Patch Notes

Icarus adds Ruby to the Workshop and teases waterfall upgrades for next week

Week 228 opens Ruby access for older maps, refreshes mount icons, and adds Elysium temperature mapping near lava.

Icarus Week 228 brought Ruby into the Workshop, giving players a way to call down the resource on any map through the Orbital Exchange Interface. RocketWerkz also updated the Mount icons used in hover info windows, with a readability pass for the Can be Equipped by section.

The update also added a temperature map to Elysium so lava areas feel hotter, gave the Wind Turbine clearer lighting and VFX states, and fixed a handful of deployable and UI issues. On top of that, RocketWerkz said it will update waterfall technology across all maps next week to improve visuals and performance.

Ruby is the main addition here, and it follows the studio’s wider approach of moving map-specific resources into the Workshop when it makes sense for older maps. That means players on non-Elysium maps can now access rubies for laser crafting, rather than leaving the resource tied to one region.

The studio also said the new resource pack rounds out the set of Elysium-specific materials available through the Workshop. The same update continues a broader cleanup pass across Icarus, with a few fixes for logs, field guide organization, and deployable state behavior.

Patch Notes

Icarus Week 228 Update | Ruby Resource Pack

Welcome to Week 228.

This week we added Ruby to the Workshop which allows you to call down those precious resources on any Icarus map via the Orbital Exchange Interface. Supported Mount icons on hovered Saddle info windows have also been updated to be more readable, and pretty.

Notable Improvements:

  • Added temperature map to Elysium to increase environmental temperature near lava
  • Added lighting/VFX setup to Wind Turbine to represent its state (on, blocked, damaged, etc)
  • Fixed on/off state not reloading correctly for some deployables (Tesla included)
  • Fixed overlapping auras not behaving as intended
  • Updated the icons used for ‘Can be Equipped by’ section for Saddles/Mounts
  • Numerous updates to Field Guide entries which repositioned objects into more appropriate categories
  • Reduced server log spam by decreasing UID logging verbosity


This Week: Ruby Workshop Resource
This week, we’re introducing a new workshop pack: Ruby. This allows players on maps other than Elysium to access rubies for all their laser crafting needs.

Traditionally, we’ve avoided adding map-specific resources this early, as it can reduce the sense of uniqueness for new maps. However, we recognize that locking resources to a single map can feel restrictive, especially for players who want access to new materials and the items crafted from them while playing on older maps.

In the past, we’ve taken steps to address this by adding resources like Clay, Obsidian, and Scoria to the workshop, as well as introducing ways to obtain Super Cooled Ice and Crystallized Miasma through gameplay on older maps. This has enabled players to craft Prometheus-specific weapons and armor outside of their original map.

In general, unlocking these resource packs requires the exotic resource of that region, for example Stabilised Exotic for Prometheus and Uranium Rods for Elysium.

More recently, we introduced the Norex NPC Trader, who allows players to trade for boss creature parts unique to other maps. This means you can, for example, craft the Quarrite Shotgun on Styx, even though Quarrites don’t naturally appear there.

Adding Ruby to the workshop rounds out the set of Elysium-specific resources, making them all accessible through the workshop and available on other maps.


This Week: ‘Can be Equipped By’ Icons
When hovering over certain items, you’ll sometimes see a section titled “Can be Equipped by” and then a list of icons of items which are supported. A common point of confusion was how we were representing the icons of our many different Mounts and the readability of those icons.

In this week’s update we’ve completely changed the icons into what we believe are far more readable ones. Keen eyed prospectors may recognize these icons from the talent tree icons used on these mounts so there’s an inherit connection players will hopefully have to assist in the readability of this system.


Next Week: Waterfall Improvements
Next week we are updating our waterfall technology across all of our maps. This update will improve the visual quality of waterfalls and also optimize their performance cost.


Changelog 3.0.6.151037-rel-DangerousHorizons
New Content

  • Unlocked Ruby Ore in Workshop. Sanity pass on text for Resource packs, ensuring title and description matches player facing title and description of converted items
  • PROM – fixed cave entrance in green quad
  • Ely – fixed impassables on edge between green and red quads
  • Downgraded the verbosity of some UID-related logging to prevent dedicated server log spam
  • Fixed incorrect head socket define for Bees
  • Ely, red quad – added missing lava lights to lake, audio splines and flow points adjustment to lava river
  • Fixed Stomper alert widget location being offset
  • Added Temperature map for Elysium to increase temperature in lava areas. Updating tooling to be able to switch just lakes/rivers to their ‘minimap’ materials for easier satellite image taking
  • Fixed material issues on misc DMs
  • Fixed Polymerizer not pointing to correct DM
  • Updated the pig carcass skeletal mesh to the latest version and assigned the correct eye material
  • Fixed floating rock & holes in cliffs in ELY, replaced IMP meshes with normal ones, fixed cave volumes, Purple/Orange Quad, Elysium
  • Adjustments to volume, pitching and distancing for the knife throw to add a lot more variation when multiple people are using throwing knives repeatedly
  • Removing CP from throwing event because it isn’t hooked up to be used that way. further fine tunes to last throwing event
  • More adjustments to metal and standard knife throws pitch, volume and spatializer
  • Wind Turbine: Added VFX lighting to represent various states of device (on/off, damaged, blocked, etc). Fixed Wobble animation not working on clients. Improved LOD settings. Tidied BP logic
  • Simplification and re balance of arrow impact event so it wasn’t using as many unnecessary layers and sounds more defined
  • Fixed Weather Cheat biome list adding and sorting by Row handle but displaying by Display name. Now lists and sorts by Display name which fixes filtering and usability. Delete unused and unfinished SetStorm cheat
  • Fixed Tesla Coil not remembering it’s active state when reloading game
  • Added new generic stats for attack range
  • Added boolean in Deployable_ManualToggle_Base to allow proper restoring of active state if desired
  • Tesla Coil damage now stat-driven by Electric Damage to show up in tool tips
  • Fixed a few typos in string text
  • Added fix for issue where two overlapping auras of the same type would incorrectly remove the modifier effect when only one aura was deactivated
  • Updated Textures for Lithium_Crossbow
  • Update Mount icons used in ‘Can be Equipped By’ section of item popups to use Talent tree icons for better readability. Remove SizeBox parenting of AttachmentIcon so that images can be sized more easily. Increase default icon size to 32px from 20px for better pow2 scaling. Resized icons to be 256 instead of 512px
  • Renamed workshop ‘Bacterial Vaccines’ to ‘Antibiotic Vaccines’ to match naming of granted modifier and existing naming schemes for similar items
  • Fixed incorrect item names in quest steps for Homestead mission on Olympus. Clarified Shelter is also required. Removed incorrect MetaData notes
  • String Translations – ‘Legendary Weapon’ in item popup. ‘Trade’ button on NPC Trader. ‘Has given Birth’ and ‘Is Gestating’ for genetics chat messages. ‘Stability’/Med Device Title/Med Device Description. ‘Genetics’ title. ‘Campaigns’ in great hunts UI. Talent tooltip ‘Req LVL’
  • Removed a debug print from AuraManagerComponent
  • Fixed an issue that was causing certain actors placed in levels to throw UID collision warnings when loading/unloading tiles (affected voxels, cave entrances, cave AI spawners, blockers, etc.)
  • Fixed an ensure related to recent aura changes
  • Fixed a crash related to recent aura changes
  • Fixed a crash related to recent aura changes
  • Speeder bike is no longer a valid ‘parent’ for wild juvenile creatures
  • Weapon Rack – Added flamethrower tag to legendary flamethrower so it appears properly
  • Fixed stretching images on Field Guide Main menu, Fixed Bestiary page lock, adjusted item grid title on item Field Guide menu
  • Misc asset LOD fixes, Texture optimization, null material fixes. Updates to AssetInfo tooling
  • Added borders, made tweaks to Bestiary Page layout, removed dotted line, font size changes and spacing changes between each item
  • Fixed several items being dumped in the ‘Other’ category in the Field Guide due to missing tags
  • Added Lava Splash Effect, Moved Cave Entrance to Fix Light Bug, Purple/Orange Quad, Elysium
  • Field Guide: Changed Defense category to be wide grid. Changed Plants to be narrow grid. Devlock Meta Flashlight so that its not on FG yet. Re-tag several drinks as ‘Food’ instead of ‘Resource’. Fridges and Reservoirs are Deployables not Benches. Bait moved to Husbandry. Beacon Tool moved to Equipment. Moved Boss chair/thrones to Decorations. Fixed Scyther Head Itemable. Moved Weapon Racks from Decoration to Deployable as they have function over form, reduced Comfort values. Blacklist some items which are used for Set Dressing and can’t be typically obtained
  • Added slanted title boxes to bestiary, changed scrollbar color in Field Guide, changed hover and select state on Field Guide scrollbar, changed ResourceItemGrid title and alignment in Field Guide
  • Field Guide: Fixed Ice Mammoth Projectile item using Ice Armor Fragment itemable causing it to appear in ‘Other’ category. Removed exclusion of Spoiled Meat from Food TagQuery as it is a food, just not a very good one
  • Changed FieldGuide Deployable TagQuery to include Communicators which are no longer deployables. Deleted GreatHuntCrafting devlocked data
  • Updated max context distance for a number of large creatures to prevent issues with footstep audio components not being cleaned up correctly

Future Content

  • Legendary Chainsaw – Added ability to shoot saw as a projectile and disables the saw while its in its cooldown period. Added a ‘saw’ mesh and it rotates based on anim
  • Legendary Chainsaw – Locked functionality behind living weapon parts. Removed test stats from the chainsaw
  • Legendary Chainsaw – Removed old blades and used living weapon ones
  • Added WIP static meshes for the Rad Boss poses on the rock spire for blocking
  • Added Icons for Legendary Chainsaw components. Added helper BP for taking Icons with multiple meshes
  • Added 3 variants of the choppable Banyan Tree and Burnt Banyan Tree, including all SMs, BPs, FT’s, materials, textures and Data Table entries
  • Added Rad Boss skeletal mesh and first batch of Rad Boss animations
  • Radiation weather storm VFX wip
  • Cliff Placement Pass and Manual Cave Pass, Outpost 11
  • Legendary Chainsaw – Added stat to adjust screenshake
  • Added JU_BlueMonstera with three wild variants, as well as all growth stages, including all SKs, DMs, BPs, materials, textures and Data Table entries
  • Added Workshop Flashlight data, dev-locked
  • Added wind on radiation storm
  • Blocking out Jungle, Cliff Placement Pass and Manual Cave Pass, Outpost 11
  • Created Header Bar for Field Guide, added background to Field Guide Scroll menu, Adjusted Field Guide search bar
  • WIP lavafall material stretching fix
  • Added DCO_SandwyrmQueen_Statue_Bronze
  • Legendary Chainsaw – Logs cut with wyrm chainsaw now highlight
  • Blocking out Jungle, Cliff Placement Pass and Manual Cave Pass, Outpost 11
  • Update WeatherManInGame widget to support newer atmospheres and weather. Fixed tool setting Biomes instead Atmospheres. Fixed Whiteout textblock not being bound to value
  • Updated JU_BlueMonstera to address feedback
  • Lava splash FX and BP_waterfallBase update – added controls for spawn rate and size for small lava falls
  • Updated SK_ITM_Flashlight and new textures
  • Updated some texture sizes for Legendary Chainsaw
  • Rock Formation prefabs can now be created via the ActorPrefabUtility widget
  • Files missed from last commit – Added first pass of JU_HairyPalm tree, including SMs, FTs, materials and textures
  • Added first pass of JU_HairyPalm tree, including SMs, FTs, materials and textures
  • Added missing collisions and tweaked FT settings for JU_BlueMonstera variants
  • Legendary Chainsaw – Added stat that increases fillable units stored in an item
  • WIP Radboss Arena map, various set dressing meshes, materials and textures – added emissive map parameter to MA_Voxel_Ice_ITM
  • Deleted Light Test file and data
  • Blocking out Jungle, Cliff Placement Pass and Manual Cave Pass, Outpost 11
  • Removed deprecated FlagPole data that was superseded by InternationalFlag sytem but never removed
  • Removed Broken Bushes, Outpost 11
  • Setting up rad boss audio row and adding a few notifies

Week 228 keeps Icarus on its steady weekly cadence, and Ruby is the kind of practical addition that should matter to anyone playing outside Elysium. Share your thoughts in the comments, and follow us on X, Bluesky, YouTube, Instagram.

Icarus

Icarus

An alien world for the taking. Explore, survive and make your fortune if you dare. Icarus is a multiplayer co-operative survival game with persistent metagame progression.

  • Genre: Simulator, Adventure
  • Platforms: PC (Microsoft Windows)
  • Modes: Single player, Multiplayer, Co-operative
  • Release: 2021-12-04
  • Publisher: RocketWerkz
  • IGDB Rating: 69.9/100

Angel Kicevski

I've spent half of my life playing video games, ever since the competitive 1.6 era, where I played professionally. Now I am happily married to Margarita Kicevski and have two beautiful children. My goal is to deliver fresh news and updates from the gaming world, but also deliver some juicy guides. Previously, I worked on another website for 8 years and decided to continue my journey here! So basically, I am in this industry for 10+ years... which has been quite a lot, let me tell you!

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