Icarus Week 245 Update | Tusker Breeding & Phenotypes

major update

ICARUS · published · build 24684690

Welcome to Week 245.

This week, Tuskers are getting a major expansion with the introduction of breeding and new phenotypes to discover, collect, and breed into your herd.

We’re also taking a sneak peek at the Tier 3 Metal Weapon Rack, giving you another option for storing and displaying your prized gear while matching your base’s design.

Notable Improvements:

  • Fixed Olympus scan missions where picking up the Radar early could prevent mission completion
  • Improved Accumulation quests with clearer equipment requirements, map icons, hints, and location updates
  • Styx Highrise construction mission now accepts both Wall and Ceiling Bunker Lights
  • Projectile Damage and Extended Ammo attachments now unlock correctly via Ranged Weapons
  • Livewire search areas now reappear after reconnecting; Location 2 travel areas expanded to prevent bypassing
  • Fixed User Reports not recording the current mission in Open World

This Week: Tusker Breeding

This week, we're expanding animal husbandry even more with the addition of breedable Tuskers.  Native to the frosty biomes of Icarus, these four-eyed lumbering beasts are moving beyond simple mounts. Thanks to new genetic research, Prospectors can now breed and specialize Tuskers to suit their survival needs.

Breeding requires the Tusker Serum, which can be crafted at the Ranching Station. Administer it, pair up two healthy adults, and you’ll soon have more baby Tuskers than you can handle.


This Week: Tusker Phenotypes

To go along with their new capabilities, Tuskers also now have 7 distinct Phenotype variations (including one legendary) for you to discover in the wild, collect, and breed to create your favorite combination. Whether you prefer your Tusker feral and ferocious or cute and cuddly, there should be a perfect match for your herd.


Next Week: Metal Weapon Rack

Next week we're adding the Tier 3 Metal Weapon Rack to give you additional aesthetic options to match your base design and feel when it comes to storing and displaying you're prized items.


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 3.0.23.155919-rel-DangerousHorizons

New Content

  • Unlocking 6 new Tusker Phenotypes which can be acquired in the wild or through breeding
  • Enabling Tusker Hustbandry Behaviours
  • Adding Tusker Fertility Serum Item for Tusker Breeding
  • Adding Tusker Serum item Icon
  • Show remaining resources value in UI when extracting exotics
  • Resource Deposits resource remaninig is now replicated
  • Added different new modifier icons for different slow modifiers.
  • Added FG Sets for Industrial Building pieces

Fixed

  • Fixed Tusker carcass material inheritance so that visuals remain consistent. Fixed Tusker Mount Corpse performing static material override when skinned
  • Livewire hardening of wolves spawn on top of cliff so they don't fail to initialize and better handling of their movement state
  • Fix to legacy issue on Olympus' scan type missions (except Livewire) where picking up the Radar before completing a scan would not respawn a snap actor, making it impossible to complete the mission
  • Accumulation quest improvements including revealing needed equipment before long travels, deploying of water purifier in water at point alpha, new distinguishing map icons, better hint tips, new abandoned fisherman's shack nearby loc A
  • Accumulation Mission - Additional optional Gather Charcoal subquest and hint tip
  • Accumulation Shack cleanup from 10s >>> 300s
  • Accumulation tags for quest markers fixed so not pointing to arctic location
  • Accumulation Loc A quest marker re-added
  • Accumulation quest marker and tag check-in, missed in previous submission
  • Styx Highrise construction mission now accepts both Wall and Ceiling Bunker light variations
  • Legendary Launcher - Launch force of all weapons is now stat driven
  • Ballistic Deploy Override - Fixed ballistics that were supposed to bounce, applying 2x payloads when the override is on e.g. frag grenade
  • Increased Damage Falloff on grenades from 1x to 2x so that damage towards the edge is reduced further
  • Added 25% Explosive Damage Resistance to Legendary Launcher as a base state
  • Decreased Launcher Guard C Explosive Resistance from 100 to 50pct
  • Reduced grenade falloff back from 2 to 1x
  • Added ExplosiveDamageResistance stat to Stats Display for player inventory. Updated icon
  • Display ExplosiveDamageRadius in Meters instead of Centimeters and remove plus symbol on Positive title
  • Projectile Damage and Extended Ammo attachments now unlock via Updated Ranged Weapon unlock instead of armor, as intended
  • Fixed typo on Scout SMG description
  • Fixed a number of typos in quest and item text
  • Localization - Made water barrel match port water tank.
  • Localizations - Solo Points in level up UMG.
  • Removed unusable Portable Water Can 'consume' context option.
  • Localizations - Inject serum interact prompt
  • Beer modifier now matches beer icon
  • UDA Transport drone - Fixed text not being localized
  • Updated RecipeSets icon for replaced T4 Anvil (Foundry)
  • Removed Slinker icon from Stomper Mount DT row. Added validation in for missing icon detection
  • Fixed CavePrefabs not zeroing out XY correctly during to float imprecision
  • Updated several Foliage Type assets to have cull distance set where it wasn't. Added tooling to find FTs with 0 cull distance
  • Various Building mesh LODs optimization and fixes
  • Another big pass on dialogue timing for generic missions
  • Big tidy up pass on many dialogue events to play back smoother and with less gaps within multiple generic missions
  • Reducing the number of mission confirmation dialogue lines that play upon mission complete. Also adding mission complete dialogue to avalanche
  • Adjustments and fine tunes to stockpile forest mission dialogue
  • Small reduction in delay before dialogue plays
  • Making sure rian talks before agent at the end of mission B as the player would expect
  • Adjustment to delay before rians lets get out of here line to make it feel more natural
  • Dialogue adjustment in OM3
  • Replicating success audio for the chemostat so it can be heard by clients
  • Carbon rod balance and eq adjust
  • Livewire - Search areas now reappear on reconnect.  Travel areas at location 2 increased in size and shifted so there's no way to bypass them
  • Livewire minimap icons now visible on player reconnect
  • Fixes to common scan quests that were blocking the radar interaction
  • Carbon fishing rod event and data setup
  • Added valid check within sentry context updater
  • Fixed issue with user reports not recording the current mission if in open-world

Future Content

  • Feature Locking the T2/3/4 Weapon Rack Blueprints
  • RAD_O2 - Revamp of mission so that you are stepped through the virus ingrediant process
  • RAD_O2 - A specific juvenile is now spawned and must be collected, raised and experimented on
  • RAD_O2 - Spawing Set Dressing as Part of Mission and Cleaning up when done
  • RAD_O2 - Child Slinker will no longer move from their spawn location
  • RAD_O2 - Adding Spawning Location to Map
  • RAD_O2 - Adding new subsystem notifies for a tame growing up
  • RAD_O2 - Repositioning Dead Slinker Dressing and Removing highlightable from the dead slinker
  • RAD_O2 - Removing Bad Set Dressing that was placed onto the map
  • RAD_O3 - Fixing issues with DNA Augmentation Serum, which couldn't be consumed when placed in your hotbar
  • RAD_C - Fixing issues where the rad spawners would be removed before they where supposed to in some quests
  • RAD_C2 - Fixing issue which was respawning Parts of EDEN during the mission if the mission was in progress
  • RAD_C2 - Downed prospectors wounds' and deepwounds no longe escalate before you reach them
  • FEV phenotype pool - Forced Evolution Virus can roll FEV-only creature phenotypes
  • RAD_A - Reducing Mesh Count Down Substantially on the Colony Lab and Operations Buildings
  • RAD_A - Removed DF shadow on Single Light meshes causing light to not be visible in some cases (eg; Colony entrance door)
  • Fixed an issue where radboss spit damage wasn't being configured in the right place - meaning only direct projectile hits were dealing significant amounts of damage
  • Increased number of Radboss web projectiles
  • Fixed some radboss attacks not using the correct bones when sweeping collision, causing some attacks to miss even though the felt like they should have connected
  • Updated Radboss Armor attachment to give increased movement speed and radiation resistance (Malformation Survival). Added description/flavor text to itemable. Allow attachment to be fitted to any of the 5 armor categories. Increased Radboss attachment (and other boss attachments) crafting time to be in line with other rank2 attachments and not default 2500 value. Added Radboss Carapace to recipe inputs
  • Adding first pass radboss crossbow fire audio and data table setup
  • Updating animations for Radboss Crossbow
  • Updated Radboss crossbow Reload_Loop animation
  • Additional animation work for Radboss Crossbow
  • Added new bestiary images for the Rad boss
  • Moved RadBoss campaign prospect images into correct source folder and repathed uassets. Fixed resolution on Rad_E to be correct dimensions
  • Fixed Irradiated Abombination (Revenant) having 0 roughness due to RMA texture being used as MRO texture
  • Trophy implementation for Rad Bomber, Spectre, Revenant, Wraith, and Broodling
  • Rad bomber vestige implemented and put into trophy recipe
  • Fixing validation error with Rad Bomber Trophy (extra space in table)
  • Deployable data table fix near rad trophy
  • Rad Trophies - Adding destructible meshes, setup more appropriate lighting, fixed glass mesh overriding the highlights on the container trophies
  • Updated lighting for Radiation Trophies. Updated glass materials to work better across multiple lighting scenarios. Fixed interaction/highlight on Radboss Habitat. Added new vat bubbles VFX for use in Vat trophies. Fixed Wraith materials in Vat. Fixed naming inconsistencies for new Trophy data
  • Updated sizes for Radboss Trophies
  • Updated DEP_Trophy_Rad_Broodling
  • Updated meshes for DEP_Trophy_Rad_Broodling
  • Re-imported updated mesh for DEP_Trophy_Rad_Broodling_Standing
  • Added art assets for a new batch of rad colony dressing posters
  • Elysium GH Achievements - Initial DT Row Setup
  • Achievements - Added achievement IDs to DT
  • Achievements - Added achievements to ini file.
  • Save Eden/Save Rian implementation.
  • Achievements - Nuclear Family implementation
  • Achievements - Forced evolution/Explosive Caretaker implementation.
  • Achievements - Augment Yourself implementation
  • Achievements - Implemented 'Crisis Averted', 'Leave No Trace' and 'Room for Two'
  • Achievements - Implemented 'Apex Predator' and 'No Margin for Error'
  • Edited GH accolade text to be player-facing with updated names
  • Adding in T4 Roaster and Roast Carcass Recipes, Locked to Elysium_GH for now
  • T4 Roaster now only has one crafting slot
  • Adjusting Roast Recipes again to help balance them out, adding butter and oil to the top 3, the others have their seasoning updated
  • Plant Boss - Attachment has new effect (20% Infected Bark Per Wood, 10% Bonus Yield to Felling, new recipe to match other attachments better
  • Plant Boss Module - Put in placeholder stats to represent future jungle bonuses
  • Plant Boss Attachment type of attachment mesh fixed
  • Added Trees, Cliffs, Lakes and Landscape Sculpting in the Jungle, Green Quad
  • Added Trees, Cliffs, Lakes and Landscape Sculpting in the Jungle, Yellow/Green Quad
  • Update Biome Map for Jungle, Green Quad
  • ARK - mesh placement, foliage placement and landscape sculpting in geothermal, purple quad
  • Refined navmesh blockers on T022
  • Retake Terrain_022 minimap images. Tweak tooling to wait slightly longer before moving camera. Tweaked water swap material to be darker and more desaturated with full roughness to prevent sun reflection in capture
  • Added first pass SK_CRE_Large_Dino, textures and materials
  • Added Axolotl skeletal mesh, materials, and textures.
  • Added Jungle Monkey skeletal mesh and first batch of animations
  • Added WIP textures and materials for the jungle horse
  • Various FX fixes for Speeder bikes: Optimization, smoke now doesn't fully inherit speeders velocity, decreased emissive on smoke effects, decreased max size Thruster FX can get as it looked like a light saber on the standard Speeder.
  • Added new Dual version for separate exhaust setup on Dual speeder with values tweaked to suit slower speed.
  • Fixed component transforms on Dual and Heavy speeders.
  • Added supporting lights for Tail Lights.
  • Parameter drive (can data drive this later) Speeders max speed for correct effect/FOV scaling.
  • Increased brightness of headlight.
  • Speed scale trail light brightness instead of radius and added flickering effect.
  • Fixed light material swap indexes on Dual speeder.
  • Updated damaged SMs references on Dual/Heavy.
  • Improved PA setups for better interaction
  • Added art assets for the damaged double speederbike
  • Implemented Arcade Machine minigame with score tracking
  • UI Pass on Arcade Machine Highscore screen.
  • Implemented fix to prevent multiple players being able to use the Arcade Machine at the same time