attracting the mission spawning wildlife.
  • Fixed issue where Radar would continue attracting more waves of wildlife after scanning was completed.
  • Fixed issue where you would get Arctic weather events in the Forest and no weather events in the Arctic.
  • Fixed the spoil rate of the Ice Box and Refrigerator to no longer be 0, but rather slower than normal, with the Refrigerator being 2x better than the Ice Box.
  • Improved NPC navigation in lakes and rivers to lower the likelihood of animals walking through them.
  • Fixed issue where the sickle would not collect any Berries when used on Berry Bushes.
  • Added increased yield and sickle support for Beans, Cocoa, Coffee, Tea and Gorse Flower Bushes.
  • Increased maximum potential output for grown crops of Beans, Cocoa, Coffee, Tea and Gorse flower.
  • Fixed further instances of buildings breaking on reload. Continue to report these if you experience them.
  • Fixed issue where Aluminium and Coal were not spawning correctly for Deep Mining Deposits.
  • Fixed issue where you couldn’t CTRL+click objects between the space station inventory and the drop loadout.
  • Removed 2x Weapon Damage multiplier on Shotguns and instead increased Buckshot Shell damage from 15 to 30 in order to give better clarity on where damage improvements are coming from.
  • Decreased Hip Accuracy of Worm Bows slightly.
  • Fixed Caveworm Bow crafting speed being set incorrectly fast.
  • Modified weapon audio to match volume of real items.
  • Increased Aim Accuracy of Recurve Bow slightly.
  • Fixed some instances of prospects not completing to make it retry up to three times. If retrying three times still fails, you can resume the prospect and try again.
  • Fixed crash that could occur when NPCs eat a corpse that has something like a prime meat or stringy meat drop chance applied to it.
  • Fixed issue where Prime Meat Accolade wasn’t being completed when collecting Giant Steak, Fatty T Bone, Gamey Meat, Soft Meat, Stringy Meat and White Meat.
  • Fixed issue where drills and extractors weren’t shutting down when their inventory is full.

Icarus Week Twenty Two Update | Exotic Extraction

This week, we’re making some significant changes and improvements to how you discover and extract exotics. Exotic deposit randomization is the most prominent of these, changing how deposits are spawned into the map and adding variety and challenge to your drops.

To complement this change we are improving our Scanning and Extraction systems with Tier 3 and Tier 4 Radars and Extractors, and new Workshop Radars and Extractors for the high-end prospector. This work helps lay further foundations for us to improve the late game experience and the entire exotics loop.
Improving the exotics loop and late game is something we need to approach with a delicate touch, efforts in this direction will be carefully rolled out in updates like this so we can test and adjust our changes as we go. We have many different activities going on, such as balancing work, new content, future DLC plans, optimizations, multiplayer improvements, etc... all at the same time but with different cadences. They don't always line up exactly with our update schedule, so some weeks may be more content focused, other weeks may be more foundational or feature focused.
- Dean Hall, Gamerunner




Exotic Deposit Randomization


Previously, exotic matter spawn locations have been fixed and consistent, but this is changing. The location of exotic deposits is now randomized and you’ll have to scan to find them afresh each drop.

Each prospect will have a selection of potential exotic spawning points, but which ones are active will be randomized and different each time you drop on a new prospect. This makes exotics difficult to map and will encourage you to scout and discover, rather than memorizing locations.

We will monitor the impact of this change, as the increase in difficulty requires fine balancing, so keep providing your feedback and experiences to us on Feature Upvote.



Originally posted by author
With a static system, players could learn exactly where deposits are for each prospect and then circumvent a bunch of gameplay loops, bee-lining it straight to the deposits. As a result, we found many players weren't engaging with the radar scanning system to locate deposits, because they already knew where they were.

Now, with Exotics spawning randomly at a number of potential locations, players will need to engage with radar mechanics in order to locate them, which has knock-on effects such as encouraging players to establish a base and get geared up first.

As part of this change, we're also introducing Radars and Extractors to both Tier 3 and the Orbital Workshop. With players now able to bring down Extractors with them at the start of a drop, it was more important than ever that we implemented this feature.

We understand that for the min/max'ers out there this makes obtaining Exotics more difficult, but they were never intended to be easy to get. Those looking to obtain Exotics as quickly as possible may want to invest in the Workshop items as they will let you hit the ground running the fastest but, be aware, with this advanced equipment also comes advanced hostility from the local wildlife. - Adam, Game Designer




T3 & T4 Radars and Extractors


We have added new Radars and Extractors at Tier 3 and Tier 4 to replace the existing ones and help you better find and mine those exotic deposits.

Tier 3 Radars + Extractor (Biofuel)

The Tier 3 Radar and Extractor are biofuel powered and provide low-cost, moderate-return systems, with a low chance to attract animal life. Both provide a strong early option for the less advanced prospector with moderate efficiency and accuracy, and a more easily accessible fuel to reduce the investment to deploy.

Tier 4 Radar + Extractor (Electric)

The Tier 4 Radar and Extractor provide a substantial improvement on the Tier 3 alternatives, but require a more advanced fueling system in electricity. In turn, they provide higher scanning speeds and higher precision, but their increased activity is more likely to attract local foes. So keep your wits about you.



Workshop Radar & Extractor & Biofuel


The most advanced of the Radar and Extractors added to the pool is the IC-001 Radar and IC-001 Extractor. These are purchasable through the Workshop and will require a new fuel source, IC-001 Prototype Power Source, which is also purchasable alongside them.

Workshop Radar, Extractors + Biofuel

The IC-001 Radar is the most advanced system we have released to date, requiring no energy source and providing the highest precision and speed out of all available options. In turn, it is also the most likely to attract animals, requiring you to be on guard at all times.

The IC-001 Extractor is the most powerful extractor we’ve introduced also, which provides a lot more durability and runs on a very special power source. Its high performance requires a previously unavailable source of energy, available in the Workshop as the ‘IC-001 Prototype Power Source’. This self-sustaining unit can extract up to 600 exotics per prospect but cannot be brought back to the station. Once it is empty, throw it away.

We have also added a ‘MXC Fuel Canister’ as a container which can carry biofuel. It comes prefilled and will refill every time the player returns to orbit if it is brought back.

Note: Existing Radars and Extractors players have on prospects will still work the way they used to, but upon leaving them behind on your prospect they will be gone forever, so enjoy them while they last.



Changes to how to bring Workshop items to the planet


Since you can now bring non-equipable items like Radars and Extractors with you from orbit, we have changed where you will find them when you arrive on planet. Player loadouts now come down in the your dropship inventory not your character's inventory. Don’t worry, you haven’t lost any workshop items, they are just in a different place.



Back-end Architecture Tooling & Support


As part of our long-term changes to the back-end architecture, which stores player progress, we have improved the tooling that allows us to support player activities. Specifically, this gives us much easier access to assess and right problems that have occurred due to bugs when playing in online mode. Please contact us if you have lost exotics and need assistance.

This is a very new package of work so we didn't have time for this week to provide a detailed explanation of what it is, and how it works. This will follow in next weeks update.

We will be extensively overhauling our back-end architecture over future updates as we look to improve the game and better support the needs of the community.

Detailed Changelog


  • Added Exotics Deposit randomization system so deposits will now be random within a set of possible locations for a given prospect
  • Added three new Radars and Extractors
  • Added feature where Extractors & Radars can be damaged and destroyed
  • Radars while active will now attract animals that will attack it while it is active
  • Players old extractors will exist in their current state but are not longer craftable
Biofuel Radar and Extractor
  • Powered by biofuel with the result being it is slower than other versions
  • Added a new Interactable so players can interact with the biofuel radar in new ways, by directly accessing its inventory
Electric Radar and Extractor
  • Powered using electricity resulting in them operating at the same speed as previous versions
Workshop Radar and Extractor
  • The “IC-001 Radar” has an internal power source, and need not currently be powered
  • The “IC-001 Extractor” requires the “IC-001 Power Source” workshop item to be powered.
  • Faster than previous versions
  • Workshop Purchasable MXC Biofuel Can. This item comes pre-filled with Biofuel and can be returned to the Station for free refilling.
  • Workshop Purchasable IC-001 Power Source item which is used to power the IC-001 Extractor. This item is one-time use and cannot be returned to the Station. Multiple Power Source’s should be brought with you on drops where large amounts of Exotics are expected to be extracted.
  • Player Loadouts now come down in the players drop ship and not on their person. This was to fix issues with certain items requiring more space than any player could have (multiple Utility slot items, for example)
  • Added audio for all rustic items crafted on the new rustic decorations bench.
  • Fixed issue where creature body landing sounds wouldn't play when using a shotgun, due to excess shotgun ammo projectiles interference.
  • Improved footstep audio priority for creatures to be medium instead of low, giving them a higher chance of playing.
  • Improved footstep audio events to only play as long as necessary for the sound.
  • Improved damage audio cues to scale with the intensity of the damage amount.
  • Improved river audio to address issues where other sounds could cut out when in an area with lots of rivers.
  • Fixed stone stairs not having correctly named railing sockets, preventing rails from going on the right hand side.
  • Fixed issue where game browser wouldn’t reflect mission difficulty settings (difficulty, insurance, respawn).

Icarus Week Twenty One Update | Rustic Decorations

This week's update brings a range of rustic decorations to the carpentry bench for creative prospectors.

With 20 new rustic items, you can decorate your base or Outpost and turn it into a lovely home for your time on the surface. There is also a new mission on behalf of the African Assembly requiring these items as they host an event for distinguished VIPs curious about your operations on Icarus.



New Rustic Decorations


This week is for interior designers. We’re introducing 20 new items to the new ‘Rustic Decor Crafting Bench’ with a distinct rustic theme for you to decorate your bases and turn them into comfortable homes.

The Rustic Decor Crafting Bench will be unlockable from the Crafting Bench at Tier 2, and all the blueprints will come with it, meaning it will only cost you a single point.

All items will be craftable at Tier 2, however the Statue requires Gold, which can only be forged in a Concrete Furnace at Tier 3. It comes in table-mounted and wall-mounted variations.



To fit out your living area beautiful rustic couches are available in 2 and 3 seater varieties. Adorn the corner with an armchair for elderly prospectors and a coffee table to complete the room. Finally, furnish the space with a lovely rustic cabinet to display your finest achievements.

Your dining room can now become a place of elegance with a beautiful rustic table, round or rectangular, with enough dining chairs to support your crew - or what remains of them. Decorate your table with lovely rustic candles, and cook your bear stew in gorgeous rustic pots. Your dining room will be a place of community and fun after a hard day seeking exotics.

And finally, make your bedroom comfortable by adding a rustic wardrobe and nightstand by your bed before getting some much needed shuteye.



Originally posted by author
"We saw all the amazing homes that the community were making (even though there wasn’t much available in the way of typical “home decor”), so our art team thought why not make some more? We brainstormed different ideas and came up with several tiers of home furnishings and decor, including this first set of Rustic Furniture. We plan to introduce more “advanced and refined” tiers over time, so rest assured we have more to come. We’re excited to see what all you Prospectors do with this first set. My personal favourite item is a tossup between the coffee table and the couches, they look great together!” - Brent, Lead 3D Artist




New Mission


To give you a chance to try out the new Rustic Items, the African Assembly has a new mission requiring you to craft them all. Your briefing is as follows:

HOMESTEAD: Construction

// OPERATOR: African Assembly
// BIOME: Forest
// BACKGROUND: Operator is hosting a VIP investment on Icarus, and requires advanced infrastructure for their guests in the region.
// MISSION: Construct a fully equipped base to Operator specifications.
// TERMS: Flat fee. All resources and construction materials responsibility of the Contractor.



Coming Soon


You might have noticed this week’s update seems a bit smaller than previous weeks and this is with good reason. We’re working on a bigger update for you, with lots more fresh content and experiences. More details next week...



Detailed Change Log:


  • Added a new mission - HOMESTEAD: Construction
    //OPERATOR: African Assembly // BIOME: Forest // BACKGROUND: Operator is hosting a VIP investment on Icarus, and requires advanced infrastructure for their guests in the region. // MISSION: Construct a fully equipped base to Operator specifications. //TERMS: Flat fee. All resources and construction materials responsibility of the Contractor.
  • Added new Rustic Decor Items
    • Rustic Decor Crafting Bench - You'll need this to craft most of the new pieces.
    • Rustic Bench
    • Rustic Bookshelf
    • Rustic Cabinet
    • Rustic Candles
    • Rustic Coffee Table
    • Rustic 3-Seater Couch
    • Rustic 2-Seater Couch
    • Rustic Dining Chair
    • Rustic Armchair
    • Rustic Nightstand
    • Rustic Pot
    • Rustic Stool
    • Rustic Table
    • Rustic Large Table
    • Rustic Round Table
    • Rustic Wardrobe
    • Rustic Narrow Wardrobe
    • Rustic Icarus Statue
  • Fixed a rare issue where buildings supported by caves and cliffs were breaking when reloading a prospect.
  • Adjusted the lake sound to lower in volume when on an island so it doesn't feel like you are in the middle of the water.
  • Fixed an issue where ambient audio transitions could sound jarring between the Desert and Arctic biomes.
  • Fixed some naming inconsistencies and spelling issues on talents.
  • Fixed deep mining drills not saving their active state when walking out of range or logging out.
  • Fixed damage over time effects not awarding credit for killing the target (i.e. no experience rewarded for kills with poison).

Icarus Week Twenty Update | Workshop Restock

We have reached the 20th weekly update to Icarus, and it brings a range of new Orbital Workshop Items for you to spend your hard-earned Ren on.

Larkwell Martinez backpacks and envirosuits with their own unique buffs have landed, including new team-oriented boosts, new armor sets and the highly-requested Workshop Repair Kit. To cap it off, we have a new mission, FORSAKEN: Recovery which comes with its own ‘Hard Fail State’ twist. Get going prospectors, the planet awaits.



Repairing Workshop Items


Last week's patch introduced the new Armor Durability system, and your feedback has been instrumental in the development of this feature, and the development of other features which follow a similar model.

One area that caused some confusion was the impact on Workshop Armor, and we are addressing it this week with the new Workshop Repair Kit which is now available in the Orbital Workshop.

This will allow you to repair any Workshop Item that is damaged. It can be carried by any prospector on your team, but can only be used at the Machining Bench or Fabricator.

The Workshop Repair Kit can be purchased individually or in a stack of five, and will stack up to ten in your inventory. We recommend figuring out among your group how many you need for a mission, and strategically using them throughout your drops.



New Workshop Items and Area Modifiers


The Orbital Workshop has a range of new items available for players to purchase with their hard-earned Ren. New Larkwell Martinez items have landed, including two new backpacks with shotgun and storage buffs each. There’s also a new Larkwell Envirosuit with 3 module slots available at the cost of 5 inventory slots.

Also look out for two new Armor sets, one with bonuses to Mining and Gathering and another with bonuses to Stealth and Damage, giving you variation for your unique prospector builds.

There are two new Boost Modules with ‘Area Modifiers’ which provide benefits to fellow players in the area nearby, but not to the owner. One provides a modifier that increases your fellow prospectors' carrying capacity and one which grants them healing from afflictions such as poison and pneumonia when nearby. These boosts are intended for co-operative gameplay and, importantly, do not provide the boosts to the player equipping them, so take this into consideration when playing with your team.

You’ll also find the Workshop Repair Kit + Bundle as mentioned in the previous paragraph, which will be a valuable purchase for your crew.



Originally posted by author
This week we added some new workshop items to allow players to really focus their builds and provide some unique interactions. We are exploring ideas to add more Auras to the game which provide benefits to nearby players. With this patch we added two in the form of workshop modules that focus on cooperation.

We also added a new envirosuit which has a bit of a tradeoff, allowing more module slots at the cost of general inventory slots. You may see us from time to time add items in the game that provide both benefits and deficits, this allows players to specialize in playing the way they want while avoiding the powercreep that many live service games suffer from. - Jake Dodunski, Icarus Tech Lead




New Mission - FORSAKEN: Recovery


This week’s new mission is the first where there is a hard fail state. If players fail to protect the ship, and it explodes, the mission will fail and players will need to leave the prospect and return to try again.

[h3]FORSAKEN: Recovery[/h3]

// OPERATOR: ACS

// BIOME: Forest

// BACKGROUND: The operator has lost a valuable asset on the surface and cannot abandon it for fear it may be discovered by other teams.

// MISSION: Locate and repair the damaged dropship and ensure its safe return to orbit.

//TERMS: Flat fee. All safety and survival concerns are the responsibility of the Contractor.



Detailed Change Log:
  • New Mission: FORSAKEN: Recovery. The operator has lost a valuable asset on the surface and cannot abandon it for fear it may be discovered by other teams. Locate and repair the damaged dropship and ensure its safe return to orbit.
  • Added ST-400 Armor set - Physical defense, with a boost to base melee and projectile damage. Also gives you bonuses for hunting stats, like stealth and faster movement when crouched/sneaking.
  • Added CX-700 Armor set - For miners/resource gatherers, provides bonuses that let you stay out in the field longer reducing wear-and-tear on pickaxes and axes, as well as increasing yields.
  • Added Inaris Lua Envirosuit - Less inventory slots, but with 3 module slots allows for the most customization of any of our existing Envirosuit options.
  • Added Larkwell Martinez Tactical Backpack - For when you’ve got a lot to carry, our biggest storage option available at the moment.
  • Added Larkwell Martinez Mercenary Backpack - For when you’ve got a lot to kill, Increased shotgun ammo capacity and reload speed.
  • Strength Boost Module - Improves the carrying capacity of nearby allies.
  • Healing Boost Module - Helps nearby allies recover faster from ailments.
  • Added the ability to repair workshop items ('Workshop Repair Kit' & 'Workshop Repair Kit Bundle'). These can only be used within range of a Machining Bench or Fabricator.
  • Fixed some cases of the error 050 message prompt that displayed while trying to play with a character that has previously been left on prospect, then returned to the station using the debug “Remove From Prospect” button.
  • Added functionality of locally saved Fog of War to persist between prospects and characters for each terrain
  • Fixed an issue where stats were not being displayed correctly for Caveworm Knives, Spears, Arrows or Bows
  • Fixed an issue where some landscape textures were being displayed at the incorrect distance
  • Fixed an issue where some buffs were not working as intended if overlapping with another buff provider within a certain radius
  • Fixed an issue where Boar didn’t have health bars until too late with the health bar talent
  • Fixed an issue where you couldn’t see some health bars until they were too close to you
  • Fixed an issue where the Icebox and Refrigerator would not receive the extra storage space stat with Extra Space I or II Talents
  • Fixed stat description for Wound Resistance to differentiate between Basic Wound Resistance and Deep Wound
  • Fixed issue where backpacks and envirosuits could take damage
  • Fixed issue where weapons in your right hand would be displaced in your wrist when you are attacked
  • Fixed issue where weapons would disappear when you are attacked
  • Fixed typo in mission briefing under modifiers on Dry Run: Expedition
  • Fixed issue where placeholder text would appear above their head when the host used photo mode
  • Fixed issue where backpacks wouldn’t remove their stats when unequipped so extra slots don’t persist after taking backpack off


Icarus Week Nineteen Update | Scorpion Boss

Week Nineteen's update brings our most feared boss yet - the Scorpion Boss. We’ve also made substantial updates to our armor system, so your armor’s durability deteriorates as it takes damage and wear. To cap it off, we have another bonus mission on behalf of Sinotai which unlocks two unique Scorpion items, so jump in and get to work prospectors.



Scorpion Boss Mission


Sadly, your previous work in eliminating the escaped experiments was not as effective as originally thought. The scorpion infestation has spread even further and a new highly aggressive mutation has emerged, terrorising prospectors deployed to the region. Sinotai wants you to back down there to finish the job and eliminate this new threat:

LOOSE ENDS: Extermination

// OPERATOR: Sinotai

// BIOME: Desert

// BACKGROUND: Sinotai's previous experiment was not completely erased. Traces of bio-research still persist on the surface.

// MISSION: Locate the remaining creatures and eliminate them.

// TERMS: Flat fee. All safety and survival concerns are the responsibility of the Contractor.



Armor Durability


The updates to the Armor Durability System provide more authentic deterioration for your armor pieces as you wear them. Damage taken from attacking foes, environmental impacts and extended use will now damage your equipped armor pieces. Once they break, you’ll need to repair them and replace parts to maintain the benefit and buffs they provide.

Armor repair is now available on the bench or deployable where you crafted the armor. It costs a portion of the initial construction cost. Keeping an eye on the state of your armor will become important, as their stats and bonuses will become void when they’re destroyed.



Extra Mission


Sinotai are looking for prospectors to complete another quick mission for them. Extracting more resources from the surface for their “standard” planetary research, and they expect that it will be similar to prior expeditions you have undertaken. In return for your silence regarding their other experiments, you’ll be rewarded with new recipes from their labs. Keep in mind that risks are often unexpected, and Sinotai can offer no guarantee of safe passage home. Your mission briefing is as follows:

CARAPACE: Research

//OPERATOR: Sinotai

// BIOME: Desert

// BACKGROUND: Operator is increasing their planetary research using all available technology

// MISSION: Contractors are required to fill and activate a sample analyzer in order to research new recipes derived from native resources.

// TERMS: Contractors will be provided with a functioning envirosuit. They will be otherwise unassisted.



Scorpion Items Reward


Once you’ve completed CARAPACE: Research you’ll be able to craft two new unique scorpion items, the Scorpion Trap and Scorpion Hedgehog.

The Scorpion Trap is a unique defense and hunting system, catching aggressive foes such as bears in its pincer grip and immobilizing them for a period of time. This can be highly valuable for your defense when you’re actively working on other tasks, but also for catching prey before they disappear from sight.

The Scorpion Hedgehog is a welcome upgrade to the Wooden Hedgehog, providing more damage and a handy poison infliction. The Scorpion Hedgehog is a valuable deterrent that can give you the split-second notice to respond to an incoming threat.

Detailed Change Log:
  • Added new mission - CARAPACE: Research
  • Added new mission - LOOSE ENDS: Extermination
  • Added Scorpion Pincer Trap, a new deployable made on the Crafting Bench using the Pincers obtained from a Scorpion corpse. Once deployed, the trap can be interacted with to activate it and it will be ready to snap shut on anything (creatures or humans) that triggers it, and they will be immobilized for a few seconds.
  • Added Scorpion Hedgehog, an updated version of the basic Wood Hedgehog defensive deployable, now with Scorpion Stingers attached for additional poison damage. Unlike the much safer Wood Hedgehog (which has been moved to the Crafting Bench), the Scorpion Hedgehog will also damage humans, so, handle with care. To make a Scorpion Hedgehog, you’ll need a Wood Hedgehog and combine it with a Scorpion Tail obtained from a Scorpion corpse.
  • Armor now takes damage when players resist damage
  • When armor breaks it is removed from the player model and the stats are no longer applied.
  • Armor is now repairable.
  • Added Coal and Aluminum ore types to Deep Mining system and Scanners.
  • Fixed issue with some Deep Ore Deposit textures in some caves.
  • Auto-crafting devices (e.g. campfires, furnaces) now prioritize recipes based on the position of items in the devices inventory. This means you can now position the items you want to be processed first in order.
  • Updated textures on pills medical items variants for a more refined look.
  • Updated the material shader for the tonics bottles and updated the liquid textures within the bottles.
  • Fixed an issue where there was a delay with the storm effects appearing for Clients.
  • Reduced the resolution of some larger gradient textures in UI to save memory.
  • Updated the mission Stockpile Dropship to use a new mesh which fixes some minor collision issues and also allows for highlighting when looked at.
  • Fixed some minor dialog errors in subtitles.
  • Updated the mesh and textures for the Cooling Bandage to improve look.
  • Updated the mesh and textures for the Heat Bandage to improve look.
  • Updated broken item icon overlay.
  • Fixed issue causing visual distortion on decals on Envirosuit, which would occur in first person.
  • Phase one of mountain and cliff optimization and visual improvements.