1. Icarus
  2. News

Icarus News

Icarus Week 204 Update | New Rustic Decorations And Future Creature Preview

Welcome to Week 204.

This week, we’re expanding the Rustic Decoration Set with two new items, the Rustic Lamp and Rustic Wall Shelf, perfect for adding more detail to your base.

We also are previewing some aspects of an upcoming tamable creature, the raptor, which will be part of our next big expansion.

As a small preview of what’s coming next week, we’ll be introducing the Stone Brick Fireplace.

Notable Improvements:
  • Improved the dropping item logic to take into account mesh sizes and origins to help prevent dropped items from falling through the world in many cases.
  • Adjusted the Biofuel lamp in world collision so it can be dropped and stay in place rather than having unintended movement.
  • Fixed electricity connection point on Electric Deep Mining Drill being at the base of the drill, added supporting lights/emissive for active state, sped up animation

[hr][/hr]
This Week: New Rustic Lamp & Shelf


This week, we’re adding two new items to the Rustic Decoration Set, the Rustic Lamp and Rustic Wall Shelf. Both items can be unlocked through the Rustic Decoration Set on the Tier 2 Tech Tree and are crafted at the Decorations Bench.

These additions help round out the Rustic Set, giving players more options to personalize and add detail to their bases with warm lighting and extra storage or display space.

We’re always looking for new ideas to expand this set further - if you have suggestions for future Rustic-themed items, let us know in the comments below.


[hr][/hr]
Upcoming Creature: The Raptor


As we work on our next major expansion alongside our usual weekly updates, you may notice that some updates feel smaller - this is because we’re saving a lot of content for what’s coming. While we can’t share all the details just yet, we wanted to give you a sneak peek at something exciting.



Today, we introduce a new creature type: the Raptor. These aggressive hunters can quickly take down prospectors who aren’t prepared. However, if you’re lucky, you might discover a juvenile in the wild - and raise it into your own fierce companion.


[hr][/hr]
Next Week: Stone Brick Fireplaces


Continuing our trend of adding alternate versions of existing items, we’ll be introducing the Stone Brick Fireplace next week. This fireplace offers the same functionality as the existing models but adds a distinct stone aesthetic to enhance the look of your base.


[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 2.3.15.143810


[h3]New Content[/h3]
[expand]
  • Unlocking Rustic Wall Shelf and Rustic Wood Lamp

[/expand]

[h3]Fixed[/h3]
[expand]
  • Change Biofuel Lamp dropped mesh to have simpler collision without constraints so that it doesn't move/rotate after landing. Updated Drop function on PlayerCharacter to account better for meshes without centred pivots to help prevent them falling through the world when dropped
  • Clarify how to use water purification tablets in item description
  • Fixed interaction text showing 'Provide Mount Water' when interacting with objects that aren't mounts, genercize down to Provide Water to work in all contexts. Removed duplicate input info on FocusedItemInfo widget

[/expand]

[h3]Future Content[/h3]
[expand]
  • Adding TPS announcement that better fits its purpose. many adjustments and markouts of VO redos etc
  • Added DT rows, stats, curves, corpse for Abomination
  • Disabled shadow casting on Irradiated Prospector lights
  • Correctly named and removed DNT on Irradiated Prospector & Abomination itemable, stat rows
  • Small adjustments to radiation sickness spawn audio rate and adding uranium audio to the non harvestable radiation ground nodes that was removed when collection was changed to the usual looking node
  • Correct Kill XP event on Yeti experience component
  • Impassable and cave work
  • Adjustments to dialogue placement within quests to match mission changes in M1
  • ELY3 - Adding new search area within the geothermal location showing where the lab is
  • ELY3 - Adding new quest markers and queries for the search area
  • ELY3 - Adding new map icon to mark the Lab on the map after you have found it within the search area
  • ELY2 - Fixing the Quest so it kicks off from the beginning instead of 1/2 way through
  • ELY2 - Creating new LAB at the end of the quest
  • ELY2 - Shifting Drone Spawner Location to be in the canyon instead of on top of the building
  • ELY2 - Removing Use of ECHO Device in Story Mission 2
  • ELY2 - Adding Objective Steps which traveses the play through a few regions to the volcanic and LAB-02
  • ELY2 - Adding base class for Travel quests with map icons which clear the map icons when the quest is complete
  • ELY2 - Adding Map Markers for the New Guided pathway
  • ELY1 - Adjusting Name / Beacon / ECHO / Hightlightable and Quest Steps to Say EDEN Waypoint Beacon
  • Adjusting Synthetics Armor to have low resist and very height health regen
  • Setting up of Synthetics Armor Set, items, recipe, tech tree, stats, etc
  • Adding Lithium Crossbow Icon
  • Adding radiation modifier medium and high intensity radiation sickness. Need to unpick why multiple are on at once
  • Added Cliffs and Macros to the Arctic Yellow/Blue Quad, Elysium
  • Remove duplicate ItemRewards rows and update referencers. Add/update entries for DHs creatures. Add temp dummy data for WIP DHs Head/Trophy content. Improve ItemRewards validation
  • Fixing bigger uranium nodes not having correct audio stealing settings meaning some wouldn't play
  • aDJUSTMENTS to ghost croc death volume
  • Further adjustments to dialogue placement. removing duplicate of dialogue event
  • Dialogue adjustment and dialogue placement adjustment for mission 1
  • Ely - added satellite dish mesh, material, textures for Eden set dressing
  • Adding yeti idle vocalisations, event and data table setup
  • Updated ELY difficulty text
  • Adjusted glass shader for the helmets
  • Updated player-facing creature names in bestiary and xp events
  • Set up dialogue pools for hero idle npc barks on interact
  • First pass yeti attack, aggro, flinch and death audio, events and data table setups
  • Fix bestiary location for Sand Scuttle
  • Added Environment Radiation UI HUD elements
  • Give Sand Scuttle more of a predilection for hanging around chewing on corpses (and reduce aggresive radius). Stub bestiary page for Sand Scuttle
  • Added Abomination to irradiated spawn pool
  • Adjusted steam FX for BP_GeothermalTerraces for Geothermal Biome
  • Added new eden NPC class
  • NPC override animation & additional anim config should now be replicated
  • Making some ice walls
  • ELY2 - Removing the Temporary Teleport from the Mission
  • ELY2 - Swapping Cave Blocker Mesh to a more fitting one so it blends in with the enviroment around it
  • ELY3 - Adding new quests steps for aquiring radiation protection gear and medicine that triggers when you open the door to the lab
  • ELY3 - Removing DNT from modifier States with reguards to healing radiaiton
  • ELY3 - Removing Landmine destruction requirement for disable defences
  • ELY3 - Swapping over lab defences to use subtle tripwires and more mines out the front
  • ELY3 - Replacing travel quest with a quest which includes a search area
  • ELY2 - Swapping Final Base over to Partially Set Dressed Lab
  • Split out new attachments for DHs into separate BP unlocks and shuffle some stuff around in Tech Tree to accomodate. Featurelock DHs
  • IK speed balance for Sand Scuttle. Crit areas for Sand Scuttle
  • Added Foliage to the Desert & Added transition between Desert/Arctic Yellow/Blue Quad, Elysium
  • Added first pass TEI NPCs sk meshes and materials
  • Fix Raptor carcass loot ItemRewards
  • Adjustments to cave transitions while switching biomes in a cave. adjustments to bullet impact sounds - reducing reverb while in a cave. adjustments to creatures idle spawn idle audio rates. dialogue placement adjustments
  • Fix wrong Hopper being used in Swamp_1 spawn group
  • ELY NPCs should now look at player
  • Extended mission NPC BP to support two custom idle sequence overrides
  • Added Giant Roach Carcass Icon
  • Split out sand scuttler animations for audio
  • Abomination default crit zone is now strong point
  • Added collision hit bones for Abomination
  • Increased resolution of Abomination diffuse textures to improve blurryness in-game
  • Removed WIP miner armour from field guide
  • Added T5 Synthetic armour set in D_Armour
  • Adding appropriate audio tags for the natural rhubarb spawning in world. also adding a better harvest sound
  • Implemented basic action montages, GOAP behaviour to Abomination
  • Increased Abomination health/damage
  • Added T5 Synthetic armour set sk meshes, materials and textures
  • Spawnable Sand Scuttle (no changes to behvaiour, or animations yet)
  • ELY1 - Adding UDA logo Flag Texture
  • ELY1 - Adjusting Eden Marker Flag to be the UDA Logo
  • ELY1 - Adding unique Beacon names to eden at each beacon location - they also have different colours
  • ELY1 - Last Waypoint location to EDEN to be better located for traversal
  • ELY1 - Reducing height requirment for the flare from 125m -> 100m so it can now be triggered by shooting off the ground rather than requiring the player to build
  • ELY0 - Fixing Mission 0 so it no longer auto completes due to the contract device that is spawning in EDEN
  • EDEN - Adjusting Eden Spawn to not include a prebuilt structure - we now manually use the quest markers and spawn the deployable, this allows world builders to see the location of the actors locations when building
  • Reworked ELY Story 4
  • Fixed issue where IcarusCompassWidget wasn't updating to match location of override target actor
  • Finished transition between Arctic & Desert, Cliffs and scree slope to the Arctic Yellow/Blue Quad, Elysium
  • Adding irradiated prospectors updated footstep sounds. Adding dragonfly wing audio. Adjustments to various Irradiated prospector events to smoothen out audio
  • re-submitted Red Blood Hit FX
  • Lots of adjustments to radiation modifiers and states. Making sure that geiger counter plays when close to uranium and vocals only play when constant sickness is happening. Removed overlap causing meta deposit sound to play on uranium nodes
  • Adjustments to various dialogue lines to better work within missions
  • Ely - polished meshes+material and added new normal and mask texture for Eden canopies
  • Dialogue adjustments to mission 3
  • Dialogue adjustments for missions
  • Removing unnecessary vocalisations from dragonfly
  • Adjustments to dialogue timing
  • Ciiff work
  • Limit Slinkers to only be able to have a population of 1 at any time
  • Various quest dialogue adjustments and timing fixes. Reduction to volume and intensity of small ammo fire impact to reduce audio chaos during cave combat with drones and turrets
  • Fixing Spawn Step so we don't respawn the prebuilt structure of eden when kicking off a mission
  • Adding bark vocals to correct bus to adjust volume. Volume tweaks, crash landing adjustments and quest dialogue timing adjustments
  • Fixing Wall Charging Station Recipe Output
  • Adding Virtual stats for MeleeDamageAgainstDeployables / Buildables
  • Adding Virtual and Base Stats for DamageAgainstConstructs
  • Adding Virtual and Base Stats for DamnageAgainstSpawners
  • Adding Inheritence and fixing setting up Resistance Overrides for damage against deployables, buildings and spawners
  • Adding new implicit stats for all sledgehammers so they do more damage against buildings, deployables and spawners
  • Adding EDEN NPC Fallback Lines
  • Reinheriting EDEN NPC Spawning to Add Story Quests
  • Adding New Special EDEN Mission Device which spawns in EDEN as part of the setup process
  • Adjusting the way the Interactable Elements in EDEN Spawn - using the relavent actors so they can be accessed via quests when needed
  • Adding new Quest Markers for EDEN Actor Spawns
  • DragonFly stay closer to the nest and take longer to react and deal poison/slow attacks
  • Added Cliffs and Macros to the Arctic, fixed hole Arctic and hide cubes in game on Red/Green/Blue Quad, Elysium
  • Updated hit blood FX niagara asset
  • Update Harvest VFX for picking Truffle
  • Stop a terrain anchor ensure that fires in Editor (only)
  • Ely - added various set dressing meshes and placed in Eden, yellow quad
  • Fixed electricity connection point on Electric Deep Mining Drill being at the base of the drill. Add supporting lights/emissive for active state. Speed up animation
  • Split out DragonFly and Hornet anims for audio
  • Dragonfly behaviour and animation first pass
  • Updated Elysium mission 01 structure. Added an obvious foundation, space around the facility to explore, as well as expanded the 2nd and 3rd floors. Additional set dressing, and props have been added, as well as a resource and prop pass
  • Updated text for new ELY armor sets
  • Updated item text for lithium set
  • Fixed a few typos, edited item text
  • Cliff and serac pass
  • foliage pass for purple quad, plus a little polish with terrain decals
  • Add Snow Pygmy Lop icon and removed DNT on carcass
  • Change Eden to use Conifer temperature curve for extra coziness

[/expand]

Icarus Week 203 Update | Workshop 5.56mm CHAC Ammo

Welcome to Week 203.

This week, we’re rounding off the workshop’s ammo lineup with the addition of the CHAC 5.56mm rounds. This new option gives players a dependable option which can easily be acquired from the workshop to complete the current range of craftable ammunition.

Also, the ICARUS: Console Edition was just announced on the Galaxies Showcase earlier today. We'll include all the details on where to wishlist and follow for more information.

We’re also giving a quick preview of next week’s patch, which will introduce new items to the Rustic Decoration set — perfect for adding a bit of rugged charm to your base.

Notable Improvements:
  • Improvements and Fixes to the ECHO Device so it will work correctly for clients
  • Fixing issues where in many cases destructible mesh actors where not being correctly cleaned up on clients, meaning they would stay in world when they shouldn't have
  • Fixing the Flamethrowers visual pilot light not working on clients
  • Fixes for notes which could not be read correctly by clients when interacting with them in the inventory

[hr][/hr]
This Week: CHAC 5.56mm Ammo


The Workshop has been updated with the addition of 5.56mm ammo, available under the Firearms section. It can be unlocked for 250 Ren, with each box of 25 rounds costing 100 Ren once unlocked. Designed for use with assault rifles, this variant deals 50 more damage than the standard, planet-crafted version.



With this update, all current ammo types now have a Workshop option, giving players a complete selection of ammunition to suit their preferred loadouts. We thought it was important to round off all the ammo types before the addition of new weapons and ammo types in the future.


[hr][/hr]
Announcing: ICARUS: Console Edition


Today we are excited to announce that a Console version of ICARUS has been under development by Grip Digital, with a planned release date in 2026. We'll have more information in the coming weeks, which will be posted alongside the brief FAQ in the #icarus-console channel in the Icarus Discord.

You can Wishlist for either platform using the links below:
Xbox: https://bit.ly/ICARUSXbox
PlayStation: https://bit.ly/ICARUSPlaystation


[hr][/hr]
Next Week: New Rustic Decorations


Next week, we’ll be expanding the existing Rustic Decorations set with several new items, giving you more ways to customize and decorate your base. Check out the image before for a small preview.


[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 2.3.14.143672


[h3]New Content[/h3]
[expand]
  • CHAC 556 ammo is now a valid ammo type for assault rifles
  • Un-devlocked workshop talent for 556 ammo pack
  • Unlocking 5.56mm Workshop Ammo

[/expand]

[h3]Fixed[/h3]
[expand]
  • Fix BerryBush LOD screensize values
  • Temporary fix for reinforced glass not crafting on dedi clients with a water supply
  • Fix OLY not translated on open world selection
  • Fix bone DT setup for Slugs
  • Extend range of boss health bars in dens
  • Weather Forecast no longer is left aligned, shifting its position based on version number
  • Fix flamethrower pilot light does not work on clients
  • Fix burrows should only take extra damage from tools that have a mining radius
  • Fix bouncy physics on biofuel lamp when dropped

[/expand]

[h3]Future Content[/h3]
[expand]
  • Foliage & Cliff in Volcanic on Purple Quad, Elysium
  • Adding more appropriate garlic harvest audio after hearing it in the wild
  • Music spawn chance adjustments. Silence music track length adjustments and bounder deer spawn audio idle chance adjustments
  • Queen - now begins submerged and reemerges on spawn
  • Add light for thruster VFX for Transport base supply pod
  • Small ambience balance and adjustments and fine tunes to scatters etc
  • Ely - added more caves to Geothermal, red quad
  • Queen - Fixed mission 5 so the quest wyrm will correctly go to the next quest location then delete itself. A real wyrm is then spawned that becomes dormant until a player gets close
  • Adjustments to sulfur pool worm and hopper jump and land and footstep audio
  • Fixed Frostplain/Mosswood biome transition area and refined Chilldwind Gorge and Crashsite biome edges. Added experimental/wip Bounds texture
  • Adding lithium crossbow fire audio, event, data table setup. Also adjustments and fine tunes to ghost croc audio and states
  • Small updates to volume and eq adjustments to mange wolf alpha and standard mange wolf aggro states to better represent size. Also adding test ELY desert fog tint and Atmosphere setup which is mostly a duplicate of standard desert with fog adjustments to increase blue in sky
  • Ely - added more caves to Tundra, green+yellow quads
  • Fixed outpost widget not being in the widget bounds
  • Raptor juvi footstep event and adjustments to striker footstep event. Simplifying and decreasing size of unnecessary layers in event. Adjustments to rain balance for tundra, music length for ELY etc
  • Opening sequence improvement on FX
  • Ely - fixed landscape seams and floating cliffs in Geothermal and NW volcanic, red quad
  • Ely - fixed cliff placement in Tundra, green quad
  • Added SK_BOW_Crossbow_Lithium with animations
  • Removed Ice Lake, Added Nav Blockers, Added Scree to Slope, Green Quad, Elysium
  • Mission 5 - Fixed 'kill travel' mission being in the incorrect location
  • Adding raptor mount idle event and data table setups to have more subtle vocal experience with mounts to not become annoying
  • Adding setup for lithium sledgehammer audio
  • Sandwyrm Queen - Added new queen bp specific for the flying overhead quest so the other BP is purely for the boss fight. Moved the final travel mission to the dunes and boss will fly there after the sandworm thumper phase
  • Updates to radiation modifier audio. Adding one shot negative sound with rads and adjustments to play rate of close to radiation geiger event
  • Fix DF shadow bias on Cavefloor and other misc LC meshes. Some LOD-as-collision setting tweaks
  • Fixed DLC2 Cave duplicate foliage issue fixes. Update utility to print when done checking overlaps
  • Fix up Iris Injured BP for blood and correct material slot assignment
  • Adding geo lake sizzle for GEO biome
  • Adustments to eden cave audio. Lowering low end a touch and balancing snapshot. Adding PM override for landing pads to stop them sounding like metal grates
  • Added juvenile Ubis Carcass icon
  • Adjustments to lithium bow, reaver roar volume, wetlands frog ambience spacial and lowering during storms etc
  • Adding hopper jump and land. Adjustments and fine tunes to volumes and spacializers for the cre to better balance for its size. Adding notifys etc
  • Hopping creature now hops during idle behaviour
  • Added Anim blureprint and montages for BOW_Lithium
  • wip update on crash opening sequence
  • Foliage, Cliff & Cave Rework in Volcanic on Purple/Orange Quad, Elysium
  • Rad UI - Fixed bug where last phase of radiation wouldnt have progress bar
  • Adding lithium bow fire and draw audio, event and data table setup
  • Elysium biome map refinement for Eden and Geothermal
  • Ely - further refinements plus new texture set for Iris' lab in Eden
  • Changed tag text font to be Bold
  • Mission 5 - Fixed 'collect' mission and added 5 notes spawning and checks to see if they've been read
  • Added 'use with instanced meshes' use flag on MA_Voxel_Ice_ITM
  • Delaying music cues slightly to enable the player to ease into the ELY experience more
  • Setting up music cue teo play in Eden cave
  • Added foliage types for breakable permafrost var1 and 2, added entries to D_FLODDescriptions
  • Improve biome transition between Miners Folly and The Dunes
  • Changed creatures to show player-facing names, updated descriptions for Hero NPCs
  • Tweak Yeti critical hit areas
  • Adding flare gun audio, event and data table setup. Adjustments to flare distance spacializer fizz etc
  • Split out Yeti anims so we can customise audio. Make Yeti more meleeish and tankish
  • Yeti first pass (pretty much behaves as a Juvie Ape right now)
  • Remove flicker effect from battery lantern which is an unintentional copy over from fire-based lantern
  • A few small dialogue adjustments and priority settings and delays
  • Adjustments and fine tunes to frog scatter in swamp and bird scatter in eden. Stopping harsh loop problems
  • swapped breakable meshes in BP_Breakable_Cobalt from var1-var2 and vice versa as they were showing the wrong meshes when interactable
  • ELY1 - Adding new Map Image
  • ELY1 - Adding Blue Text Instruction for Map interaction
  • ELY1 - Swapping Beacon Place Steps to now require using the flare gun and firing flares at a certain height
  • ELY1 - Improving drone spawning behaviour & Target Aqusition
  • Fixing Flare Light Selection
  • Adding Flare Gun, Flares, Recipes, Blueprints, Descirptions, Animations, Icons, etc
  • Added DEP_Orbital_Comm_Device
  • Fix proxy component setup for Polymerizer
  • Reduce resolution of eye textures
  • wip on adjusting FX for opening sequence
  • Added Cobalt, Volcanic Foliage and Cave Rework in Volcanic on Yellow/Purple/Orange Quad, Elysium
  • Queen - Fixed half ground phase to melee attack at the correct time/Adjusted variables to make circle behaviour less jittery/removed ability to be slowed. Added invulnerability when submerged so cant die underground
  • Splitting out reaver pre attack and attack slam audio into two events to account for sped up animations in montages. adding events, audio and notifys
  • Delaying ELY music tracks to 30 seconds before play start
  • Ely - added more caves to NW volcanic, red quad
  • Various Eden creature balances as well as snapshot adjustments to increase cave reverb volume while in eden (since its not using the usual cave volumes
  • Make Chew riddable with quick tamer saddle
  • updated crystallized ruby for voxels 01, 02 and 05
  • Add new workshop quick tamer saddle
  • Adjustments to drone ground crash impact. Extending the tail to account for when it may roll a bit. Distance EQ filtering etc
  • Refined AI Spawn Map for Ely. Added 'channels' suffix for smaller spawn counts and adjusted for creature size/difficulty. Fix RGB ordering in DT Validation logging
  • Adding drone death impact audio, event and data table setup
  • Adjustments to dropship crash sequence. Setting up Desert fog tint for review. Adding physics names to trigger events for drone death collision
  • Added foliage types for breakable cobalt var1 and 2, added entries to D_FLODDescriptions
  • Make skinning Reaver require T2 knife
  • Added mesh, material, textures for Overrider Saddle
  • Adding important music into big moment. Adding snapshot that turns down the music during important dialogue. Eden ambient audio tweaks and snapshot adjustments
  • mission 6 blockout
  • Renamed Drop Name From Crashsite to Elysium
  • Map items are no longer deployables and their deploy option has been removed, usability swapped and when held in your hand / focused you will read the map
  • ELY1 - Adding Map Icons at each of the EDEN Beacon Locations when players reach the area
  • ELY1 - Changing the Map Icon for the Tower to be a red enemy camp map icon when players arrive
  • ELY1 - Fixing issue where search icon was not being removed as intended
  • ELY1 - Removing map icon from first step of mission its was not required in addition to a search area
  • ELY1 - Adding new Translation Strings for Flare Status
  • ELY1 - Modified Quest Step so the Flare has to reach a certain height in the air (125m) and display the height when fired
  • ELY1 - Modified Flare firing quest step so the Flare needs to be within the area (horizontally) when fired and not anywhere on the map
  • ELY1 - Small Tweaks to Quest Objective Text so that it feels better when reading and playing
  • ELY1 - Fixing EDEN Beacon so it now highlights correctly and the interaction prompt shows
  • ELY1 - Updating Quest Path Objectives to be a bit more descriptive
  • ELY1 - Fixing Recovery Beacon Tracker to Force and Update if the Existing Tracked Target becomes invalid
  • ELY1 - Adjusting Quest Marker Location so it can be detected by players easily
  • ELY1 - Adjusting last step in the path to be a travel quest instead of an interact
  • ELY1 - Adding new ECHO Path
  • ELY1 - Adding new EDEN Emergency Beacon
  • ELY1 - Adding new Quest Markers and Tags
  • Adding Icarus and UDA Flag Textures
  • ELY1 - Shifting Tower to Lower Platform
  • ELY1 - Creating new Tower Structure and adding new set dressing
  • Experience events and Bestiary Stub for Yeti
  • updated Vox 01, 02 and 05 crystallized ruby textures
  • Adding flare gun reload and bullet in audio, events and data table setup
  • Fix and optimize Gfur settings on several creatures
  • Added Permafrost, Super Cooled Ice and Arctic Clean up on Green Quad, Elysium
  • Stomper - Added ctrl rig IK
  • Further tweaks to Yeti stats. Add Yeti Head Vestage. Add Yeti Trophy (and recipe)
  • Updates to footsteps of irradiated prospector. Adding attack vocalisation to attacks to intensify those. various other tweaks and fine tunes. Adding flare reload montage for unique audio
  • Ely - added more caves to NW volcanic, red quad
  • Raptor - Added IK
  • Better match the Yeti speed to the animation IK rig
  • Added Lithium Sledgehammer Icon
  • Added Lithium bow icon
  • Adding flare gun grip socket and ads socket to fix hands being in wrong positions and not aiming straight
  • Fix up oil geyser redirector
  • Ely - decal painting in Geothermal, red quad
  • Improved accuracy of Orka capsule setup. Removed head crit spot. Fixed busted PredictionSpline data. Fixed Experience event define
  • Ely - added DLC2 variant materials and textures for 14, 15b, 17 cliff decals
  • Adding important music to emotionally enhance dramatic scene in DH. Various other DH dialogue edits and enhancements
  • Fixed custom MapIcon component settings on Hopping Creature
  • Fix warning message logic for AICreatureTypes DT Validation not taking DNT entries into account
  • Decreased Hopping Creature melee damage
  • Remove temporary logs from transport pod
  • Removed custom RockGolem related data from Hopping Creature BP, tidying BP and fixing issue with characters being launched on hit due to custom Collision setup. Fixed incorrect Head Socket define. Fixed undone optimization on bone refresh. Improved shape setup accuracy. Decrease mass from 600 to 110. Decrease sight perception range from 80-150m to 40-45m. Fix incorrect XP event define
  • ELY2 - Spawn a Single Reaver during the Search of Station 2, as they are alphas of the environment its too difficult otherwise
  • ELY2 - Adding new quests steps so players now collect explosives from Theo and blow up a hole in the eastern desert to get to mosswood
  • ELY2 - Removed the need to use a map in this mission as it has been replaced with a search area
  • ELY2 - Adding Quick Teleport BP and Logic for testing until the Shortcut has been done
  • ELY2 - Adding new quest markers and shifting locations of others to allow for the new objectives and better mission flow
  • ELY2 - Adding new Objectives to move through the Cave to the Mosswood
  • ELY2 - Adjusting Objectives to make more sence in terms of the flow of the mission
  • More mission 6 edits
  • Misc Ely nav fixes
  • Tweaked Elysium AI Spawn weights and creature types, adding in existing creatures with lower weights. Add AISpawnMap area for Sulfur Gulch and outside Eden. Add BiomeNames texture for debugging. Tagged Biome names in AISpawnZones MetaData for readability
  • Adjustments to eden biome snapshot audio reverb amounts etc.Adding test radiation modifier vocalisation event audio and data table setup. adjustments to some biome insects and scatters etc
  • Reduce crafting time of Flare rounds
  • Added Volcanic Foliage in Volcanic on Purple Quad, Elysium
  • Opening mission sequence FX improvements for Ely
  • Various biome tweaks and idle creature audio adjustments mostly within the ELY swamp
  • Increase the default nameplace render distance for epic creatures
  • Adding female radiation cough scatter. Adding more male cough variations
  • Small adjustments to radiation sickness spawn rate and explosion for mission cave adjustment
  • Adjusting radiation modif cough vocalisation to its intended amount - reducing from its testing increase spawn count
  • Dialogue delay and drone voice removal
  • Adjusting storca foliage collision event to be small rather than medium to better reflect the size of the creature
  • Misc Ely nav fixes
  • Misc Ely nav fixes
  • ELY1 - Generisized the Objective so it no longer mentions crash site - as it was cuasing confusion
  • ELY2 - Updatred Quest which involved picking up a laptop, now only an interaction is needed
  • ELY2 - Remove Quest Steps involving backtacking to EDEN
  • ELY2 - Adjusted Audio so IRIS plays completion dialogue at the correct time
  • Modules now Marked as DH and Not Dev
  • Fixed invisible bolt on loaded lithium crossbow
  • Removed montage blending causing popping on lithium crossbow reload
  • Removed magazine capabilities from lithium crossbow to suit mesh/anims
  • Foliage & Cliff in Volcanic on Purple Quad, Elysium
  • Fixed Storca becoming low orbit satellite when being killed (mesh collision setup). Refined capsule setup. Fixed Experience setup
  • ELY1 - Fixing ECHO device so it works correctly for clients
  • Added transition between Arctic, Swamp & Desert on Yellow/Green Quad, Elysium
  • Various dialogue edits and markings for redos
  • Added new animations for Tundra Monkey
  • Ely - fixed material color values and added bench to Iris' lab mesh
  • Added new abomination anims
  • Fixed spelling of abomination material assets
  • Fix clients can't right click -> read notes from inventory
  • Fixed issue where Slinker could get stuck in a loop if it tried to engage a target on the boundary of it's attack range
  • Slinkers should no longer attempt their hunt behaviour after pouncing
  • Slinkers now have a minimum 20s delay between pounces
  • Adjustments to skullmut distances and spacializer settings
  • Ely - decal painting in NW volcanic, red quad
  • Adding missing distant ghost croc idle audio files into Idle event
  • Various ELY creature balances and fine tunes
  • Fix DT
  • Fixed issue where non-replicated destructible mesh actors weren't being cleaned up on clients
  • Adjustments to various dialogue events. also marking additional ones for redo

[/expand]

Icarus Week 202 Update | Tameable Ubis Mount and Talent Tree

Welcome to Week 202.

This week we are introducing a brand new mount to Icarus. The Ubis mount which comes with its own talent tree and unique abilities.

We also have a quick look at what is coming next week with the addition of new workshop ammo.

Notable Improvements:
  • Fixed an issue with Juvenile creatures not being in the correct state upon Prospect reload.
  • Fixed an issue with Mounts not looking at nearby players correctly.

[hr][/hr]
This Week: New Mount: Ubis


Starting this week, Ubis creatures in the swamp biome will now have a chance to spawn with juveniles that follow their parents around. Similar to the Tusker or Moa, these juveniles can be captured (by defeating their parent) and brought back to your base, where you can raise them into a fully grown Ubis Mount.



The Ubis Mount can use all the same saddles as the Moa. While slightly slower than the Moa, it features unique traits that can be unlocked as it levels up. Like all our mounts, the Ubis has its own talent tree, focused on swamp survival and poison resistance. It can also learn a special talent that enables it to attack while being ridden, making it a more combat-oriented mount.



Mounts and tames - along with their testing, skill tree development, and asset creation - take a considerable amount of time to design and balance. Because of this, we’re very intentional about when and how we add new mounts and tames. Each addition is meant to offer a distinct experience, not just serve as a reskinned version of an existing creature.


[hr][/hr]
Next Week: 5.56mm CHAC Ammo


Next week we are going to be adding new 5.56mm CHAC Ammo to the workshop rounding out the ammo available in the workshop so players can quickly bring down Assault rifle ammo for the cost of Ren.


[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 v2.3.13.143354


[h3]New Content[/h3]
[expand]
  • Decrease size of Juvenile Ubis from 0.7 to 0.6x adult Ubis
  • Ubis Juvenile & Mounts are now immune to the swamp water debuff
  • Rename data for SwampBird talents from Ubis (player facing) to SwampBird for DT consistency. Add DNT for Chew entries
  • Adding Ubis mount audio data table setup and ubis mount idle event with less vocalisations than a in world wild ubis
  • Adding ubis juvi audio, idle, flinch and death events, data table setups
  • SwampBird now supports all moa saddle meshes
  • Fixed SwampBird fall damage talent not having correct RequiredTalents config
  • Added Juvinile Swamp Bird with all SKs, materials, textures and BP updates. I also fixed the bald spot on the adult's neck with a combo of weight painting and a few added feathers
  • Fix naming of Resource DT validation functions and organized tree layout alphabetically
  • Updated material of juvenile SwampBird carcass
  • SwampBird NPC no longer uses mount carcass BP
  • The various SwampBird juvie SKs now use adult's physics asset
  • Very slightly increased SwampBird mount and NPC
  • Slightly increased SwampBird's melee damage
  • Increased SwampBird's protective distance range
  • Lowered SwampBird mount's fire resistance, increased base poison resistance slightly
  • Increased juvenile SwampBird's jog speed
  • Mount talent trees now draw their background images from D_TalentArchetypes
  • Added new 'Increased Metabolism' talent to SwampBird
  • Lowered SwampBird juvenile's chance to spawn and max nearby juveniles
  • Fixed foot sliding in SwampBird juvenile's locomotion BS
  • Lots of Ubis audio tweaks for mount and juvi. Adding jump and land animation auduio notifys and footstep balances and simplification of events
  • Unlocked Ubis mount character
  • Mounts are now affected by AttackSpeed stat
  • Fixed SwampBird's fast metabolism talent not working


[/expand]

[h3]Fixed[/h3]
[expand]
  • D_Saddle rows can now specify multiple supported mount types for creatures that share the same skeleton
  • Fixed regression which prevented mounts from looking at nearby NPCs/players
  • Fixed bug where juveniles set to 'wander' would reload in a follow state without a leader, preventing them from moving idly
  • Remove debug print from Sign Base

[/expand]

[h3]Future Content[/h3]
[expand]
  • Hit Blood FX color variation
  • Change one of the player landing pads in Eden station to be a prebuilt
  • Added placeholder talent tree, talent icon for SwampBird mount
  • Chew juvi creature events and setup and various other small DH adjustments
  • Reparent Eden Landing Pad from a world object to a deployable and add as spawnable item for prebuilts
  • Added temp version of juvenile SwampBird mesh/material
  • Set up various missing DT entries for SwampBird mount
  • Dialogue adjustments, drone adjustments, ghost croc distancing idle etc
  • Refactor player craftable landing pads due to Eden Station requirements
  • Resources Pass & transition cave in Swamp, Orange/Yellow Quad, Elysium
  • Updated hit blood splatter FX
  • Adding lithium knife audio, event and data table setup
  • Queen - Fixed flying to ground transition and queen now submerges properly
  • Radiation snapshot adjustments
  • Adjustments and fine tunes to radiation modifiers and radiation zones audio spacializer settings and intensities
  • Ely - mesh and material tweaks on meshes for Mo's area in Eden to improve texel density
  • Removing dropship profilings
  • Adjusting crash landing audio, and dialogue adjustments. Adding looping alarm audio for crash sequence
  • MA_TRE added switch to turn off WPO
  • Ensure EndPlay is always called for Eden Station OEI
  • Fixed lithium bow not being visible in first person
  • Ely - added mesh and materials for Eden set dressing
  • Queen - Added animbp and tries to land before submerging
  • Fix the build (DT validation)
  • First pass dropship crash audio sequence WIP
  • Wire Eden Statio OEI to level blueprint, rather than quest
  • Add a new quest marker type to show Eden Station OEI preview mesh
  • Adjustments to lithium axe audio layersr
  • Adding pre jump attack vocals to slinker. Also adding more dangerous sounding whoosh attack to intensify that combat situation
  • Adjustments to Ely biome audio. Reducing bird sounds when in any type of storm to help it feel more dangerous. Reducing insects audio when not around bushes or trees
  • rough wip FX for opening sequence
  • Updated SwampBird talent tree
  • Added some temp icons for new SwampBird talents
  • Resources Pass & transition cave to desert in Swamp, Purple/Orange/Yellow Quad, Elysium
  • Updates to quest dialogue and static audio event for arriving on Eden. Deleting duplicate event. Adding dialogue priority
  • Adding static dialogue event when crash landed. Updated quest to reflect static
  • Gate the selection to conditionally use the Eden cargo pad (distance checks) behind the mission flags
  • Adding eden cave audio, event and data table setup
  • Prevent items that have been explicity marked as invulerable from taking damage from damage types other than radial
  • Fix 'are we on Elysium' checks for player landing pads
  • Added Desert Bounder Carcass Icon
  • Added Lithium Pickaxe icon
  • Added Lithium Spear and Throwing Spear icons
  • Dropship crash sequence should no longer play on all missions (not OW), only ELY_Story_1
  • Change the logic for Eden landing pads when not in open world (don't use on first mission)
  • Fixed SwampBird attack not working
  • Fix SwampBird DT rows for Talents. Spelling/formatting fixes. Increase HealthRegen talent percentages. Talent name updates. Add SprintStaminaActionCost talent
  • Fixed a null reference error in ballistic fx logic
  • Fixed trail particles not working on pooled ballistics (after first shot)
  • Pitch variations to irradiated prospector
  • Fix drop pod offset when using drop pod grenades to land in Eden
  • Foliage & Cliff in Volcanic on Purple Quad, Elysium
  • Queen - Added half ground melee animations. Wyrm will try to melee attack you if in range before it does its ranged attacks
  • Ely - tweaks to various Eden set dressing meshes, new material variations for T5 kit, WIP mesh for Iris' lab
  • Eden station player landing pads are now a world object, not a deployable in a prebuilt (again). Update DT / Levels Etc
  • Fine tunes to lithium axe impact and whoosh
  • Adding missing rain layer to tundra biome. Removing profiling
  • Ely - fixed hole in cliff face and seam between landscape tiles in Tundra, green+yellow
  • Balance pass on lithium knife
  • Mix adjustments to various creature spacializers based on gameplay feel
  • Ely - adjusted LOD settings on Iris' lab, swapped out temp mesh in Eden, yellow quad
  • Fixed incorrect color setup for Elysium biomes (Eden and Rockspring). Fixed biome names in PSD. Add validation utility for detecting mismatch biome/GT setups
  • Adding raptor juvi audio events and data table setup
  • Ely - UV tweaks, new materials for Iris' lab in Eden
  • Added T5 Jackhammer icon
  • Added lithium knife and throwing knife icons
  • Added lithium axe icon
  • Added Lithium Sickle icon
  • Added lithium shield icon
  • Adjustments to juvi slinker idle and sniff layers
  • Queen - Fixed IK bones and readded to ctrl rig
  • Adding slinker juvi idle audio and data table setups
  • Swap out the the last six Eden Landing Pads placeholder meshes to real objects
  • Added missing sockets to lithium bow skeleton
  • Adding Ely swamp unique biome audio event and data table setup. Various other adjustments and tweaks to biomes and events to improve sound. Adding swamp frogs and insects
  • Updating hopper death and flinch vocalisations for better balance and tonal shaping
  • Adding hopper idle audio close and distant layers, event and data table setup
  • Added outlines to radiation icons to make them more visible
  • Adjustments to dropship sequence. Reducing fire clarity and intensity and adding electrical spark audio scatter
  • Radiation adjustments, modifier and uranium nodes
  • Adding ambient caved bird audio and insects to Eden. Various adjustments to DH creatures audio, adjustments to Tundra birds to not reduce in volume at lower wind values as much. Geo lake adjustments. Hopper and raptor volume pass
  • Fix AccessCard not being a Quest item
  • Remove Cleanup logic on Ely_Story3_Locate quest as that is triggered once the first door is opened and deletes the interior content shortly afterwards, blocking the mission completion, move instead to end of Records quest which is essentially end of the entire mission
  • Improve Quest text to be more verbose
  • Lock 2nd AccessDoor otherwise previous quest step completion is irrelevant
  • Move Dialogue7.1 trigger from Turret quest end to be triggered inside EnterDoor quest so timing with AccessDoor light can be done
  • Gate 2nd door unlocking behind timer to allow dialogue to play
  • Massively increase Locate_Travel quest sphere to cover entire entrance area to prevent quest step not triggering off by taking a wide berth. Show Travel quest sphere in Editor so this can be avoided in future
  • Lock then unlock first AccessDoor to update status light
  • Add supporting lights for Irradiated Prospector emissive elements
  • Add locked/unlocked red/green status light for AccessDoor. Add DF shadow support
  • Remove static world lights from Ely3 base
  • Small radiation modif change
  • Adjustments to when radiation modifiers are triggered. Also adding Eden biome audio to biomes table. Adjustments to irradiated prospector. Adding cave context etc
  • Foliage & Cliff in Volcanic on Purple Quad, Elysium
  • Mission 4-5. Fixed first 'talk to victor' quest not being interactable
  • Separated the T4 Landing Pad into two meshes, one concrete and the other metal. I also created custom LODs for both
  • Added transparency to radiation modifier background

[/expand]

Icarus Week 201 Update | Cultivar Backpack

Welcome to Week 201.

This week we introduce a whole new Outpost DLC which has a unique coastal biome. The addition content added to the game is the Cultivar Backpack, purchasable from the orbital workshop. This backpack is focused on farming, harvesting and seed collection. Check out the details below.

We also give a quick preview for a brand new mount coming next week - the Ubis.

[hr][/hr]
This Week: Aquatica Isle Outpost DLC

What started as an experiment around if coastal areas could fit into Icarus, quickly turned into an idyllic island we knew players would love the chance to build their dream base on. The Aquatica Isle's geography is based on the real-world geography of 'Motuihe Island' here in New Zealand, and its decorated to look like many classic survival game beaches we love to play on.

Adding new biomes involves new terrain usage, rocks, foliage, textures, material layering and effects. Icarus has a fairly complex and mature system to manage and blend all these visual details, so prototyping new areas often involves a lot of time and technical work. So if you like what you see, show your support by purchasing this DLC which is now available on Steam:

https://store.steampowered.com/app/3984230/Icarus_Aquatica_Isle_Outpost

Whether you own any outposts already or not, you can complete the set at a 25% discount with the Outpost Bundle:
https://store.steampowered.com/bundle/34141/Icarus_Outposts_Bundle/
[hr][/hr]
This Week: Cultivar Backpack


A new backpack has arrived in the Orbital Workshop, created with farming and harvesting in mind. Available to research for: 250 Ren and 500 Exotics and craft for: 100 Ren and 250 Exotics. This specialized pack is designed to give agricultural players more efficiency and flexibility when tending to crops.

Previously, seed collection was only possible through the Reaper Scythe from the workshop, Seed Extractors deployed on-planet, or by using sickles altered at the Alteration Station. With this backpack, however, players can now collect seeds directly while harvesting, removing the need for additional specialized tools in many situations.

In addition to this major convenience, the backpack also provides an increased harvesting yield, ensuring more resources per harvest. It comes equipped with 6 extra inventory slots, giving farmers extra space to carry their tools, seeds, and produce. Altogether, it’s a powerful addition for anyone aiming to maximize farming output and streamline their workflow.

[hr][/hr]
Next Week: Ubis Mount and Talent Tree


Prospectors have been making strides domesticating some of the unique Icarus wildlife, with the giant Ubis being the latest addition to the list of available mounts. The Ubis' sharp beak and poison talents make it threat in combat and its survival talents enhance its abilities in its natural habitat, the swamps of Icarus.


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

https://store.steampowered.com/bundle/34141/Icarus_Outposts_Bundle/

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

[hr][/hr]
Hotfix Changelog 2.3.12.143251


  • Fixed race condition where when joining a server, if your client loaded before the player controller was received from the server your tech tree and talents page failed to load.


[hr][/hr]
Changelog 2.3.12.143193


[h3]New Content[/h3]
[expand]
  • Unlocked farmer's backpack workshop item
  • Added Aquatica Isle Outpost DLC to Outpost menu

[/expand]

[h3]Fixed[/h3]
[expand]
  • Add IsValid check for GetOwner in TraceForCave function on BP Building Base
  • Fix an exploit with processors and water connections
  • Remove historical tooltip from glassworking bench. Remove water brownout modifier from glassworking bench
  • Changed texture size for portrait outpost images
  • Island outpost now locked behind correct package ID
  • Renamed references of Aquaticus to Aquatica
  • Updated Quest text for Olympus Agriculture mission to clarify location requirements better. Formatting adjustments.
  • Fix CropPlot entries in Retrieve step for Olympus Agriculture mission.
  • Increased Inaris Crate albedo to 2k
  • Remove (unfinished/unbalanced) Legendary Slug Launcher and Ice Mammoth Sledge Hammer from the FieldGuide
  • Fixed Kitchen Stove VFX being enabled by default causing instances used in Prebuilt structures to automatically be enabled
  • Fixed issue where distance-based threat calculation (how quickly an AI will detect a perceived hostile threat) wasn't updating to match AI's maximum visual range. This will only affect the few NPCs that had a non-default visual range != 5000
  • AI damage perception events now persist for 10s instead of default 3s (AI will 'remember' your current position for 10s after being hurt). This is primarily to fix issue where attacking certain AI from outside their visual range would cause them to abort out of their attacking action 3s after being hurt, this is now 10s
  • Extended minimum player ragdoll time to fix regression where dead player body would frequently freeze in mid air
  • Crafting queue 'time remaining' now updates when modifiers are added/removed. Previously would only update when next item in queue started crafting

[/expand]

[h3]Future Content[/h3]
[expand]
  • Reducing dialogue line when TPS drones are after you when you place the beacon. Also music balance pass
  • Another small cre volume adjustment
  • Correcting slinker having wrong combat music override causing it to have combat music at a longer distance which didn't make sense for the creature
  • Cre flinch and death vocal volume pass
  • Adding further delay to second dialogue that plays after landing
  • Inventory context menu to fill various items with various resources (first pass)
  • Fix incorrect hit VFX playing on LC voxel rocks. Add in logging (Editor only) when incorrect material surface type is detected. Cleaned out unhooked BP logic from 2023
  • Small volume adjustment
  • Added quick tamer saddle art assets to the project
  • adding chew flinch, death and attack vocalisations, event and data table setup. Duplicating animations used that are linked to the horse attack and adding appropriate vocal
  • Added a mask material for radiation modifier fill
  • Changed the curve radiation bar to change according to when radiation modifier icon changes
  • Impassable work
  • Added ITM_Sledgehammer_Lithium
  • Fix bone DT setup for GasFlyer
  • Fix many mismatching FLOD/BP distance field settings. Fixed some collision/lod/texture issues
  • Update processor list item time remaining when modifiers are applied
  • Sandwyrm Queen - Added IK to animbp
  • Resources Pass in Swamp, Orange/Purple Quad, Elysium
  • Updated WPO mask range to fix issue for Stump_trunk_02 on Ely tree
  • Adding medium and heavy radiation events and modifier setup
  • Corrected Recipe row for Raw_Wood_Lamp (was Ramp). Devlocked/Blacklist Impact Grenade, CaveBatTrophy, and BlackwolfRug
  • Adding radiation geiger counter sound and new modifier state audio. Adding to all radiation modifiers
  • Delete recipes for Carbon Armor (workshop item), large deer carcasses (can't be carried), roat and raccoon carcasses. Added DT validation for detecting recipes that aren't player accessible but are visible in FieldGuide
  • Ely - added canvas walls and awning meshes for Eden set dressing
  • Removed 'Wood' designation from Rustic Wall Shelf title to match other Rustic items
  • Adding modifier state audio row to new modifier. Adjustments to many dialouge events and marking events for redos and touch ups
  • Radiation Modifiers - Color changes based on how much radiation you currently have
  • Adding air hiss to nuclear reactor to represent updated fan fx
  • Updated MA_TRE to fix missing cap when chopped
  • Added Radiation Modifier Background
  • Adding roach slather audio, event and notify. Adjustments to a lot of other notifies and removing unused click sounds. various other improvements and additions
  • Improve jackhammer (item) animation. Wire various particle systems
  • Adding Giant Roach roar event to animation. Adding all corrected vocal socket names to ai audio data table to ensure vocals play from correct spot
  • Giant roach close vocal idle layers with more mouth movements and layers added to idle vocal event
  • Updated BP_SkeletalItem_Lithium_Bow
  • Updated D_Meshable
  • Added BOW_Lithium with animations
  • Fix DF shadow settings on rocks. Improve DT validation
  • ELY1: Add 'Scout' Drone variation which is easier to kill. Use in Defend quest. Increase time between spawns 10s-20s and base number of 2 instead of 3
  • ELY1: Put map icon setup behind RepNotify so that it works for clients
  • Sandworm queen - Fixed circle flying not working as intended and gave a lot of acceleration to its flight and allowed for much faster braking. Fixed animbp tilting in the incorrect direction when turning while flying
  • Adding giant roach roar audio and event
  • Rock, Tree Placement and Landscape Pass in Swamp, Orange/Purple Quad, Elysium
  • Ely - fixed various floating rocks, added more fireflies to Tundra, green+yellow quads
  • Ely - fixed double voxel in Cave_AC_MED_008_DLC2
  • Added VFX for BP_Uranium_Generator
  • Updated env radiation VFX
  • Various roach stomps and attack movement audio events and notifys
  • Update CavePrefab utility array of Cave Prefabs
  • Sandworm Queen - Removed testing nodes in Behaviour tree and fixed mission 5 referencing wrong BB variables on queen
  • Uranium collection device's dynamic material now replicates correctly for clients
  • Adding roach unique footstep audio
  • Sandworm Queen - Added flying spit attack
  • Created Gfur setup for the tundra monkey
  • More impassable work
  • Added crash landing animations for the Wyrm Queen
  • Ely - added canvas wall static mesh for Eden set dressing
  • Updated quick tamer saddle static mesh and material settings
  • Updated skinning on the bear hide saddle for the raptor
  • Updates to the raptor skinning
  • Giant Roach will now only perform it's unique behaviour if target is within 35m
  • Fix a BP warning in editor for clients
  • Remove logging from chainsaw SFX
  • Only play idle SFX for chainsaw when not in use
  • Added first pass unique behaviours to Giant Roach
  • RunForSafety now supports dynamic subtree override
  • Improved Giant Roach's locomotion, anim blending
  • Disabled Giant Roach's player-blocking capsule collision
  • Actors that touch Giant Roach's tentacles now have a debuff applied
  • Permit the set resources cheat to empty contents (if units is 0)
  • More stomper audio additions. Jump stomp, bite stomp and various timing improvements based ons ped up animation montages
  • Added new modifier type for radiation
  • Removing unnecessary blend layer from creature explosion
  • More raptor movement layers. Light feather whoosh blend and animation notifys
  • Ely - added BP_Fireflies to approved actors list, placement in Tundra around alien rocks, green quad
  • Fixed radiation mask not fitting in modifier icon background
  • Fix bone DT setup for Reaver
  • Fix remaining mismatch between FLOD/BP for foliage shadows. Fixed some LOD/collision issues
  • Radiation Modifier - Added progress bar for the 3 phases of radiation
  • ELY Eden Station landing pad first pass
  • Resources Pass in Swamp, Orange/Purple Quad, Elysium
  • Ely - added various T5 kitset meshes for set dressing, mesh placement in Eden, yellow quad
  • ELY2: Add new QuickMakeQuestItem function which is a copy of QuickMakeItem but adds the IsInvolvedInQuest tag. Set the Map and Echo device given by Iris to be quest items
  • Fixed Dialog subtitles in ELY2 so that they match the audio
  • Radiation Modifier - Added priority to radiation modifiers so they stick to the left most portion of the modifiers UI
  • More radiation notification adjustments
  • More radiation geiger variations. More longer and slower variations. Varying low medium and high radiation more
  • Dialogue text adjustments to match VO
  • Updated SPR_Lithium
  • Updated ITM_Shield_Lithium
  • ELY2: Updates to ELY2 quest text
  • Decrease delay on Drone navlight flicker for more frequent updates, and increase view distance
  • Change Drone muzzle flash VFX to use better Pistol Niagara with lights and smoke
  • Resources Pass in Swamp, Orange/Purple/Green Quad, Elysium
  • Added mange wolves to irradiated enemy spawn pool
  • Added new 'Following' GOAP movement mode that scales movement speed based on distance to target point
  • Fixed issue where AI damage perception events (triggered when hurt) wasn't setting target correctly
  • When spawning groups of AI (dribbo, mange) followers will now be protective of 'leader' if their GOAP setup supports it
  • Added follower behaviour to standard mange wolves
  • Improved wolf's locomotion AnimBP to make it less glitchy when slowing down to a halt
  • Added default AISpawnConfig/zone for dev maps
  • Squad-based follower AI will now share perception events between eachother (attacking one will anger the rest)
  • Adding lithium axe event and data table setup
  • wip update for new blood FX on hit
  • Ely - added more meshes for set dressing tweaks to canvas meshes and material, mesh placement in Eden, yellow quad
  • Fixed associated maps for Chew Bestiary
  • Gate OEI usage in ELY Eden
  • Spawn Eden Station OEI as part of ELY_Story0
  • More lithium spear adjustments and additions
  • Adding chew distant idle layers. Idle shake adjustments and other tweaks
  • Added new Crash_Descent dropship sequence that is triggered when players drop on ELY in a session without the ELY_Story1_FoundEden flag
  • Sandwyrm Queen - Added strafing runs to flying attacks
  • Updated texture settings for Voxel Lithium
  • Remove collision on Uranium Collector bones that spin/move during active animation, causing attached widgets to move erratically and unnecessary physics computation. Remove Collision on liquid SM in BP for same reason
  • Adding lithium pickaxe impact event and whoosh, data table entry etc
  • ELY Eden Station landing pad swap out mesh, setup lights and transport pod snap points
  • Adjustments to volume adn distancing of chew footsteps to better represent its size
  • ELY Impassibles
  • Adding ELY dropship sequence audio hooks and FMOD parameter additions
  • Refine Elysium biome map
  • Undo some dialog changes that were marked for change in VO
  • Added following movement speed to new drone scout AISetup

[/expand]

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]