This week, we're expanding access to Obsidian by adding Deep Ore Veins to Olympus, Styx, and Elysium. This makes the resource readily available across all maps and gives prospectors more opportunities to gather it, regardless of where they choose to play.
We're also introducing the Deep Cycler, a new Tier 5 device that allows players to reconfigure Deep Ore Veins. This provides greater flexibility when managing deep mining operations and opens up new options for resource acquisition.
Looking ahead, we're giving a sneak peek at next week's update, which introduces Ubis Phenotypes and Breeding.
Notable Improvements:
- Lava Broodlings will no longer attack & kill other creatures by default as this would result in less active creatures in the Volcanic Biomes
- Basic Building Beams have had their placement guide helpers corrected and are no longer squished and unreadable
- Resource Network Inspector UI has been adjusted so that text shouldn't overlap on certain languages
- Lots of texture optimization, roughly around 500MB
This Week: Deep Cycler
Crafted at the Manufacturer and powered by Refined Oil, the Deep Cycler can be placed anywhere on the terrain to reconfigure nearby Deep Ore Veins into a different available resource. Veins with drills attached are excluded, and all affected veins are shown in the UI before activation. Like the Thumper, activating the Deep Cycler attracts Caveworms and Landsharks, requiring players to defend the device while the process is underway. If the device is damaged, it will shut down. Once complete, all eligible Deep Ore Veins within range will have been successfully reconfigured.
The primary reason for introducing this item is to give players a way to reconfigure Deep Ore Veins on existing prospects. As Icarus has evolved, we've continued to add new resources that can be found in Deep Ore Veins - such as Obsidian, introduced this week. However, prospects created before these resources were added do not naturally generate the new vein types.
Previously, the only way to make these new resources available on existing prospects would have been for us to forcibly regenerate or alter Deep Ore Veins. Instead, we wanted to provide players with an opt-in solution that gives them control over when and how their prospects are updated. The Deep Cycler achieves this while also creating a new gameplay challenge around defending the device during operation.
This Week: Obsidian Deep Ore Veins
This week, Obsidian Deep Ore Veins will begin appearing on all prospects and outposts. On newly created worlds, these veins will spawn naturally across the map. Existing prospects will require use of the new Deep Cycler to generate them. This brings the new resource to existing maps and provides an easy way to access its associated technologies.
Next Week: Ubis Skins and Breeding
Next week, we plan to make Ubis, the large birds found in swamps, breedable with opposite-sex partners. Alongside this change, we'll be introducing several new phenotypes to bring greater diversity to the species and their offspring.
Your support makes these updates possible.
https://store.steampowered.com/app/1648533/Icarus_Dangerous_Horizons_Expansion/https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/
Changelog 3.0.13.152513-rel-DangerousHorizons
New Content
[expand type=details expanded=false]- Reducing Range of Deep Cycler as it was too large
- Reduced refined oil consumption for Deep Cycler so that it can complete an event from a single 20L oil can
- Fixed DeepCycler meshable, now drop Fabricator kit instead of back mesh, added new mesh with correct materials, fixed LODs, remove DF. Added icon
- Fixed Deep Cycler trying to use non-existent camera when opening UI. Changed logic to perform material swap instead of dynamic instance creation for optimization. Updated override materials
- Fixed DeepOre AssignType function range values not matching entries and being unable to select new Obsidian entry. Fixed DeepOre reroll mechanic not updating materials/highlightable.
- Deep Thumper UI Pass
- Added Materials and textures for DEP_Thumper_Deep and DEP_Thumper_Desert
- Fixing Blueprint Recipe for Deep Cycler
- Setting Up Deep Thumper so it reconfigures deep ore deposits in the surrounding area, set to run off refined oil and added new UI elements so that the deposits you are going to reconfigure will be displayed, deposits with drills attached will not be reconfigured
- Obsidian Deep ore Deposits can now spawn on Olympus, Styx & Elysium
- Setting up Deep Thumper BP
- Adding Deep Thumper Basic Setup, Recipe and Tech Tree
Fixed
[expand type=details expanded=false]- Adjusting Sandworm Thumpers Colours and adding new icon
- Fixed a number of typos, edited speakers for ELY dialogue where mismatched, edited descriptions for clarity
- Fixed placement helper transforms on basic beams across all building sets so that they render correctly
- Juveniles - Added ability to hitch them to posts
- Slight reduction in clarity and distancing of drone gunshot to better reflect real distance
- Ely - removed buried deep ore node in Tundra
- Remove SHA defines from Concrete buildables that aren't needed (matching verts with main mesh). Delete redundant SHA meshes. Added tooling
- FT audio occlusion
- Fixed spelling of Stronger in Armor flavour text
- Adding occlusion to flying tank wing flying audio and also to ground slam
- Fixed DeepOre BiomeUpdate function only considering Olympus biomes instead of all Desert Atmospheres. Added cheat function to Reroll Deep Ore deposits
- Adjusted Resource Network Inspector so text doesn't clip with each other
- Fixed socket on BLD_Floor_Curved_Wood_INT so that the railings are at the correct level to match other floor pieces
- Optimized 600 billboard textures down to 512px, saving between 0.5 to 5MB each
- Added UI Projection Location widget to Lava Hunter Throne
- Mission board will now correctly show details for dynamic missions
- String Translations - Field guide title and oxite tooltip now work with other languages
- Adjustments to mission syringe and serum weights to match other small items
- Reduced Kiwi Fruit Billboard textures to 512px
- Added collision to Kiwi Fruit Var3 mesh for audio
- Item popup - reenabled moving afflictions to outside of popup menu. Fixed bugs for non alteration based afflictions. Dev locked
- Dynamic missions - Now displays the correct seed name instead of just 'seed'
- Fixing lava broodling relationship being set wrong causing all things to attack them. Setting them to the same as rad broodling - default medium carnivore
Future Content
[expand type=details expanded=false]- Deleted Tundra Monkey GFur test assets
- Cleaned up more PHX assets
- Added LODs to additional PHX SK meshes
- Added LODs to PHX SK meshes
- Added ITM_Backpack_Planetary_T3
- Work on talent support for Settlements
- Added Cave, Set Dressing and Working on Jungle & Beach, Outpost 11
- Added material, textures, and SM for the jungle hunter creature to the project
- Added first pass variants of Elephant Ear plant based off Jungle Hunter creature
- Added a 5th variant for the Elderberry plant
- Added sockets to all ramps for railing placement
- Added Caves, Set Dressing and Working on Coastal, Outpost 11
- Began implementation of WIP settlement gameplay
- Added first pass textures and materials for the rad boss armour
- Adjustments to coastal ambience event audio
- Added and updated first pass 1ST sk mesh for radboss envirosuit
- Fixed bad logic on Deployable DT validation early exiting when checking Icons are present for variants
- Added first pass SK_CHA_MAL_Envirosuit_Radboss, materials and textures
- Added Cave, Set Dressing and Working on Coastal, Outpost 11
- ForgeV2: Setup data (devlocked) and icon. Fixed LOD settings on mesh. Improved collision accuracy. Added VFX to ForgeV2 Anim. Setup AnimBP to handle anim state. Pointed to correct DM
- Lots of updates and improvements to rad boss audio events, spatializing and notifys
- Coastal wave material update from SLW to Translucent
- Refreshed a couple of BPs to fix validation error with new SplineMeshData struct changes
- Adding deep ores to my test level
- Added override material param to AddSplineMeshData function
- Adding deep mining thumper animation duplicate, audio, event and notifys and update to anim bp
WT_WaterWave Tool update
- Set Dressing and Working on Jungle Lite, Outpost 11
- Swapped DC_Sand textures in DLC3 landscape material for beach sand texture set (originally from phnx)
- DLC3 testmap - Heightmap iteration, added texture weightmaps and layerinfos
- Added temp blockout meshes for volcano on DLC3 map
- Added Ubis skin variations to the Mounts DT. They are currently set to not selectable/spawnable. Also moved variant materials to a subfolder and deleted the old materials
- Adding hoverframe start audio when pressing on start vehicle in the damaged UI
- Updated SM_DEP_Bench_Forge_v2, adjusted UV tiling
- Adjustments to npc rians injured and healed dialogue
- Added separate SK for animated parts of DEP_Bench_Forge_v2 with animation
- Added DEP_Elysium_Radio_Tower
- Added missing water plane to top of T3 Aquarium and also added separated meshes for the Scyther fish tank
- Tweaked Radiation Grenade payload. Fade in/out sphere. Remove physics impulse
- Set Dressing and Working on Jungle Lite, Outpost 11
- Adjusted DF, LODs and collision on new Aquarium assets. Tweaked glass materials for more consistent look across range
- Added first pass of Elderberry bush for the jungle. Still need to complete FLOD setup
- Resaving Deployable Setup Datatable
- Adding rian npc injured and healed dialogue and audio setup. Adjustments to mini game - playing beep on mini game start rather than randomly when in green range
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