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
- Server
- Fixes
- Events
ICARUS changes
Welcome to Week 237.
This week, we are expanding the Norex Trader inventory to provide access to boss vestiges that are not normally available on all maps. We are also making a few balance adjustments to the Sandwyrm Queen and its associated items.
In addition, we're including a preview of next week's update, which will introduce a new addition to the planetary crafted backpack lineup.
Notable Improvements:
Adjusted gestation speeds on several animals which better represents their size/stature
Optimization and improvements to Transport pods, including Norex Trader station
Fixes to prospect game settings on dedicated servers as their size was too small at some resolutions
Fixed issues with Simple Building Shadow logic not behaving as intended
This Week: Expanded Norex Trader
This week, we're expanding the Norex Trader's inventory. The trader will now sell Vestiges from all World Bosses in exchange for Biomass. This will allow players to craft any recipes or trophies (once unlocked) that require these items, even on prospects that do not feature those bosses.
This is part of our ongoing effort to ensure that newer content remains accessible across older areas of the game. It's important to us that we continue supporting existing maps and content rather than leaving them behind as the game evolves.
As a reminder, the Norex Trader is unlocked in an Open World region by completing the associated mission. Once the mission is complete, the trader will permanently establish a camp in that region and become available as a merchant.
This Week: Sandwyrm Queen Recipes & Resources
This week, the Sandworm now drops a second resource item: the Sandwyrm Wing Fragment. Like the other World Bosses, both of the Sandworm's resource drops can be processed into Biomass using the Organic Residue Cleaner.
This change brings the Sandworm's rewards more in line with our other World Boss encounters, providing additional opportunities to collect Biomass and making the boss a more consistent source of valuable resources. As part of this update, several recipes that require Sandworm Queen materials have been adjusted to account for the addition of the new drop.
The Sandwyrm Wing Fragment is also laying the groundwork for future content. We have additional Sandworm Queen-related items, recipes, and uses coming in future.
Next Week: Planetary Backpack
Next week, we're adding the Cured Leather Backpack to Tier 3. Designed as a step up from the Tier 2 Leather Backpack, it provides players with an upgraded on-planet backpack option without requiring a Workshop purchase.
Your support makes these updates possible.
Icarus Dangerous Horizons Expansionstore.steampowered.comIcarus Complete the Setstore.steampowered.comChangelog 3.0.15.153056-rel-DangerousHorizons
New Content
Fixed Norex Trader accepting Scorpion instead of Scorpion Boss vestiges
Adjusting Great Hunt Bosses Vestiges to cost 4 instead of 2 biomass
- Norex StationFixed several lighting/VFX placement issues, more optimized with less lights used. Fixed disabled collision on bench. Added supporting lighting/visuals close to trader so they're not standing in darkness. Fixed dialog subtitles related to Norex trader quest not matching. Fixed highlight setup
Fixing Biomass -> Vestige Recipe for the Rock Golem Boss, it was 2->2 instead of 2->1
Unlocking Biomass -> Vestige conversion at the Norex Trader - removing dev-lock
Boss Vestiges are now purchasable from the Norex Trader at a ration of 2 Biomass -> 1 Vestige, this allows trophies and other items to be crafted on maps where the bosses are not present, currently Dev-locked
Fixed
Slightly Adjusting Creature Gestation Periods so in general mounts between 2000-3000, tames around 1500 and small farm animals around 1000
Fixing Inert Uranium Ingot collision so it no longer falls through the ground when dropped
Fixing Inert Uranium Ingot using the incorrect meshable after recent cleanup, it no longer emits radiation
Removed unused static array of images from new widget
- Transport Pod base classDisabled collision on fake light meshes and setup distance culling for spotlights
Updated the meshable DT entry for the snow pygmy lop so the correct carcass is displayed when carried
Fixed Building Base not checking if a Shadow Geo mesh is defined before attempting to set simple building shadows. Fixed Beam base classes not having Cast Shadows set to true on the Main building mesh by default, causing Beams to be unable to render shadows if no Shadow Geo was defined Reduced Meshable DT by 25% (400 rows) by removing redundant rows (duplicates, deployable context only)
String Translations - Deep ore thumper
Updated some colors on the Deep Thumper
Updates to collision tooling
Fixed build validation
Prospect Game Settings - Added scale box to try prevent dedicated server settings from being very zoomed in
Potential memory improvements on build validation job
Fixed Quest Marker Locations for other Great Hunt Quests so they are correctly nested in the WorldOutliner
Added new helper functions to fetch static mesh collision geometry primitives
Added additional logging to collapse_all_datatables.py
Future Content
RAD_O1 - Fixing issue where the Antiradiation Recipe Flag was not being granted to players correctly on mission start
Adding GH pillar rock explode audio event, and BPQ setup
Added a beard, eyebrow, and hair SK for the character head matrix prototype
ARK - mesh placement, landscape, foliage and decal painting in coastal, yellow quad
RAD_C2 - Adding in Malformation Fight at the end of the quest
Updating RadBoss External Name to Malformation
RAD_C2 - Regular EDEN NPC's are removed from EDEN at the Start of the Quest and Readded when the quest ends
RAD_C2 - Trades are removed from EDEN at the Start of the Quest and Readded when the quest ends
Updated grenade launcher SK to have movable sights
Fixed a typo in Styx tooltip text for dlc badges
Fixed some issues with Settlement survival tick not firing due to new TimeOfDay delegates not broadcasting
Settlement survival tick now decays a larger amount of food/water/oxygen per day, and with a small random deviation
Settlement NPC food recovery is now based on nutrition value of food items instead of a flat per-stack count number
Added new Settlement farm which generates carrots
ARK - mesh placement, landscape and decal painting in coastal, yellow quad - added some experimental material variations for doing red algae
Re-importing male head SK for blend shape matrix prototype into a new folder, with corrected naming as well
Adding audio to new animations for rad boss. First pass
Added generic stat-based resource generation to Settlement buildings, configured in DTs, scaled by number of NPCs working at building
Added more Rad Boss animations
Added new head SK for blend shape matrix prototype
Separate Sinew_Standing_Bag_into SM and SK
Updated SMs and added Destructibles for DEP_Crate_Lead_Lined
Updated emissive textures for DEP_Crate_Lead_Lined
Added ability to request deconstruction of Settlement buildings and recovery of building resources (50%)
Fixed issue with Settlement visitors never being removed from array after hiring, preventing more visitors from spawning
Added concept of Settlement Building destruction and partial refund of resources
Added additional Settlement Building info to new radial menu side panel
Settlement House now requires resources to construct
DLC Buttons - Fixing issue where the the c++ was updated but the data table wasn't, also fixing the broken UMG
RAD_C2 - Adding All Objectives, Tags and Quest Markers to Trigger Quest Steps
RAD_C2 - Adding new Dummy Rad Boss BP for mini boss fight that can play bespoke animations before the fight
Updated stats on Radboss and Colonist envirosuits
DLC Icons - Switched hover text entry to be FText from FString for localization
Head customization setup normal blend in BP Head test, now updating with temp UI
Added female version chest SK and pack assets for the rad boss armour and small update to the textures
Launchers - Added inaccuracy and prediction circle takes distance into account
Added art assets for the Skulk juvenile to the project
WIP changes to make RadBoss rock transitions montage-based so they replicate correctly for clients and support blending
Slightly raised RadBoss Spire in arena map to make sure NPC doesn't sink into ground when performing anims
ARK - landscape sculpting, mesh placement, foliage painting in coastal region, yellow + green quads
Added Hoverframe Key Quest Item icon
Fixed missing Modifier icons for new items. Removed DHs feature flag
Hooked up correct animations for lead lined crates and removed incorrect DM references
Legendary Launcher - Changed making grenades feel the same from a stat weight override to a launch force multiplier based on weight differences. Removed old unused stat from DT and virtual stats
Mission dialog audio, event and quest setups for B
Fixed DF resolution on Lead Crate SMs
Added dialog and subs for GH RAD B
Changed background opacity for DLC Badge container, removed title, centered buttons
DLC Buttons - Fixed layering bug where you could see the DLC buttons in settings/credits and did not fade out properly
More natural footstep distancing for a creature
Added angled background to DLC Badge container. Increased DLC button size. Shifted Videos on main menu up
Adding audio, event and UMG setup for adding rad prosp to chamber
Added missing rad boss animation audio
coastal wave tool polish progress
Head customization material setup and test widget
Added Inaris tool set color variations
Updated DEP_Crate_Lead_Lined and LODs
DLC Icons - DLC Button implementation
Settlement buildings now clear grass underneath them
Settlements now clear FLOD foliage within boundary on Begin Play
Settlement paths now clear grass underneath
Added new Settlement talent to upgrade boundary size and switch to stone walls
RAD_A - Fixing Structures so they are saved as persistent actors and not just in that once quest
Adding new Tags to items so they can ignore the build blocker boundary (for missions)
Fixing the old Animal Trap which was causing issues with the prebuilt structure system
RAD_C - Adding Explosion Events and Tidying up the ending so the timing works correctly
RAD_C - Adjusting Laser to Collide Correctly, Adding new Animations and Destructible Mesh to the Boss Spire
RAD_C - Now Fully Playable
Added temporary cobble texture to Settlement road path
Work on new RadBoss anims, transitions to/from rock and submerge/emerge
ARK - water plane and macro placement, cave prefab block out in coastal, yellow quad
Added subtitles to mission A dialogue, adjusted timing and triggers for dialogue
Added a basic mount setup for the stomper
DLC Icons - changed visibility to collapsed and only visible on development for time being
Terrain_022 set up with heightmaps, landscape textures, developer quads and data added to D_WorldData
Added DLC Badges and Container to Title Screen
RAD_C - Setting up final operation quest steps quest is now playable
RAD_C - Placing quest markers in world in rough locations to adjust based on playthroughs
RAD_C - Setting up new Item for Laser Snap Points, laser activations, explosive explosions and basic enemy spawning
RAD_C - Adding in Prebuild Structure Spawning where appropriate if the structures don't exist (should only be relevant when testing)
Shifted some wall-specific config/logic from ASettlement to new SettlementWallLibrary
Fixed a number of typos, added final text for GH RAD A collectable notes
Settlement buildings can no longer be deployed if no nearby Settlement is found
Added DEP_Oxite_Dissolver_MXC with animations
Added some Settlement resource stats
Settlement NPCs now walk to residences to sleep during nighttime
Adjusted nav settings of some Settlement building meshes to ensure NPCs don't try to walk inside blocking meshes
Builder Settlers will walk to nearest storage facility to pick up resources before moving to build their target
Added data for XL aquarium. Optimized new foliage textures. Fixed LOD settings
Added support for Settlement NPC actor virtualisation/devirtualisation when Settlement's terrain anchor becomes invalid/valid
Settlement buildings can now specify whether they should be built inside/outside/both re: boundaries
Settlement woodcutter now actually moves to trees to chop wood. Logging camp must now be placed near trees
Settlement buildings can now override a new BP function to apply any bespoke building placement rules
Settlement buffer zone now only blocks against other buildings/IcarusActors instead of terrain, making it easier to place buildings on uneven terrain
Legendary Launcher - Added temporary prototype ADS prediction sphere to guide where grenade is going
RAD_C - Setting up Quest Blockout
RAD_C - Adding Quests steps for Delivering Duke to the Colony, Having Duke Explode if too much damage is taken and allowing for Duke to explode and a new Duke to be provided by the quest
RAD - Setting up Quests Steps for Placing the Lasers, Explosives and Destroying the Radioactive Nests
Reduced chest mesh density, updated skinning, added physics assets, and updated materials and textures of the Rad Boss Armour. Added correct SK into the first person hands slot of the armour DT
Added Forced Evolution Virus item icon
Updated Rock Formations, Added Cave, Set Dressing and Working on Jungle & Beach, Outpost 11
Added DNA Augmentation Serum item icon
Removing incorrect dialog quest placement
Legendary Launcher - Gave ability to shoot grenades, currently the same as the t4 launcher but with better launch force and inventory space
Completed FLOD setup for the Elderberry Bush, including DMs, BPs and FLOD DT entries
Added Fish and Mushroom item icon
Readding b2 dialogue start to quest
Added Rad Boss item attachment icon
T4 Launcher - Switched payload deployment on impact being caused by item tags. Now is a stat on the launcher so we can get stat description
Updated the jungle hunter SM default scale from 1.75 to 2.0
Adding additional rad boss movement after fall audio
Settlement NPCs now have randomly assigned clothing based on role and random seed
Added new HighlightableCustomiserInterface BP interface to customize simple TooltipInWorld title/description
Adding rad b chamber audio
Adding distiller craft audio, distiller place item audio, events and UMG setup
RAD_A - Fixing Supply Pod Drop Location
RAD_A - Adding in Boss Spawning and Crawling Animations
Settlement logging camp resource generation now correctly takes into account an NPC's time spent not working (sleeping) when large time skips happen
Adding Rad B intro dialogue, event and quest start audio play
Mission dialog adjustments to placement and timing. Reducing dialogue line to better match intensity of situation
Fixing syringe spatializing too hard when collecting sample. Slight reduction of volume of scuttlers to better match their size
Added Radboss Module icon
Fixed Settlement spec compile issues
Added navigation-based Settlement NPC pathing
Added Settlement NPC names json
Added LoggingCamp prototype Settlement building/behaviour
Added BT support for Settlement tasking along with associated montages
Scaled down settlement meshes to 70% of original
Added support for events to override an NPC's current activity/schedule slot
Fixed some issues related to Settlement wall generation's size not respecting current bounds. Bounds are now set by stat-based settlement radius
Added gates to Settlement walls
Added helper functions to determine amount of prospect time an NPC spent 'working' when time skips happen (player sleeping)
Rad A quest dialogue placement adjustments, delay adjustments and correcting serum crafting sounding like cooking station
Adding initial setup for new Legendary Weapon - Grenade Launcher
Adding Missing RadBoss Wing Boss Item, Adjusting RadBoss Item Recipes to include the Wing, Adding new Item Icon
Updated Rock Formations, Added Cave, Set Dressing and Working on Jungle & Beach, Outpost 11
Setting up RadBoss Loot Rewards
Setting up RadBoss Vestige, Habitat Trophy and Head Trophy, Recipes, Blueprints, etc
Updated jungle hunter SM to the new default scale
Fixing Radiation Great Hunt Mission, Tree, Assignment and Rewards
Adding new Account Flags for Great Hunts and assigning them to their missions as rewards
Adding +2 Talent Points to Final Radiation Great Hunt Mission
Setting up Carbon Fishing Rod, Recipe, Talent Item
Setting up RadBoss Boss Items (Claw and Egg) which will be harvestable from the RadBoss
Setting up Norex Trader Conversions & Organic Cleanser for the RadBoss Items
Setting up RadBoss Items Attachment and Module
Setting up Colonist Envirosuit Workshop Item
Setting up RadBoss Armor Set, Recipes, Blueprints and Meshes
Setting up RadBoss Crossbow Recipe, Blueprints and basic item setup
Setting up RadBoss Fishing Rod, Recipe, Blueprint and basic item setup
Setting up Animal Virus for mutating animal companions
Setting up DNA Serum for adding a long term buff to players
Setting up Basic Drone Companion Item
Adding all GH Rad a1 dialogue, events, quest dialogue trigger setups. Fixing blinky audio not working due to animation being swapped without the audio
T4 Launcher - Fixed error with not being able to find the anim instance when reloading
Added rad boss fishing rod art assets to the project
RAD_O1 - Adding in Quests Steps, Quest Markers and New Items and modifiers, the quest is now fully playable
Adding dialogue rows for GH RAD Mission A
More rad boss spatialize and volume adjustments
Rad boss vocal priority adjustments to prioritize roars over flinches
Added ITM_Backpack_Planetary_T5
Source
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