Icarus trims the Foundry and readies a Launcher for next week
Week 240 also renames Homestead to Rustic, tweaks crafting speeds, and fixes a Workshop item loss bug.

RocketWerkz used a Steam post for Icarus Week 240 to lay out a smaller T4 Foundry Mesh, recipe tuning across the Anvil, Forge, and Foundry, and the first pass of refreshed Olympus missions.
The update also fixes a long-running bug that could delete Workshop items when players sent them back through a dropship or exotic exchange pod. RocketWerkz says the Launcher, a new weapon archetype, will arrive next week and can fire items that were traditionally throwable, including grenades.

One of the biggest mission changes is the operation once known as Homestead. It is now called Rustic, and RocketWerkz says the revised flow should keep prospectors from heading across the map unprepared. The studio also says old Foundries keep their current form, while newly crafted ones use the smaller mesh.

The studio also points players toward the Dangerous Horizons expansion and the Complete the Set bundle.
Patch Notes
This update focuses on a slimmer Foundry, cleaner mission pacing, and a fix for Workshop item transfers. It also starts the first refresh of older Olympus operations and tees up the next weapon family with the Launcher.
Changelog 3.0.18.154111-rel-DangerousHorizons
New Content
- Rebalanced Anvil/Forge/Foundry recipe times to be more meaningful and tierified. Updated bench tiers to be faster than the previous tier. Fixed itemsStatic tags. Decreased Steel Screw recipe output stack size from 100 to 10
- Rustic improvements on feedback:
- Hard difficulty wood pieces required for cabin :: 50 >>> 45
- Also requires a Chimney Cap for fireplace, for extra coziness
- New hint tip for nail crafting location
- Fixed DNT display name for Foundry V2. Decreased durability from 10k to 2.5k to suit tiered growth and new smaller size
- Fixed a number of typos in item text, subtitles, quest text
- Rustic (previously Homestead operation) minor tweaks
- Hint tip for gathering wood moved to subquest s only shown while gathering wood
- Amount of wood pieces per difficulty from :: 20/30/50 >>> 15/25/50
- Adding hammer impact, door open, gas, door close and start loop and stop audio for t4 anvil v2. Also adjustment to om 1 intro dialogue
- Adding Adding new Foundry Item Replacement, the old one will still be in peoples bases but any new ones crafted will use the new model
Fixed
- Fixed Issue where you couldn’t dismiss buffs on mounts and tames by clicking the x in the corner of the buff
- Fix to Styx Mission REPOPULATION – which allows for the quest to be continued and completed from a common failure state
- Adding new Hint text a number of early olympus missions
- RAD_O1 Removing Blinky catch bonus to the Uranium Rod currency
Future Content
- Added SK_CHA_Head_02 for feminine blend shapes for the character customization
- Detail pass to chopped trunk pieces for the JU_Banyan_Med variants, including the burnt versions
- RAD_B – Some navmodifier tweaks for Ely around mission area. Fixed hole above cave
- Hint tips for a number of the stages
- Adding a bunch more missing rad boss audio
- Adding rad boss death audio
- Added supporting light for Rad Bomber emissive (High spec only)
- Added Macro, Lakes and Landscape Sculpting in the Jungle, Green Quad
- Re linking vfx for lava fly that I didn’t hook back up after adding audio occlusion to them
- Adding chemistry bench specific crafted audio and applying to all chemistry bench items
- ARK – adjusted material settings for LC Cliff decals, changed blend mode on seashells material to masked so that dithering works correctly
- Fixed T4AnvilV2 haze effect not disabling
- Added Colonist Envirosuit item icon
- Replaced Radboss Great Hunt button background
- RAD_B2 – Stopped the Double Spawning of Minions during the final quest phase
- Updating dialogue for miles for b2. Adding end dialogue when experiment goes wrong
- Updated collioson and meshes for DEP_Fortification_Stone_Walkway and DEP_Fortification_Concrete_Walkway
- Grammar fix on Laptop description
- Removed tiny RectLight for Cooler deployable and replace with material swap logic
- Electric Seed Extractor now uses electricity as expected
- Fixed processing time back to 50% improvement over base
- Undevlocked D_Processing
- Added IMP, Cliffs, Lava River and Landscape Sculpting in the Volcanic, Red Quad
- Mission dialogue audio and adding npc miles temp dialogue until real ones recorded. Setting up NPC to play correct voice
- Updated mesh for Damaged Generator. Changed Interactable logic to also trigger destruction effects if owner is a Deployable. Change inputs to Press F to salvage
- RAD_B2 – Adding SplineTool_Electricty to the prebuilt structure as it is needed for the mission
- ARK – mesh placement, landscape and decal painting in coastal, yellow quad
- Further reduced RadBoss adds count and increased time between spawns
- Fixed issues with RadBoss not correctly transitioning to RockA before phase 2 starts
- Fixed error when ModifierStateBehaviour_Irradiated tried to apply to actors without a SurvivalCharacterState
- Adds spawned by RadBoss no longer attempt to anchor themselves to the nearest source of radiation
- RAD_B2 – Now when capturing the mutated prospector the Malformation appears and summons minions
- RAD_B2 – Added Clearer instructions for the creation of the solution and updated the Experiment Cage so that it reflects the sucess of the esperiment
- RAD_B2 – Adding new quest markers and shifting current to make room for the rad minions in the cave
- Removed RVT actors from Radboss arena per arena requirements
- Added initial minimap images and bounds data for T022
- Creation of simple developer quest testing level
- Updated the albedo maps for the new heads
- Added normal maps for female heads
- UI pass on Field Guide DLC filter
- Adding audio to lead crate open and close
- Added Radboss rod item icon
- Added Radboss Vestige item icon
- RAD_B2 – Adding Prebuilt Structure File
- Removing the words -and deploy- from mission b2 quest steps since that is no longer the requirement
- Halved number of adds that spawn per-player in RadBoss fight, reduced maximum cap from 30 to 20
- Drastically reduced RadBoss’ chance to inflict radiation burn or radiation sickness via projectile attacks
- Fixed issue where RadBoss wouldn’t perform more than one rock state transition before trying to spit at targets
- RadBoss should now submerge after each random move order during it’s second phase
- Removed RadBoss spit payload modifier application
- RadBoss’ Adds spawning is now controlled by a Blackboard boolean with the service sitting at root of 2nd phase (instead of having separate services throughout the tree)
- Additional radboss behavior tweaks
- RAD_D – Various quest text fixes, grammar, clarity and consistency
- RAD_B2 – Reworked Mission so that there is prebuilt structure and colonist who you interact with while doing the experiment
- RAD_B2 – Adding in new poster and directions for the experiment and new quest markers for the structure / npc etc
- RAD_B2 – Removing step which involves the sinotai supply pod as it it no longer needed
- RAD_D – Lighting/VFX pass on Laser effects
- RAD_D – Removed Search area component from Cut quest which was creating a secondary search area
- RAD_D – Increased friendly NPC soldier health from 550 to 1000. New unique setup that can be tweaked further
- Fixed Great Hunt Creature Info datatable not saved
- Field Guide DLC checkbox filter – Added ability to filter items based on DLC (currently collapsed
- waiting on UI pass)
- Fixed flare rotation on Soldier weapon. Added Flashlight mesh to rifle to support lighting setup
- Added Macro, Cliffs, Lava River and Landscape Sculpting in the Volcanic, Red Quad
- Added Radboss Great Hunt Button
- Lots of updates to mission dialogue for various missions
- Launcher T4 – Changed idle animation to match the snipers so it gives a better view when holding. Changed ADS fire animation so it doesnt clip into the camera. Added reload/shoot animations so the chamber spins after each shot/grenade chambered
- Update to the T4 grenade launcher art assets
- Updates and additions to mission B2 and B dialogue
- RAD_D – Added Lime search area and use in RAD_D base location. Small quest text fixes
- Updated the T4 grenade launcher texture and model. Added reload animation
- Fixed NPCs not highlighting all meshes when interactable by adding tag-based primitive component lookup
- Improved collision accuracy for Concrete Platform and tweaked LOD screensizes
- Added valid check on Rad Manager for Den Entrance
- Fixes to RadBoss additive montages being offset when played after adjustments were made to their reference animation
- Adding updated dialogue for Rad B intro and bike return
- Radboss Rod (Malformation Fishing Rod) modified to have radiation resistance instead of exposure resistance to match better thematically
- Launcher – Fixed frontsight clipping into itself when not in ADS
- Adding line mentioning to head back to the colony after getting both door codes
- Added DEP_Generator_T4_Damaged
- Added DEP_Weapon_Rack, T2, T3 and T4
- Terrain022 – Temporarily setting World Settings nav system to null to test whether it disables nav generation
- Fixed all of the rock transition state blending
- IcarusPlayerMovementComponent now has a new bool exposed: bClearAnimRootMotionVelocityOnFlyingEnd. This zeroes the Character’s velocity when flying upon montage completion
- New VanguardBPFunctionLibrary function GetMontageBlendOutAlpha returns a 0->1 value from the time a montage begins blend out to when it completes
- JumpLerpComponent can now affect rotation as well as location. It can now also run off montage blendout alpha instead of curve-based alpha
- Ported over MotionWarping component from UE5
- Altered root motion settings, import rotation, blending, motion warping on a number of RadBoss montages
- Adjustments to RadBoss AnimBP blending to better support rock states and fix some popping issues
- Collision optimization on nearly 70 meshes which were flagged by tooling as too expensive and would be contributing to hitching while generating navmesh. Many cases saw collision vertex count reduced to as low as 10%, some cases were 3x over budget. Updated Tooling
- Added icon, recipe and tech tree unlock for XL aquarium. Added icon source files
Hidden IsInvulnerable_? stat description so its not public facing - RAD_B2 – You only need to get the health down to 25% before capturing the Mutated Prospector
- RAD_C & C2 – Removing Spawners being cleaned up when destroyed automatically as the quest wants to manually manage these
- Unlocking Radboss Rod in itemable because it’s unncessary and don’t want to complicate later unlocking
Improving stats on Radboss Fishing Rod (Malformation Rod). Devlocking itemable table - RAD_B – Adding new Modifier which applies to hoverframe which means it will be destoryed when driven over lava
- RAD_B – Handelled Failure State of the Hoverframe being destoryed, it will respawn at the orgional location so the objective can be repeated
- Added Macro, Cliffs, Lava River and Landscape Sculpting in the Volcanic, Red Quad
- Adding additional dialogue to mention stasis bag for better mission objective following
- Olympus mission changes, prototype rework to Livewire that’s devlocked and in iteration
- Added new Radboss trophies to AccountFlags DT for unlocking
- RAD_B – Adding in new Quest Markers and Spawning of Flying Tank and Bombers During the
- Quest Over the Lava
- Added the BPs and DT entries for the Elephant Ear jungle plant variants
giant roach FX shortened duration - Fixed material fade on the Hairy Palm Bush DM material
- ARK – added beach stones decal – mesh placement, landscape and decal painting in coastal, yellow quad
- Setup three new Radboss trophies (Specimen, Bronze and Stone statues), icons, tech tree setup, etc. Meshes no longer inherit parent material from irrelevant asset. Tweaked LODs and collision on new assets. Increased texture resolution in some cases where quality didn’t meet standards. Update Specimen BP and added support lighting
- RAD_B – Hiding Map Icon when Chris has been picked up in a stasis bag
- Fixing issue where flipping the show map icon boolean in MapIconOnArrival Quests would not hide the map icon
- Giant Roach overlap zap FX
- RAD_A – Expanding Objective Zeta with a broken path over the lava and a bull / colonist to interact with
- More updates and improvements to various missions. b, b2, c and c2 bringing more clarity to events and less forced engagement
- Radiation Grenade not showing rad sphere – Fixed rad payload not getting radiation modifier. now spawns proxy actor that has modifier applied to it
- Added all remaining assets and DT entries for the Bird of Paradise tree variants
- T4 Launcher – Fixed new launchers ADS positioning and fixed broken AnimBP
- Adding b2 intro updated with a bit more context and info
- RAD_A – Adding new items in inventories for the Operations Building
- Adding new quest functions to allow populating lots of objects contents with loot tables
- Adding more context to the lab mention in b intro
- Updating mission a end to reflect the mission chain better and give more context
- Fixed DM_BLD_Wall_Win_DBL_Wood_INT_R_Support so that it has proper destruction levels
- RAD – Misc quest dialog fixes for Ely GH campaign. Fixed several unnecessarily capitalized NOREX and EDEN texts
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Icarus
Developed by RocketWerkz


