Icarus Week 255 Adds a Rifle Turret With Longer Range
Turrets can now land critical hits and stop firing through walls, while Field Guide search upgrades are scheduled for next week.

Icarus Week 255 adds a Rifle Turret to the end of the Tier 4 tech tree, giving base builders a longer-range alternative to the Pistol Turret. RocketWerkz details the new weapon and a wider set of turret changes in its Week 255 Steam update. RocketWerkz had flagged the weapon for the week of Oct. 19 in the Week 254 update, describing a 7.62mm turret with improved accuracy and performance over the Pistol Turret.
The Rifle Turret fires 7.62mm rounds that deal twice the damage of the Pistol Turret and reach around 50% farther. Its targeting angle is narrower, but it is more accurate and hits harder within that arc, giving players a different tool for covering their bases.

RocketWerkz also fixed a targeting offset that let turrets aim through low walls. With the targeting point corrected and attached to the muzzle, a wall blocking the weapon should now prevent it from firing at a target beyond it. Turrets can also deal critical hits, and the Pistol Turret now has 200% critical damage.
Other changes include renaming turrets from “Automated Defense System” to “Auto-Turret,” which makes their names easier to read and search for in the Field Guide. The Tesla Coil now uses its own name without the old prefix. Mammoth head critical-hit areas were corrected, and the team reviewed creature critical-hit areas for consistency.

Week 255 also smooths some Elysium biome transitions and restores Coconut Curry crafting after the recipe was mistakenly locked last week. The Rifle Turret’s firing cooldown was shortened from four seconds to three, and its recipe no longer requires Platinum Sheaths.
Next week, RocketWerkz plans to improve searches across tech tiers and add Field Guide buttons that jump directly to blueprints players can unlock. The studio also has other fixes and quality-of-life changes planned.
Icarus Week 255 Patch Notes, Version 3.0.33.159137-rel-DangerousHorizons
New Content
- Unlocked Rifle Turret recipe/talents and removed addition of Platinum Sheaths from recipe.
- Tightened accuracy of precision rifle turret further.
- Fixed perception component applying additional 64cm offset, making them try to shoot through low lying objects blocking the muzzle, and attached component to muzzle for updated transforms when weapon moves.
- Removed reduction to ProjectileDamage.
- Added 200% CritDamage to Pistol Turret
- Updated name of turrets from ‘Automated Defense System: X’ to ‘Auto-Turret: X’ for improved readability. Tesla Coil is now simply titled that.
- Decreased cool down between shots on the Rifle turret from 4s to 3s to improve its DPS comparatively to the Pistol turret
Fixed
- Fixed flavor text on Natural Oil Refiner saying ‘crude in,’ as that was being mistaken for Crude Oil
- Fixed edge red line artifact in several carcass/head icons
- Fixing some references to ‘EXP’ and ‘LVL’ in HUD and Settings menu that couldn’t be localized
- Minor aesthetic fixes and alignment improvements for server browser
- Sanity and consistency pass across most creatures, updating transforms and settings on components, Gfur settings, fur material tweaks to reduce AO, updated new creatures with available meshes
- Fixed Items Delivered widget using Roboto font, added background blur and right side padding
- Fixed stat on Sandwyrm Lure
- Refined Elysium Biome map so that there are fewer unnecessary transitions, mostly in caves and around ledges
- Updated FT asset validation so that correct collision vs navigation settings are used. Updated flagged FTs to fix
- Devlocking Sniper Explosive Ammo so it doesn’t show up erroneously in field guide
- Fixed head crit areas on mammoths being offset to the right incorrectly, resulting in inconsistent headshots
- Fish Paste Lure Alteration fixed description and added icon
- Turret/Spider – Fixed death anim playing for 1 frame on spawn breaking the position of the head crit collider causing the turret to try shoot its crit spot and hitting the floor.
Future Content
- Field Guide/Tech Tree auto-focus blueprint implementation
- UI button pass on Field Guide entry tech tree button.
- Implemented focus modes for the blueprint search filter and added tab highlighting for other tiers if they contain matches.
- Disabled Field Guide/Tech Tree auto-focus/highlighting features
- Added new widget for Water Flavour in Field Guide, and icon for category.
- Face Customization – Reworked face works in world.
- Fixed a bug where selecting a character then going back to customize disabled players from changing body type.
- ‘Heads’ options is now hidden due to new face changes.
- Rebreather/Helmet/Hood are all in a new tab called ‘Visualization’ to show what it would look like just as a preview.
- In World switches hair between shorter versions when helmet is on to stop hair poking through helm.
- V2 helmet used in world to better fit new head.
- Removed spacing above Rebreather under Visualize box.
- Face Customization – Fixed a bug where on death feminine face wouldn’t be visible.
- fixed corpse faces not blending properly
- Face Customization – Added rebreather checkbox that removes the envirosuit helm and applies rebreather.
- Face Customization – Data driving the reworked character using new meshes through the D_Armour under a new column called ‘reworked variant’. Rebreather checkbox will now match the characters loaded state.
- Added several helmets with a _V2 for the new head customization
- Face Customization – Switched helmet mesh to reimported mesh. -Rebreather checkbox no longer appears on old characters
- Re-imported Hair_02_Head_01_Helmet with adjustments to ensure hair does not poke through any helmets
- Updated T4 Armor Stand to set the doll pose to none when doors are closed
- Increased power usage for T4 Armor stand to 1000. Added talent unlock and crafting recipe
- Adjusting T4 Armor Stand so it adds 1 durability every 2 seconds when powered
- Adjusting T4 Armor Stand so its sit in an idle state when not charging armor
- Updated T4 Armor Stand logic to default ‘repairing’ variable to true so that it runs through the logic once on begin play for correct initialization
- Devlocked T4 Armor Stand instead of gated behind GHEly
- Adjustments and fine tunes to plant boss movement, attack and pre attack. Adding more crack to pre attack
- Fixed actionable on Koala Sheep corpse and Experience event incorrectly defining XP
- Adding plant minion footstep event and notifies. Adjustments to movement velocity audio and other fine tunes
- Adding more plant minion layers. Still movement looping event, and whoosh and attack to all attacks
- Coastal Crab Parent – Added coastal crab parent damage/resist stats
- Updated dev names for 4.0.0 creatures to player-facing names
- Adding Vinequill, Vinewhip, and Vinespore skinning experience events
- Coastal Crab Parent adding new stats, new skinning event for Shellmother. Koala Sheep hooked into correct skinning event as well
- Fixed incorrect stats and Kill EXP event on Koala Sheep
- Adding plant minion ballistic, pre spit, spit audio, events and notifies
- Adding follow locations attach sockets for Thorn ballistic audio
- Added first pass animations for megalodon shark and imported another sk mesh with additional root joint
- Adding first pass plant minion death audio, event and data table entries etc
- Added the fur cull masks to the fur materials
- Updating all plant minion death sounds. Slightly longer and better transitioning from tones
- Adding plant minion roar audio event and notify
- Updated Elegant Horse art assets with adjusted textures and skinning improvements
- Setting up stomper juvenile
- Updated elegant horse groom splines
- Adding plant vine pod death animation audio, event and notification
- Adding first layer of plant emerge
- Adding more plant sound notifies for attacks
- Jungle Kangaroo – Initial datatable/blueprint setup.
- Adding lots of plant sounds, loops, whooshes, slaps etc.
- Adding more plant cre audio notifies
- Fixed Juvi Stomper pointing to Juvi Moa EXP row
- Adding more plant cre layers. Drag dirt layer for when dying, audio, event and notifies etc
- Updated Experience component row handle on Jungle Kangaroo
- Creature threat adjustment for plant creature
- Bunch of spores plant cre sounds, events and notifies
- Adding spore buildup to explode audio, event and notify
- Adjustments to loot bag spawn locations of plant creatures. removing audio threat curve from plants
- GroundDragon – Added gameplay tag, corrected bestiary data’s map and tidied up some feature locks.
- Adding more plant movement audio notifies etc
- Added curves for Jungle Hunter and Jungle Storca growth DT rows. Added DT validation for detecting creatures with no health value defined
- Artillery Creature – Initial datatable/blueprint setup.
- Adding first pass vocal idle set for giant turtle. Audio, event and data table setup
- Added electric arc furnace blockout model for testing
- Chitin Fertilizer initial data table check-in
- Setup Deployable for the Arc Furnace
- Lead ingot material, mesh and applied to D_Meshable
- Adding Resources Pass in the Jungle, Green Quad
- Added chopped versions of Var2 and Var3 Banyan Trees, including all meshes, materials, textures, FTs, BPs and FLOD DT entries.
- Blocking Coast Area, Green Quad
- Smoke volcano FX wip
- ARK – painting landscape in impassable areas to fix ‘default’ validation errors
- Adding roaster loop audio, event and animation audio
- Radboss perception range increased back to 10000 as intended, was erroneously reduced in a previous bugfix
- Adding new UI for in progress building state, which show progress and missing materials when interacted with, also adding ability to cancel a building in progress
- Updating Quarters Mesh for the Settlement to use the new Mesh so it can be assessed in game
- Adjusting Quarters Placement Logic as it extends underground
- Made changes/adjustments to Quarters mesh as requested
- Settlements – Adding settlement work slots and tasks
- Settlements – Buildings now have a SlotCount, Tasks and DefaultTasks from the new D_SettlementTasks table, replacing the nested generation entries
- Settlements – Each slot runs one task the player can change, the settler’s behaviour follows the task
- Settlements – Unattended machinery (generator, reactor, solar, water, oxygen) runs without a settler
- Settlements – Adding per slot NPC assignment and the slot panel API on the building, settlement and settler
- Settlements – Mine and Deep Mine split into Stone and random Ore tasks
- Settlements – Kitchen, First Aid Station and Metalwork take tag query inputs, adding the Any_Raw_Food query and Any_Ingot crafting tag
- Settlements – Medical treatment now needs a settler on Heal, not just anyone in the building
- Settlements – Slot pooling moved to C++, BP_SettlementBuilding no longer needs its DefaultTasks loop
- Settlements – Adjusting Ledger UI and building UI so that tasks can be assigned to building slots and npc’s tasks can be managed from here
- Settlements – Adjusting building UI so you see the available and in use building slots and can assign NPCs and their tasks within the slots here
- Settlement – Adding settlement slot unassign and reassign
- Settlement – Assigning a settler to an occupied slot now moves the previous settler out, the newest assignment wins
- Settlement – Adding UnassignNPC and UnassignSlot, which empty a slot and close it so nobody is auto assigned straight back into it
- Settlement – Adding SetSlotAutoAssign to open or close a slot to automatic assignment, shown on the slot info as bAutoAssign
- Settlement – Closed slots persist through the settlement recorder
- Settlement – Fixing UI issue which was not displaying the building / repairing npc when the settlement structure was in a non-built state
- Settlement – Adding Status Text to Building UI
How would you use the Rifle Turret’s extra range in your base defenses? For more on next week’s Field Guide search changes, stay connected through X, Bluesky, YouTube, Instagram, Steam, and Telegram.
Icarus
Developed by RocketWerkz



