This week we are adding the Impact Grenade, a new explosive that detonates on impact instead of relying on a timer - making tactical throws quicker and more reliable in the heat of battle.
As a sneak peek at what’s ahead we provide a little information about T5 and the oil extraction loop, broadening how you’ll gather resources and build strategic bases from the ground up.
Next week, look out for the Butchery Bench, a new station that will give you more options for processing and cooking meat - beefing up your survival workflow and culinary flexibility.
Notable Improvements:
- Improved UI for highlighting missions when searching in that mission select screen
- Add Saddles and Tame Beds filters for use on the Ranching Station.
- Moved fillable circle to location where stack is - since stackable items cannot have the fillable trait
- Fix Tusker Mount getting stuck on doorways by resizing/positioning cloth collider
This Week: Impact Grenade
This week we’re introducing the Impact Grenade, now available in the T3 Tech Tree and craftable at the Machining Bench. Unlike the original grenade, it detonates on impact - delivering maximum damage at the point of contact, with damage falling off around the radius.
While it deals slightly less damage than the standard grenade, its instant-explosion nature makes it ideal for clearing packs of creatures. Just be careful: if you’re too close, you might blow youself up.
Upcoming Tech Tier: T5
As we mentioned last week, we are working hard on our next major expansion alongside our usual weekly updates, but we wanted to show you some backstage content as we work on it.
We are adding Oil Extraction and Processing as the Core base for a new tech Tier T5. Oil whether collected from a geyser and processed or generated a cleaner way becomes to core for the new resources which unlocks T5. These geysers will be present in clumps and be added to all existing maps when ready.
Anyone who was in the experimental at the beginning of the week would have has a very early (accidental) preview in the upcoming expansion. Unfortunately it is a little to early for public testing. So keep checking these weekly updates for more information.
Next Week: Butchery Bench
Next week, we’re introducing the Butchery Bench. This new station will allow you to break down prime meats using existing recipes as well as unlock entirely new recipes, enabling you to craft prime meats from scratch.
Your support makes these updates possible.
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Changelog 2.3.17.144656
New Content
[expand type=details expanded=false]- Removing Impact Frag Grenade feature lock
Fixed
[expand type=details expanded=false]- Fix LC_Med_10 rock not being in FLOD table, making it not minable. Fix surface type not being voxel
- Mission nodes now enlarge when searching/hovering on missions boards
- Removed hover borders on mission nodes after hovering
- Changed Incoming Weather Forecast font scale to be 2px bigger for better visibility
- Fix Tusker Mount getting stuck on doorways by resizing/positioning cloth collider
- Fix Cave Scanner blip audio toggle not working for clients. Add supporting audio click when toggle event is fired. Fix held position so its no longer clipping through the hand
- Adjusted Rabbit loot rewards to have 50% chance of giving leather when skinning with Knife. Decreased amount of Leather and Bone given for Rabbits on Skinning Bench, to better suit their size
- Add Saddles and Tame Beds filters for use on the Ranching Station.
- Fix Consumables filter query to not just be food but any with consumable trait
- Fixed Audio and Tags for WIP AnimalTraps. Fixed tags for Boss trophy thrones. Fix WIP content all being crafted on Trophy Bench
- Replaced Steel Knife item icon
- Increase temperature of Rock Golem arena
- Implement charging lights on charging station for clients
- Clarify 'claimed' bed in respawn text to remind/notify players of bed claiming system
- Improve collision accuracy on LC_Cliff_15 (460 -> 900 tris)
- Fix LogMossy DF shadow settings
- Fix DF shadow setup on Material Processor
- Add Active FX/audio for Material Processor
- Moved fillable circle to bottom right of item inventory slot so it doesn't get obfuscated by DLC icon
- Moved fillable circle to location where stack is- since stackable items cannot have the fillable trait
- Fixed Caveworm Stone Statue being crafted on incorrect bench (Anvil -> Masonry)
- Increase weight of Hammers to more suitable values (from a minimum of 10 grams to a maximum of 2kg, based on tier). Devlock obsolete upgrade tool ItemsStatic entry
Future Content
[expand type=details expanded=false]- ELY Story 5 - Added a flying roar montage and depending on quest step it will roar in the sky
- Voxel Pass Started in Volcanic on Purple Quad, Elysium
- Adding all updated dialogue audio and events for Mo and Iris. Also adding chew mount cre DT setup
- Updated animations for TEI NPCs cook and crafter, still WIP
- Ely - fixed various floating meshes and grass, additional cliff pass along passage to swamp transition cave, green+yellow quads
- continued working on deans feedback (de-pancaking blue quad). added shrunds and crevasses to blue quad. worked on jakes mission 6 area, made it significantly smaller and changed tower reveal
- Adjusted DT and BP setup for Slinker mount to support Slinker saddles
- fixing previous commit - connecting the highlightable setup in event graph to BeginPlay instead of Icarus BeginPlay
- Added console mesh to BP_EdenStationLandingPad_Cargo, moved UIProjectionLocation to console, added functionality to event graph to highlight both meshes when interacting
- Further drone balance pass for them to sound more diverse and included
- Eden - fixed standing positions of Victor and Mo
- More dialogue adjustments and fine tunes
- ELY Dialogue adjustments and fine tunes. Also adding the correct creature row for the slinker mount
- Adding abomination footstep event, nested event and all footstep notifys
- Eden - shifted position of cook NPC to match campfire
- Setting up Orka Talent Tree and adding new Icons for the talents
- Setting Up Chew Talent Tree
- Adding new Stats for Water Retention Aura and Granted Effect
- Adding new Images for the Chew Talent tree
- Adding new Talent Trees for Desert Raptor & Tundra Monkey
- Adding Talent Tree Icons for Chew, Orka, Raptor, Desert Raptor, Tundra Monkey, Storca, Slinker
- Adding Tundra Monkey Talent Tree and Desert Raptor Talent Tree
- Adding Tundra Monkey Head Icon and itemable Setup
- Adding Raptor Head & Desert Raptor Head Icons and Itemable Setup
- Setting up Laser Icons in the alterations table
- Sandscuttle now have an emerge / dormancy routine (sleep when well fed) and are cleaned up when dormant. Various other stat tweaks to Sandscuttle. Setup autonomous spawner for Sandscuttle in ELY volcanic regions around corpses
- NS_MiningLaserBeam_02 revision
- updated lithium textures for Vox 01, 02 and 05
- Added advanced NPC behaviour set for Tundra Monkey
- Added placeholder spawn weights for Tundra Monkey in ELY Tundra biomes
- Increased Tundra Monkey health
- Add DT validation for ItemsStatic corpses which are carryable but have no skinning bench recipe. Devlock OG Roat and Raccoon to ignore
- Added laser weapon attachment icons and item icons
- ELY Story 5 - First pass at mission 5 adjustments. - Removed dropship icon. - Removed caveworms spawning, replaced with 2 different quests of kill a sandworm at 2 different locations. Changed text to match 'go to x map search area' rather than 'go to desert'. - Made quest queen invincible. -Thumper starts automatically because it doesnt handle any of the spawning logic (its in quest now)
- Added Cliffs, Crevasse and Mission Cave Tunnel to the Arctic Blue Quad, Elysium
- Updated the Nailgun Mesh with added details to the back, including a spot for a battery life widget
- Adding abomination audio, events and setup
- Added Synthetic Armor Icon Set
- Ely - added and placed various meshes, landscape sculpting and general polish for Eden, yellow quad
- Adjustments to yeti movement audio events and voice pitching, distancing and reverb to match increased size
- Lots of dialogue adjustments and fine tunes
- Updated mining laser to use same trace channel as generic melee to prevent collision with overlap-only query volumes
- Yeti: Increased scale by 66% (0.3x -> 0.5x). Adjusted movement/BS to suit. Add GFur
- Added New Animal Carcass Icons
- Lots of dialogue adjustments and edits to timing and playback placement
- Added creature bait item for Tundra Monkey
- Added tamable variant of Tundra Monkey
- Fixed Tundra Monkey GFur LODs not having screen size configured correctly
- Lots of dialogue adjustments and fine tunes and added rad prosp call in etc
- updated position of TEI NPCs cook and crafter
- Added missing Bestiary entry for Tundra Monkey
- Added missing head/trophy items for Tundra Monkey
- Ely - added uranium meta deposit spawn to prototype location in desert for testing
- Reduce damage (1000 -> 750) and radius (1500 -> 1250) of explosion for Impact Frag Grenade
- Added 3 wild variants for HRB_Sugar_Cane, including FTs, DMs, and BPs
- Lots of dialogue adjustments and tweaks for various missions etc
- Continued cliff passes
- Hit some feedback I gathered from Tristan and BenW
- Fixed a floating serac asset that I displaced to the desert by accident
- Did some decal painting
- Ely - adjusted steam VFX settings on terraces in geothermal, red quad
- Creating new Slinker Rest Montague
- Setting up Rest/Eat/Attack/Drink/Idle Animations for the Orka, Storca, Slinker
- Setting up entries in the mounts table for the Desert Raptor, Storca and Orka so they have the correct setup and unique talent trees
- Adding unique starting names for each of the new mounts / tames
- Added missing Desert Raptor Talent archetype
- Adding Valid check when retrieving the radiation manager
- Adding Specialised Raptor Saddle, Item, Recipe, Blueprint and mount setup
- Committing missed SandScuttle Bestiary Stats and Traits
- Setting up SandScuttle head item and setting within the loot table
- Setting up SandScuttle Bestiary Stats and Traits
- Added ITM_Radiation_Tracker
- Setting up Abomination with some loot
- Setting up the Abomination's Bestiary Stats and Traits
- Adding Fire Weakness to Yeti
- Setting up Yeti Bestiary Stats and Traits
- Setting up Geothermal Bat Bestiary Stats and Traits
- Adding electric weakness to the geothermal bat
- Setting up Geothermal bat head and added to loot table
- Fixing Flying Tank Carcass Name - it was using the Flightless Tank name instead
- Adding missing files from last flying tank commit
- Adding flightless tank unique GOAP setup
- Finished Setting up flightless tank head item
- Setting up flightless tank bestiary stats and traits
- Adjusting flightless tank stats, adding explosive weakness and attacks cause blunt force trauma
- Adjusting Flying Tank Health to make it a bit tankier
- Adjusting flying tank stats, adding fire resistance, frost and electric weakness
- Setting up Bestiary for the flying tank stats and traits
- Finished setting up Flying tank head item
- Setting up Dragonfly head itemable
- Dragonflys not have a high chance to inflict poison, have a electric weakness and a poison resistance
- Setting up Dragonflies bestiary stats and traits
- Setup Giant Roach Bestiary Stats and Traits
- Setup Giant Roach Growth Stats, added poison resistance, electric resistance, fire weakness, electric damage & electroshock damage, also reduced melee damage right down so its main form of damage is electric
- Setup Giant Roach Head item
- Committing missed Storca Files from the last commit
- Setting up Storca Bestiary Stats
- Giving Stoca its own unique GOAP behaviour row
- Removing Poison weakness from Storca and adding Fire weakness, also adding frost resistance
- Adding 25% Chance Attacks Cause Hemorrhage to the Stomper and Matriarch
- Adding Bestiary Traits to the Stomper and pass on bestiary stats
- Setting up Stomper Carcasses to have a large bone hittable reward
- Removing Leather from Stomper & Matriarch loot tables
- Fixing Setup for Stomper Head & Stomper Matriach
- Sandscuttle GOAP no longer go into a 'feeding frenzy' when eating from corpses (smaller mouthfuls, less often - means more time around corpses)
- Misc Ely nav fixes
- Fixed mismatch RMA texture for Ruby Voxels
- Adding lab door open audio, event and BP imp
- Added Cliffs and Crevasse to the Arctic Blue Quad, Elysium
- Setting up and balances ready for sand scuttle
- Updated mesh and textures for Gun_MiningLaser with small polish adjustments to add a bit more detail
- Ely - added more set dressing meshes and some material variants for Eden
- Bump Slinker min health from 650 to 800
- Radiation VFX update for review
- adding dragonfly death audio, event and data table setup etc
- Manufacture: Change base class to ResourceNetworkProcess. Trigger active effects when processing. Fixed DF shadow setup. Remove bespoke highlight logic that's fixed with checkbox. Remove Audio component from Scene_Lights component. Added in custom anim logic so anims don't snap based on state. Add on materials for emissive and disable on default. Fixed LODs. Improved DF shadow accuracy
- Added missing AISetup row for Tundra Monkey
- Fixed incorrect Tundra Monkey stat naming
- Added virtual stat definitions for new Tundra Monkey stats
- Added an option to consume power on hit, rather than on draw for Lithium bows and crossbows
- Tonal adjustments to yeti vocalisations. Removing references to ape etc
- Removed FLOD rocks in Volcanic on Purple Quad, Elysium
- Added first pass of Tundra Monkey
- Added additional Tundra Monkey animations
- Queen - Fixed wyrm being able to die while underground. Removed health bar whilst underground
- Eden - added new light mesh, adjusted Iris' lab
- Updated BP_Mission_NPC_EDEN_Cook
- Added anim_sit_bench_2 and updated BP_Mission_NPC_EDEN_Cook
- Yeti: Now requires T2 knife to skin. Change corpse durability to large. Increase PrimeMeat chance and add Arctic Pelt
- Increased Yeti XP rewards. Fixed ordering of Kill->Skin. Fixed grammar on some entries
- Adding yeti heavy slam audio, event and notify. Adjustments and fine tunes to other yeti attacks
- Expose hit result in Lithium weapons for additional VFX (was taking energy on action, now on hit)
- Fixed Hole in Tundra to Swamp Transition cave on Yellow Quad, Elysium
- Decal painting and more blue quad work
- ELY Story 5 - Fixed 'draw' mission structure
- Fixed ECHO step in ELY Story 4 not progressing
- Ely - respawn, deep ore, meta spawns in purple volcanic, fixed various meta spawns in arctic and tundra with no type set
- Ely - voxel placement in volcanic, purple quad
- Added Radiation tracker and quick timer saddle icons
- Replaced old Flaregun icon with new one
- Added missing Animal Carcass and head icons
- Edited existing subtitles to match new voice lines for ELY missions
- Re adding some of Theo's missing lines
- Adding mining laser loop blend layer
- First pass laser mining audio
- Fixed issue where incorrect DT config was causing clients to be kicked upon trying to load a Tundra Monkey
- Added additional D_AISetup validation to prevent cases of survival character state being used on unsupported BP classes
- Added new AnimBP for mining laser, spins up fans as heat increases
- Fix Ape rock throw proxy mesh is using a material with world positions
- Fixed Orbital Comms bench LODs and missing glass material ref
- Remove point lights from Radiation dust motes. Counts are way too high to be spawning (hundreds of) lights
- Decrease TundraMonkey health range from 130-1000 to 130-500 to better suit size. Tweaked capsule setup. Optimized Gfur settings. Added carcass and bones mesh for corpse so it can be skinned. Fixed nameplate positioning by removing widgetlocation component and added required Alert component
- Added New Foliage to the Desert and Set Dressing Eden on Yellow Quad, Elysium
- Adding additional theo dialogue line, data table entry and quest entry
- ELY Story 5 - Fixed search area trying to delete when invalid
- Add Icarus Point/Spot lights to ApprovedActors array
- ELY Story 5 - Updated theos pod to have new highlightable. Sandworm thumper now automatically turns on/off depending if the quest completes. UI will now say if there are sandworm tunnels beneath it e.g. quest is active and its in the right spot
- Add placeable actors for Icarus Point/Spot lights for set dressing
- More LOD improvements on Manufacturer bench
- Adding tundra monkey attack audio, event and notifys
- Fixed issue where clients weren't able to hear crashed dropship SFX
- Eden - updated mask texture for Iris' dome to fix AO around open windows
- Adding lots more tundra monkey layers and movements
- Fixed issue with mining laser beam not working for non-owning clients
- Mining laser no longer follows free-look camera rotation
- Adding tundra monkey idle vocalisations, data table setup, and a bunch of movement sounds and footstep notifies
- Make the Yeti snowball in flight particle trail white
- Added Laser Sidearm Item Icon and Landing pad Item Icon
- Replaced Palm Tree in Desert on Yellow Quad, Elysium
- Added SK_GUN_LaserPistol with SK, Textures and Materials. I also added the mesh to the Meshable data table entry for the Laser Pistol
- More blue quad cliff and decal work
- Added Lithium, Alloy, Uranium Arrows and Bolts
- Ely - moved mission 3 cave meshes from persistent level to red quad
- Adding Uranium Conversion so the inert bars can create titanium or platinum when combined with exotics
- Adding new images for uranium bars and rods
- Fixing Laser Conversion Recipes so they craft the correct item
- Setting Stamina Growth for the new mounts - Raptors, Slinkers and Chews
- Setting Up Raptor Talent Trees and New Talent icons
- Adjusting Player Tooltip to not hide hidden stats
- Adding Storca Talent Tree
- Adding new Stats for Stora Aura and new Aura and Modifier
- Adding new images for Storca Talent Tree
- Added LookAt / IK control rigs for Tank creature
- Fixed locomotion speeds for Tank creature
- Added lean/turn anims to Tank creature
- Added New Foliage to the Desert and Set Dressing Eden on Yellow Quad, Elysium
- Adding laser overheated audio to actionable. Other small adjustments to laser miner
- Sandwyrm Queen - Fixed dead body not staying in its original pose
- Add Skinning Bench recipe for Snow Pygmy Lop.
- fixed laser beam wrong direction at start for BP_MiningLaser
- Blacklist duplicated Mission_Device (Eden) so that it doesn't appear twice in FieldGuide
- shifted back laser particle start without delay in BP, delay is happening inside Niagara FX
- Ely - decal painting + foliage and general polish in NW volcanic and geothermal, red quad
- Fix Yeti rock throw is was doing a Ape vocal for one montage section. Tweak secondary rock throws by Yeti were poorly aimed and do more rock throws when that action selected (as not a common)
- repositioned overheat FX in mining laser BP
- Adding mining laser sound to BP
- Yeti now throws brown snowballs
- added overheat FX, assigned animBP, added delay of main laser to match sound on start
- Setting up unique event for mining laser impact so it doesnt play pickaxe sounds. Adding to item audio data table and items static
- Added a 0.5s delay to start of mining laser mining damage (and some FX)
- Adding tundra monkey flinch and death vocalisations, event and data table setups
- Adding tundra monkey roar vocalisation, notify and data table setup
- Increased Flightless Tank's health
- Flightless Tank now has strong points running up it's spine and tail
- Fixed issue with Flightless Tank's tail attack where damage source location wasn't correctly updating
- IcarusCharacter's GetDamageSourceLocation now takes in a Montage and Section name for extra context awareness
- Locked root motion on Flightless Tank loco anims
- Added 33% projectile damage resist to Flightless Tank
- Increased Flightless Tank's character mass
- Flightless Tank is now correctly configured as a neutral herbivore
- Fixed Flightless Tank's locomotion speeds/anims
- Adjustments to NPC table to stop victor playing bark lines when interacting as part of the mission
- Dialogue and quest adjustments to make sure theos line plays
- Fix world bounds on Outpost_012 (is breaking spawn map)
- Small dialogue adjustments and fine tunes to creature audio
- Adding tundra monkey footstep event
- Adding static in glitch when reestablishing comms
- Replaced Laser Pistol Icon to be the correct one
- Changed Refined Oil Fuel Type Icon
- Replaced Yeti Head Item Icon
- Ely - mesh, grass, voxel placement fixes in Tundra, green+yellow
- ELY3 - All Collectable Notes are now Marked as Quest items
- ELY3 - Fixing 2nd Door Dialogue delay and adjusting quest step based on door status
- ELY3 - Adding Keycard Item Icon & Setting up as a quest item
- ELY3 - Adding More Specters to the Lab, only 4 charge the players and adding quest markers for their locations
- ELY3 - Player is now required to Kill 8 Specters to Progress
- ELY3 - Adding Quest Complete Delay when talking with Mo for the Briefing, removing dialogue from quest trigger and placing on NPC instead
- Committing missed Datatable from last commit
- Changing Refined Oil Colour to Orange as Grey was not working well with various UI elements
- Fixing Lithium, Uranium and Alloy Arrows & Bolts Recipes as it wasn't using the correct ingredients
- Craftable Landing Pad Recipe and Blueprint Setup
- ELY1 - Swapping over Prebuilt structure for the tower during the mission
- Setting up Lithium, Uranium and Alloy Arrows, Recipe, Blueprint, Damage
- Adjusting Ballistic of new lithium, radioactive and metal alloy, arrows and bolts, so they can embed when shot into creatures
- Setting up Lithium, Uranium and Alloy Bolts, Recipe, Blueprint, Damage
- Fixing issue with Radiation Sickness where it wasn't dealing damage
- Updating Biofuel Spline Tool Icon
- Adding Biofuel Spline Mesh and Texture Adjustments
- ELY2 - Removing Spawner after reaver is killed
- Adding new Focusable for the laser pistol and repositioning in first person
- ELY2 - Reavers do not respawn if the player has killed the reaver before
- Fixing Orka and Stoca Bait not being craftable and being unable to captured the tamed creatures
- Adding Aluminium Screws Item and Swapping out Steel Screws in T5
- Adding some WIP Cubemaps for Eden and new Atmosphere entry (not used until Eden is more finalized)
- Update KiwiFruit data (highlightable, experience, loot). Rename Kiwi_Fruit to KiwiFruit for readability. Add 'Wild' and 'Sickle' loot for KiwiFruit. Remove 'Test' content from Farming DTs. Rename 'Crop' to 'Crops' in rows for consistency/filtering. Fix trailing whitespace and missing full stops on various Highlightable rows
- Adjusting Feature Level for Attachment so they are accessible in Dangerous Horizons
- Adjusting names of new advanced pack to specialist and moved to T5
- Adjusted talent names for separation from the base set of attachments
- Adding new Alternate Recipes for Battery Shelves which use Lithium
- Adjusting Lithium Tool Recipes so they use power banks as a resource
- Reducing the aluminium screws recipe so it produces 1/2 as much aluminium screws
- Fixing T5 Recipe set names so they are translatable and using their final names not internal ones
- Fixing Powerbank description
- Adding Powerbank Item to T3, Icon, Blueprint, Recipe, Text
- Adjusting Resource Transfer UI and adding new strings for translation
- Adding Powerbank, Laser Pistol and Mining Laser Proxies to the Charging Device
- New DEV tool will add the unobtainable modifier with the left click, and remove it with the right
- The new unobtainable modifier now prevents buildings from being picked up if applied
- Adding new DEV_tool which adds a modifier to items which makes them unable to be picked up or take damage, for use on deployables in prebuilt structures
- Updated Laser Pistol Icon - It was too small
- Raptor, MangeWolf, GhostCroc, Slinker, Chew, Stomper, GiantRoach, Flying & Flightless tank, and Sandwyrm now require T2 knife
- Fix Avocado, Agave, Banana, Kumara, Rhubarb loot and highlightable data. Change PricklyPear and Truffle to require Axe for hitable rewards
- Fixed a number of Flying Tank animations that had a misnamed root bone, preventing that bone's animation from being used
- Added New Foliage to the Desert and Set Dressing Eden on Yellow Quad, Elysium
- Adding a bit more fan into the mining laser
- WIP animation, behaviour, stat work for Flying Tank
- Ely - added respawn, deep ore deposit and meta spawns to swamp
- Adding tundra monkey stick throw event and data table setups so its not using the same event as the players one. Various other creature balances
- Misc Ely nav fixes
- Removing Uranium Conversion on the Tech Tree as its not supposed to be accessible to players
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