In this update5
Full notes
Full ICARUS update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Maps
- Performance
- Balance
- Store
- Workshop
ICARUS changes
Welcome to Week 233.
This week marks the launch of the Timber Extraction Unit, a brand-new Legendary item purchasable from the Biolab. Designed for high-efficiency harvesting, this powerful tool can rapidly decimate forests while also doubling as a dangerous weapon, launching spinning saw blades at unsuspecting creatures.
Elysium has also received a small map update in preparation for future content, with a new structure now appearing in the Western Volcanic Region.
We’re also giving a small preview of what’s arriving next week: interior wood curved floors and curved railings, expanding building customization options even further.
Notable Improvements:
Optimized several dozen common (creatures + environment) Niagara effects, reducing load on CPU/GameThread. Reduced spawn rate of wisp effects.
Optimized MIP gen settings on over 2000 icons which should result in crisper looking icons and some resolution/compression optimizations. Added tooling to find icons with incorrect settings.
Fixed Leech talent on Slinker and Skulk not working due to missing stat to define how much health to leech. Fixed missing title/description on Skulk talent tree.
Fixing Savage Bloodline so it has the correct stat so creatures can leech life on hit
Moved DLC and heavy item type icon from title bar pop up to main item pop up window
Added LODs to plane used for water ripple effect. Prevent spawning water ripple effects unless actually tracing against water.
This Week: Timber Extraction Unit
This week brings a brand new Legendary item, the Timber Extraction Unit, a fully customizable circular saw with 12 unique alterations to select from to upgrade the Motor, Handle, Blade and Drive sections. This allows it to be specialized into making wood collection a breeze and to become a formidable weapon against your enemies.
Powered by Refined Oil, the TEU is capable of ripping entire forests to shreds in minutes. Upgrades such as the 'Refined Drive' will automatically award you with Refined Wood, or the 'Skinning Motor' allows for the skinning of creatures, or the 'Serrated Blade' causing increased hardpoint damage and applying Bleed, or the 'Expanded Motor' automatically picking up chopped wood to allow you to repurpose those critical character talent points. There's a nice variety of useful upgrades to customize the TEU to be your own.
While originally we had it as an optional upgrade, we decided the ability to fire the saw blades as projectiles was too fun to not make it a default function of the item. The TEU doesn't come with a Sawblade built in, they can be crafted on planet with just a handful of Iron Ingots, or for those who really want to hit the ground running, a Sawblade Workshop Bundle is available for purchase and immediate use. The TEU is available for purchase in the Bio-lab and requires 1x Legendary Licence.
This Week: Elysium Map Adjustment
This week in the Western Volcanic Region, a new area has been sealed off. Previously marked as unbuildable terrain, the location is now blocked by a newly appeared structure, preventing further access.
This change is tied to future content planned for the Elysium map. At the moment, the area has no interactions or gameplay functionality.
Next Week: Curved Interior Wood & Railings
Next week we are planning on adding an addition to the interior wood set - the curved floor pieces. As well as new curved wood railing which will snap to all curved floor pieces.
Your support makes these updates possible.
https://store.steampowered.com/app/1648533/Icarus_Dangerous_Horizons_Expansion/
https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/
Changelog 3.0.11.152126-rel-DangerousHorizons
New Content
Tweaks to Biolab pin positions on Timber Extraction Unit
Adding Ability to Draw and fill from Oil Barrels when they are deployed
Adding Talent and Recipe for crafting Sawblades on planet
Removing feature lock from Legendary Chainsaw Alterations
Fixing damage visibility on workshop sawblade pack
Unlocking Legendary Chainsaw and Fixing Biolab Shop so it can be purchased
Adding Sawblade Workshop Pack and Raw art for the Saw Blade Item
Mission Board's Mission Available pop up now has Mission details on it
Added ITM_Banana, with SM, textures and material
Prospectors can now hold bananas in their hands
Uranium set dressing nodes now have a highlightable that updates based on their active state
Fixed
Fixed Leech talent on Slinker and Skulk not working due to missing stat to define how much health to leech. Fixed missing title/description on Skulk talent tree. Various grammar fixes
Fixing issue so you can correctly pickup oil barrels
Fixing Savage Bloodline so it has the correct stat so creatures can leech life on hit
Decreased Wood Yield on chainsaws by around 30% to balance them out more
Fixing Camera Preview and Pin Positions in the Biolab for the Legendary Chainsaw
Fixing layout of biolab so all legendary weapons can be seen
Fixed a bug where placing a stacking item back into the transport pod would dupe the item and could split indefinitely
Fixed MIP gen settings on over 2000 icons which should result in crisper looking icons and some resolution/compression optimizations. Added tooling to find icons with incorrect settings. Added missing local source files for icons
Re-did Buffalo and Wolf serum icons so the head isn't floating. Re-organized serum recipes so their variations are grouped together properly. Adjusted grammar on serum descriptions
Enable weakpoint damage on Sawblades so that projectile shots can still crit
Misc LOD and DF fixes for various meshes
Fixed niagara effects erroring in build log
Fixed Natural Oil Refiner toggling visual effects when power is connected but not yet actually running. Added Distance Culling on Niagara component
Updated Nuclear Reactor materials
Added supporting light to Nuclear Reactor console. Added ProjectionLocation component. Setup material swap logic for console. Disable animation when not running
Fixed issue where radiation nests where not damageable as they where failing the valid hit query, they are now correctly tagged as world objects
SM Projectile bug - Fixed a bug where projectiles would get stuck in clients when projectiles were either too big or too slow
Moved dlc and heavy item type icon from title bar pop up to main pop up window
Fish20 blink animation is now additive, so no longer blocks standard control rig simulation
Added a new version of the blinky blink anim using the FIsh01 skeleton. Updated the blinky specfic parts of the fish hold BP to use the V2 blinky assets, Updated Meshable DT to reference V2 blinky skeletal mesh
Optimized several dozen common (creatures + environment) Niagara effects, reducing load on CPU/GameThread. Reduced spawn rate of wisp effects. Added LODs to plane used for water ripple effect. Prevent spawning water ripple effects unless actually tracing against water. Added cheat to reveal oil geysers on the map. Changed uranium deposits map icon to be unique from meta deposits
UI/String Translations - Changed 'required resource' box to be slightly larger for readability and also changed format of the string to include a tab so when the numbers get large it doesnt get very small
Fixed two invalid DT rows
Fixed a few typos
Future Content
Added Rad_House_V1 and updated static meshes in Rad settlement on Yellow Quad, Elysium
Adding rad boss spit audio, event and notify
Added Radboss den entrance (BP_GH_DenEntrance_RadiationBoss)
RAD_A - Fixing Quest Logic so the quest can be started from the start and not mid way through
Added Apex destructible mesh for Interior Wood Curved Floor (APEX_BLD_Floor_Curved_Wood_INT)
Updated Outpost11 biome map. Added first pass of Jungle Light atmosphere
Setting up Jungle into Beach, Set Dressing Jungle Lite and 2nd Jungle, Outpost 11
Added Mission Virus Sample, Medical Grade Syringe and AntiSerum item icons
Added (devlocked) serums for Orka and Storca in future update.
Adding music v1 version of jungle theme, audio and event
Assembled basic structure of Radboss BT combat loop
Created a number of montages, both placeholder and final
Added a number of particle/screenshake effects to Radboss attack montages
Added new SelectInOrder BT composite node which sequentially picks each child node one by one each time the selector is entered
RAD_A - Added Missing Quest Queries
RAD_A - Increased time between spawns on the radiaiton spawner from 15 -> 30 seconds
RAD_A - Setting up final spawning and quest markers for the last quest steps
RAD_A - Adding in Pillar, Quest Markers and Quests Steps
RAD_A - Adding Serum and Virus Delivery Steps
RAD_A - Adding Quest Objects to the Lab Prebuilt Structure
RAD_A - Setting up new Syringe and Wraith Corpse interactions to collect and Item and Creating quest steps
RAD_A - Adding Quest Objects to the Greenhouse Prebuilt Structure
RAD_A - Setting up quest flag for Serum recipe and setting it when the combine step is started
Work on radboss movement/ctrl rig/leaning on rock pillar
Added Radboss ctrl rig for upright RockA state (and possibly other upright states)
Temporarily clearing Radboss mesh rotation upon entering upright state to fix alignment on rock
Reworking Swamp into Beach, Added Jungle Lite and Added 2nd Jungle, Outpost 11
RAD_A - Adding Quest Objects to the Operations Prebuilt Structure
RAD_A - More Quest Markers for Specific travestal points within the colony and fixing travel distances for the sites inside the colony
Adding new Common Quest Base Travel Tiny
RAD_A - Implementing Quest Steps for Searching through the colony houses
Added buffalo double saddle skeletal mesh for testing
Updated Outpost11 configuration and data. Initial creature spawn setup, prospect data, updated Biome from Swamp to Beach, and weather data
Added SMs, DMs, Texture and Material for BLD_Floor_Curved_Wood_INT. Apex DM still needs to be made, as well as BP and DT entries
Attempt to fix niagara build log warnings take 2
RAD_A - Adding new Quest Markers for the Ops, Greenhouse and Lab
RAD_A - Adding new Items for the Virus, Serum and Syringe
RAD_A - Adjusted Colony BP so that the Boss is hidden until it is needed
Added Radboss Saddle icon
RAD_A - Fixing Nest Locations and Entry Quest Marker Locations
RAD_A - Spawning Nests and Mutations before the colony door is opened so they don't pop in, remove manually spawning od the door as it is now in world
RAD_A - Adding the security door to the map, and shifting set dressed items up to the correct locaction
Setup skin variations for Skulk
Edits to radboss animbp/spire connection
Updated texture for DEP_Natural_Oil_Refiner
Updated mesh and material for DEP_Nuclear_Reactor
Added MTK_Drone_Companion
Fixed compilation error on Bat Kill Niagara effect
Reworking Swamp into Beach, Outpost 11
Removed .p4config example file now that latest version of P4 doesn't allow modifying of files named .p4config, breaking build steps (see P4_SYSTEMIGNORE since 2025.2/2907753)
Rad Saddle - Added missing creatures (Arctic Moa/Standard Horse)
RAD_A - Adding new Quest Steps for Searching Lab / Greenhouse / Ops and Living Areas
RAD_A - Adding new Collectable Notes for the Lab, Greenhouse and Ops
Adding new common quests for the for arrival with subquests so they don't require a map icon to trigger
Lead lined box - template now no longer dev locked
Added initial BT/BB for RadBoss
Updated atmosphere/biome for RadBoss Arena
Converted RadBoss spire to BP, replaced in arena map
Adding jungle first pass ambient audio base layers and over 200 scatter ambient creature sounds. Data table setup
T3 Generic Bag Added
Reworking Swamp on Outpost 11
Added some initial files and DT rows for RadBoss
Increased displayed resolution of RadBoss material textures
RAD_A - Adding new quest markers for radiation nests and spawning them in during the colony step
RAD_A - Removing unused Prebuilt Structure from files
Added Wall for Rad Colony on Yellow Quad, Elysium
Source
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