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
- Maps
- Gameplay
- Performance
- Store
- Fixes
- Balance
ICARUS changes
Welcome to Week 236.
This week introduces Ubis breeding, allowing Prospectors to establish their own breeding populations of these iconic swamp birds.
Looking ahead, next week's expansion of the Norex Trader will provide new ways to access world boss rewards across more maps.
Notable Improvements:
Optimizing a number of collision setups of many expensive mesh setups
UX Pass on Aquariums, fixing client desync issues, optimizations, improved LOD setups, improvements to visuals and more
Norex Trader now trades for Sandworm Scales instead of Caveworm scales
This Week: Ubis Husbandy & Phenotypes
This week, we're expanding the possibilities of ranching on Icarus with the addition of breedable Ubis.
These towering swamp birds have long roamed the wetlands of Icarus, and while juvenile Ubis could already be collected and raised, Prospectors can now breed them as part of their husbandry operations. This new addition opens up more opportunities to grow your flock, experiment with breeding outcomes, and work toward collecting every available variation.
To get started, you'll need to craft a new Ubis Serum at the Ranching Station. Once crafted, you'll be able to begin establishing your own breeding population and continue expanding your collection.
As a reminder, Ubis feature 7 distinct Phenotype variations for you to discover, collect, and breed, giving Prospectors plenty of reasons to keep experimenting with different combinations and outcomes.
Next Week: Expanded Norex Trader
Next week we are expanding the Norex NPC Trader adding Boss Vestiges of all world bosses to be purchased allowing the unique items that can be crafted with them available on all maps that the specific bosses are not present.
Your support makes these updates possible.
Icarus Dangerous Horizons Expansionstore.steampowered.comIcarus Complete the Setstore.steampowered.comChangelog 3.0.14.152723-rel-DangerousHorizons
New Content
Setting up Ubis Husbandry, Behaviour and Serums
Fixed materials on the 6th Ubis variant, as well as on one of the Ubis carcasses
Fixing issue with the Ubis being unable to use the quick tamer saddle
Fixing issue with the Ubis Enzyme Serum being uncraftable
Fixed
Fixing issue where the Norex Trader trades Biomass for Caveworm Scales instead of Sandworm Scales
Increased vapor condenser DF quality and added additional LOD
Optimized expensive/unnecessary collision on several meshes. Updated tooling to reflect more accurate collision information
Added custom collision mesh for Iris' lab in Eden
Removed DF from IrisLab COLL mesh
Improved LOD screensize settings on Cave Roots Hanging meshes
Removed expensive collision from Mangrove cave root meshes which players are unlikely to collide with (hang from ceiling/walls). Deleted unused COL assets which matched primary mesh. Updates to MeshTools collision checking
Outpost_006 - adjusted depth on 2 lakes to force sublevel regen and hopefully fix invisible water inside cave
STYX - fixed hole in cliff geo, yellow quad (added additional cliffs, couldn't move existing one and couldn't reshape landscape without resetting FLOD)
Perform valid check on components before attempting to apply custom primitive data in FactionBoss Sandworm BP
Fixed Komodo being unable to be dropped when carried. Added DT validation to detect future cases
- Aquariums UX passFixed effects not updating for clients by running through RepNotify. Perform material swap instead of creating dynamic materials. Added distance culling to fish SKs for a substantial optimization on bases with multiple large aquariums. Fixed T3 Aquarium Biofuel setup not working correctly. Fixed incorrect material slot define on T3 Aquarium variation. Fixed incorrect fish drop point on T3 Aquarium variation. Made 'clean' glass material slightly more transparent. Tweaked lighting setup on Scyther aquarium. Added BP for XL Aquarium (no data yet)
Future Content
Added Cave, Set Dressing and Working on Jungle & Beach, Outpost 11
Adjusted scale of the Money Plant variants, as well as fixed the fade settings on several DESTR materials that weren't fading out correctly
T4 Launcher - Launcher now causes all shot projectiles to explode on impact
Added FX to RadBoss Spit and Breath Attack, Assigned BP_RadBoss_Spit to D_Meshable
T4 Launcher - Added change in launch force based on whether shooting a flare or not. Rock golem grenade stack size is now 5 from 1
Added CST_Jute and ITM_Seashell with 3 variants each, including SMs, materials, textures, BPs and DT entries
Added physics assets to the rad boss saddles and created or assigned physics assets to any other saddles that were missing them
Added ITM_Backpack_Planetary_T4
Added initial data for EMP Grenade. More WIP on Payload
T4 Launcher - Added ability to use flares in launcher. Fixed ADS. Dev locked grenades as a valid ammo type
Deleted unused WIP blockout Eden meshes
Deleted unused foliage COL assets
Updated Rad Boss Armour textures and materials. Added first pass skeletal meshes with basic skinning
Rad Boss animation FXs
Fixing Distiller Static Mesh Reference in datatables and incorrect great hunt reward in the faction missions table
Improvements and adjustments to radboss ballistic. Adding unique layer for the web flying audio, increase to range of audible ballistic fly for better player awareness. volume adjustments
Added first pass of 3 Jute plant variants for the Coastal biome, including FTs
re rendering rad boss release sound to closer match capture
Removed orange trim from Elephant Ear plant
T4 Launcher - Added weight stat override to make grenades act the same when being shot out of the grenade launcher
Rad boss spatial and volume adjustments and pitch adjustments to ballistic and vocals
Fixing GH_RAD talents so the mission tree works based on the new layout
Adding and Fixing the Distiller static mesh preview when placing the deployable
Lots of additions to rad boss audio. Adding modif loop, modif impact and modif break away from web. Adjusting vocalization events and ballistic audio
RadBoss arena - swapped WT_lake for BP_interactable lake
Correcting rad grenade length to match visuals exactly
Cleaned up folders containing character head assets migrated form PHX, which included moving most assets to subfolders and renaming them to remove references to PHX. Also deleted assets we won't need in ICARUS
Radiation area fade length adjustment
Improvements to rad boss roar and flinch audio. More variation and unique feel
Resaved D_SettlementNPCTaskTypes
Added a dynamically generated ISM fortification wall that is created when you place down a building inside a settlement
Fixed Settlement test talents not being unlockable due to having no rewards
T4 Launcher - Switched hunting rifle model for prototype version
Adding rad boss web ballistic audio, event and setup. removing old audio from payload. adding corrosive impact audio to standard ballistic rad boss
Adjusted orientation of Curved Stairs Prototype and renamed it, as I also added a reversed version for testing
T4 Launcher - First pass implementation without model
RAD_B2 - Fixing issue where quest would complete on a partial success
RAD_B2 - Reducing crafting cost of Cage as the water requirement was too high
Added temp mesh for the prototyping of the T4 grenade launcher
RAD_B2 - Adding remaining quest steps for collecting research, powering the cage, using the distiller, crafting a cure and administering a cure
Adjustments to distancing of rad boss for better audible experience when moving
Added Volcano impassable meshes, textures and materials, placed in DLC3 test map (SM_RCK_LC_Volcano_01-06)
Renamed Lifespan variable to AOE_Lifetime for RadGrenade as it seemed to be in a broken state after multiple saves (internal name conflict?)
RAD_B2 - Distiller now only consumes 1 item and not the entire stack
RAD_B2 - Cage and Distiller now have UI which reflects the objects states
RAD_B2 - Cage can now administer and identify successful cures
Fixed an issue where Settlement talent changes weren't being synced to storage properly
Added missing blockout buildings for Settlement prototype
Settlement building placer radial menu options are now correctly locked behind required talents
Removed need to have separate BP_SettlementBuilding child classes for each D_SettlementBuildings row
Constructing buildings can now provide experience to Settlement when construction finishes
Added validation to ensure correct naming of Settlement Building deployable setup rows
RAD_B2 - Adding new Item Distiller item, UI, recipe and modified quest step to require the crafting of one
RAD_B2 - Setting up Various tag queries to allow the conversion of items via distiller
Adding radboss flinch vocals, event and data table events
Updated D_Armour and weightpaints for radboss envirosuit
Re fixing radiation grenade lifetime of radius that didn't save
Adding audio for all new rad boss animations
RAD_B2 - Adding new Mesh and Icon for the Experiment Cage
RAD_B2 - Adding new UI, Elements and Interactions for the Experiment Cage
Added SK_CHA_FEM_Envirosuit_RadbossV1
Added a proper foliage mesh for the XL Aquarium
Changed AnimBPs used on Radboss Envirosuit additional meshes to work with the chosen skeletons
Added next batch of Rad Boss animations to the project
Added modifications to support a 2.5m buffer zone around settlement building placement
Settlement buildings now apply an obstacle nav modifier
Added new SettlementSubsystem to cheaply fetch reference to nearest registered settlement
RAD_B2 - Initial Quest Setup and Blockout & Adding Quest Markers and new Map Icon Entry
RAD_B2 - Adding Quests Steps for Preparing Equipment (Darts, Pistol, Cage, Stasis)
RAD_B2 - Adding Quest Steps for Capturing a Mutated Prospector
RAD_B2 - Setting up Capturable Mutated Prospector, Special Logic making it unkillable and able to be tranquilized
RAD_B2 - Adding new Items (Tranquillizer Darts, Biological Modification Chamber, Tranquilized Specter, Full Specter Stasis Bag)
RAD_B2 - Setting up new Biological Modification Chamber deployable with kit-bashed meshes
Adding radiation location based loop when entering radiation sphere for rad grenade
Setting radiation sphere FX to last as long as the radiation rather than end immediately
Added initial data for Radboss Envirosuit
Settlement Hub now has a working talent tree, controller, model, view
Added some temp talents to test the new Settlement talent tree
Added prototyped for curved stairs, with this initial prototype being for the Interior Wood Buildable Tier
Removed DF from Heavy Speeder backpack mesh
Source
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