This is an archive of patch notes originally posted on 18 Jun 2026.

Icarus

Icarus Week 237 Update | Expanded Norex Trader

Posted by Exctoris on

Welcome to Week 237.

This week, we are expanding the Norex Trader inventory to provide access to boss vestiges that are not normally available on all maps. We are also making a few balance adjustments to the Sandwyrm Queen and its associated items.

In addition, we're including a preview of next week's update, which will introduce a new addition to the planetary crafted backpack lineup.

Notable Improvements:

  • Adjusted gestation speeds on several animals which better represents their size/stature
  • Optimization and improvements to Transport pods, including Norex Trader station
  • Fixes to prospect game settings on dedicated servers as their size was too small at some resolutions
  • Fixed issues with Simple Building Shadow logic not behaving as intended


This Week: Expanded Norex Trader


This week, we're expanding the Norex Trader's inventory. The trader will now sell Vestiges from all World Bosses in exchange for Biomass. This will allow players to craft any recipes or trophies (once unlocked) that require these items, even on prospects that do not feature those bosses.

This is part of our ongoing effort to ensure that newer content remains accessible across older areas of the game. It's important to us that we continue supporting existing maps and content rather than leaving them behind as the game evolves.

As a reminder, the Norex Trader is unlocked in an Open World region by completing the associated mission. Once the mission is complete, the trader will permanently establish a camp in that region and become available as a merchant.



This Week: Sandwyrm Queen Recipes & Resources


This week, the Sandworm now drops a second resource item: the Sandwyrm Wing Fragment. Like the other World Bosses, both of the Sandworm's resource drops can be processed into Biomass using the Organic Residue Cleaner.

This change brings the Sandworm's rewards more in line with our other World Boss encounters, providing additional opportunities to collect Biomass and making the boss a more consistent source of valuable resources. As part of this update, several recipes that require Sandworm Queen materials have been adjusted to account for the addition of the new drop.

The Sandwyrm Wing Fragment is also laying the groundwork for future content. We have additional Sandworm Queen-related items, recipes, and uses coming in future.



Next Week: Planetary Backpack

Next week, we're adding the Cured Leather Backpack to Tier 3. Designed as a step up from the Tier 2 Leather Backpack, it provides players with an upgraded on-planet backpack option without requiring a Workshop purchase.



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 3.0.15.153056-rel-DangerousHorizons

New Content

[expand type=details expanded=false]
  • Fixed Norex Trader accepting Scorpion instead of Scorpion Boss vestiges
  • Adjusting Great Hunt Bosses Vestiges to cost 4 instead of 2 biomass
  • Norex Station: Fixed several lighting/VFX placement issues, more optimized with less lights used. Fixed disabled collision on bench. Added supporting lighting/visuals close to trader so they're not standing in darkness. Fixed dialog subtitles related to Norex trader quest not matching. Fixed highlight setup
  • Fixing Biomass -> Vestige Recipe for the Rock Golem Boss, it was 2->2 instead of 2->1
  • Unlocking Biomass -> Vestige conversion at the Norex Trader - removing dev-lock
  • Boss Vestiges are now purchasable from the Norex Trader at a ration of 2 Biomass -> 1 Vestige, this allows trophies and other items to be crafted on maps where the bosses are not present, currently Dev-locked
[/expand]

Fixed

[expand type=details expanded=false]
  • Slightly Adjusting Creature Gestation Periods so in general mounts between 2000-3000, tames around 1500 and small farm animals around 1000
  • Fixing Inert Uranium Ingot collision so it no longer falls through the ground when dropped
  • Fixing Inert Uranium Ingot using the incorrect meshable after recent cleanup, it no longer emits radiation
  • Removed unused static array of images from new widget
  • Transport Pod base class: Disabled collision on fake light meshes and setup distance culling for spotlights
  • Updated the meshable DT entry for the snow pygmy lop so the correct carcass is displayed when carried
  • Fixed Building Base not checking if a Shadow Geo mesh is defined before attempting to set simple building shadows. Fixed Beam base classes not having Cast Shadows set to true on the Main building mesh by default, causing Beams to be unable to render shadows if no Shadow Geo was defined
    Reduced Meshable DT by 25% (400 rows) by removing redundant rows (duplicates, deployable context only)
  • String Translations - Deep ore thumper
  • Updated some colors on the Deep Thumper
  • Updates to collision tooling
  • Fixed build validation
  • Prospect Game Settings - Added scale box to try prevent dedicated server settings from being very zoomed in
  • Potential memory improvements on build validation job
  • Fixed Quest Marker Locations for other Great Hunt Quests so they are correctly nested in the WorldOutliner
  • Added new helper functions to fetch static mesh collision geometry primitives
  • Added additional logging to collapse_all_datatables.py
[/expand]

Future Content

[expand type=details expanded=false]
  • RAD_O1 - Fixing issue where the Antiradiation Recipe Flag was not being granted to players correctly on mission start
  • Adding GH pillar rock explode audio event, and BPQ setup
  • Added a beard, eyebrow, and hair SK for the character head matrix prototype
  • ARK - mesh placement, landscape, foliage and decal painting in coastal, yellow quad
  • RAD_C2 - Adding in Malformation Fight at the end of the quest
  • Updating RadBoss External Name to Malformation
  • RAD_C2 - Regular EDEN NPC's are removed from EDEN at the Start of the Quest and Readded when the quest ends
  • RAD_C2 - Trades are removed from EDEN at the Start of the Quest and Readded when the quest ends
  • Updated grenade launcher SK to have movable sights
  • Fixed a typo in Styx tooltip text for dlc badges
  • Fixed some issues with Settlement survival tick not firing due to new TimeOfDay delegates not broadcasting
  • Settlement survival tick now decays a larger amount of food/water/oxygen per day, and with a small random deviation
  • Settlement NPC food recovery is now based on nutrition value of food items instead of a flat per-stack count number
  • Added new Settlement farm which generates carrots
  • ARK - mesh placement, landscape and decal painting in coastal, yellow quad - added some experimental material variations for doing red algae
  • Re-importing male head SK for blend shape matrix prototype into a new folder, with corrected naming as well
  • Adding audio to new animations for rad boss. First pass
  • Added generic stat-based resource generation to Settlement buildings, configured in DTs, scaled by number of NPCs working at building
  • Added more Rad Boss animations
  • Added new head SK for blend shape matrix prototype
  • Separate Sinew_Standing_Bag_into SM and SK
  • Updated SMs and added Destructibles for DEP_Crate_Lead_Lined
  • Updated emissive textures for DEP_Crate_Lead_Lined
  • Added ability to request deconstruction of Settlement buildings and recovery of building resources (50%)
  • Fixed issue with Settlement visitors never being removed from array after hiring, preventing more visitors from spawning
  • Added concept of Settlement Building destruction and partial refund of resources
  • Added additional Settlement Building info to new radial menu side panel
  • Settlement House now requires resources to construct
  • DLC Buttons - Fixing issue where the the c++ was updated but the data table wasn't, also fixing the broken UMG
  • RAD_C2 - Adding All Objectives, Tags and Quest Markers to Trigger Quest Steps
  • RAD_C2 - Adding new Dummy Rad Boss BP for mini boss fight that can play bespoke animations before the fight
  • Updated stats on Radboss and Colonist envirosuits
  • DLC Icons - Switched hover text entry to be FText from FString for localization
  • Head customization setup normal blend in BP Head test, now updating with temp UI
  • Added female version chest SK and pack assets for the rad boss armour and small update to the textures
  • Launchers - Added inaccuracy and prediction circle takes distance into account
  • Added art assets for the Skulk juvenile to the project
  • WIP changes to make RadBoss rock transitions montage-based so they replicate correctly for clients and support blending
  • Slightly raised RadBoss Spire in arena map to make sure NPC doesn't sink into ground when performing anims
  • ARK - landscape sculpting, mesh placement, foliage painting in coastal region, yellow + green quads
  • Added Hoverframe Key Quest Item icon
  • Fixed missing Modifier icons for new items. Removed DHs feature flag
  • Hooked up correct animations for lead lined crates and removed incorrect DM references
  • Legendary Launcher - Changed making grenades feel the same from a stat weight override to a launch force multiplier based on weight differences. Removed old unused stat from DT and virtual stats
  • Mission dialog audio, event and quest setups for B
  • Fixed DF resolution on Lead Crate SMs
  • Added dialog and subs for GH RAD B
  • Changed background opacity for DLC Badge container, removed title, centered buttons
  • DLC Buttons - Fixed layering bug where you could see the DLC buttons in settings/credits and did not fade out properly
  • More natural footstep distancing for a creature
  • Added angled background to DLC Badge container. Increased DLC button size. Shifted Videos on main menu up
  • Adding audio, event and UMG setup for adding rad prosp to chamber
  • Added missing rad boss animation audio
  • coastal wave tool polish progress
  • Head customization material setup and test widget
  • Added Inaris tool set color variations
  • Updated DEP_Crate_Lead_Lined and LODs
  • DLC Icons - DLC Button implementation
  • Settlement buildings now clear grass underneath them
  • Settlements now clear FLOD foliage within boundary on Begin Play
  • Settlement paths now clear grass underneath
  • Added new Settlement talent to upgrade boundary size and switch to stone walls
  • RAD_A - Fixing Structures so they are saved as persistent actors and not just in that once quest
  • Adding new Tags to items so they can ignore the build blocker boundary (for missions)
  • Fixing the old Animal Trap which was causing issues with the prebuilt structure system
  • RAD_C - Adding Explosion Events and Tidying up the ending so the timing works correctly
  • RAD_C - Adjusting Laser to Collide Correctly, Adding new Animations and Destructible Mesh to the Boss Spire
  • RAD_C - Now Fully Playable
  • Added temporary cobble texture to Settlement road path
  • Work on new RadBoss anims, transitions to/from rock and submerge/emerge
  • ARK - water plane and macro placement, cave prefab block out in coastal, yellow quad
  • Added subtitles to mission A dialogue, adjusted timing and triggers for dialogue
  • Added a basic mount setup for the stomper
  • DLC Icons - changed visibility to collapsed and only visible on development for time being
  • Terrain_022 set up with heightmaps, landscape textures, developer quads and data added to D_WorldData
  • Added DLC Badges and Container to Title Screen
  • RAD_C - Setting up final operation quest steps quest is now playable
  • RAD_C - Placing quest markers in world in rough locations to adjust based on playthroughs
  • RAD_C - Setting up new Item for Laser Snap Points, laser activations, explosive explosions and basic enemy spawning
  • RAD_C - Adding in Prebuild Structure Spawning where appropriate if the structures don't exist (should only be relevant when testing)
  • Shifted some wall-specific config/logic from ASettlement to new SettlementWallLibrary
  • Fixed a number of typos, added final text for GH RAD A collectable notes
  • Settlement buildings can no longer be deployed if no nearby Settlement is found
  • Added DEP_Oxite_Dissolver_MXC with animations
  • Added some Settlement resource stats
  • Settlement NPCs now walk to residences to sleep during nighttime
  • Adjusted nav settings of some Settlement building meshes to ensure NPCs don't try to walk inside blocking meshes
  • Builder Settlers will walk to nearest storage facility to pick up resources before moving to build their target
  • Added data for XL aquarium. Optimized new foliage textures. Fixed LOD settings
  • Added support for Settlement NPC actor virtualisation/devirtualisation when Settlement's terrain anchor becomes invalid/valid
  • Settlement buildings can now specify whether they should be built inside/outside/both re: boundaries
  • Settlement woodcutter now actually moves to trees to chop wood. Logging camp must now be placed near trees
  • Settlement buildings can now override a new BP function to apply any bespoke building placement rules
  • Settlement buffer zone now only blocks against other buildings/IcarusActors instead of terrain, making it easier to place buildings on uneven terrain
  • Legendary Launcher - Added temporary prototype ADS prediction sphere to guide where grenade is going
  • RAD_C - Setting up Quest Blockout
  • RAD_C - Adding Quests steps for Delivering Duke to the Colony, Having Duke Explode if too much damage is taken and allowing for Duke to explode and a new Duke to be provided by the quest
  • RAD - Setting up Quests Steps for Placing the Lasers, Explosives and Destroying the Radioactive Nests
  • Reduced chest mesh density, updated skinning, added physics assets, and updated materials and textures of the Rad Boss Armour. Added correct SK into the first person hands slot of the armour DT
  • Added Forced Evolution Virus item icon
  • Updated Rock Formations, Added Cave, Set Dressing and Working on Jungle & Beach, Outpost 11
  • Added DNA Augmentation Serum item icon
  • Removing incorrect dialog quest placement
  • Legendary Launcher - Gave ability to shoot grenades, currently the same as the t4 launcher but with better launch force and inventory space
  • Completed FLOD setup for the Elderberry Bush, including DMs, BPs and FLOD DT entries
  • Added Fish and Mushroom item icon
  • Readding b2 dialogue start to quest
  • Added Rad Boss item attachment icon
  • T4 Launcher - Switched payload deployment on impact being caused by item tags. Now is a stat on the launcher so we can get stat description
  • Updated the jungle hunter SM default scale from 1.75 to 2.0
  • Adding additional rad boss movement after fall audio
  • Settlement NPCs now have randomly assigned clothing based on role and random seed
  • Added new HighlightableCustomiserInterface BP interface to customize simple TooltipInWorld title/description
  • Adding rad b chamber audio
  • Adding distiller craft audio, distiller place item audio, events and UMG setup
  • RAD_A - Fixing Supply Pod Drop Location
  • RAD_A - Adding in Boss Spawning and Crawling Animations
  • Settlement logging camp resource generation now correctly takes into account an NPC's time spent not working (sleeping) when large time skips happen
  • Adding Rad B intro dialogue, event and quest start audio play
  • Mission dialog adjustments to placement and timing. Reducing dialogue line to better match intensity of situation
  • Fixing syringe spatializing too hard when collecting sample. Slight reduction of volume of scuttlers to better match their size
  • Added Radboss Module icon
  • Fixed Settlement spec compile issues
  • Added navigation-based Settlement NPC pathing
  • Added Settlement NPC names json
  • Added LoggingCamp prototype Settlement building/behaviour
  • Added BT support for Settlement tasking along with associated montages
  • Scaled down settlement meshes to 70% of original
  • Added support for events to override an NPC's current activity/schedule slot
  • Fixed some issues related to Settlement wall generation's size not respecting current bounds. Bounds are now set by stat-based settlement radius
  • Added gates to Settlement walls
  • Added helper functions to determine amount of prospect time an NPC spent 'working' when time skips happen (player sleeping)
  • Rad A quest dialogue placement adjustments, delay adjustments and correcting serum crafting sounding like cooking station
  • Adding initial setup for new Legendary Weapon - Grenade Launcher
  • Adding Missing RadBoss Wing Boss Item, Adjusting RadBoss Item Recipes to include the Wing, Adding new Item Icon
  • Updated Rock Formations, Added Cave, Set Dressing and Working on Jungle & Beach, Outpost 11
  • Setting up RadBoss Loot Rewards
  • Setting up RadBoss Vestige, Habitat Trophy and Head Trophy, Recipes, Blueprints, etc
  • Updated jungle hunter SM to the new default scale
  • Fixing Radiation Great Hunt Mission, Tree, Assignment and Rewards
  • Adding new Account Flags for Great Hunts and assigning them to their missions as rewards
  • Adding +2 Talent Points to Final Radiation Great Hunt Mission
  • Setting up Carbon Fishing Rod, Recipe, Talent Item
  • Setting up RadBoss Boss Items (Claw and Egg) which will be harvestable from the RadBoss
  • Setting up Norex Trader Conversions & Organic Cleanser for the RadBoss Items
  • Setting up RadBoss Items Attachment and Module
  • Setting up Colonist Envirosuit Workshop Item
  • Setting up RadBoss Armor Set, Recipes, Blueprints and Meshes
  • Setting up RadBoss Crossbow Recipe, Blueprints and basic item setup
  • Setting up RadBoss Fishing Rod, Recipe, Blueprint and basic item setup
  • Setting up Animal Virus for mutating animal companions
  • Setting up DNA Serum for adding a long term buff to players
  • Setting up Basic Drone Companion Item
  • Adding all GH Rad a1 dialogue, events, quest dialogue trigger setups. Fixing blinky audio not working due to animation being swapped without the audio
  • T4 Launcher - Fixed error with not being able to find the anim instance when reloading
  • Added rad boss fishing rod art assets to the project
  • RAD_O1 - Adding in Quests Steps, Quest Markers and New Items and modifiers, the quest is now fully playable
  • Adding dialogue rows for GH RAD Mission A
  • More rad boss spatialize and volume adjustments
  • Rad boss vocal priority adjustments to prioritize roars over flinches
  • Added ITM_Backpack_Planetary_T5
[/expand]