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Icarus Week 200 Update | Flat Solar Panels

Welcome to Week 200.

This week, we’re adding a new flat solar panel to Icarus. It offers the same functionality as the existing model and allows easy placement on diagonal roofs.

We also take a look back at a summary of what we have added to the base icarus game over the last 200 weeks of consistent weekly patches since the launch of Icarus.

We also give a quick preview about what we are adding to the Orbital Workshop next week - the Cultivar Backpack.


[hr][/hr]
This Week: Flat Solar Panels


The new Flat Solar Panel has been added to Icarus, giving players a fresh option for generating solar power. This new variant functions exactly the same as the existing solar panel but offers a different form factor to better suit certain base designs.

It is unlocked using the same talent in the tech tree as the original solar panel, so there’s no need to spend additional points or unlock a new branch. Once unlocked, you'll have access to both versions and can choose the one that best fits your layout.

Unlike the standard model, the flat solar panel is designed to have a much lower profile and allowed to be cleanly placed on roofs, making it ideal for players looking to build more compact or streamlined bases. This placement flexibility allows for cleaner integration into your structure, especially for rooftop builds where space and aesthetics matter.

On top of its practical benefits, it simply looks great - a low-profile, modern design that adds a polished touch to any base.


[hr][/hr]
This Week: 200 Weekly Patches


This week marks a major milestone for Icarus: 200 consecutive weekly patches since launch. We haven’t missed a single week, and over that time, the game has grown far beyond its original scope. Your ongoing support has fueled our constant drive to expand, refine, and evolve the world of Icarus.

We’ve introduced major systems that have transformed how players experience the game. Open World mode brought persistent environments, allowing you to run missions and operations on a single, lasting world.

The introduction of Mounts and Pets, each with their own skill trees and progression, added new ways to travel across Icarus and engage in combat. Not only can you purchase pets from the Orbital Workshop, but you can also capture and tame wild animals in-game and raise them as companions.

We’ve added many new ways to interact with the environment, including Wild Beehives, Deep Ore Veins, and Enzyme Geysers. Each comes with its own challenges to overcome, offering substantial benefits and rewards for players.

The planet’s ecosystem has expanded as well. Creatures like Bees, Bats, Kiwis, Tuskers, Terrenus, and Dribbos have been introduced, along with new resources such as Milk, Cheese, Eggs, Seeds, Avocados, and Strawberries, enhancing farming and cooking.

Combat and gear progression have evolved significantly. New weapons like Submachine Guns, Assault Rifles and Flamethrowers have expanded your arsenal, while the addition of Alteration Benches lets you customize tools, weapons, and armor directly on-planet. These changes allow for more personal and adaptable loadouts to match your playstyle.

Base-building and outpost customization have also improved. We added deployables like Fortifications, Turrets, Wind Turbines, Smokers, and even Aquariums to keep the fish you catch. A dedicated backpack slot was introduced, along with a wide variety of backpacks with unique functions. And yes - we added plenty of rugs, because even space survival deserves good interior design.

The world itself has grown more dangerous with the arrival of World Bosses like the Scorpion, Hammerhead, and Landshark, offering high-stakes encounters for players seeking a challenge. These bosses test your combat skills and preparation and provide memorable battles across multiple biomes.

We’ve also added ways to restore the environment. The Thumper allows players to replenish mined voxels, while the Localized Terraforming Device restores trees and foliage that have been harvested, extending the ways players can interact with and sustain the world.

Player progression has been expanded by increasing the maximum level from 40 to 60, introducing brand new talent trees, fresh recipes, and enhanced mission rewards. This adds more depth to your character development and new goals to pursue as you explore Icarus.

Behind the scenes, some of the most important changes have been made to ensure the game’s long-term health. By removing backend dependencies and adding dedicated server support, we’ve ensured that even if the studio were to close in the future, the game will remain playable. Your progress is yours to keep, and your data stays in your hands.

Alongside all the free weekly content, we’ve delivered two full-sized maps, two major expansions, and multiple smaller DLCs that bring fresh stories, environments, and mechanics to Icarus. These additions continue to build on the game’s foundation and keep it evolving week after week.

Thank you for being part of this incredible journey. Seeing what you build, how you play, and the stories you create keeps us motivated every step of the way. Here’s to the next 200 patches - and everything still to come.


[hr][/hr]
Next Week: Cultivar Backpack

Next week, we’re introducing a brand-new backpack: the Cultivar. Designed with farmers in mind, this specialized backpack will assist players with seed collection and crop harvesting, making it an essential tool for anyone focused on agriculture and food production. Whether you're running a small greenhouse or a full-scale farm, the Cultivar is built to support your growing ambitions.


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

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

https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/
[hr][/hr]
Changelog 2.3.11.142770


[h3]New Content[/h3]
[expand]
  • Unlocked flat solar panels
  • Updated flat solar panel's description to remove mention of roof pieces
  • Enabled support for grid angle snapping on flat solar panels

[/expand]

[h3]Fixed[/h3]
[expand]
  • Clients no longer attempt to request server-only biome update on BP_Grid_Base BeginPlay
  • Changed fishing rod attachment icon
  • Nuke from orbit obsolete/WIP content that no longer compiles or gets flagged during validation
  • Fix up invalid row handles on several BPs
  • Fixed description text mentioning 'Alert Level' for CanTrackAnimalHealthbar stat, when the stat doesn't affect that
  • Fixed issue where Rock Golem's jump attack had too big of an attack radius
  • Extend gravestone ragdoll time after recent change

[/expand]

[h3]Future Content[/h3]
[expand]
  • Changed Frostfall portrait image
  • Adding sulfur worm emerge audio events and notify
  • Adding Sulfur worm pre spit event and audio. Updatding Attack vocalisation
  • Blue quad, I'll no longer lag
  • Fix settings on Blood/Paw decal textures
  • Exclude RenderTargets from Texture validation
  • Fix missing Setting param on Sulfur Worm Spit vocalisation
  • Delete random toilet icon with validation issues used in Talents Simulation UI. Replaced used icon
  • Added IK control rig for Reaver
  • Fixed crash when attempting to perform asset validation on IcarusActorMacroLibrary
  • WIP saddle setup and skinning for the raptor mount
  • Rock Placement and Landscape Pass in Swamp, Orange/Purple Quad, Elysium
  • Fixed queen only slow walking. Added first test of burrowing/peekaboo mechanics. Added Transition/Attack montages
  • Added New Outpost portrait Images
  • Adding sulfur worm spit audio and events
  • DH: Reaver should no longer attack other creatures
  • Removed ensureMsgf from AITargetable
  • Ely - transition cave between W arctic and NW volcanic, red + green quads
  • Finished saddle setup for the chew mount
  • Added AXE_Lithium
  • Added KNI_Lithium
  • Added SPR_Lithium
  • Added PIC_Lithium
  • Reduce log verbosity for foundation actors
  • Added extra validation for BP-based trait component DT rows
  • Rock, Tree Placement and Landscape Pass in Swamp, Orange/Purple Quad, Elysium
  • Fix Jackhammer Idle audio is not triggering
  • Adding randomisation to the nailgun fire sounds
  • Saddle setup for the raptor mount
  • Jack of all hammers routing
  • Adding first pass jackhammer loop on and idle loop
  • Ely - transition cave between W arctic and NW volcanic, red quad
  • Validation fixes for Mesh LOD screensizes
  • Adding nailgun fire audio, event, data table setup
  • Update WeatherPools DT
  • Queen Boss - Added combat phases and better organisation
  • Update Slinker loot table. Cleared out duplicate content. Fix Audio on Juvi Slinker. Add DT validation for duplicate ItemRewards rows
  • Adjusted UV's for the liquid chamber on the Uranium Collection Device so they work properly with the new shader
  • Removed Fireflies, added Rock, Tree Placement and Landscape Pass in Swamp, Orange/Green/Yellow Quad, Elysium
  • Increase Fur from Tundra Deer. Decrease Fur from Pygmy Lops
  • Add Ely biomes to WeatherEvents DT
  • wip VFX options for Mining Laser
  • wip FX for BP_Exotic_Uranium_Collector
  • Ely - foliage painting and impassable placement in geothermal and NW volcanic, red quad
  • Removed CriticalSection var from AuraManagerComponent
  • Queen Boss - Fixed spit location and cleanup
  • Ely - updated biome heatmap to include arctic-NWvolcanic transition cave inside shattered barrens biome
  • Updated T5 Hazmat suit textures and sk mesh
  • BP_Fireflies_FX adjusted construction script for exposed controls on the niagara system
  • Queen Boss - Added transitions between all states and added diving/spit cycle
  • Ely - nav blockers in Geothermal and NW volcanic, persistent level
  • Saddle updates for the raptor mount
  • Made IAITargetable::IsHostileTowards warning message verbose
  • Ely - added voids, volumes and entrances to arctic-volcanic transition cave
  • Changed name of new IsDataValid function inside TraitComponent to prevent compiler warnings
  • Added_ITM_Sickle_Lithium
  • Clean out WIP turret content
  • Slightly increased Slinker's peripheral vision angle
  • Added a quicker variant of Slinker's pounce attack
  • Update flavor text on Cultivar Backpack
  • Slinker sniff spacialization tweaks and adjustments
  • Slinker idle sniff audio, event and notify
  • Adjustments and improvements to slinker vocals balance and footsteps
  • v2 of slinker aggro vocals. changed direction slightly. better representation of size and feel of the creature. Less low mid vocal growl
  • Adding slinker attack movement audio and events. Fast jump charge and hop type movement. Adding notifys to all appropriate events
  • Adding uranium collector deploy audio now that there is a new animation for deploying it
  • Volume adjustments to bounder deer
  • Fix dialog subtitles for ELY1 so that they match the audio
  • Move a bunch of actors into more appropriate folders (mainly Vision/Nav related content), move some meshes out of persistent level into Developer level
  • Fix Slinker XP event
  • Fix Slinker BP physics setup
  • Improve takeoff sequence for Transport pods. Increase time between ignition and movement, initial movement is now more gradual
  • ELY1: Add representative SearchArea to mission which has radius requirements. Increase max radius from 30m to 50m to allow for building on nearby rock. Move Map icons logic to root Beacon mission so they can be toggled on/off based on stage. Reduce Defend quest section by 60s (300 -> 240s). Fix quest description being wrapped in rich text when it was already rich text causing erroneous closing bracket to appear. Stop spawning drones after transmission completes
  • Add DF Bias to AlienRock01
  • added decal on console for FX when active or not and updated liquid mesh material for BP_Exotic_Uranium_Collector
  • Nailgun improvements and adjustments
  • Volume pass on drones to pull them back a fraction to accomodate for multiple at once
  • Adding nailgun montage and animation for reloading. Adding nailgun reloading audio
  • Fix bone DT setup for Drone
  • Fix bone DT setup for Bats
  • Queen boss - Added First pass flying phase
  • Adjustment and imrpovements to Reaver audio timing and volumes and emerges and submerges
  • Small volume balance of bounder deer
  • Shortening and editing a few dialogue lines for snappier presentation of information
  • Add isValid check for Target input for CheckLineOfSight function
  • Adding ghost croc vocalisations to data table. Duplicating croc pre attack to use in ghost pre attack montage. Adding ghost pre attack audio etc. Adding delay to dialogue event when landing in eden
  • Adding impact event for nailgun ballistic and data table setup
  • Added missing ADS Offset for single shot pistol. This brings the nail guna nd all pistols in alignment
  • Added ITM_Shield_Lithium
  • Adjustments and improvements to the jackhammer
  • Update Elysium minimap textures
  • wip on Exotic Uranium Collector material and BP
  • Add Generated LODs for Elysium
  • Fixed Orka control rig, added IK curves
  • Remove STL includes/function calls from Unreal components
  • T5 Chainsaw's InUse flag is now unset during setup, endplay
  • Added item animations to T5 chainsaw
  • Adjustments to jackhammer idle start fade in and also adding all bounder deer flinch and death audio events to correct data table ai setup
  • Adding correct placement of nailgun in hand by adjusting the offset location. Adding missing ADS offset sockets so that the nailgun and pistols all align the same
  • Small dialogue tweak to reduce length slightly and small fix to wrong text input
  • Adding Giant roach aggro audio, event and data table setups
  • Add Generated LOD data for Elysium
  • Added missing collision for audio to wild Avocado and Rhubarb, as well as fixed a few incorrect BP mesh assignements
  • Added 3 wild variants of both Avocado and Rhubarb plants, with all meshes, materials, textures, FTs, DMs, BPs and Data Table entries
  • Updated skinning on remaining raptor mount saddles
  • Add animation to jack hammer item (tip). Fix not using fuel on jackhammer
  • Changed outpost images texture size. Fixed outpost background not scaling for Ultrawide
  • Wire pull chain animation for Jackhammer
  • Adding jackhammer pull chord start audio event and notify
  • Created single submerged animation for the Wyrm Queen and shifted the submerge to ground animation to line up with ground idle
  • Adding jackhammer impact event and data table setups. Re adding loop audio to montage
  • Cleared invalid session flag param on unused GH device BP. Removed some related DT data
  • Change Ely starting zone drop image from Desert to Snow to suit Tundra. Fix DNT tag on instance level entry
  • Increase Tundra Deer peripheral vision range 115 -> 140deg. Change extra poison damage to extra fire damage
  • Jackhammer timing and balance adjustments. Making the pull start audio cue follow the hands so it feels more natural
  • Creature routing in FMOD
  • Adding storca flinch and death vocalisation events and data table setup. Small timing adjustment to stomper bite vocal
  • Removed Slinker's protective motivation. Should stop them from attacking other creatures
  • Slinker 'completes' it's hunting motivation after sucessfully pouncing
  • Slinker will no longer increase it's hunting motivation if target is close (within 10m)
  • Fixed issue where JumpTo_Attack was using a 20m attack radius for all instances of the action

[/expand]

Icarus Week 199 Update | International Flags

Welcome to Week 199.

This week, we’re introducing 29 new international flags to Icarus, which are items used to decorate your outposts and bases. Whether you're representing your home or just adding a personal touch to your setup, these flags offer a colorful way to customize your world.

Looking ahead to next week, we’re gearing up to celebrate a major milestone - our 200th weekly patch since Icarus first launched. To mark the occasion, we’ll be introducing a brand-new solar panel, allowing players to better integrate solar setups into their buildings.


[hr][/hr]
This Week: 29 New International Flags

We’ve added 29 new international flags to Icarus, giving players a new way to personalize and decorate their bases. Whether you're flying the flag to represent your home or introducing some colors into your build, these flags are a great way to add character to your outpost.

The flags are available at Tier 2 and can be crafted using the Decoration Bench. They require 5 Steel Ingots and 5 Rope each, making them relatively accessible once you've progressed a bit into the tech tree.

Each flag comes with three display variations to suit different base styles and placements. You can choose between a large flagpole for outdoor areas, a smaller standing version for tighter spaces, or a wall-mounted option for a more compact decorative touch. This flexibility allows you to incorporate flags in a way that fits your aesthetic, whether you're building a rugged survival shelter or a high-tech base.

Whether you're celebrating your roots or just want to bring some extra color to your build, these new flag decorations offer a fun and meaningful way to express yourself in-game.

See the full list of flags below
Originally posted by author




Australia

Belgium

Brazil



Canada

China

Czech Republic



Denmark

European Union

Finland



France

Germany

Hungary



Italy

Japan

Netherlands



New Zealand

Norway

Romania



Russia

South Africa

South Korea



Spain

Sweden

Switzerland



Taiwan

Turkey

Ukraine



United Kingdom

United States




[hr][/hr][h2]This Week: ICARUS 80% OFF[/h2]
If you've been waiting for a chance to gift or pressure your friends into checking out Icarus then now is the time, while at its deepest discount ever. You'll also be able to pick up some of our DLC on sale as well.

https://store.steampowered.com/app/1149460/ICARUS/


[hr][/hr]
Next Week: Flat Solar Panels

Next week, we’re introducing a new style of solar panel that offers the same power-generating functionality as the existing model but with a fresh look. This new design gives players more visual variety when building and customizing their power setups, allowing for a solar option that better fits different base styles. Functionally, it operates just like the current solar panel, providing clean, renewable energy during the day. Check out the preview below.


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

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

https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/
[hr][/hr]
Changelog 2.3.10.142613


[h3]New Content[/h3]
[expand]
  • Adjusting Names of the new flags to be International Flags & International Flag Pack
  • Updated D_Deployable_Setup
  • Fixed angled flag not displaying texture correctly
  • Fixed default flag seam texture not fitting to mesh correctly
  • Updated flavour text of flag item to be more generic
  • Reducing Recipe Cost of International Flags
  • Fixed angled flag LOD2's UVs
  • Unlocked international flag items, recipes, talent

[/expand]

[h3]Fixed[/h3]
[expand]
  • Fix vertical alignment on building counts widget
  • Fixed item entry title not wrapping in Field Guide, made some changes to some spacing, fonts and added a divider for entry description and flavour text. Changed animation and hover state for main categories page in Field Guide
  • Increase the width on building counts widgets for Deutsch
  • Fixed an issue where audiolog dialogue was being stomped by following lines within the New Frontiers Story Missions
  • Show whose dropship belongs to who on dropship tooltip
  • Fix several WorldObjects with invalid Interactable row handle data. Add EUW for detecting this
  • Fixed issue with Glassworking bench where negative crafting speed modifier wasn't being applied to water-based recipes in the event of a brownout. This meant reinforced glass could be crafted without having access to water
  • Added craftable international flags
  • Potential fix for another aura-related crash on dedicated servers

[/expand]

[h3]Future Content[/h3]
[expand]
  • Rocks Placement, Slope Dressing and Landscape Pass in Swamp, Orange/Green Quad, Elysium
  • Increase Ghost Croc albedo to 4k due to its size. Fix SK not using correct PhysicsAsset. Increase accuracy on character BP and SK mesh collision setups
  • Ely - decal painting, applied new scale and z offsets to foliage rocks, red quad
  • Ely - adjusted scale and Z offsets for LRG,MED,SML foliage rocks, added 1st pass oil spill decal FT and mat
  • Adding hornets flying loops and audio event
  • Add eyeball crit areas for Reaver, adjust Char BP capsules
  • Update Char BP capsule setups for Stompers
  • Added extra hover animation to outpost select button, added outpost images to outpost select widget
  • Update AI Setup rows for LavaBlueBack, MangeWolfAlpha and WoolyZebra
  • Add DT validation (unhooked) for detecting foliage with mismatching DF settings from FT to BP
  • Balance pass on creature health: Raptor (1750-4500 -> 750-2500), Stomper (300-700 -> 900-2100), StomperMatriarch (300-700 -> 2000-5000), GhostCroc (600-2200 -> 2250-4500), Buffalo (300-500 -> 600-1000), LavaBlueBack (600-1000 -> 750-2500), Tusker (300-500 -> 800_1600), Tusker Melee Dmg (30-100 -> 50-150), Slinker (750-3000 -> 750-1500), SlinkerJuvi (1750-4500 -> 300-800), Hopper (750-1500 -> 300-600), DeerLarge (300-500 -> 450-750), Chew (600-1000 -> 1500-3500), ChewJuvi (600-1000 -> 300-750), Reaver (750-3000 -> 1250-3500), Orka (375-1500 -> 375-1000). Remove ScorpionSummon curves that were flat. Additional projectile resistance for GhostCroc
  • Remove DF from Aspen Saplings. Set Aspen SML trees to use DF lighting in FT
  • Updated chainsaw to use the new mesh
  • Fix reference to cleaned up interaction row on Aspen SML trees
  • Added missing constraints to the ghost croc physics asset
  • Remove DF from Tussock meshes
  • Adding vocals for flightless tank attack. Audio and event
  • Updated BP_MetaDeposit_Uranium_Node and BP_MetaDeposit_Uranium
  • Added art assets for the Giant Roach carcass and bones
  • Ely - reapplied foliage rock scale and z offset settings, voxel placement and general polish in Tundra, green+yellow quads
  • Added DEP_Nuclear_Reactor, with destructible and animation
  • Second pass flightless tank attack vocal and footstep notifys etc
  • Added Recipe for Flat Solar Panel, Removed DNT from name and description and adjusted talent so that the one solar panel talent unlocks both recipes, feature locked flat solar panel for now
  • Updating Farmers Backpack Stats, adjusting price in the workshop and adjusting name to suit its position within the workshop for when it is released
  • Adding vocalisations and events for sulfur cave worms. Also small adjustment to flag volume and falloff distance to make sure its not annoying when close to base in a quiet environment
  • Don't register/unregister IcarusActors in the AuraManager on clients. Remove some const casts incase there is something suspect compiler side going on
  • Fixed geothermal bat's DM material (blue -> yellow)
  • Added background to outpost selection screen. Fixed Island Outpost image to correct one
  • Adding correct BT to sulfur worms BPs. Adding correct death anim montage to SW BPs ready for audio pass
  • Ely - mesh placement tweaks to fix navmesh holes in Tundra, Green quad
  • Ely - more nav blockers in Tundra, persistent level
  • Ely - fixed navigation and LOD settings on various DLC2 rocks
  • Rock Placement and Landscape Pass in Swamp, Orange/Purple Quad, Elysium
  • Sulfur caveworm movement adjustments and fine tunes
  • Updated chew saddle setup and added first pass skinning of all the saddles for the chew rig
  • Adding flying tank wing flutter looped audio, event and all notifys
  • Updated text for DH items
  • Ely - navblocker placement in NW volcanic, persistent level
  • Duplicating BT for Sulfur cave worm. Duplicating all animations and all montages and creating sulfer versions for use. Removing cave worm attack vocalisations ready for new ones. Creating new controller setup for Sulfur
  • Gfur pass on the mange wolf and Alpha mange wolf
  • UPdating all storca aggro audio events with fine tunes and adjustments
  • Raptor/Chew - Added saddles for raptor/Updated chew scale
  • Adjustments to storca aggro state levels and footstep balance
  • Added SK_Gun_NailGun, including all meshes, materials, and textures, as well as alternate fire and reload animations that better suit this weapon. I also added the gun to the appropriate meshable data table and to the Nailgun BP
  • Moved radiation bar to player survival HUD
  • Adding storca idle, aggro and attack audio and events and data table setups
  • Ely - decal fixes and voxel placement in NW volcanic, red+yellow quads
  • Setting SplineActorBase to Spatialize_Dynamic
  • Setup on in hand mesh for crude pipe tool
  • Setup of Geothermal Bat Creature, Nest Loot and Spawning
  • Removing Dev Flag from farmers backpack
  • Flat Solar Panels are now no longer feature locked to Dangerous Horizons
  • Making the flat solar panels free placement and not snapping
  • ELY2 - IRIS no longer duplicates items
  • ELY1 - Removed Prebuilt Structure duplication on Reload
  • Fixing Radiation Injection so it heals radiation and does not cause it
  • Rock Placement and Landscape Pass in Swamp, Green/Orange/Purple Quad, Elysium
  • Mission 1 - Added more attacks/montages for wyrm queen boss fight. Boss now correctly attacks at the correct phase
  • Added textures and material for the geothermal variant of the bat and bat nest
  • Updated physics asset for the irradiated abomination
  • Updated tundra monkey fur culling mask texture grouping
  • Added tundra monkey Gfur materials and updated physics asset
  • Added notes for reveal in ELY5
  • Added in idle NPC barks for Mo
  • Adding tank aggro state vocal event and movement adjustments and fine tunes
  • Added text to ELY3 lab notes once you decrypt them
  • Hooked up items for quest notes across ELY1 and ELY2 and flavour notes
  • Ely - nav blockers in Geothermal and NW volcanic, persistent level
  • Adding lots of tank movement events and notifys etc
  • Added SM_ITM_PipeHand_Oil, Handheld mesh for laying oil pipe
  • Mission 1 - Changed 'Required Height' for defense mission to 3000 units from 10000
  • Ely - nav blockers and voxel placement in Tundra, yellow+green quads
  • Adding more tank audio idle vocalisations
  • Ely3 - tweaks to reactor and terraform room layouts - round 2, fixing clipping with prebuilt structure
  • Updating tank vocal audio socket. Updating attack vocalisations with more low end and weight. Increasing volume of spin attack
  • Ely3 - tweaks to reactor and terraform room layouts
  • Updated deployable mesh for DEP_Turret_T4_Flamethrower
  • Adding Uranium and Lithium Assault Rifle Ammo
  • Adding Uranium and Lithium Rifle Shell Ammo
  • Adding Uranium and Lithium Shotgun Shell Ammo
  • Adding Uranium and Lithium Ammo Talents and Pistol Recipes
  • Adding Uranium and Lithium Pistol ammo is now valid in submachine guns
  • Adding Uranium and Lithium Pistol Ammo, Recipes, Items, Talents, etc
  • Adding Uranium Sickness modifier which can apply to enemies from Uranium Ammo
  • ELY3 - Adding new Prebuilt Structure for the Lab
  • ELY3 - Making adjustments to the meshes for the underground lab
  • Removing Dropship from Eden
  • ELY1 - Adding Specific Location in which to place the Makeshift beacon also lowered building to be a requirement of 30m
  • Adding new Quest Step to show players current height
  • ELY2 - Adjusting Location LAB prebuilt structure
  • ELY2 - Adjusting Location Delta prebuilt structure
  • Adding Ubis Talent Tree
  • Adding nuclear reactor audio loop and Bp imp. Correcting camera being slightly off centre
  • Adding Slinker Talent Tree
  • Adding Raptor Talent Tree
  • Adding Chew Talent Tree
  • Adding Storca Tame Talent Tree
  • Adding DH Mounts and Tames to Dt for their Talent Trees
  • Setting up Orka Base Talent Tree
  • Renaming FoundEden Session Flag for better readability
  • Adding Session Flag and Triggering when NPC's Spawn
  • Adding Uranium Generator Icon and fixing Biofuel Spline Tool Name
  • Adjust crude to brown and refined to light grey to fix class and ui readability of oil resources
  • Setting up Oil Pipe Mesh and textures correctly
  • Shifting Crude Oil Guides for the Pump Jack and Crude Oil Refiner so it looks good withthe pipes
  • Fixing Uranium Collection Device by removing all old meshes and cable components
  • Fixing Uranium Collection Device so it plays the deploy animation correctly
  • Updating Uranium Node Highlightable
  • Rocks Placement, Slope Dressing and Landscape Pass in Swamp, Orange/Green Quad, Elysium
  • Mission 5 - Added in basic functionality to sandwyrm queen boss and boss circles area
  • Adding flightless tank idle vocals and footstep adjustments, event data table setups
  • Added inital setup of tundra monkey art assets
  • Wrap stat call in chainsaw in function, so can be override by jackhammer implementation
  • Updated Uranium Collection Device, which is now double the original size with a few details adjusted
  • Adding flightless tank flinch and death vocalisations, event and data table setups
  • Initial import of the irradiated abomination art assets
  • Added idle NPC barks for Iris and Theo
  • Adding Flightless Tank footstep event and data table setup
  • Adding tank attack movements audio and events and notifys
  • Ely - nav modifier volumes in Tundra, persistent level
  • Ely - changed Alien rock nav settings to NavArea_Null
  • Adding flightless slam attacks. Heavy and medium. Anim notifys audio and events
  • Increase Jackhammer wear and decrease durability
  • Jackhammer first pass implementation
  • Adding sulfur worm death vocalisation and notifys
  • Added first pass T5 Hazmat suit sk meshes, materials and textures and updated D_armour
  • Updated fireflies particle spawn on cylinder shape surface and exposed controls
  • Added first pass T5 Hazmat suit sk meshes, materials and textures and updated D_armour
  • DH: World radiation values > 0.1 will now spawn irradiated enemies at location instead of regular spawn table

[/expand]

Hotfix 2.3.9.142434-rel-GreatHunts

Contains the Following Fixes
  • Fixed issue where new building grid manager wasn't correctly registering/deregistering buildings. Should fix issues with greenhouse effect not being added to crop plots
  • Crop plots will not correctly receive the greenhouse buffs and crops grown in the arctic in a greenhouse will now grow again.

Icarus Week 198 Update | Server & Host Improvements

Welcome to Week 198.

This week’s update includes several server-side improvements aimed at boosting performance for hosts and dedicated server operators. If you're running games for friends or managing a server, you should see noticeable gains in stability and responsiveness.

We have also fixed a number of issues relating to crafting drinks which were inadvertently introduced last week. These have now been corrected.

Our sister product Stationeers also had a huge milestone this week, with the release of the Biggest Update Ever. Stationeers is a more complex, harsher game when it comes to space survival - if you haven't checked it out before now is a good time to.

To wrap things up, we’re sharing a sneak peek at next week’s Icarus update, featuring a fresh set of international flag-themed items. Check out a preview below.

Notable Improvements:
  • Recipes requiring resources can now pull from multiple containers for each crafted item rather than just a single one. (Example - Two Bottles of Milk with 500mL each can now craft one cream which requires 1000mL)
  • Fixed issue where drinks like tea/coffee couldn't be crafted on some benches unless water containers were placed inside the bench's inventory
  • Fixed issue in campfire where having tea leaves, coffee beans, water in inventory would cause a crafting loop to occur (coffee -> tea -> coffee etc.)
  • Fixed issues where the players inventory could be shown over top of scope overlay
  • Added fix for issue where starting a new prospect with the same name as one that had been previously deleted could cause the wrong map to be loaded when using the resume button from main menu

[hr][/hr]
This Week: Server and Host Improvements

Over the past few months, we’ve been focusing on making a series of fixes and adjustments aimed at improving performance and stability, especially for dedicated servers and hosts. These changes are designed to help the game run smoother and more reliably, ensuring a better experience for hosts and dedicated servers.

We’ve reduced how often Mounts, Buildings, Deployables, and Splines send updates over the network, which helps lower bandwidth and improve overall performance. Splines and Building Grids will now unload for clients when they’re far away, saving server resources.

Moving your cursor over interactable objects no longer floods the server with updates, cutting down unnecessary network traffic. We also improved how the game tracks Building and Deployable positions by using new spatial structures, making location checks much faster.

Updates for Crop Plots and Freezers are now spread out across different frames instead of all happening at once, easing the load on the system. Parts of the building update logic have been optimized for better performance, and unnecessary UI and effects processes that were running on dedicated servers have been removed.

Mount and Tame variables now update less frequently when no players are nearby, helping conserve processing power. Deployables also perform fewer outdoor shelter checks when the framerate drops, keeping gameplay smoother during performance issues.

Finally, spline placement is now client-controlled, resulting in a smoother building experience - especially on servers with higher ping or lower FPS.

If you encounter any issues that arise from these changes please let us know.

A big thank you to everyone on discord that has been helping us test this over the last few weeks you feedback has been invaluable.

[hr][/hr]
Next Week: International Flags

Next week we are introducing a big set of international flag symbols which players will be able to craft and place around their base. the full list includes over 25 different flags which can be placed in three different ways each.


[hr][/hr]
STATIONEERS - Biggest Update Ever

It has been a big week for our studio! Over on Stationeers, we’ve just released the Biggest Update Ever, featuring a massive terrain refactor alongside a host of major updates and improvements. This is a huge milestone for the game, and we’ve gone into more detail about what’s changed in the link provided - be sure to check it out!
https://store.steampowered.com/news/app/544550/view/533235259603419415
If you own both STATIONEERS and ICARUS you gain access to some exclusive content.
STATIONEERS Bobble-heads in ICARUS and an ICARUS Suit in STATIONEERS.


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

https://store.steampowered.com/app/544550/Stationeers/

https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/
[hr][/hr]
Changelog v2.3.9.142406


[h3]New Content[/h3]
[expand]
  • Lowered network replication frequency of Mounts, Buildings, Deployables, Splines
  • Moving cursor when hovering over an interactable no longer floods server with updates
  • Building and Deployable references have been added to two new octrees, making positional queries much cheaper
  • Splines and Building Grids are no longer always network-relevant. They will now unload for clients when far enough away
  • Crop Plots and Freezers will no longer all update on the same frame
  • Nativised sections of the building tick logic
  • Removed numerous sections of UI/FX logic that were being needlessly run on dedicated server
  • Reduced number of outdoor shelter traces that deployables perform when framerate is low
  • Several Mount/Tame variables now update more slowly if there aren't any nearby players
  • Spline placement is now client-authoritative, giving a much smoother experience on servers with bad FPS or ping

[/expand]

[h3]Fixed[/h3]
[expand]
  • Fix a BP None warning relating to G slot items
  • Spline placement is now client-authorative
  • Fixed eyebrows and eyelash passing thru the helmet glass
  • Fix angle horse mounts use to determine rear kick attack
  • Fix a race condition in the Aura Manager when players leave dedi server
  • Fix Tea => Coffee => Tea => Coffee ping pong on an auto processor where all ingredients are present in inventory
  • Recipes can now pull liquids from multiple containers when crafting a single item
  • Fixed some issues where water containers with existing alterations were incorrectly accepted as inputs for new items
  • Fixed issue where drinks couldn't be crafted on a bench if water containers weren't placed in the bench's inventory
  • Removed old rep graph policy causing validation error

[/expand]

[h3]Future Content[/h3]
[expand]
  • Fix erroneous pixels in Elysium biome map
  • Update VoxelTools to retrieve info on voxel pools present in the loaded levels. Update RespawnShipSpawn actor to be green instead of yellow so that it stands apart from DropshipSpawn actors
  • Created new UMG for revamped outpost menu, added new outpost images, changed outpost talent tree layout
  • More generic solution for scope with auto aim enabled
  • Mushroom Trees, Cliffs and Landscape Pass in Swamp, Orange Quad, Elysium
  • Add more (dev only) checks that Blueprint structs marked as CF_SaveGame are handled types
  • Fix changes to scope behaviour broke opening inventory
  • Mission 4 - Finished first pass
  • Adding giant roach idle close, idle far, all movement notifies and footstep notifies, data table setups etc
  • Fixed Polymerizer anims not playing for client
  • Added AnimBP for Polymerizer
  • Disabled blocking collision on Polymerizer's sliding crate SM
  • Polymerizer's item animation no longer plays if item isn't successfully crafted
  • When scope being used with toggle aim, prevent inventory from showing when scop is up
  • Set correct preview mesh for flamethrower turrets
  • Fix 'max items' button does not work for tag based crafting recipes where there is not concrete item or resource input
  • First implementation of Slinker hunt behaviour
  • Fixed Slinker IK
  • Fixed bug where JumpTo behaviour wouldn't return NPC to original movement state
  • Fixed bug with JumpTo behaviour where task wouldn't execute if input key was of Actor type
  • Split out 'pack hunting' behaviours (batdogs) into it's own GOAP action BP
  • BP_Polymerizer update on FX and proxy inventory check
  • Reconnect the first 3 quest steps on Ely Story 1
  • Prevent creatures from spawning inside Eden on Elysium
  • Add DT Validation for AISpawnConfig ensuring GTs match SpawnZone arrays. Fix incorrect entry on MemTest
  • Breakable permafrost var1 and var2 setup
  • Mushroom Trees, Cliffs and Landscape Pass in Swamp, Orange Quad, Elysium
  • Elysium, Tundra - foliage scale, voxel distribution and general polish, lake water points and edge splines, added reeds, lily and more yeast
  • Adding natural oil refiner audio event air hiss and BP imp
  • ELY3 - Mission is now completeable
  • ELY3 - Added ability to lock the access card door
  • ELY3 - Adding Lab and Defence Prebuild Structures
  • Adjusting Snapping Points on the Uranium Deposit
  • Adding Icon for Uranium Collection Device
  • Setting up Uranium Collection device AnimBp and Deploy Animations
  • Adding Animation BP for the Nuclear Centrifuge, Fixing highlighting of meshes and adjusting on / off material swap to use the correct materials
  • Adding the Icon for the Nuclear Centrifuge
  • Orka: Add Orka Head and Trophy data. Corrected bones/carcass size to medium. Added Arctic suffix to rownames for futureproofing. Fixed itemrewards pointing to Caveworm or Bear loot
  • Added FX into BP_Organic_Extractor
  • Slopes Dressing and Landscape Pass in Swamp, Orange Quad, Elysium
  • Moved DEP_Uranium_Collection_Device assets to correct folder, as well as added a DM for the asset
  • Add 33 new attachments across all categories. Ensure Nutrition Attachment is properly classed as a Tier1 attachment (was being unlocked by Advanced Atts). Rename Woodsman Felling_X attachments to FellingDamage_X for clarity. Corrected existing Felling_Yield attachments row names to actually be Felling_Damage for clarity
  • Ely - decal painting and slope rocks in geothermal, red quad
  • Ely - revised block out of mission 3 cave, persistent level
  • Updated proxy inventory setup for BP_Polymerizer
  • updated hair ang helmet glass material
  • Elysium - voxel painting in geothermal and NW volcanic, red quad
  • Updated D_Deployable Setup
  • Added DEP_Nuclear_Centrifuge, with destructible and animation
  • Fixed collision on temp geo in mo's area, Eden base - for real this time
  • ELY3 - Adding Laser Tripwire Deployable
  • ELY3 - Adding mission Scaffolding. Objectives, Quest Markers, Quest Flags, NPC spawning
  • ELY3 - Adding new Access Card and Locked Door Mission items
  • ELY3 - Adding new Note items to collect as part of the mission
  • Hooking up new meshes for Oil Pipes to the spline system
  • Adding National Flag Item Icons
  • Fixing National Flags Talent so its not locked behind a DLC Flag
  • Fixed Blueprint Recipe Icon / Name lookup to take into account national flags stats
  • Updating Organic Extractor to Run off any organic matter and create biofuel the same way the T4 food trough works
  • Adding ability to fill / empty jerry cans into organic extractor
  • Adding new UI window for organic extractor to reflect its state correctly
  • Orka: Halved vision distance and decreased peripheral range, decreased mass and attack radius to better suit size, add projectile damage resistance. Fixed Orka pointing to Bear bestiary. Updated Character/Stats tooling
  • Adding bounder deer far idle layers and AI setup data table entry
  • Ely - adding lake splines in geothermal, red quad
  • Adding bounder deer idle vocalisations and data table setup
  • BP_UraniumConverter FX and material adjustment
  • Fix drone spotlight being offset to the side
  • Remove DF from Kit meshes which are held in-hand, causing FP shadows. LOD settings pass
  • Mission 4 - Final quest travel location changed to mission 3 base instead of eden
  • If toggle aim is enabled and if aiming when ESC pressed, or FieldGuide opened, then stop aiming
  • Adjustments to giant roach attack audio to make it feel a bit more intense with a higher shriek
  • Fix some logging in foliage de-duper tool
  • Added fix for issue where starting a new prospect with the same name as one that had been previously deleted could cause the wrong map to be loaded when using the resume button from main menu
  • More roach anim notifys, also adding roach unique whoosh whip audio and swimmiing notifys etc
  • Ely - navblocker placement in geothermal
  • LC_Cliff_23-25 - changed navigation settings to navarea_null to match similar cliffs
  • Made text vars in D_Itemable and D_Dialogue multiline
  • Adding Unique roach footstep event. adding to data table. orka footstep adjustments
  • Ely - fixed floating cliff mesh and phys materials on landscape in tundra and arctic, green quad
  • ELY2 - Full Setup of Prebuilt Structure Communication Station Epsilon
  • First pass on some bespoke reaver behaviours and hook-ups for animations
  • ELY2 - Adding new Quest Marker so that the Build Up location step is not completed right away
  • ELY2 - Adding Map Icon to Iris in EDEN for the first objective
  • UE4 Core - Don't return +/- WORLD_MAX as component bounds for an empty spline component with no points
  • Fix WT_Lake45 on ELY DEV Orange has 27km bounds
  • Update CharStats tooling with minor UX improvements before slight refactor
  • Added FX on BP_UraniumConverter
  • Slope Dressing and Landscape Pass in Swamp, Orange Quad, Elysium
  • Adding giant roach attack vocals, event, data table setup and attack notifys
  • Fixed a few typos
  • Edited new creatures to show their player-facing names in bestiary data
  • Added collectable notes for ELY map and missions, updated ELY map description
  • Adding organic extracor to BP. Sound adjustments based on updated FX
  • Fix a warning in BP_MetaDeposit_Uranium
  • Cleanup on Interactable DT, removing and repathing duplicate entries. Improved verbosity of duplicates validation
  • Various DH mixing and balance tweaks. Adjustments to spawn chance of music tracks etc
  • BP_Organic_Extractor cleaned up material setup
  • BP_Natural_Oil_Refiner fixed on client FX and material emissive on client
  • BP_Polymerizer cleaned up material setup
  • BP_Crude_Oil_Generator fixed on client FX and material emissive
  • BP_Crude_Oil_Refiner fixed on client FX and material emissive
  • Add duplicate row detection for Interactables
  • Toggle aim off when showing inventory, rather than blocking show inventory when aiming
  • Adding uranium collection audio loop, event BP imp and deploy setup
  • Add the word degrees to min turrent pitch stat description
  • Ely - added nav modifier volumes for geothermal
  • Slinker will now prioritise hunting over standard attack behaviour if health >= 75%
  • Slinker will now find a hunt location closer to player
  • Slinker will now relocate hunt location if hurt (by anything) or seen by target player
  • If BTTask_JumpTo's target is a Character, ground location is used intead of actor location
  • Change some descriptive text on flame turrets
  • D_CollectableNotes text property is now multiline
  • Adding audio for nuclear centrifuge. Looped event and BP Imp
  • Removed rock and ice rewards from permafrost breakables, should fix issue with chunks breaking off and colliding with each other
  • Updated flightless tank carcass and bones and directed to correct anim BP in the carcass BP
  • Updated flying tank carcass and bones skinning and physics asset
  • Added physicas asset for the T5 chainsaw and updated texture collections
  • More giant roach clicks
  • Adding giant roach click audio to idle event to make more sense of the name
  • Increase Dragonfly mesh scale from 0.1 to 0.2x so its closer to ref, adjust related physics setup to suit
  • Where possible (non-shared Char BPs) fix Character BPs that are pointing to the wrong AISetup row in Class Defaults. Add unhooked DT validation to catch cases in future
  • Mission 5 - Finished first pass at 'draw' subquests
  • wip MetaExotic_Uranium_Node mesh, textures and material
  • Slopes Dressing and Landscape Pass in Swamp, Orange Quad, Elysium
  • WIP Implimentation of the flying tank carcass and bones assets
  • Fix up a bunch of broken deprecated logic in test maps and various widgets related to NPCs that was flagged after GOAP base class was recompiled
  • Cleared out CriticalHitBones arrays in AISetup DT and added validation for ensuring it is empty. Fixed incorrectly mapped bones on many Creatures for CollisionHitEventBones array
  • Add Validate Skeleton function on GOAP base (gated by Editor check) to compare AI Setup data vs actual skeleton to find issues upon spawning
  • Fix incorrect material swap logic on Machining Bench after mesh split
  • Updates to bounder spacializing
  • Adding bounder flinch and death audio events and data table setup
  • Added T5 chainsaw art assets to the project
  • Oly_Omni_Outpost/BW5 Mission- Fixed mission BP destroying sandworm after 15 seconds. changed it to 5 mins
  • Adding all bark lines for DH characters. Audio and events
  • Ely - lake splines in geothermal and NW volcanic, red quad
  • Updated meshes, textures and materials for Oil Pipes
  • Ely - Added nav enabled versions of LC_Cliffs-23-25, swapped out in tundra crevasse to improve navmesh, green+yellow quads
  • Fixed missing material on billboard for SM_SW_Mushroom_Tree_Var1 and assingned propper mask texture to M_SW_Mushroom_Tree_Cap_Var3
  • Improvements to Reaver behaviours, burrowed state management, AnimBP
  • Gave reaver 15% projectile damage resist, increased health
  • Fixed issue where Reaver's dive attack wasn't doing damage
  • Added option on BTTask_StrikeAttack to auto-enable mesh collision overlaps for duration of montage
  • Updating nuclear centrifuge audio based on updated vfx
  • Slopes Dressing and Landscape Pass in Swamp, Orange Quad, Elysium
  • Mission 5 - Created mission bps. added first few missions and new quest specific thumper
  • Added art assets for the reaver carcass and bones. Updated BP with the new assets
  • Ely - added waterbody to NW volcanic, manual cave setup in Geothermal, red quad
  • LC foliage rock analysis in testmap

[/expand]

Icarus Week 197 Update | New CHAC Rifle in Orbital Workshop

Welcome to Week 197.

This week brings the new ‘CHAC’ rifle to the Orbital Workshop, with an extra 25% critical damage and a 0.8-second reload.

In addition we are also adding 7.62mm ammo to the Orbital Workshop as well as some fixes around crafting.

We’ve also got some details about next weeks performance-focused patch.

Notable Improvements:
  • Fixed various issues with crafting drink flavours (tea/coffee/cocoa) where you could craft these with empty water containers
  • Fixed issue where ice was queueing up recipes and melting in campfires without containers being present
  • Mount modifiers are now correctly removed when sent up the space via the OEI - they where not before

[hr][/hr]
This Week: CHAC Rifle


This week, we’re adding the new CHAC Rifle to the Orbital Workshop.

What the CHAC Rifle lacks in critical and projectile damage, it more than makes up for with its rate of fire and reload speed.

The CHAC Rifle sports a six-bullet magazine and a lightning-quick 0.8-second reload time. This means that while it might deal less damage per shot than the hunting rifle, it deals far more damage per minute.

A good example is the hunting rifle, which takes 18 seconds to take down a level one polar bear, compared to only 12 seconds for the CHAC Rifle. In layman terms, the speed and handling of the CHAC Rifle, more than makes up for the lower damage per shot.

The CHAC Rifle can be unlocked and purchased in the Orbital Workshop using Ren and Exotics.

In addition to the CHAC rifle we have also added the 7.62mm CHAC ammo box to the workshop which can be purchased using Ren.


[hr][/hr]
Next Week: Multiplayer Server Performance Update


Next weeks update specifically targets performance ‘overhead’ involving the cost scaling of multiple players playing in one session.

We’ll have more details to share in our week 198 blog.


[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 v2.3.8.141991


[h3]New Content[/h3]
[expand]
  • Adjusted CHAC rifle's iron-sights
  • Updated textures for CHAC_Hunting_Rifle
  • Adding chac rifle bullet ejected audio to lever event
  • Unlocked CHAC workshop rifle
  • Unlocked workshop rifle rounds
  • Increased CHAC rifle's fire rate and decreased reload time to further differentiate from existing hunting rifle
  • Fixed CHAC Rifle's workshop item data being development-locked

[/expand]

[h3]Fixed[/h3]
[expand]
  • Add missing Rope recipe (from Fiber) to Textiles benches
  • Remove obsolete BetaWeekend Satellite/Faction Corpse content that was causing DT validation errors
  • Fix blood splats for drill arrows vs creatures only play on the initial hit, not subsequent
  • Display server 'FPS' on escape menu for clients
  • Fix crafting checks for recipes that have no item input, but do have a resource input. Fix crafting max count for recipes that have no item input, but do have a resource input
  • Fixed a few dialogue and item typos
  • Fix modifiers are not removed from mounts sent to space via OEI
  • Fix an ensure with player movement audio and empty portable water containers
  • Fix some FieldGuide uses are not being displayed
  • Fix typo 'Arctic Survial Suit'
  • Fix Skinning Bench isn't previewing correct stack numbers for carcass outputs. Fix Furnaces aren't previewing correct number of igot inputs
  • Fixed issue where you could queue up more items in a workbench than you had resources for
  • Fixed issue where ice in a campfire would be auto-melted for water even if container was full
  • Fixed issue where campfire could produce tea/coffee with empty water containers
  • Fixed issue with advanced kitchen sink where water containers could be filled without actually connecting the device to a water network

[/expand]

[h3]Future Content[/h3]
[expand]
  • Adding loop audio for T5 generator, Animation audio and notifys etc
  • Mushroom Trees, Cliffs and Landscape Pass in Swamp, Orange/Yellow Quad, Elysium
  • Added Concrete, Glass and Tempered glass curved, advanced beam, diagonal curved wall angles, diagonal, roof curved angles, curved wall icons
  • Flying tank - Basic implementation
  • Hooked up test dialogue for ELY2 and 3
  • Elysium - foliage and decal painting in NW volcanic, red quad
  • Added dialogue and subtitles for ELY2 and 3
  • Dragonfly - Basic Implementation
  • Updated the Slinker Juvie LODs
  • Elysium - foliage and voxel placement in NW volcanic, red quad
  • Updated lowest LOD to the correct value on the Orka bones skeletal mesh
  • Fixed rebellious floating rocks in CAVE_LC_MED_001_DLC2
  • more chainsaw balance fine tunes and improvements. Also adding correct skeletal mesh to BP instead of metal axe
  • Routing dialogue to correct channels
  • Adding oil geyser audio loop with bubbles and splashes to reflect FX. Adding dialouge bark lines, making sure remove spline audio is replicated to clients and adding as a variable
  • Permit flame turret to be topped up from biofuel containers in hand (as well as network)
  • Add some more DT validation around resource networks with multiple inputs
  • Updated vertex flag material to optionally take a mask and a flag texture
  • Added new flag texture to test material changes
  • changed SM_TEMP_MoZone to complex collision to fix holes in floor
  • Added Steel_Barrel
  • Adding Organic Extractor Icon
  • Added Oil Pipe Node and Section piece
  • Updated scale for DEP_Polymerizer_T5 with animation and proxy
  • ELY2 - Adjusting new prebuilt structures and making sure the turrets have ammo
  • ELY2 - Initial Implementation of Mission including quest markers and prebuilt structure fixes
  • Extending functionality of BP_Common_Deliver so NPC's inventoris can be checked
  • Updated SM_DEP_Organic_Extractor_T5
  • ELY - Mo, Iris, Victor & Theo will only have an interact prompt when they have something to say to you
  • ELY - Adding Common base class to spawn EDEN NPC's so they can be present when starting missions in mission mode
  • ELY1 & ELY2 - Adjusted missions to have the inclusion of NPC spawning base class
  • ELY1 - Making Fixes to NPC dialogue - removing delays and triggering from NPC interact rather than quest complete
  • Make Flame Turrets (add associated resource networks) consume Biofuel ammo correctly
  • updated material and texture, disabled sRGB
  • Implemented Heavy Smoke FX into BP_Pump_Jack
  • Updated oil geyser bubling and eruption FX
  • Updated the mesh for OilGeyser
  • Flying tank - added missing virtual stats
  • Update ItemSet cheat to use Contains string rather than StartsWith string to make it more flexible.
  • Can now do things like 'ItemSet Beams' to get all Beams which wasn't possible when it was just prefix input
  • Adding oil geyser loop adjustments to sound more appropriate for oil, and also new burst audio and end loop audio, event and BP entry
  • Elysium - foliage and decal painting in NW volcanic, red quad
  • Adding polymerizer gate open, close, and crate move audio, events and anim notifys
  • Flightless tank - Added grounded tank montages
  • Change the Datatable validator for Uses to drill down looking for a 'Place' Use if a Deployable is defined (ye old not saved in editor)
  • Change the Datatable validator for Uses to drill down looking for a 'Place' Use if a Deployable is defined
  • Added 29 flags from around the world for the Flag Pole assets, including all textures and materials
  • Flightless Tank - Basic Implementation. Flying tank - added animbp
  • Adding orka aggro vocals, event and data table setup
  • Adjustments and improvements to the oil powered generator. Simplifying some setup and balancing with original layers. Removing unneeded notifys etc
  • Elysium - foliage and decal painting in NW volcanic, red quad
  • Dangerous Horizons feature level lock in world resource network icons for biofuel, refined oil and crude oil networks on the Flow Meter tool
  • Reposition Refined Oil connector on the flow meter for Dangerous Horizons
  • Drill arrows and mining laser now look for nearby existing items in world to merge their resources into before spawning a new actor in-world
  • Removed the proxy mesh driving the cape simulation
  • Add refined oil and crude oil networks to the Flow Meter tool for Dangerous Horizons
  • Added helmet glass material with increased mask opacity
  • Hooked up dialogue for testing on ELY4, 5, and 6
  • Adding organic extractor audio, event. Not currently hooked up to BP
  • Added bark lines for Victor NPC
  • Added dialogue and subtitles for ELY4, 5, and 6
  • Adjusted refraction FX for OilGeyser to fix aliasing
  • wip natural oil effects and material update
  • Sandwyrm Queen - Basic implementation
  • Adding camera to polymerizer and crude oil refiner so the view is focussed correctly when pressing F on the devices
  • Adding chew footstep and vocalisation adjustments. Adding correct ai setup row
  • Adding barrel audio item audio row and items static row entry
  • Adding oil refiner audio to natural refiner. Also correcting fuel spline not having correct plugin to other spline audio
  • Enabled two-sided rendering in the dls cha 001 master material
  • Adding chainsaw negative and positive looped 1 shots that trigger based on if the impact events are success or not. adding FMod surface to the ruby surface etc
  • Fix flow meter does not need to know about refined oil
  • Adding correct deploy audio event for T5 deployables. Adding camera to natural oil refiner so the view is corrected when interracting
  • Adding National Flag Blueprint to T2 Tech tree
  • Adding National Flag Recipes
  • Fixing Recipe element and recipe tooltip so it displays itemable overrides
  • Adding New National Flags Table, stat, itemables and setup 29 new National Flag items
  • Adding Steel Barrel Icon and Back Mesh Setup
  • Updated T5 Jackhammer skeletal mesh skinning
  • Updated texture for the T5 Jackhammer
  • Mission 4 - Added stabalize mission for iris and temp return to eden instead of underground facility
  • Added FX when processing for BP_Polymerizer
  • Mushroom Trees, Cliffs and Landscape Pass in Swamp, Orange Quad, Elysium
  • Hide refined oil from the list of deployable modifiers
  • Fix new processor recipes with pure resource inputs take no resource and provide no output
  • Mission 4 - Outpost submissions
  • Updated NPC Iris sk mesh and material
  • Added T5 Jackhammer with WIP textures
  • Elysium - landscape sculpting and general polish in Geothermal, red quad
  • Upping Geyser audio count limit to account for multiple in a grouped cluster
  • Deploy audio for homestead chimneys
  • Adjustments to homestead small brick chimney fireplace
  • Replaced missing voice lines with placeholder dialogue audio for ELY missions
  • Fixed Elysium Arctic_2 being used twice in AISpawnConfig, replaced with Swamp_2 which was unused. Re-colored SW Swamp area to be green instead of blue for clarity. Add new Tundra_1 setup that is surrounding the starting area, with easier creatures. Fixed erroneous pixels for AISpawnMap and corrected filename to match
  • Add BPHV asset for Tundra Gorge
  • Remove Metals from Tundra voxel pool, add Sulfur and Silica. Add new Tundra_Gorge pool with typical cave resources to be used in the Gorge/Quarry area
  • Fixing replication issues with weapon rack not playing audio for clients. Adding to homestead weapon rack
  • Adding placeholder dialogue event
  • Add CullDist volume for Elysium
  • Mission 4 - Finished first pass on half the submissions, empty blueprints/structure for the rest
  • implemented VFX into BP_Natural_Oil_Refiner
  • Fix Prospect Reward Talent Tool Tip Is Not Translated
  • Elysium - foliage, decals, impassables, landscape sculpting in NW volcanic, red+yellow quads
  • Reimported national flag SM and updated base material to support directly assigning flag textures
  • Fixed issue where national flag texture wouldn't update for clients on late-join
  • Removed separate material assets for national flags, replaced with Texture2D that is dynamically assigned
  • Fixed national flag SM LODs

[/expand]