Full notes
Full ICARUS update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Workshop
- Performance
- UI and audio
- Gameplay
- Balance
- Fixes
Welcome to Week 238,
This week's update introduces the new Cured Leather Backpack, giving prospectors another craftable storage option while on the surface. Made entirely from materials gathered while on planet, it's designed to help you stay equipped and organized without relying on workshop gear.
We're also giving you a preview of what's coming next week: a brand-new workshop item, the MXC Oxite Dissolver.
Notable Improvements:
Large Texture optimization pass reducing assets from 4k down to 2k where appropriate
Numerous LOD fixes to meshes in game and Shadow fixes
Fixed Crashes that could occur when using right click and performing actions on items in the inventory
Update Vocalization states when in radioactive areas so they use the correct audio
Small adjustments to the Gribber Corpse and Ram Trophy so they are more performant
This Week: Cured Leather Backpack
This week we're introducing the Cured Leather Backpack, a new Tier 3 backpack that can be crafted on-planet at the Advanced Textiles Bench.
Building on the foundation of the Tier 2 Leather Backpack, the Cured Leather Backpack requires a slightly larger investment but delivers significantly improved benefits. It retains the same +6 inventory slot increase, while doubling the weight reduction bonus to 10% and expanding it to apply to both Ore and Wood. On top of that, it provides a substantial boost to base carry capacity, increasing the carry weight bonus from 5kg to 10kg.
We're excited to continue expanding this area of the game. Since introducing the Leather Backpack in 2022, we've added a variety of Workshop backpacks that serve more specialized roles. However, we've wanted to revisit our roots and offer a progression of straightforward backpacks focused on improving carrying capacity and weight management across multiple tiers.
Stay tuned - Tier 4 and Tier 5 backpacks are already on the way and will be arriving in the near future.
Next Week: MXC Oxite Dissolver
Next week we will be introducing the new MXC Oxite Dissolver. Grab it in the workshop to have a quick way to fill your tanks and breathe easy next deploy.
Your support makes these updates possible.
Icarus Dangerous Horizons Expansionstore.steampowered.comIcarus Complete the Setstore.steampowered.comChangelog 3.0.16.153192-rel-DangerousHorizons
New Content
Updated name/description for T3 backpack. Added recipe and talent unlock. Removed devlock
Added initial data/icon for T3 Backpack
Fixed
Devlocked new Envirosuits in workshop talent tree to GHEly feature level
Devlocked DNA_Serum in talent tree to GHEly feature level
Fixed crash in ItemManipulationComponent when target didn't have a SurvivalCharacterState
Misc DF and LOD fixes for various meshes that weren't meeting quality standards. Fixed numerous poor shadow issues with simple building shadows enabled
Adding more prominent wind layer to speeder bike when at high speeds
Fixed bUseInterpolatedRotationRate not having an alpha clamp, causing issues when game was sped up
Texture optimization 4k down to 2k
Fixed Tundra Monkey corpse Gfur component not having correct settings. Fixed Ram Trophy not having CPU access and optimized collision
Adjusting Wooly Zebra Gestation time so it aligns with creatures of its size
- SpeederBikeFixed flare and VFX transforms. Removed unused post process component and logic
Fixed medium and high radiation amounts not having correct modifier vocalisation states which meant coughing wasn't happening
Future Content
UI Pass on Chemostat Bioreactor
ARK - mesh placement, landscape and decal painting in coastal, yellow quad
RAD_A - Swapped Enzyme unit with prop version in Operations prebuilt
Adding injection audio and event and BP entry for dna serum and virus
Slightly adjusted Colony building blocker rotation so that deployables (generator) can be built inside perimeter structure more easily
Adjusted textures for the new heads
Removed Basic_Fishing_Trap deployable data which was a duplicate of Fishing_Trap, which is currently used. Removed AnimalTrap_Small which was duplicated by Animal_Trap_Small, both devlocked
Adding friendly soldier spot, death, flinch, reload vocalisations, events, data table and anim notify setups and new BT duplicates for audio. Adding new laser audio
Added Prop version of Enzyme unit for set dressing
Added new DT to define Settler skills
First pass of player-driven Settler task overrides
Added ability to temporarily override a specific NPC's tasking for a period of time
Added a function to SettlementBuilding to retrieve the current status in user-facing text form
Adding Armor to the Friendly NPC Soldiers
Removed the duplicate bones from the shotgun/T4 launcher skeleton head customization update on UI, skin color and scar controls
Adjusting laser audio to start immediately instead of building up - to better match the VFX
Fixing up DLC Badge ordering and web links for DLCs as some where redirectors rather than a direct link
Fixed BT issue that was causing BT_NPC_Soldier_Reload to fail and trigger NPCs to reload constantly
Settlement repair task will now set target actor's health to 100%
Fixed issue with Settlement reload where walls were being generated before terrain loaded and buildings weren't reliably regenerating nav underneath them
Added SpawnBlocker to Settlement
Settlement wood cutters now topple trees
Disabled collision on Settlement stockpile mesh
Updated UMG_SettlementTaskState with new icons that display when task has no assigned NPC or is out of resources
Resaving Boss Den location on the Elysium map
RAD_Final - Setting up Final boss step
RAD_Final - Setting up Quest
Adding Teleport and level bounds required for instance level teleportation and loading into the Radiation Boss Arena
Placed the Radiation Boss Den in level and hooked up to the correct teleportation logic to make sure it can be triggered in mission, cleanup the dummy and work upon a respawn timer after the final mission has been completed
Added support for Q (left) and E (right) inputs for radar dish minigame (might need some focus tweaks here). Automatically close widget after minigame is completed. Added render target camera system to show satellite position (for testing). Tweaked LOD setup on satellite dish. Better visual representation of on/off active state for deployable
ARK - mesh placement, landscape and decal painting in coastal, yellow quad
Legend launcher - Removed RMB prediction and adjusted ADS location
Dialogue adjustments and changes
First pass dialogue mission D, audio, events and data table setup and quest steps first pass.
Adjustments to distancing and adding occlusion to weapon reloads for NPCs
Added NPC synthetic armour art assets
Added dialogue and subtitles for GH Rad D
Updated prototype grenade launcher mesh with revised sights
Launcher - Moved socket and switched which sight is being used
Added SKs for 2 eyebrows, 2 piercings, and eyelashes for character customization
ELY - Reorganized assets into appropriate folders. Deleted BP colonist actor placed in persistent level. Moved serac meshes from Persistent into Developer level
Adjusting biome jungle light audio row to have less full jungle vibe - temp amb for now
Settlement task state widgets now obey bDisplayProgressWidgetForTask
Reducing priority of GH intro so that it can be interrupted
Resaved SettlementNPCTaskTypes
Adjustments to quest dialogue for c2. fixing double up of dialogue. Adjustment to rad spawner audio - more intensity when close. Adjusting dialogue delays
Added in-world Settlement raid mechanic along with on-screen progress widget
Settlement NPCs will now physically go into a 'downed' state when incapacitated
Added new D_SettlementRaids for more bespoke Settlement raid configuration
Settlers with non-guard roles will go into cowering state when raids occur
HEAL device will now show stability, survival values of Settlement NPCs
Fixed an issue where Settler clothing wasn't updated when role changed at runtime
Settlers can now have their role switched to Guard via interaction
Fixed an AnimBP-related Settler thread crash
Fixed issue where clients' copy of a Settler NPC's record wasn't up to date
Fixed issue with Settler held item not being cleared correctly
Added simple in-world settlement task progress widget
More blue quad impassable and vista work
RAD_D - Adding in Spawning of Enemies during the Cutting Stage
RAD_D - Adding in Extra Hint Text
RAD_D - Adjusting Prebuilt structure to have required quest objects
RAD_D - Friendly Mission Soldiers will now consume ammo in their inventory when they fire and cannot fire without any ammo
RAD_D - Adding new Objectives for Repairing Walls and Restocking NPCs
RAD_D - At Mission Completion the blocker will be destroyed and the Den Opened
RAD_D - Setting up Friendly NPCs for the Defence
RAD_D - Adding new quest steps to craft, place and activate the laser, setup new item for bespoke interactions
RAD_D - Adding new Quest Markers to the world for the Fortification, NPCs and Laser Snap
RAD_D - Setting up Laser Progress and ability to complete quest
Misc GH Rad quest text fixes
ELY GH: Organized Colony assets into own subfolder. Doubled culling distance on perimeter walls
Launchers - Removed the launcher socket and have it positioned the same as the rifle. Adjusted ADS socket to match. Removed launcher item attachment rows. Removed some unused nodes from animbps
Checking blue quad with impassable/vista work. started some of the ice wall. checking in the atmos controller i deleted
Added Macro, CLiffs and Landscape Sculpting in the Volcanic, Red Quad
RAD_A - Adding Laser Blocker Tag to the Colony Rock head customization update, added hair and beard swap, added exaggeration of blends
Fixing incorrect quest dialogue placements, adjusting dialogue, shortening some events and delays added
ARK - mesh placement, landscape and decal painting in coastal, yellow quad
Adding quest steps to prospect list and quests for c2
Launchers - removed debug lines. Changed variable names to better match the functions. Changed calculations to better match the projectile weight
Launchers - Adjusted zeroing code to be more accurate & adjustable to any range
Adding all c2 dialogue, events and dialogue data table setup
RAD_D - Basic Mission Blockout
Updated Great Hunts UI logic to support Terrain_021 and new Radboss campaign
RAD_D - Adding new Prebuilt Structure for the Mission
RAD_D - Adding new quest marker in the world which marks the mission base and Radboss Den
RAD_D - Adding new World Object - Rad Boss Den Blocked
Added several SKs, including the head, hair, and beards, with updated naming to better suit our system
More quest dialogue fixes and fine tunes
Adding launcher audio setup and appropriate fire sound
Settler guards should now correctly remain stationary within guard towers and won't move to investigate once they kill their target(s)
Fixed issue with Settlement gates not getting cleared when regenerating the wall
Fixed Settler NPCs not getting growth stats when reloaded
Added new Settler-specific SpitAttack function for firearms
Settler dynamic subtrees are now updated on tick, fixing some issues where nested dynamic subtree overrides were cleared
Added a cheat to attract settlement visitor instantly
RAD_O3 - Adding Items to the prebuilt structure so the DNA Serum can be crafted
Dialogue quest placement adjustments. Fixed end quest playing twice in m1 and fixed dialogue playing over boss reveal
Added DEP_Trophy_Radboss
Settler NPC now overrides weapon fire BT
Added audio data row to NPCWeaponData
Added Macro, Cliffs and Landscape Sculpting in the Volcanic, Red Quad
Launcher T4 - first pass implementation on zeroing for launcher
RAD_O3 - DNA Enhancement Serum can now be used on players, npcs and animal companions
RAD_O3 - Setting up quest to complete in all any case of player, npc or animal companion being injected
RAD_O3 - Adding new Quest Markers and Prebuilt Structure for the Quest
RAD_O3 - Setting up new scientist NPC for the quest
RAD_O3 - Setting up Quest steps for collecting vestiges from the radioactive creatures
RAD_O3 - Setting up Vestiges for Specters, Wraiths and Abominations
RAD_O3 - Adding minigame and crafting DNA steps into the quest
Added Settler guard behaviours: Settlers can now patrol or assume a stationary guard position on a building (watchtower)
Added a new DT, D_NPCWeapon that can be used to configure weapons used by humanoid NPCs (Settlers or existing soldiers)
Settlers will now look at nearby characters (similar to mounts)
Settler NPCs now have perception and an AIGrowth with related stats
Increasing length of all rad boss very long roars and using anim notifies instead of vocal system for those since they weren't working within missions
Launcher T4 - Fixed socket transform being incorrect and made a new animbp that controls the sight raising when ADS
ARK - mesh placement, landscape and decal painting in coastal, yellow quad
Fixed null materials on PHX meshes
Added placeholder icons for Settlement deployable entries
Lead Lined Crates now have an in-world display to show slot information and radiation status. Increased weight and durability. Fixed DF setups and removed duplicate collision
Launcher - Added new socket for the launcher to be offset to and readjusted the ADS to fit new position
Adding npc movement audio for call someone
Updated the radboss armour with a new colour scheme and tweaked the skinning
Added Macro Rocks to the Volcanic, Red Quad
RAD_O3 - Adjusting Last Option on the Chemostat so it works better with the other options
RAD_O3 - Finishing Chemostat Minigame and adding resultant culture item upon completion gh mission dialogue adjustments and placements
Added updated mesh for character hair_02
Adding npc animation audio, hammer down, side and pickaxing
Added One Chop Money Tree to Map for Testing, Outpost 11
Updated Settler locomotion anims
Settlement gates now open and close via a proximity trigger (friendly units only)
RAD_O3 - Setting up Chemostat Minigame
Fixed EventDecision UMG compile error
Fixed Settler pickaxe orientation
Updated Settler anims for miner, woodcutter
Settler NPCs can now have held items, defined by a D_SettlementNPCItems DT row
Added some temp background stories to show when hiring NPCs
Added new 'Mine' Settlement task type which plays relevant mining animations and searches out nearby FLOD rocks and voxels
Modifiers applied to Settlements via random events now last for x number of days instead of using the existing seconds-based lifetime
Added Macro Rocks to the Volcanic, Red Quad
Adding all dialogue for mission C quest steps and adjustments
Added single-chop version of the Money Tree plant, with all SMs, DMs, materials, BPs, and Data Table entries. Also added the remaining assets for the Hairy Palm bush
Update to the skulk juvenile skinning
Added dialogue and subtitles for GH RAD C
Added Radboss Envirosuit item icon
Adding new explosion event for the nests in C and also all dialogue and events for C
ARK - added temp mesh, material and FT for barnacles - mesh placement, landscape and foliage painting in coastal, yellow quad
Added some additional 3rd person animations
Update to the rad boss armour skinning to remove geometry crashing and small fit to the texture
Adding dialogue to quest steps for B2
Mission Widget minor layout changes and font size changes for better hierarchy
Added first pass SM_ITM_Radboss_Resource_02 mesh, textures and materials
Added first pass SM_ITM_Radboss_Resource_01 mesh, textures and materials
RAD_O3 - Basic Setup of Chemostat Item
Adding all radboss b2 dialogue audio into data tables
Setup Wyrm Target punching bag to react to physical impulses. Setup constraints and physics for assets. Fixed LODs and collision on SM. Removed critical hit setup and added widget locator
RAD_O2 - Fixing ingredient objectives so they match the crafted recipe
RAD_O3 - Adding Quest Objectives Layout and fixing Faction Missions table
Added validation for D_SettlementEvents to prevent event being added without a free, default outcome
Added seeded random deviation for Settlement Event cost/rewards
Added support for item tag queries in Settlement Event costs/rewards
Edited a couple of existing Settlement events to ensure they follow the new validation standards
Added new +% stats for Settlement resource generation
- Heavy Speeder BikeFixed component (flares, lights, VFX etc) transforms, improved hierarchy setup. Tweaked physics asset to encompass handles so that interaction is better. Fixed copied logic being based off faster Speeder bike not scaling correctly. Removed unused postprocess component and related code. Fixed Editor-only fillable logic by delaying it. Decreased weight of kit to 75kg. Updated Mounts/Movement tooling to support speederbike
Added a test scene for the character head customization, as well as updated the head material and SK for the head
Added Distiller elements and solution mix icon for experiment cage UI
Adding dialouge and events for b2 mission
RAD_O2 - Player Stats can now effect the FEV
RAD_O2 - Adding Final Quest Setup, swapping uranium for raw red exotic in the recipe, creature now have a 10% chance of becoming infertile if they are injected with the virus, setting up virus delivery actionable, quest is now playable
Added dialogue and subtitles for GH RAD B2
RAD_O2 - Adding Functionality of the Animal Virus to reroll genetics
RAD_O2 - Fixing incorrect quest reference in D_FactionMissions, which was breaking the build
Adding updated rian dialogue audio, updating data tables, removing old rian lines
RAD_O2 - Adding Quest Blockout and most of the main objectives and implementation
Fixed for validation
Added recorder support to Settlements and related systems/Actors
Random Settlement events can now be authored, requiring owning player's input, added cheat to trigger any event
Added WIP Settlement raid mechanics
Reworked Settlement talent tree, added some temp icons
Settlers can now become sick, requiring aid at a clinic
Settlers will now appear randomly based on Settlement's mood level
Reworked how Settlement building generation is configured via DT
Added ability for Settlement buildings to consume power as a resource, preventing function if no power is available
Added Settlement Biofuel generator building, forge for turning ore into ingots, sawmill for turning wood into refined wood
Added new repair task that can be performed on Settlement buildings that are damaged via raids
Fixed Settlement.cpp compile error
Extended functionality of existing Settlement event framework
Added some placeholder test events and a cheat to execute them on demand
Added a Settlement event manager to trigger and manage events
Added system for Settlement visitors to randomly join and leave based on overall Settlement happiness
Began shift of Settlement visitors from BP -> C++
Settlers can now leave the Settlement if mood is low for a long enough time
Settler sleep is now incremented/decremented via survival tick
Settler task performance is now affected by their current survival state (hunger, thirst, mood, etc.)
Head customization blendshape added to UI test
Source
Changelog.gg summarizes and formats this update. How we read updates.
