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
- Workshop
- Fixes
- Balance
- Gameplay
- UI and audio
- Store
ICARUS changes
Welcome to Week 239,
This week brings a brand new item to the Workshop, joining the growing set of Deployables: the MXC Oxite Dissolver.
We’re also sharing updates on a planned rework of the Olympus quests, as we begin revisiting and improving some of the game’s earlier content.
Finally, we’ve got a preview of what’s coming next week: an update to the Tier 4 Foundry.
Notable Improvements:
Fixed over 60 Destructible Meshes with material issues
Scuttler Rebalance, lowering their health and damage to reflect their size and role
Fixing Moa and Arctic Moa's Fur around the faces as it was not displaying correctly
Removed the extra 10000 shattering damage that was added to the Iron Sledgehammer
Fixed the Manufacturers in world widget as it was not displaying craft times correctly
Fixed Collision and creature setup of the Skulk
This Week: MXC Oxite Dissolver
This week, we're introducing a brand new workshop item: the MXC Oxite Dissolver. Found under the Deployables tab in the Workshop, it costs 200 Ren to research and 50 Ren to replicate.
Powered by Sulfur, the MXC Oxite Dissolver uses Oxite to fill any compatible vessel with oxygen. It offers a fast and convenient way to refill canisters at the start of a drop, without needing to build up to the on planet Oxite Dissolvers.
The MXC Oxite Dissolver is more efficient than its Tier 2 counterpart and performs on par with the Tier 3 Metal Oxite Dissolver. However, due to its small portable size, it can only refill one tank at a time.
This Week: Major DLC Badges
As you may have noticed, we’ve added a new element to the title screen: badges that display the major DLC available for ICARUS. If you own a DLC, its badge will appear in full color; if not, it will be greyed out. You can hover over each badge to preview what the DLC includes, and clicking it will take you directly to the store page.
Coming Soon: Olympus Operations Update
In the coming weeks, we’ll be revamping and tidying up a number of early-game Olympus Operations. As the game has evolved, so too has our technology and approach to mission design in Icarus.
Because of this, we feel it’s time to revisit some of these older missions - some will receive small tweaks and fixes, while others will undergo more substantial overhauls. We’ll be rolling these updates out over time as they are completed and ready to ship.
Next Week: Foundry Update
Next week, we're introducing a new smaller mesh for the Foundry in Tier 4. This has been a long-requested addition from the community and addresses one of the more troublesome assets due to its size. The updated version is also smaller, making it easier to handle and more efficient to work with.
Your support makes these updates possible.
Icarus Dangerous Horizons Expansionstore.steampowered.comIcarus Complete the Setstore.steampowered.comChangelog 3.0.17.153756-rel-DangerousHorizons
New Content
Adjusting Cost of the Workshop Oxite Dissolver
Adjustments to Ordering and Colors of Badge Container
Adjusting Cost of the Workshop Oxite Dissolver
Added missing mxc animation audio save
Adding oxite dissolver mxc audio pass
Added new tooltip for DLC badges
DLC badge UMG no longer inherits from UMG_ButtonIcon
Fixed spacing on DLCBadgeContainer
Added fade/slide animation to DLCBadgeContainer on title screen
Added a sound to DLCBadge hover
Added 'Major DLCs' text to DLCBadgeContainer
Updated hover text for each of the major DLCs on title screen
Updated MXC oxite active VFX. Utilize SM for DF shadows. Fixed SK LODs
Adding Slotable to the Oxite Dissolver and setting up animations where needed
Fixed
Fixed over 60 Destructible Meshes with material issues
Reinstate Material validation tools to accept either MA_ or M_ prefix
Fixed LOD issue for shengong envirosuit
Attempting to fix lava river by generating edge splines. Adjustment to music track data
Updated Moa and Arctic Moa fur splines around the beak to remove the incorrectly displaying fur
Skulk Juvenile - Fixed incorrect skinning event on the juvenile skulk
Validate ProspectList DT to ensure mission names aren't reused
Improved collision accuracy on Salting Station bench mesh. Fixed LOD screensize settings
Fixed equippables being held in the G slot not being registered properly due to missing slot index
Skulk Juvenile - Fixed DT error due to incorrect name in creature type
Hoverframe Dupe - Added a stat to prevent deployable objects from creating overflow bags. Added this stat to the animal crate/hoverbike deploy BP once the creature is spawned so it will correctly spawn the overflow bag until it spawns its contained actor
Replaced MXC Campfire and Furnace item icons
ReplicatedNiagaraSystem mobility is now updated before setting location on BeginPlay (static -> movable)
Removed logic from Manufacture in-world UMG that was attempting to account for stack size progress but didn't work, causing progress bar to not behave as intended
Skulk Juv - Fixed incorrect physics asset causing bones not being able to be hit
Adding missing audio setup for one lava river
Removed erroneous 10000 Shattering Damage added to Iron Sledgehammer
Reverted LavaBroodling D_AISetup relationship row back to EnemyAll to prevent it from attacking it's Lava Hunter parent (world spawns should use LavaBroodlingWorldSpawn instead)
Decreased Scuttler health from 250-500 to 125-250. Decreased Scuttler melee damage from 30-80 to 20-40. These changes are to reflect their tiny size and purpose in the world
Fixed destroy vfx from rad spawner not working correctly (was colliding with den mesh), created new VFX more suitable. Removed some mesh components that were buried
Fixed LOD screensize settings on several light deployable meshes. Optimized collision
Fixed Drone bestiary popup settings after image was changed
Future Content
Increased durability of Wyrm trophies
Adjustments to some mission dialogue. Bringing more context to mission steps, fine tuning delivery for some lines
Added female head normal map for testing
Small adjustment to quest step where dialogue was interrupting a moment unnecessarily, adding animation audio for when an NPC is healed to play movement sounds and footstep
RAD_A - Removing Blinky from the Wall inside of the Greenhouse
Setting up Ambient Spawn Locations around the Colony Rather than Specifically at the nest locations as that looked like a bug
Updating Flavor Text on FEV
Adjusting Stat Descriptions to remove DNT from Great Hunt World Stats
Fixing Elysium Great Hunt Mission Talent Unlocks so that they can be done in sequence
Adjusting Elysium Great Hunt Outcomes to balance both sides of the tree
Implementing Outcomes for Great Hunts (WorldRadiationNestsSpawnLargerCreatures_?, WorldRadiationNestsLargerAura_?, WorldRadiationNestsSpawnSwampGeothermal_?, WorldRadiationNestsSpawnDesertVolcanic_?
Separated glass into separate mesh for DEP_Trophy_Radboss_Specimen_Tank
Added SM and DM for DEP_Oxite_Dissolver_MXC and updated BP
Added updated model with WIP textures for the T4 grenade launcher. Added a bone for the revolving chamber to the skeleton and removed the unused back sight bone
RAD_A - Added Mission Device to Outside Prebuilt
RAD_A - Fixed issue where Zeta Buildings and Deployable where not set to unobtainable
Added Macro, Cliffs, Lava River and Landscape Sculpting in the Volcanic, Red Quad
RAD_A - Adjusting items inside to cater for crafting gold and reducing the amount of crafting required
Removed Devlock from Electric Seed Extractor DeployableSetup and added Deploy sound
Removed DevLock and incorrect icon for Electric Seed Extractor itemable
Added automatic Cave XY zeroing on T022
ARK - flushed grass on yellow and green quads
Adding multiple meshes for chopped versions of the 6 Bird of Paradise tree variants
Visual pass on Experiment Cage UI. Made subject be silhouette when subject not present in slot
Added NavModifier covering entire T022 level until we're ready for nav refinement
ARK - added LODs to barnacle meshes - adjusted FT settings for seashells - mesh placement, landscape and decal painting in coastal, yellow quad
RAD_C - Fixing issue here where the quest was destroying itself preventing completion
RAD_D - Swapping out meshes on the RadBoss Blocker Mesh so that is uses the more performant ones with collision
RAD_D - Adjusting Defenses so you only need to play 8
Setting up combat music track to be triggerable within quests. Adding it to two current quests
Adding the Grenade Launcher Weapon background
Experiment Cage UI - Removed unused variables
Adding Mission Art for GH
Added infertile modifier icon
RAD_O2 - Added unique meshable setup for Animal Virus. Hold syringe in hand on-screen. Update FocusItemInfo to show input options. Tweak glass material refraction. Tweak collision and LODs on mesh. Update modifier description text. Remove RMB input from Actionable. Tidied BP for better readability
Experiment Cage UI - Fixed several animation bugs and properly reset the animations when needed
Updated the texture for the rad colony dressing books and poster
Added an assortment of props for dressing the rad colony
Added fishing poster to deployable data table
Visual UI Pass on Experiment Cage
Updated wrinkle maps for character heads
Slight dialogue adjustments. re rendering some lines with better inflection and slight re word of other lines to better match desire
Added the last few Rad Boss animations to the project
RAD_C - Disabled Bull map icon when reaching Duke's location for the first time
Moved ResourcePack PSD to correct source folder
Added Salt to Workshop (devlocked) which awards a full stack of 500 Salt
Setup Radboss Head trophy, add icon, tweak weight, increase durability. Add supporting lighting effects. Material no longer inherits parent material from irrelevant asset. Tweaked LOD settings. Fixed DeployableSetup audio with Printed Oxite Dissolver
Updating recipe for Electric Seed Extractor, amping its crafting speed, and fixing talent unlock
Initial check-in for T4 electric seed extractor, all devlocked
Added Macro, Cliffs, Lava River and Landscape Sculpting in the Volcanic, Red Quad
Added new tooltip widget for Settlement NPCs
Settlers now record how many days they've been with the Settlement
OwningSettlement now has an OnRep and matching OnUpdated BlueprintNative function
Added DisplayNameVerb to FSettlementNPCTaskTypeData
Added GetNPCSkillLevel helper function
Fine tunes to the dialogue from Rian. Shortening pained dialogue slightly and adjusting end of talk of healed
ARK - adjusted foliage settings on barnacles and painting down in coastal, yellow quad update character customization to fix blendshape not updating on switch and added age option
CHAC assault rifle/sub machine gun - Added new rows so not the same as the original sub machine gun/ assault rifles
Adding updated rian voice. Adjustments to npc settlement audio
Hoverbike Heavy now cant dupe when floor beneath it is removed
Fixing missed references to radboss egg in rewards and recipes
ARK - added mesh, FTs, textures, material for 6x barnacles
Updating name of radboss egg to carapace to match updated theme and mesh
Test Quest for John
Improved collision accuracy on Mining Prop
Added T022 to shortcuts widget
Adding more reverb on the rad boss roar events to make them more intense over longer distances
Updated BTS_MakeInvulnerable, adding the ability to set a hard limit on the % of health that can be damaged while under the effects of the service
BT_RadBoss can no longer skip phases if it takes too much damage in one instance
Added valid checks for DisablePlayerFog cheat to prevent nullptr errors when used in levels that don't have an atmo controller
Update to the skinning of the rad boss male and female chest armour. Increased geometry resolution of the rad boss armour first person hands
Adding settlement audio for soldier relaxed. Footsteps and gun reloads etc
Adding npc audio for using the hoe, anim audio for npc settlement fishing, dialogue delay adjustments, notifies and tweaks etc
Increase in volume of dna serum
Adjusting figured it out dialogue to be the correct processing definitely removed the test actor this time and validated with wb commit tool
Added support for recording and playing back camera paths within PhotoUI
Added Solution item icon for mission B2
Added Macro, Cliffs, Lava River and Landscape Sculpting in the Volcanic, Red Quad
Grenade Launcher is now associated with the Malformation Boss
Adding Mission Art for GH
Added Radboss Armor set item icons
Replaced MXC Campfire and Furnace item icons
Added item icons for mission B2
Fixed issue where Settler NPCs would re-equip rifle every time they fired
Added new SpawnReplicatedNiagaraSystemAtLocation function that takes a custom context
Fixed issue with BTTask_PerformAction_FireNPCWeapon where Niagara particle wasn't spawning correctly
Adjustments to OM3 mission. Adding thanks when giving culture.Temp file until it can be rendered out for consistency tomorrow
Small adjustments around the mouth of 2 blendshapes to reduce gaps between lips when SK is at bind pose
Fixed issue with camera mode where location would snap back and forward at very low acceleration values when colliding with objects
Added maximum delta rotation to camera mode to prevent issue where camera yaw would flip flop left and right at low acceleration values
Quest adjustments to dialogue, adding correct items static row for radboss items and adding occlusion to gasfly events. Setting music track condition for eden
Updated character head normal map added smoothing groups to radboss resource meshes
Added subtitles for GH RAD optional missions
Deleted bad actor, Also fixed some macros that were stuck in the persistent level
Fixing issue where the Rad Boss Great Hunt Missions past the first one where not accessible on the GH UI
Fixed slow movement speed when RadBoss upright
Adjusted damage source location of RadBoss breath attack
Fixed some RadBoss upright attacks not waiting for notifies before dealing damage
Further adjustments to RadBoss emerge positioning
RAD_O1 - Adding New Modifier to the quest which all players will recieve to allow catching blinky easier
Adding new capture stats and virtual calculations for fish 17/18/19/20
Added Money Tree to Jungle, Outpost 11
Vocal blending adjustments from injured to healed audio
Adding pained loops and thank yous to C2 mission npc's. Basic setup lighting lookdev v2 for char customization
Added wrinkle maps for char customization
Updated T022 LayerInfo PMs to match previous level setups
Added Macro, Cliffs and Landscape Sculpting in the Volcanic, Red Quad
RAD_A - Detached lights from light meshes in Colony as it was causing the meshes to not export to generated levels
Added 2 idle face animations for the character customization demo
Some tweaks to settlement path blending, RVT, tiling
Settlement NPCs should now put their lantern away when performing a montage head customization updated BP setup, blendshapes and textures
Added cheat to disable fog (playerFX distance fog + atmosphere controller exponential height fog) for world building purposes
Fixed a number of typos and grammar issues across item text, quest text, and subtitles
RAD_A - Added lights to Colony. Sub-foldered the light meshes. LOD tweaks to light meshes more impassable work and cliff wip
Added fishing dock and fishing anims/behaviours to Settlement
SettlementBuilding CanConstructBuildingAtLocation now takes in a rotation as well as a location for validation
Copied-pasted a few trace functions into the vanguardfunctionlibrary so that we can pass in custom context objects
Increased SettlementNPC step up height and walk angle
Added a new AnimNotify to trigger a montage to play on Settler's currently held item
Misc Quest text and Dialog fixes for GH missions. Increase crafting time for Mission Laser so that its not instant
Updated remaining SK meshes for the character customization demo with the latest blendshapes
Updated mission distillery deployable to activate bunsen burner flames when interacted with. Tweaks to DF/LOD/Collision on associated meshes
RAD_B2 - Adding additional checks so the quest can be progressed even if the safety checks kick in and a new creature is spawned
Added Macro, Cliffs and Landscape Sculpting in the Volcanic and Flushed Grass on Yellow/Green/Red Quad
RAD_B - Resaving the Damaged BP again
RAD_B - Removing Additional Grating Meshes From the Spawned in blueprint
RAD_C - Fixing the Confirm Pillars Destruction Step as it was never completing
UI visual pass on Distiller minigame widget
Dialogue and quest step adjustments for mission C2 and D
Skulk Juv - Added first pass implementation
RAD_B - Adding new Prebuilt Structures, swapping blueprint meshes for the industrial grating out for a prebuilt structure the player can build off
RAD_B - Adjusting the Radio Tower so it fits with the new Model for the Signal Minigame
ARK - mesh placement, landscape and decal painting in coastal, yellow quad
Lighting lookdev for char customization
RAD_A - Tidied up the creature spawning during the final quest steps and ensured there was only one Revenant Spawning near the entrance of the colony, the enemies now also will be angered and run at the player
Adding new Quest Function which will retrieve a random player within a range of a specified object
Dialogue adjustments and fine tunes for mission b2 more audible presence to low speed lava rivers. Also dialogue adjustments for mission B
Added Tusker skins materials and textures, updated D_Mounts
Added proxy meshes to Settlement stockpile
Settlement proxy mesh system now supports a single item query for all attached proxies instead of needing to define rules for each mesh on a per-index basis
Adding dialogue line when bike has been returned in quest b
Minor pivot adjustment to Colony Radio Tower mini game so arrow isn't off center
CHAC Assault Rifle/CHAC Submachine Gun - Added initial implementation - dev locked
Added Spectre, Wraith and Revenant vestige item icons
More dialogue adjustments and fine tunes. removing delays from reading notes to play instantly to allow the player to focus on reading if they choose to or not. Removing a touch of stroppiness from agent line
Adjusting dialogue to play at different quest step in mission A. Also shortening and making one dialogue more snappy and to the point
Updated Settlement farm mesh
Added Settlement farming animations
Added proxy crop plot meshes to Settlement farm
Updated Destructible for BLD_Door_Brick
RAD_B - Fixed camera when interacting with Broken Hoverframe BP. Fixup mission redirectors
Added DEP_Trophy_Radboss_Specimen_Tank
Added new WIP Settlement proxy mesh system in BP
Updated Settlement logging camp's mesh
Fixed issues with Settlement woodcutter not navigating to tree correctly, not taking wood back
Added wood stack proxy meshes to Settlement logging camp building
Fixed a number of issues related to RadBoss emerge/submerge positioning
Fixed up patches of navmesh in RadBoss arena
Added a WIP RadBoss turn BS
Added point lights to RadBoss
Added a new curve to RadBoss to boost the emissivity of material temporarily
Radboss fishing rod mesh hooked up, new stats, and description added. To be balanced
RAD_B - Changed prop hoverframe emissive materials to black to represent off state. Updated
Inventory UMG to allow any item.fuel.oil rather than Oil Can specific
More slinker saddles added to data tables and devlocked for now. Includes Armored, Explorer,
Bearhide, CrocSkin, DeluxeLeather, Desert Tracker, Racing, and Sandworm
Fixed inability to disable player movement debug cheat
Workshop Battery - Implemented, Dev locked and changed focusable on regular powerbank to be 1h instead of invisible canteen
RAD_O3 - Setting Correct Account Flag so the Serum can be unlocked & crafted at the correct step
RAD_O3 - Adding in quest step to pass the substrate to the NPC
RAD_O3 - Mentioning T4 Tech Tree Explicitly in the help text
RAD_A - Reduced Run Distance in Final Step as it was far too far
RAD_A - FE-2 Antiserum now only crafts one instead of being based on the fishes weight Fixing D_Itemable merge
Adding in all dialogue audio, events, quest setups for all optional missions
MXC Oxite Dissolver item icon added
Added Volcano, Added Macro, Cliffs and Landscape Sculpting in the Volcanic, Red Quad
RAD_B - Fixed Site Alpha showing up during mission due to inherited component in quest BP
Removed RT camera setup for Radio Tower. Updated material swaps to suit new mesh. Updated lighting. Centered dish mesh and uniformly scale it
Added RadBoss Resource 2 item icon
Added Radboss resource item icon 1
ARK - mesh placement, landscape and decal painting in coastal, yellow quad
MXC Oxite Dissolver initial check-in for item creation
RAD_A - Adding new Quest Marker and Tag to Spawn a Trapped Wraith
RAD_A - Adding Trapped Wraith into the Lab so its easier to gather the virus sample
RAD_A - Fixing Ordering of Lab Related Quest Objectives so that the player has to find the research logs before attempting to collect a research sample
RAD_A - Fixed issue where radioactive creatures where taking poison damage when they where not meant to
RAD_A - Triggering Generic Event when the spawners should activate so that the parent quest can keep their state saved
RAD_A - Spawners will now only activate when the door is open and players are in range
T2 Launcher - Rudimentary Stone updated
RAD_A - Add Lighting and Batteries to the Operations Prebuilt
RAD_A - Fixing Quest Objective Markup so that Map Icons when mentioned are highlighted and
Fixed keybind substitution instead of hardcoding keys
RAD_A - Fixing Colonists Clipping through the ground and adding blood decals to the prebuilt scene
RAD_A - Delta Spawner will now activate if players are in range
Adding new quest function library function to check if players are within range of an origin
RAD_A - Fixing issue where the minigame percentage would not start at zero as it was entering negative values each update if the target wasn't tracked
RAD_A - Adding MXC Furnace to the Prebuilt so steel can be smelted
DF settings tweaks for Interior Wood buildables on Simple shadows. Optimized by removing unnecessary collision and LODs
RAD_B - Fixed typo in Colonist Chris description
DT resave
RAD_A -Houses Set Dress, Lighting and Power
RAD_A - Lab Set Dress
RAD_A - Greenhouse Set Dress
Adding Refined Wood and Limestone Curved Pieces to the Upgrade Hammer
Further improvements to Settler idle anim states
Settler guards will now hold their lantern out during nighttime, switching to rifle during combat
T2 Launcher - Second pass on Rudimentary Nails
Added dialogue entries for GH RAD OPT missions
Adding dna syringe use item sound
Fixed issue with BT_Soldier_MoveToVector incorrectly using the non-dynamic fire subtree overrides
Settlers will now equip a lantern at nighttime
Added several new AnimStates for Settler NPCs
Added equip/unequip sequences to Settler combat state machine
Added map icon to settlements
Fixed issue with Settlement hub and walls not dirtying navmesh on reload
Fixed blinky rotation when first caught due to V2 mesh creation and not being updated in all places
Updated character Head_01, Hair_06, Eyebrow_01, and Eyelashes_01 with 2 addition blendshapes
Deleted Ely_Rewards_Test prospect row which was picked when playing in PIE and automatically ran a quest which made testing missions in PIE difficult. Now defaults to DEV_Test_Elysium which is correct
Updating radboss resource items #1 and #2 to their appropriate meshes
Volume tweaks to chemostat success
Adding new chemostat success audio. Adding keypad to standard buttons
Added cheat to destroy all buildings in range of player for prebuilt structure purposes
Fixed incorrect bone define for shadow geo on concrete trapdoor causing shadow to remain stationary
Added simple collision to prop signs so that they can be interacted with by transform tool
RAD_A - Fixed some minor clipping issues with Zeta outpost and added some support beams for balcony area
Added DEP_Trophy_Radboss_LRG and DEP_Trophy_Radboss_SML
T2 Launcher - First pass on rudimentary grenade/smoke grenade/nails
Saved prebuilt json for lost Ely_lava_outpost which had been included in Rad_A zeta outpost data
Added Macro, Cliffs and Landscape Sculpting in the Volcanic, Red Quad
Rad Bomber now has unique explosion VFX
Added a new BP_PostProcessActor and AnimNotify_TimedPostProcess to perform temporary post process screen effects triggered off montages/sequences
Updated lighting values for RadBoss arena, it has its own astmos/curve assets now
Fixed some montage blending between different RadBoss anim states/attacks
Fixed RadBoss submerge being underneath the ground
Fixed a couple of RadBoss light attacks not connecting
Added Tree BPs for 3 of the Bird of Paradise variants, as well as added collisions to several jungle plants
Adding more appropriate events to the bioreactor buttons
ARK - mesh placement, landscape and decal painting in coastal, yellow quad
RAD_A - Operations Building Set Dress
Adjusting volume of radiation over time to accommodate for missions where you need to stand in radiation zones for long periods of time. Lowering rad modif notify slightly
Flare Launcher - First pass on conversion and added makeshift stone ammo
Fixed Irradiated Mutation (Wraith) head crit area not being aligned correctly. Added WeakPoint crit areas for shoulder mass
RAD_A - Outside Building Set Dress and Adding new Broken Generator which you can salvage
Fixed ProStory6 mission spawning LavaBroodlings instead of WorldSpawn version for the 'Leave the Area' quest step
Shifted Lava Hunter WB spawn from being close to Colony to a nearby lava lake for lava mechanics
Adding first pass coastal music, event, data table setup and biome setups for new music tracks
Temporarily disabled phase 1 of RadBoss
Fixed blending issues between RadBoss rock -> fall -> prone -> submerge
Settler NPCs can now have stats, currently only queried by their task tick speed
Different Settler roles can now have different AI setups
Added proof of concept skills and traits
Settlers randomly roll two traits on join
Settlers now gain skill XP while performing relevant tasks, skill level then grants stats based on curve within D_SettlementNPCSkills
Small balance pass of creature volume that was too loud for too far distance
NPC friendly dialogue distancing and reverb tweaks updated UI for head customization, added checkbox and wip on dropdown menu
Added Macro, Cliffs and Landscape Sculpting in the Volcanic, Red Quad
Cow milk bug - Added dev locked temp logging for later testing
Adjustments to spatial and volume of all friendly npc's and also the laser
Source
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