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
- Balance
- UI and audio
- Fixes
- Performance
ICARUS changes
Welcome to Week 234.
This week’s patch adds new Interior Wood flooring pieces, expanding your options for building and decorating indoor spaces. These pieces are designed to fit smoothly with existing assets for more variety and flexibility in layouts.
We’re also introducing curved railings that snap to these new floors, as well as other compatible curved floor pieces. This makes it easier to create clean, rounded walkways, balconies, and stair areas.
We also have a quick preview of next week in which we will be releasing a new item, the Deep Cycler, and Obsidian Deep Ore Deposits on all maps.
Notable Improvements:
Added Curved Interior Wood Floors
Added 7 Curved Railing Items
Fixed Punch Damage armor alterations not having working stats
Komodo's can now be carried and skinned on the Skinning Bench
Split out Modifier information in Item Hover Tooltips for better readability
Medicines can now be used on/applied to other players correctly
Fixed Vespers not tethering to their nest properly and chasing players forever
Optimized several hundred icon textures to be smaller file size and sharper quality
This Week: Curved Interior Wood Floor
This week we have expanded our curved building piece options by adding the highly requested Interior Wood version. The new piece is available via the Interior Wood Building Advanced Set which is unlocked behind the Carpentry Bench in Tier 2. This also unlocks two variations of the same piece with the grain in different directions so you can make the perfect flooring
Let us know what other pieces you would like to see next.
This Week: Curved Railing Variations
In addition to the new curved Interior Wood pieces, we also saw the need for adding in curved railings to go with all of the new curved pieces that are now available. These snap to the curved floor pieces and there are seven new curved railing options now available for you to use and they're available as variations for the existing Railing items.
Next Week: Obsidian Deep Ore & Deep Cycler
Next week we plan on adding Obsidian Deep Ore Deposits to Olympus, Styx and Elysium allowing them to spawn. We are also adding a brand new T5 device that will allow you to trigger a reconfiguration of your deep ore deposits within a localized area, allowing them to effectively change type.
Your support makes these updates possible.
Icarus Dangerous Horizons Expansionstore.steampowered.comIcarus Complete the Setstore.steampowered.comChangelog 3.0.12.152317-rel-DangerousHorizons
New Content
Tweaked LOD, collision and DF settings on new Curved Railing pieces
Added Curved Railing Item icons to Deployable Setup Data Table
Fixing Socket Positions on all curved Floor Pieces so the Railings Snap Points match the Regular Floor Pieces in height, this way the railings will be level between the pieces
Adding Barbed wire Stairs and Curved Railing Variants
Stats - Added new 'FistMeleeDamage' stat and added it to two of the 'arm' armour modules
Added curved and ramp versions of BLD_Railing_BarbedWire
Item Popup - Removed the stat afflictions from just the item popup and the afflictions now appear as separate 'widgets' to the right of the popup
Setting up Curved Railings (Brick, Concrete, Iron, Refined Wood, Thatch, Wood) and Adding Sockets to the Curved Floor Pieces so the railings can snap
Komodo/Lava Komodo - Added carry animations and skinning bench recipes
Added Reinforced Wood Curved Railing
Added curved railings for all railing tiers, including all SMs, DMs, materials and textures
Added Interior wood curve floor variant icon
Adding Variation B of Refined Wood Building Pieces
Added apex mesh for BLD_Floor_Curved_Wood_INT_VarB
Added curved interior wood floor item icon
Added information to Modifier descriptions regarding modifiers that persist after death
Added a variation of BLD_Floor_Curved_Wood_INT that has the planks rotated 90 degrees on the z axis
Adding Refined Wood Curved Pieces
Fixed
Item Popup - Reverted the moving of stat afflictions in the item popup from stats to outside the pop up on their own. - now is back to how it was
Fixed missing 'Sawblades' in valid ammo types description
Doubled Fist Melee Damage stat value on Punch Damage Attachment alteration items
Fixed incorrect physical material assignments on many building pieces resulting in incorrect footstep audio. Added unhooked DT validation to check PMs. Fixed incorrect texture compression on INT Wood Mask
Mammoths - Fixed bug where mammoths feet were sliding. Also fixed a bug where when set to 'jogging' the mammoth would do a weird step that looked unnatural
Removing truffle sounding like bushes when passing through them
Added functionality for IcarusPlayerMovementComponent Characters to smoothly interpolate their rotation rate when rotating towards controller desired orientation
BTT_FindRandomPointAroundTarget now allows projection of target location to navigation
Added PhysicsCore to VanguardBPLibrary build cs
Added PhysicalMaterial.h include
Exposed GetSimplePhysicalMaterial via BP function library
Adding occlusion to flying and explosion on radiation bomber and lava fly bomber
IcarusCreatureAnimInstance owner rotation used by lookat logic can now be overridden
Medicine - Players can now use bandages/tonics/pastes/pills on each other. Fixed client/server animation bugs with bandages
Modifier Description Pop up has background, Added Modifier Description Popup widget to Item Pop up Widget
Fixed deployable section recipe hover not working
Armor stand t2/4 - Added destructible meshes to both versions of the armor stand
Resaving misc niagara effects for build log errors
Fixed Biolab Weapon Upgrade and Purchase pop up details being too small
Fixed ai relationship of Radiation_Bomber and Broodling to prevent them attacking other AI
Updated widget that said 'Exotics Delivered' to be genercized to 'Rewards Delivered' as this system has since been expanded to also deliver non-exotic currencies
Removing print string from testing
Adding improved punch melee audio. Checking distance from hit actor to player and stopping hit indicator audio playing when hit is too close to avoid double ups of hit sounds that are unnecessary
Fixed incorrect description text on Draven's Water Retention talent
Resaving Niagara master and instance material erroring in build log. Remove emitter that is erroring because its not visible
Bats - Increased tether range from 50 meters to 100 meters, bats now accurately will turn back around after the tether distance is passed. Shooting the nest when you're past the tether range wont agro the bats
Fixed Nailgun (and future Workshop Flashlight) not appearing on Charging Station. Halved weight of Wall mounted Charging station to 5kg. Added new icon editor scene with skylight for better visuals on metal elements. Retook both charging device icons
Waterfall cave prefab actors should now properly inherit custom waterfall data
Tweaked DF settings for Gate meshes. Removed obsolete icon/name data from Wood gate which isn't a variation setup. Fixed Ranch Gate DF meshes not being hidden properly
Reimported several hundred icons not in pow2 format for optimization and crisp MIPGen support
Future Content
Adding laptop audio to note used in Rad_A to help the player locate it easier
Actors tagged with 'PrebuiltMissionActor' are no longer counted by BuildBlocker_PromptForRecovery
Added RAD_WatchTower_V1 in Rad Colony on Yellow Quad, Elysium
RAD_B - Broken Hoverframe now spawns in with 25000 Oil and 1000 Health
RAD_B - Updated the prebuilt structure so that it contains gratings players can use to build with over the lava
Further fine tunes to searching mini game to make sure some elements aren't too loud
Some fixes to BT_RadBoss logic that were preventing certain phase 2 subtrees from executing the the correct order
RAD_A - Adjusting OPERATIONS, GREENHOUSE and HOUSES prebuilt structures to add the set dressing
RAD_B - Fixing issue with Signal Zeta which was showing the wrong map marker
Adjusting Irradiated creatures and mutations so they have high posion resistance
RAD_A - Adjusting OPERATIONS, GREENHOUSE and HOUSES prebuilt structures to add the set dressing
Inspection tool now traces 2km instead of 200m
Meshes added for all aquariums with the glass separated into it's own SM
Made incorrect VanguardBPFunctionLibrary function static
Irradiated Mutation - Added running/sprint animations and fixed foot sliding
Dummy change to try fix banks
Added updated static meshes in Rad Colony on Yellow Quad, Elysium
Added RAD_Greenhouse_V2 and updated static meshes in Rad Colony on Yellow Quad, Elysium
Added colony building static mesh blockouts for design to start prototyping
Adding settlement music location
Adjusted attack angle for different rock locations on RadBoss spire actor. Spire actor positions can now have separate attack angles
Outlined Biolab Stats text and changed the text colour
Adding settlement ambient music track, event and data table setup
RAD_A - Adjusting LAB and HOUSES Prebuilt Structures
Added DEP_Aquarium_T4_XL
Added RAD_Operations_V1 in RAD Colony on Yellow Quad, Elysium
Adding mutation unique footstep event to sound heavier than standard rad prosp
Adding mini game end positive audio. Also adjustments to success and negative range audio
RAD_B - Fixing Build Break caused by an unsaved item static
RAD_B - Add new inventory slot for Keys in the Damaged Hoverframe, these are now required in the quest to start the vehicle
RAD_B - Adding Quest Items to the Prebuilt Structure
RAD_B - Adding Logic to convert broken speeder into rideable speeder
RAD_B - Adding quest steps for checking for the fixed speeder and returning the speeder to its delivery location
Coastal wave spline tool and material update
Added IK ControlRig for radboss
Disabled IK for a number of rock-related anims
Added new AnimModifier asset to batch disable IK
Adjustments to coastal to sound less beachy. Slightly less bright vibe
RAD_B - You can now take key from Rian and continue
RAD_B - Adding new supports to allow players to build across the lava in the quest area
RAD_B - Adding New Destroyed Prebuilt Structure for the quest
Added DLC3 test map with WIP landscape
Update Weatherman to support more atmospheres by populating directly from DT data. Can now cycle through atmospheres
Adding mission rad 1 injection syringe audio, event and playback setup
Radboss web attack will now trap players and spawn cosmetic web strands on legs
Tweaks to Radboss web and spit attack projectiles
More adjustments and fine tunes to mini game audio
RAD_B - Reworking quest so that you have a hoverframe to repair and return to the radio tower
Lots of adjustments to mini game audio and the way it plays
Added SK for the slinker sandworm saddle
Added RAD_Laboratory_V1 in Rad settlement on Yellow Quad, Elysium
Updated meshes for DEP_Fireplace_ClayBrick_Red
Moved test instance levels out of primary Maps folder and into developer folder so they don't cook
Further radboss combat loop additions
Placeholder actor, modifier, and projectile for radboss web spit attack
Adding more mini game assets and adjustments to sounds and the way its played
Update NPCPlacer tool to work with Mount variation data structure change
Armor stand t4 - added open/close interact and added collision to outer case
Armor stand t4 - Implementation
Updated SK_DEP_Armor_Stand_T4_Dummy
RAD_B - Colonist 1 no longer needs to be stabilized and can be collected in a stasis bag right away
RAD_B - Colonist 2 can now be stabilized and saved, shifted quest marker for a better location
RAD_B - Added Hoverframe Keys Quest Item and Quest Steps to Retrieve
Setting up rad radio mini game audio and FMOD param in event
Radiation Grenade VFX adjustment and implementation to BP_Payload_Radiation_Grenade
Added RAD_HousesInside_V1 and updated static meshes in Rad settlement on Yellow Quad, Elysium
Adding coastal ambient audio setup. Adding new audio event to setup
Adding coastal ambient audio event and coastal waves and balance pass
Added FSR2 plugin to engine and enabled it for testing, and to trigger precompiled binaries generation. FSR2TemporalUpscalingEditor module has been disabled to prevent conflicting with DLSS editor module
RAD_B - Adding new quest steps for tracking, saving, stablizing and transporting a colonist back to the radio tower into a cot
RAD_B - Adding new quest markers and logic for allowing injured colonist to be placed into a cot & stasis bag
RAD_B - Fixing NPC Stabilization so it does not take into account radiation as an irradiated person cannot be healed of this debuff as it is aura based
Bald Eagle - First Pass implementation
Added Hovercraft Map Icons
Radiation grenade VFX wip
RAD_B - Adding Quest Markers and Queries for the Structure and Main Signal Locations as part of the quests
RAD_B - Setting up mission objective blockout for full quest
RAD_B - Setting up Prepare quest steps for gathering items / equipment
RAD_B - Setting up New Recovery Beacons and Map Icons for Quest Objectives
RAD_B - Adding new Prebuilt structure for the Radio Tower
Edits to radboss arena collision, navigation
Added optional emerge animation to irradiated prospector
Started work on new adds spawn system for radboss
Renamed new Forge assets, replaced 'T5' with 'v2' to correctly represent its purpose. Added initial pass of BP with lighting and VFX
Adjusting Dead Colonists Meshes and poses so they work with the new mesh, in additional adding new textures for the Dead Colonists so they more closely resemble the mutated creatures
RAD_B - Setting up 2 new NPC's for the player to interact with during the mission
Added a skeletal mesh for the slinker desert and racing saddles
wip on water waves effect
Updated Outpost011 biome texture
Resaved ItemsStatic to fix Meshable row define
Resaving item static to fix the build error
Adding lots more radboss sounds and animation notifys
Added RAD_Greenhouse_V1 and updated static meshes in Rad settlement on Yellow Quad, Elysium
Added Sandwyrm Queen trophy variation deployable setup, tweaked LODs. Fixed several cases where Wyrm was spelt incorrectly
Adding second potential music track. either for jungle or another more dangerous biome
Added new Rad Boss animations
Source
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