This week, the team is back in the office after a well-deserved holiday break and has hit the ground running, returning to our regular weekly patches while continuing work on the upcoming expansion.
Also, the Second Chance bundle is still available for a limited time.
In this update, we’ll take a look at a selection of quality-of-life improvements and fixes added this week. These include a mix of smaller adjustments alongside some brand-new settings introduced in response to player feedback gathered over the past few weeks.
We’ll also briefly preview what’s coming in next week’s patch.
Notable Improvements:
- Cave spiders should now despawn during daylight hours (recurring random chance after 8am)
- Fixing Sledgehammer Shattered Rewards and Yields so stats now work correctly
- Fixing modifiers squishing the paper doll in the menu which was making this un-unusable
- Fixed issue with Crop Plots where crop plots could not be watered after disconnected from a water network
- Fixed issues with collect note common base quest as it was not ticking of if players chose to pick up the item
- Fixed Mammoth Swimming Animations
- Fixing Rabbit Run animations
- Drones now deal explosive damage when they are killed
- Drones now also can be looted on death
- Fixing Dribbo rest animation as it was playing the wrong sounds
- Fixed Foundry not being gated behind Electricity Tool when it requires Electricity
- Fixed bug where spider could slide along ground during death animation for clients
- Fixed legend icon for Dropship not matching actual used dropship icon
This Week: New Gameplay Settings
This week, we’re introducing two new settings based directly on player feedback, aimed at improving overall gameplay and giving players more control over their experience.
The first setting displays the player’s exact health value on both the player health UI and the mount UI while riding. This provides clearer, more precise information at a glance, making it easier to track your health during combat, exploration, or travel. For players who prefer a more immersive or minimalist interface, this option can be disabled at any time.
The second setting introduces the ability to adjust the time required when interacting with deployables that use a hold action. This allows players to speed up these interactions, helping streamline repeated actions and reduce downtime, especially during busy gameplay moments.
Note - this was accidently released in a previous weeks update but was still undergoing development, but now it is all hooked up and working correctly.
We’ll continue to review feedback and look for opportunities to add more settings and quality-of-life improvements. If you have any suggestions or ideas you’d like to share, please let us know.
Next Week: Lighting Update and Consolidation
Next week we are doing a bit of a rebalance and consolidation of some of the light items in game to make it easier to use without having to craft separate variants for walls and ceilings. Be sure to check out this and other improvements next week.
Your support makes these updates possible.
https://store.steampowered.com/bundle/66187/Icarus_Second_Chance_Bundle/
https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/
Changelog v2.3.26.147083-rel-GreatHunts
QoL and Fixed
[expand type=details expanded=false]- Hide Cow GFur in Mount Preview to resolve artifacts
- Re-adding Platform Sockets to Concrete and Stone Fortifications
- Bags no longer show in the field guide in the used by sections of attachments
- Updated highlightable and interactable for locked doors and security doors to reflect their new state
- Update Keybind info in Inventory UI. Fix alignment. Remove incorrect
- Add health value to inventory above paperdoll. Localized text
- Fixing issue where modifiers would squish the players armor paper doll if it extended beyond the modifier bounds
- Remove accidentally duplicated talent in Wooly Zebra tree, for Mammoth. Remove some DNTs. Fix some various Talent node positions
- Mammoths - swim animation played very low down. When swimming added a offset to root bone so his head is above water
- Crop Plots - Fixed not being able to water crop plots after water spline disconnection
- Duplicating and replacing the boar rest animation that was used for dribbos that had a boar sound linked to it
- Shattering Rewards for Clay, Obsidian and Scoria are now correctly setup as virtual stats and will scale appropriately
- Fixing Shattering Rewards so they acutally scale the breakable rock resources when harvested
- Enabling Health Values UI and Setting
- Enabling Interact Timer Setting
- Adding successful impact sounds for pickaxes and sledgehammers on concrete to account for when hitting drone spawners for better audio feedback of successful hit
- Fixed bug where spider could slide along ground during death animation for clients
- Exposed autonomous spawner cleanup logic to BP so that individual behaviours can specify custom cleanup triggers
- Cave spiders should now despawn during daylight hours (recurring random chance after 8am)
- Fix Foundry not being gated behind Electricity Tool when it requires Electricity
- Fix legend icon for Dropship not matching actual used dropship icon
- Remove Grey tick from incomplete mission widget as it was causing state confusion. Now only show Gold tick when mission is complete
- Increase Rabbit rotation rate when sprinting from 100 to 360 degrees/second, otherwise their turn and run looks broken
Future Content
[expand type=details expanded=false]- Create unique PreviewCameraSettings for various mounts so the positioning is good across the board. Hide Tundra monkey GFur in mount preview (scene capture) to fix artifacts. Zero out and set invisible GFur components on Mounts/Tames that don't actually use them. Fix incorect MountData define on SwampQuad. Resize MountPreview RT from 600x700 to 512x512 for optimization. Remove unhooked/duplicate BP logic in MountPreview. Copy additional useful values for duplicated GFur component to ensure GFur matches. Don't copy GFur components that are invalid (invisible)
- Adding overheating elements to mining laser audio
- More eden idle random idle sounds
- Updated SM_DEP_Polymerizer_T5
- Resaving Item Icons so they can be reimported from the raw art in the correct location
- Adding Icons for newly hooked up Trophies
- Adding Missing Vestiges and Recipes for the New Creature Trophies
- Adding More Missing DT Setup for DH Creature Trophies
- Fixing Build Validation for recently deleted trophies
- Adding More Missing DT Setup for DH Creature Trophies
- Removing duplicate creature trophies
- Adding Missing DT Setup for DH Creatures
- Adding Mug Prop and Icon
- Adding Security Camera Prop Item setup and Icon
- NPC Turret Now rotates towards player and no longer requires power
- Drones now deal a small amount of explosive damage where they land, when they explode
- Adding new Enemy Flamethrower Turret
- Reduced Spawn Rate of Sulphur Worms in the Sulphur Pools
- ELY4 - Swapping the Drones attacking Iris to be Scouts instead of the basic ones
- ELY4 - Changing invisible drone spawner to inherit from the mix spawner
- ELY1 - Shifting Drone Spawners so they don't have to navigate around the rocks in the area
- Adding drone remains which is dropped when a drone is destroyed
- Adding Health Scaling on the Drones (Base - Low, Scout - Medium, Carrier - High, Hunter - Low)
- Adding new mix AI Drone Spawner to spawn drones at various weights (50% Drone, 40% Scout, 10% Carrier)
- Replacing Normal Drone Spawner in ELY2 to use the Mix Spawner instead
- ELY6 - Adding new Security Door and Keypad UI
- ELY2 - Adjusting Final Lab so the Drone Spawner is now elevated next to the base fully in view for players
- Adjusted Drone Spawners to have -50 melee damage resistance and -50 explosive damage resistance
- ELY3 - Same Fix as ELY2 Blocker
- ELY2 - Adjusting logic around the blocker so it is not destroyed but just collision removed to catch cases where new ones spawn during the find phase, also fixes blocker reappearing during the mission / other missions
- Improve VFX for Laser Pistol impact. Increase projectile launch force and reduce gravity effects
- Add initial WIP setup for EMP grenade
- Halve charge rate and power consumption on Wall Charging Device to better reflect its size
- Add Building Salting modifier and Shovel logic (unhooked, pending UI/UX implementation)
- Fix issues with voxel placement in SW_MED_001 cave prefab
- Fix issues with AC_MED_007_DLC2 cave prefab. Swap few references to _NoFoliage version to ready that for deletion
- Improve collision accuracy on GL Cliff 14 because its too low and almost got me killed
- Interactable Lakes now pull from WaterSetup DT to get Highlightable row so that correct/detailed display names can be shown. Setup Sulfuric water bodies (and Geothermal Terraces) to point to SulfuricWater row
- Add Highlightable row define to WaterSetup DT
- SulfurWorms: Remove cave worm rock mesh logic.
- Add new loot bag BP with larger sulfur mesh.
- Disable Interact and Highlight components on death.
- Fade out visible meshes shortly after death as cleanup is now delayed.
- Decreased delay between spawns from 5 minutes to 2 minutes.
- Remove invalid 'Head' reward rows.
- Add scales, increased poison sacks, and guarantee Sulfur to loot drops
- Split out VFX for Laser pistol into muzzle flash FX and impact FX which are now handled via payload.
- Improve muzzle VFX.
- Cleared out invalid ItemsStatic data on Laser Pistol ammo.
- Change Meshable item to SM and remove reference to projectile BP and delete.
- Fix PreviewItemTemplate define.
- Fix muzzle location by adding SK mesh socket
- ELY6 - Setup the Spawning of Mo's pod which will take off when unlocking the 2nd door
- ELY6 - When interacting with Mo's Helmet the light now turns off to draw attention to the event
- ELY6 - Setting up 2 prospector pods to take off when players enter the fortress
- ELY6 - Adding quest makers, quest steps and basic setup for prospector pods
- ELY6 - Fixed issue where the entire setup logic for the fortress was running every reload
- ELY6 - Adding Mo Helmet Item and Quest Marker as well as quest queries for where to spawn in world
- ELY6 - Adding Build Blocker to Story6 area so players cannot build over the walls
- ELY6 - Adding Spawn Blocker to Story6 Area so we only get the specific creature spawns
- ELY4 - Fixing Quest Makers which where accidently moved in a previous commit, meaning the drones where spawning on the other side of the map
- ELY6 - Fixes to Base so that concrete walls now work correctly, adding bases for drone spawners, converting turrets into enemy turrets
- ELY6 - Adding tower to prebuilt base
- ELY6 - Adding in spawning of the prebuilt base, spawning of drone spawners, satellite and spotlight
- ELY6 - Adding new quest markers for new objects being spawned in
- ELY6 - Adding new Quest Steps Outline
- Adding new Recorder for Security Door to use for placed in world objects, also adding new intermediate child BP for security doors that are placed in world
- Sweeping pass over Elysium to fix Default surface type on stale landscape areas. Add tooling to ping landscape in grid format to find Default surface type locations
- ELY6 - Hooking up full quest for testing
- ELY6 - Triggering ship on upper platform to take off when the player arrives
- ELY6 - Fix Note Name
- ELY6 - Adding Door Code Collectable Note to the prebuilt structure
- ELY6 - Removing debug quest skips
- ELY6 - Add Remaining Steps for Mission 6 including event
- ELY6 - Adding new Collectable Note Code
- ELY6 - Adding new Quest Markers for various travel events and events
- ELY6 - Dialogue Pass hooking up to quest steps
- ELY6 - Setting up initial quest steps and unlocking of the security door withthe pin code
- Fixing names and interactions of locked door / security door
- ELY3 - Reworked quest to you don't have to use the aaccess card on the outer door, now you use a pin code which is located on the access card
- ELY3 - Reworked quests so you don't have to use the access code on the inner door, you now interact and the rest of the mission plays out
- ELY3 - Adjusted quest steps and descriptions so they make sence with the new context also adjusted some audio and dialogue timing with new quest steps
- Renamed AccessCardDoor to LockedDoor and added new child classes for its use in a few missions
- ELY6 - Removed Blocker mesh from in world and replaced with a security door with a pin code
- Mount Raptor - Lowered cloth effector capsule as it was blocking movement into doors
- removing unapproved actors from orange quad
- Ely - added flow points, waterfall adjustments, testing mesh placement to cover seam between water types in swamp, orange quad
- QM_Story6_Event repositioned, removed delay on BP_MissionSix_OrbitalSequence and updated FX
- Ely - lava lights, decals and general polish in volcanic, purple quad
- ELY2/4/6 - Drone Spawners no longer destroy themselves on terrain anchor invalidation
- Adding additional checks to the EDEN Object Spawning so we don't duplicate assets
- Fixing Issue where the EDEN Mission Device was respawning every load when it shouldn't have been
- ELY6 - EDEN Build Blocker now does not record, while the fortress blocker does
- ELY6 - Cleaning up old blockers so they are removed from older prospects
- Added missing mount and pet icons. And changed line thickness of existing mount and pet icons
- Various drone adjustments and balances. Reducing amount of vocalisations they will do and distancing rolloff
- Removing relaxing idle layers from Storca which sounded like generic wolf
- Adding additional sound layers to slinker death and flinch
- Slinker audio vocal adjustments and fine tune
- Ely - mesh fixes on green quad
- Eden - disabled shadows on all point lights except campfire
- Ely - mesh and landscape fixes on red quad
- Ely - mesh fixes on yellow quad
- Ely - landscape fix on blue quad
- Added Geothermal BG scene for Bestiary screenshots, as well as updated Tundra BG scene
- ELY6 - Fixed Door Code as it was written in the note incorrectly
- Setting Up Igloo Sidequest
- Fixing interactions with the crafter and logistics npcs
- Reparenting Craft and Logistics NPC so they can now provide rewards
- Each NPC now offers 3 rewards instead of one
- Setting up EDEN NPC's and Rewards after interaction for EDEN Sidequests
- Adding TPS landing Pad Item Icon
- ELY6 - Resaving story 6 base to use the new TPS Landing Pads
- ELY6 - Adding new TPS Landing Pad
- ELY6 - Removing DNT from mission 6 steps
- Fixing issue where the collect note quest was incorrectly checking
- ELY6 - Adding in new quest step which involves collecting a door code from Iris at the beginning of the quest so you can get into the TPC Compoung
- ELY6 - Adjusting quest steps so the pin codes are no longer in the quest objectives but rather in the collectable notes so the player has to read them to see the pin codes
- ELY6 - Fixing issue where the drone spawners where not being spawned in steam builds, adjusted the iteration loop to use actual queries and added new quest markers to replace the old ones
- ELY6 - Mo's Helmet now turns off both lights when interacted with
- ELY6 - Drone Spawners and Drones are Destroyed when you reach the top of the tower
- ELY6 - Mission elements are now correctly cleaned up at the end of the mission as they were trying to use the variation bool
- ELY6 - Adjusting timing of FX to fall in line with dialogue when the event plays out
- Changed TEI NPC mesh helmet material to opaque
- Set DF Shadows to enabled on IcarusPoint/SpotLight Actors. Fix inner/outer cone radius values not being hooked up
- Adjustments and fine tunes to the dialogue and SFX event triggering the ending of m6. starting buildup slightly earlier for more DRAAAMAAA. also adding distant explosion tails and echos
- Added Yeti Head Armour SK, with materials and textures. Will still need to be added to the Armour Data Table
- Ely - set dressing and material changes around waterfalls in swamp, orange + purple quads
- Ely - duplicated CF fallen logs for set dressing, moss material variants for LC Cliffs 27 and 29, material for swamp waterfalls
- VFXs for missing voxel hit surface
- Abomination fine tunes and distancing
- Added sadwyrm Queen boss and map icons
- Ely - adding lot rows to D_ExoticSpawn, assigned to all meta spawners
- Decrease volumetric scattering multiplier further on Drone spotlight. Remove logic that is making it brighter based on attack state. Decrease brightness from 40 to 20
- Decrease volumetric scattering multiplier by 50% on Drone spotlight
- SQ Fish - Adding unobtainable to fishing shack
- SQ - Fixing issue where weight was not being updated correctly when submitting a new fish to Dunski
- SQ Fish - Fixing Ren and Experiance Reward from the Fishing Contest - it is now awared correctly based on ranking
- ELY - Adding missing external actors for quest steps
- Added Trophy for Stomper Matriarch, including adding the mesh to the existing BP. I also updated the gfur groom on both the creature and the trophy with a higher quality groom
- Added Trophy for Stomper, including adding the mesh to the existing BP. I also updated the gfur groom on both the creature and the trophy with a higher quality groom
- BP_LockedDoor - separated lever from door mesh, added functionality to BP to animate lever when door opens
- SQ Fish - Adding Fish Contest Rewards, unique to each player in addition to a participation reward
- Ely - mesh fixes in arctic, green quad
- SQ Fish - Setting up the beginning of the fishing contest
- SQ Fish - Setting up the Supply Eden Quest Step
- SQ Fish - Setting up first half and prepare steps for the quest
- SQ Fish - Adding Intermediate BP for the FishBoardController and added a repgraph policy so replication occurs correctly
- SQ Fish - Adding Fish Owner and adding new interactable so you can present fish to the Owner to get them assessed
- SQ Fish - Fishing Board now Updates with Fish weight, all values are now displayed correctly, fixing inventory on fish crate
- SQ Fish - Fixing include from last c++ commit
- SQ Fish - Adding Fishboard, Fishboard controller and recorder, spawning fish board in correct location and quick setup of quest object spawning
- SQ Fish - Committing quests to fix build validation
- SQ Fish - Adding Fishing NPC's and AnimBP
- SQ Fish - Adding new quest markers and spawning the new NPC's on the docs
- ELY1 - Beacons now cleanup at the end of the quest and not 600s after the individual objective is complete
- SQ Igloo - Fixing issue where the ice pieces where locked behind a development reroute node
- Fix LOD screensizes on Charger deployables. Removed second collision box on Wall version
- Doubled flame thrower turret range
- Cap spawned Drone Scout population to 2
- Add temporary debug logging to Mission_Device_Eden to check if it is spawning multiple times
- Fix hole in AC_MED_009_DLC2 cave. Fix numerous voxel alignment issues
- Remove unused NoFoliage DLC2 cave prefabs to remove maintenance overhead
- Ely - mesh fixes in arctic, green quad
- Ely - added banana trees around oases in desert, yellow quad
- Added bestiary image for the Chew, including adding it to the Bestiary Data data table
- Limit radiation sphere draw distance to 1km, disable decal/occluder on the mesh
- SQ Yeti - Updating Quest Text about where to find gribber bait resources
- Added Geothermal BG images to Atmospheres Data Table, and added images for 3 creatures to the BestiaryData Data Table, the Geothermal Raptor, the Sulfur Pool Worms, and the Geothermal Hopper
- Added bestiary image for Sulfur Pool Worms
- Added bestiary image for geothermal variant of the Raptor
- Added bestiary image for geothermal variant of the Hopping creature
- Added Trophy for Chew creature, including mehses, gfur splines and BP
- Added Geothermal Bestiary BG images
- SQ Fish - Fixing Spawning of Object positon, adding new quest marker and setting up required tags
- SQ Fish - Adding Quest Marker & Quest Queries for the spawning of structure and objects
- SQ Yeti - Adding EDEN Reward as the last quest step
- SQ Fish - Setting up prebuilt structure and cleanup
- SQ Fish - Adding new Side Quest Setup
- Adding new Growth Curve for the tamed tundra monkey and buffed it as it was far too low
- SQ Yeti - Adding Spawn Blocker to Boss area
- SQ Yeti - Mission is now fully playable
- SQ Yeti - Adding in last quest steps for finding and killing a frostfoot in the quarry, added quest marker and spawn steps
- SQ Yeti - Mission is now fully playable
- SQ Igloo - Reparenting Base Quest so that EDEN spawns correctly if played from mission mode
- SQ Yeti - Adding in Raise Gribbler Quest Steps
- SQ Yeti - Improving quest objectives again so they are more bespoke and adjusting hint text
- SQ Yeti - Improving quest objectives to show the status of the trapping -> taming process
- SQ Yeti - Setting up Capture and Taming of Gribbler Steps and fixing faction mission reference so mission can be triggered
- Reparenting uranium emitter, updating rep graph policies and adjusting placed uranium emitter in the elysium map
- APE_G - Fixing issue where abandoning would not successfully cleanup the cage or structure
- Hunter Drone - Added charge attack behaviour. Added overrides for investigate and attack. If no LOS then will wander until LOS gained
- Change Worm Spit light to cast DF shadows
- Drone: Changed Drone SpotLight to be IcarusSpotLight and enabled DF Shadows. Add IES texture for improved visuals. Add 200m culling distance for performance. Fixed Drone Crashed SM LOD screensize
- Drone Corpse: Remove Flare as lighting didn't support it. Changed light material to Red and flicker on/off with light. Remove box collision interactable and just interact with main SM. Reduced light culling distance to default 50m. Don't loop Timeline instead run random time delay between cycles so its easier on the eyes
- Eden - duplicated Palmbush_01 and replaced harvestable foliage, added campfire FX and audio, extra light for Mo's area, removed static fans from Iris' lab and replaced with animated SKs
- Added Eden and Tame creature mission icons
- ELY1: Now when interacting with Eden markers the light turns off to indicate it has been shut down. Changed to IcarusPointLight and setup DF shadows. Fixed highlightable setup. Tweaked DF for Hab mesh
- Delete Tick debugging on Flare Arrow SKItem. Additional logic gate for sphere rendering due to loose unhiding of child meshes from Character when teleporting/unstuck
- Ely - waterfall polish in swamp, orange + purple quad
- Add small chance for Drone_Scout to all Ely biome spawns except Tundra
- Added Specimen Prop icons to deployable and itemable data tables
- FlareGun: Change SM item projectile class to SK to fix it hitting client player in the face. Unify Ballistics settings to match FlareArrow/defaults. Buff launch force so Flaregun fires flares the highest (210m vs 165m for CompoundBow). Flares now lerp between current and desired slowed speed after apex has been reached instead of abruptly coming to a halt. Do delayed init valid checks on ProjectileMovementComponent to ensure no client desync after speed changes. Bring slowed speed between flare arrow and flare cartridge closer together. Change large light for flares to IcarusPointLight and enable DF shadows for improved visuals. Added emissive sphere to better ground visuals. Decreased delay before effects show. Parent Flare SKitem to FlareArrow SK item as 99% was duplicate logic. Tidied BPs. Tweaked flare smoke and primary flare VFX for better visuals
- Fixing Curved Building Set Icon for the Ice Curved Blueproint
- ELY6 - Drone Spawners are now disabled after interacting with the helmet
- ELY6 - Invisible Drone Spawners spawn a lot faster than mix and have a higher spawn count
- ELY6 - Mix Drone Spawners now have a max spawn count of 4 and a spawn rate of 60seconds by default
- ELY6 - Adjusting Dialogue so it plays when you find the stronghold and not while in eden
- SQ Yeti - Setting up quest steps
- Added Irradiated Mutation animations to the project
- Addding the Artic Armor Head Varient (Yeti) and setting as quest reward for the Yeti Sidequest
- SQ Yeti - Setting up new Yet Side Quest
- Adding the Eden Reward Mission Type
- Reducing Sidequest Rewards so it takes into account the in mission rewards
- ELY6 - Setting Quest Objective Preivews
- Setting up all mission types for the main elysium quests
- SQ Igloo - Unlocking for Dangerous Horizons, Adding Descriptions and Types, Adjusted rewards
- SQ Igloo - Adding new quest step for collection of equipment
- Finishing Igloo sidequest - now fully playable on DH builds
- Fixing duplicate definition of virtual stats
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