This week, we are introducing the armour stand, a quick way for players to swap armour sets or use as a display.
We also quickly look at what is coming next week - Gas fireplaces.
Notable Improvements:
- Map Icons for the Delivery, Supply and Retrieval ships have been improved and are much easier to see on the map
- Turrets can pitch down an extra 15 degrees to better target smaller enemies at close distance
- Fixed issue with the rustic lamp preventing it from being turned on / off correctly
- Added Tabs to the top of the prospector field guide

This Week: Armor Stand
This week, we’ve added a new deployable item to the game: the Wooden Armour Stand. It can be crafted at the Carpentry Bench and is unlocked in the Tier 2 tech tree. To make it, you’ll need copper nails, refined wood, and vegetable oil, making it an early-game item that’s both useful and decorative.
The Wooden Armor Stand has two main functions. It lets players display unused armor pieces, helping keep gear organized while also adding a bit of character to your base. It also includes a quick swap system that allows you to instantly switch your currently equipped armor with the set on the stand. This makes it easy to change loadouts depending on the situation, whether you're preparing for combat or heading out to explore.
The stand also supports up to ten different poses, which can be selected through the UI. This allows you to adjust its appearance to better fit your space or style.
The Wooden Armor Stand is a simple but effective tool for managing gear and keeping your base tidy.

Next Week: Biofuel Fireplace
Next week, we’re introducing the Biofuel Powered Fireplace. This new heating option allows players to warm their bases with a larger, more advanced fireplace that runs on biofuel. It offers improved performance over earlier models and adds a modern touch to your interior setups.

Your support makes these updates possible.
https://store.steampowered.com/bundle/40692/Icarus_Pets_Bundle/
https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/
Changelog v2.2.55.137128
New Content
[expand type=details expanded=false]
- Fixing Armor Stand so that Quick Move and Inventory Updates Occur
- Unlock Armor Stand Blueprint and Recipe so the item can be crafted
[/expand]
Fixed
[expand type=details expanded=false]
- Added outline for delivery ship map icon
- Added scroll box to Other world bosses. Changed Sandworm text error in data table
- Fix on/off material on rustic lamp
[/expand]
Future Content
[expand type=details expanded=false]
- Add world stat for Ape Inquisitive Desire (not yet wired)
- Reduce Ape Jr (world) GFur layer count
- Ape_F mission: Added 2 additional QM locators for Den B and C and spawn 2 additional dens. Updated various quest text. Remove Kill quest, instead the main quest is to destroy 3 dens. Updated Destruction FX to new simpler effect and moved locator so it can actually be seen. Apes spawn 2 max at a time (6 total active), 18 total before dens stop spawning. Updated tether distance to be 25m instead of 150m
- Replaced Mutually Exclusive Icon in SourceArt Folder
- BP_GeothermalTerraces - changed material override function to enum atmosphere selection method, updated settings of placed terraces in Geothermal, red quad, Elysium
- Adding electricity Spline Tool to one of the containers at the Ape Lab in GH mission
- Added DC_Agave with all growth stages and 3 wild variants, including all SMs, DMs, FTs, BPs, materials, textures and Data table entries
- Adding initial drill audio hit rock impact audio. Adding positive pickaxe hit tree audio to all pickaxes to account for hitting the tree part of a Ape spawner, removing specific word that repeated too many times in wounded generic prospector in IM mission
- Added skinned version of the ice slug and updated it in the blueprint
- Add an OutcomeTint field to DT GreatHunts
- GH Interface - Added ability to click on completed/unavailable quests to allow you to see what rewards are/were given
- Fixed a few typos in quests, items, and dialogue
- Update Ape_E arctic quest to also not continue spawning after mission end. Update mission text to say 'Experiment progress: pct' rather than Defend yourself: pct
- Adding new NPC dialogue lines for researcher 1. Adding loop, thanks and help. Adding to appropriate dialogue tables and NPC BP
- Added larger versions of the CAPS for Clay and brick fireplaces
- Shifted escape location of IM in IM_D
- Fixed interaction for ape research equipment, to prevent interaction when animating or outside
- Updating Ape Outpost G to have a sickle to help with the mission as per the liveboard notes. Also moving one of the notes to be off the wood cupboard because the cupboard lid moves up and down but the page note doesnt move with it
- fixed SM_CF_Cliff_06 - re transferred vertex normals from lowest LOD and reduced material count
- IM_C2 - Fixing quest step where you need to craft an enzyme propagation unit - it was checking for the wrong item
- IM_D2 - Updating Quest Objective Hint Text to Mention that Luriform Serum is unlocked in the T4 Tech Tree
- IM_O1 - Ice Mammoth World Spawn is not Set to 'EnemyPlayerOnly' so it no longer is attacked by wild animals
- IM_O1 - Fixed issue where collision sphere was visible when it shouldn't have been
- IM_C - Adding Natural Spawns of Snow Slugs to Arctic Zones, will help with the mission steps
- GH_IM - Consistency Pass on IM Quest Objectives
- GH - Adding baseline mission currency rewards (Mission = 200R, Optional = 200R + 200E, Final = 500R + 300E)
- GH - Updating Mutually Exclusive Icon to the new Image and Adding to Rock Golem GH Tree
- IM_GH - Pass on Descriptions and Objectives / Tech Level / Difficutly for the IM_Missions
- IM_GH - Adding World Stat for Ice Mammoths to Spawn in Pairs, Implementing and adding to GH_IM_A Setup
- IM_GH - Adding World Stat for IceMammothSpawn GH Outcome
- Adding an additional list to Spawn config to allow for Natural Spawn creatures to be injected into the weighted list when selecting a creature to spawn - naturally without Dens etc
- IM_A - Hooking up World Stat to be used for the IceMammothSpawn Outcome
- IM_GH - Adding Ice Mammoth Spawner if needed
- IM_GH - Adding Snow Slug Spawner to the world stat so spawns and is active when the world stat is active
- IM_O2 - Adding Enzyme Virus Icon and Setup
- Scale stats based on number of players for epic Juvenile Apes (spawned in quests)
- Fix deleted Ape_F kill quest being removed, pointed to destroy lair objective instead
- Fixed Juvenile Ape (JA) eye socket pointing upwards
- Fixed JA foot sliding when running
- Removed level-based scaling of JA movement speed
- Added DamageSourceLocation to JA, fixing some issues where attacks wouldn't land
- Updated JA's GOAP behaviour setup to more closely match other aggressive NPCs
- Fixed JA's montage setup that was making it walk on the spot
- Removed some unnecessary blocker components from JA's character BP
- Added PFS_SW_Foliage_DCL2, Updated LC_Rock paint layers, Cliff and Landscape Pass in Swamp, Purple/Orange Quad, Elysium
- Delaying the big bang after feeding the ape in mission G to 1.2 seconds after feeding to allow time for the chewing sound effect to play first
- WIP blood material for NPC character
- Adding stasis bag pickup audio to actionable so it plays when using mouse click or hold F
- Fixed Great Hunt Mission Outcomes text cutting out
- Adding item added or removed for all drop pods for consistency
- Adding generic pickup item sound when getting an item from a drop pod for better indication that you have collected something for a mission etc
- Adding the sound of adding wounded prospector to medivac drop pod for better indication of mission progress and action
- Adding additional biolab hover audio, adjustment to hover sound and adding check to see if weapon selection is valid before playing the select weapon audio to ensure it plays back at the right times
- Removed dead prospector from BP_GH_DenEntrance_GreatApe
- Adjusted position/rotation of QM_GH_IM_B_Hint
- GH - Reduced size of mutally exclusive icon as it was too big
- APE_E - Adding hint text to mission so people know that the device requires power to activate
- APE_E - Adding Ape Arctic Spawner and Setting up Natural & Lair Spawned based on WorldStat
- APE_E - Removed Resupply, added a recipe and session flag for crafting a sonic device, added recipe to machining bench
- Adding Biofuel & Electric Fireplace Item icons
- IM_A - Swapping over to new structure
- IM_A - Spawning bone pit as part of the mission and cleaning up afterwards
- IM_O1 - Destroys mammoth and spawner if the mission is ended or restarted
- Adding missed file for banana seed recipes
- Adding Banana, Seeds, Workshop Seed pack, item setup, icons
- Adding Banana Farming Implementation with various growth states
- Adding Banana Workshop Seed pack, talents etc
- Adding recipes for crafting banana seeds
- Fixing Biolab first time prompt - making strings translateable
- Removing Interactable from new Prop items which don't need it
- Adding Item setup for burlap sack, plastic crates, saddlebags and generic containers
- Fixing Redirectors in Deployables folder
- Adding Item setup for fishing poster, corkboard and standing photos
- Setting up Industrial Sign Props, Items, BPs, Icons, Etc
- Renamed 'Clutter' to 'Prop' in BP names as it fits better
- Updated Ice Mammoth sledgehammer pieces
- Added functionality for autonomous spawner to switch between ape spawner BPs depending on biome
- Ape_E now enables spawning of Juvenile Apes gobally on completion
- Update Ape_C2 and Ape_E quest description text. Ape_E arctic defense quest now spawns Apes
- GH spawner VFX and implementation to BPs
- Fiexed a punctuation typo in bestiary lore entries
- Pitch variations to the apes vocals to help with multiple apes spawning at once with multiple flinch and attack vocals
- Added art assets for the set dressing posters, signs and corkboards
- Small spacializer changes for NPC
- Update Ape_B blood trail prebuilt structure to include some lockers with ammo along the trail path
- Great hunt main button now greys out if not on a prospect that allows for great hunts and dlc flags appear on the smaller great hunt buttons when you need dlc for it (but can still click through to look at it)
- Added a number of existing assets as BPs to use as clutter objects for GH missions and beyond
- Fix Transform tool allowing landscape streaming proxy to be selected, causing the landscape collision to fail. We never want to be modifying landscape with this tool
- Added BP_GH_IM_A_Bonepit for hole next to base A
- Font colour changes on Biolab info prompt
- Balance of NPC dialogue lines
- Update Research lab equipment used in Ape_C mission to force show shelter icon as its is needed for this mission to succeed
- Close the window on the Ape_C cabin as it was affecting the minigame due to shelter requirement
- Add gas and electric fireplace talents and recipes
- Set tether distance on Ape_C lairs to be 30m. Turn off transmitter once quest completes
- Adding additional please help lines for researcher in im mission
- Great hunt UI - Missions that are on a seperate prospect no longer have their 'start mission' button dissapear but instead are disabled (greyed out) and have hover text saying if its becuase of DLC or theyre on the wrong prospect
- Fixed bug where popup UI for highlightable actors with no interaction options would be much taller than desired, often leading to the actor's name going out of frame
- Ape_C2: Make apes from central (large) spawner agressive, larger and have unique names
- Added new larger observation cabin, with more mission-appropriate content inside, in adjusted location for Ape_C mission. Spawn 2 ape dens in the valley below cabin as part of story building
- UI Pass on Biolab Info prompt
- Added bestiary lore entries for the snow viscid
- Added LookAt ctrl rig to boss ape
- Disabled LookAt IK on several ape montages
- Hooked up fireplace on/off materials
- Added LookAt ctrl rig to juvenile apes
- Added dlc banner to Boss and Hunt buttons. Changed divider colour to red, removed gradient shadow on hunt overview
- Created LookAt control rig for Ape character
- Added LookAt IK to caged ape
- Tweak nomenclature of (boss) animal names and ambiguity between Great Hunt Mission outcomes and the stats granted
- Removed Dead Prospectors from outside the Ape Arena
- Adding audio to situp animation to attempt to add sound to mission NPC that stands up when healed
- Added some montage animation to caged ape
- Adding alternate researcher lines when thanking the player to add more variety
- Hooked up additional dialogue line for AGENT reaction to ape escaping
- Added bestiary image for the Icy Slug. Reduced the size of the Icy Mammoth bestiary image to a more appropriate size
- Adding cries for help during IM first mission from npc near the slugs
- Added Pistol Turret testure variant for IM mission research lab
- GH - Fixes to Itemable text to match the new creature and boss names for great hunts
- GH - Fixes to Highlightable text to match the new creature and boss names for great hunts
- APE_G - Updating Prospect Description and Preview Objectives
- APE_G - Adding more to the Ape Outpost
- APE_G - Adding new quest queries and repositioning Cage Slighty
- APE_G - Trialing new Cage with visible creature
- APE_G - Adding Examine Step which contains the travel and notes, also allows for the small travel and notes steps to be done in parallel
- APE_G - Adjusted quest so it has a larger varierty of foods to prepare and trial on the caged creature
- APE_G - Adjusted and split out quest steps for more clarity
- GH - Fixing Stat names for numerous creatures progressive stats, setting up SnowSlug Stats and setting up bestiary stats of snowslug and icemammoth
- IM_A2 - Fixing the Enzyme Propagation Units not being active and showing effects
- IM_A2 - The World Enqyme Propagation Units now can be switched off / disconnected from power which will progress the quest
- IM_A/A2/D - Enemy Turrets now consume less power
- IM_D - Fixing Incorrect Save Data for the Enzyme Propgation Units so they are not longer active by default
- Adding Cheat so you can teleport straight to quest markers
- IM_O1 - Changing interact of the researcher so they can be talked to during the mission
- Adding GH / Biolab info prompt which will set an account flag and dismiss after the first time it is seen
- GH_APE - Adding Garganutan as natural spawns if the world stat is enabled for Inner Forest, Outer Forest and Desert Areas
- GH_RG - Adding Quarrite as natural spawns if the world stat is enabled for Desert, Forest and Arctic Areas
- GH - Adjusted Stat descriptions to fix creatures names, add mention of lairs, add boss names, removed the word spawn and adjusted colour of a few outcomes to match the new 'blue' for unlockable blueprint
- GH_IM - Adding Rimetusks as natural spawns if the world stat is enabled for Arctic and Tundra Zones
- GH - Renaming 'Enzyme-Enhanced Mammoth' -> 'Rimetusk', 'Enzyme-Enhanced Viscid' -> 'EXP-VIS', 'Young Quarrite' -> 'Quarrite', 'Garganutan Jr' -> 'Garganutan' and Updated Boss names to use the base name with a prefix or suffix
- Fixing up Bestiary Enteries so all new creatures and bosses have their correct names, setup and traits
- Revamp Ape_C2 with small ape village and additional quest steps
- Stopping the pained loop for researcher 1 until NPC dialogue behavior is added back in
- Update Ape_Final mission to be called Extinction
- Added some procedural movement animation to drone
- Updated outcome text for Ape_B and adjusted quest description for Ape_A_Travel to get players to go inside the base
- Cleaned up Great Hunt campaign main button, removed gradient on GH Interface top bar
- Destroyed Ape spawners will now clean up after a minimum time of 60 seconds when all players are at least 100m away
- Faction mission spawners can no longer spawn NPCs if they are marked as 'Destroyed'
- Add a cheat function for level designers that stops landmines exploding
- Update ape spawner to not take laser, made larger version which takes laser
- Fix highlightable not included ape corpse on experiment table deployable by adding custom highlight setup to WorldObject base class to match Deployable base class
- Turrets can pitch down an extra 15 degrees to better target smaller enemies at close distance
- Hostile mission turrets now correctly use the AI relationship system instead of only targeting PlayerCharacters + Mounts
- Wire great hunt talent UMG to work with custom DT colors
- Great hunt UI - Removed grey out when no on a valid prospect e.g. outpost. Allowed clicking on campaign even when 'locked'. Now correctly locks when not on open world and greyed out mission box saying 'only available in open world'
- Updating vocalisations of caged ape to accomodate for changed cage look - more open
- Added a T3 fishtank variant without the base so it can be placed on tables
- Adding Books, Magazines, and bookstack items, icons and setup
- Adding Boardgames and Cards assets, items and icons
- Fixed dt validation error
- Added basic first pass of drone AI
- Improvements to drone AnimBP
- Drone now explodes when it dies
- Added colour-coded spotlight to drone
- Tweaks for the (GH mission) Echo Device tracker
- Data table set up for envirosuit_sand , and added SK_1ST_CHA_Envirosuit_Sand
- Added games and books art assets for dressing the mission bases
- Adding various GH hover and select audio UI cues
- Made adjustments to the hunt talent trees so that they never overlap with the mutually exclusive icon. Mutually exclusive icon is now broken down into parts just in case we want to make changes to it at different states
- IM_O1: Fix incorrect map binding text in mission description
- Added SM_IM_Cage_Base
- added more props to IM_A_BASE prebuilt, added BP_GH_IM_A_Disection
- IM_O1: Add more EDS ammo to loot. Corrected blue text about T3 Heal Device being crafted on Fabricator
- Great hunts mission UI - Added a 'mission in progress' layer now t hat we can look at GH during missions. Fixed 'begin operations' button displaying the wrong text in many situations
- Added CHA_MAL_Envirosuit_Sand pieces first pass
- Adding audio when selecting great hunt world boss on the GH device to show what weapon is associated with that boss
- Adding slug taunt audio heard from within a cage, adding slug move audio heard from within a glass cage. Duplicating the montage and anim and swapped out. More to be added by Francis
- UI tweaks to Great hunt Selection menu Button. Changed Other Bosses layout from scroll box to grid
- IM_D2: Updated follow wire step to hint that you use the electricity tool
- IM_A: Increase large crate weight
- Ice Mammoth Hunt: Fix mission type classifications (choice vs standard)
- Correcting the ice mammoth row in AI setup to have correct audio for when its used in the mission where it breaks free
- Updated sand armor textures and materials
- Add a way to show some quest items in the FieldGuide. Make it more obvious to devs which items are hidden from users in the FieldGuide (but are visible in the editor)
- Adding deploy audio for various props
- Adding generic injured and healed NPC zookeep lines in to help with new section of Ape mission 1
- Correcting the way the AI said wow in a IM mission so it didnt sound too weird.
- APE_A - Adding Missing Json file for prebuilt base
- Adding audio occlusion context to IM cage so if you are inside the base audio from the creatures is occluded
- Lots of tweaks and improvements to the ape cage mission audio. Added occlusion to the cage, updated with new cage bump audio, added scream as a SFX because the ape is not an actual creature etc
- Added missing pause audio state to dropship sequence ensuring that the audio is paused even when trying to pause in dropship
- APE_A - Fixing Faction Missions DT
- Enemy Turrets now use new texture and can no longer be picked up or interacted with in shipping builds
- Adding new texture to enemy turrets
- IM - Stasis bags are now crafted on the Advanced Texiles bench - T3
- APE_A - Adding new Objectives: Heal Scientist, Deal with Hyenas, Collect Biochips
- APE_A - Updating base to include medical kit and supplies as needed
- APE - Fixing up Redirectors in Quests Folder
- IM_C2 - Removing Coziness requirement
- IM Fixing Mission Lockouts, they where incorrect after shuffle
- Adding Sled and Bear Trap Item Setups
- Missions are now viewable while mission is active but with all 'start mission' buttons greyed out
- Golem Gauntlet projectile no longer bounces, no longer deals point damage (only AoE damage)
- Fixed exotic charges not correctly applying elemental damage on Golem Gauntlet Hammerfist / projectile attack
- Fixed Golem Gauntlet shield bash having a 0 AoE range
- WIP blood material function on character
- Added Sled prop for GH missions
- Added Bear Trap asset for GH mission set dressing
- Fixed bad mesh and normals on woven rugs
- Add full size clay and stone brick fireplace deployables, pending full implementation
- Adding missing occlusion setting to various slug movements. Slight reduction in spacializer distance for better subtlety
- Add concrete door item setup, pending icon
- Added BP_Ape_Spawner_Arctic + snow material variants for small CF rocks
- Added GH_IM_D_Base_Version_02 prebuilt structure (WIP)
- Added stone and scoria brick sign item setups
- Updating deploy audio and adding missing spacializers to enzyme machine that was causing the audio to be heard wherever the player was in the map
- Adding updated ape juvi slam audio to better represent the feel of hte apes movement
- Add tabs to top of FieldGuide
- Completely re working the ape audio for the cage mission. Adding most sounds off the animations. new version of the slam etc. new version of hte chewing to make more sense with open cage
- Fixed biolab weapons 'buy' buttons only working in space and not on OEI on planet
- Adding new animations specific for caged ape so that unique audio can be added for all. Added new scream caged event, added slam caged audio and also added occlusion to landmines
- Fixed various reload issues with Ape_C2
- Fixed issue in Ape_C2 where laser wasn't actually dealing damage to spawner
- Ape_C2 laser now guaranteed to damage target so that spawner is killed in desired amount of time, regardless of health
[/expand]