We’ve also got some news on Great Hunts, and how you can find out more by tuning into the PC Gaming Show on June 8th.
Finally, we’ve got your heads up on next week's firepower-heavy update.
Notable Improvements:
- Added Some Arrow Images which can be used on Signs
- Many Quest Objectives that have numbers now have the numbers coloured a different colour for readability
- Tabs have been added to the top of the field guide to quickly traverse these menus
- Many prebuilt structures in quests have had their load order fixed, so power and water networks should now be hooked up and working correctly
- The bespoke assets from the Mission POTSHOT now cleanup as intended on mission complete.

This Week: Biofuel Fireplace
This week, we’re introducing the new Biofuel Fireplace.
Unlocked at Tier 3, the Biofuel Fireplace can be crafted at either the Machining Bench or the Fabricator. It requires Cement Mix, Epoxy, Iron and Steel Ingots, and Steel Screws. When provided with a full Biofuel can, it will run for 2 hours and 46 minutes while cooking your recipes 20 percent faster than the standard fireplace.
It also provides 12 ‘coziness’ and the ‘Warm and Cozy’ buff, which gives you better sleep and, therefore, better stats during daylight hours.

Coming Soon: Great Hunts in the PC Gamer Show
On Sunday, June 8th, Icarus: Great Hunts will debut a new, exclusive trailer at the PC Gaming Show as part of the Summer Games Fest.
You’ll want to tune in, as the trailer includes a special announcement about the release of this next expansion.
You can read more about the PC Gaming Show here.

Next Week: CHAC Shotgun
Next week we’re introducing the new CHAC ‘Boomstick’ Shotgun, a workshop 12-gauge with quick reload, high damage and extended ammo capacity.

Your support makes these updates possible.
https://store.steampowered.com/bundle/40692/Icarus_Pets_Bundle/
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Changelog v2.2.56.137509
New Content
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- Fixed offsets and placement on Gas/Biofuel Fireplace
- Adjusted LOD settings for DEP_Fireplace_Gas
- Updated skeletal mesh for DEP_Fireplace_Gas
- Unlocking and enabling Biofuel fireplace and extensions
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Fixed
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- Fixed fingers that bend backwards while swimming
- Fixed issue with new exclusive node changes that sometimes prevented an arrow from becoming visible
- Cured leather armor are now appearing in 1ST person, updated D_armour
- Added Stone Fireplace interior filler piece to Stone Fireplace BP
- Fix replication on electric fireplace
- Fix filler mesh on all non-basic fireplaces
[/expand]
Future Content
[expand type=details expanded=false]
- IM_O1: Add v2 version of storage building for final quest step. Remove 1 flamethrower and most of the Polarbear armor from lockers. Added cave lights scattered around the cave (to make cull distance limitations more subtle than a single spotlight). Swapped the wall sign from Brick to Iron
- Remove debug print string from Medical Scanner actionable
- GH mutually exclusive node direction arrows now update their visibility depending on the state and layout of the talent graph
- Great Hunt 01 mission tweaks (tent and first downed prospector IC-90345)
- IM_A2: Removed cleanup of machines
- Created a window on Great Hunts Interface for when interacting on an Outpost
- Added the art assets for the USDA decorative signs
- Biolab Exchange spacing and sizing tweaks
- IM_A2: Move spawners, add vespers. Increase wolf health and fix setup
- IMO1: Move Rimetusk encounter to tree area in NW H11. Tweaks to lantern on Dead Researcher BP
- added props and set dressing, adjusted some wall placement in GH_IM_D_Base
- Added additional props to GH_IM_A_Base
- Added Surgical Set props for GH missions
- Created LookAt control rigs for slug & mammoth
- Did a pass on caged creature animation for IM_D
- Updated book and magazine textures and models. Added a second book stack asset
- Fixed for CHA_MAL_Envirosuit_Sand skinning issue, updated D_Armour
- Add control infobox to ECHO device
- Fixed Talent Mission glow in Great Hunts shifted to the left
- Fixed a few GH typos
- Added flavour text for new fireplaces
- Change physical material on sled prop to have feathers on hit instead of metal sparks
- Changed Mutually Exclusive icon colour, added a third arrow going down
- Added textures for DCO_Sign_Brick_Scoria asset variants
- Added Concrete Door icon
- Adding drone fly, drone spot, drone loops, drone audio behavior, drone downed and drone explode audio and setup. Also adding great hunt UI weapon select audio
- IM_O1: Quality pass on tent, transform adjustments, swapped SKs for SMs for DF shadows, fixed campfire param settings
- Adding WIP rows for new Prospector propaganda signs
- Added new Legendary Item procurement images in Field Guide
- GH_IM_O1 Tweaks Second sick guy (IC-12458)
- Adjusted positions of the hazzard and checklist set dressing signs
- Added hazzard board and checkist board art assets to the project for mission dressing
- Added GH_IM_01_Storage_Version_02 prebuilt
- Added GH_IM_B_Outpost_version_02 prebuilt
- IM_C2 Mission - Changed formatting on quest step to be
: instead of the inverse. Made another substep for powering the enzyme device instead of 'place and power' but only checking for place - Setup T3 Aquarium variant
- IM_O1 - Fixed Felix Objective Formatting
- IM_O1 - Frosty Slime no longer effects NPC's so the Ice Viscids can not longet hurt themselves
- Updated meshes ITM_Sledgehammer_IceMammoth_Hammerhead_Mammer and ITM_Sledgehammer_IceMammoth_HammerheadBack_Mammer for Ice Mammoth Sledge
- APE_D - Fixed issue with Faciton missons DT referencing Objectives which no longer exist
- APE_D - Shifted Quest Location so we explore more of the map during the campaign
- APE_D - Adding additional items to sell to the black market
- APE_D - Adding additonal items required for the taming camp
- APE_D - Tidying up quest objectives so they have more headers for context
- APE_D - Adding reward pod with payment for the quest
- Added DCO_Cryogenic_Sample_Storage
- GH_APE - Tree & Outcomes Update
- APE_B - Full Quest Implementation, players now track down a scientist from APE_A and help them assess the new ape threat, quest involves building and invading an ape refuge, scanning and collecting samples and recapturing an ape experiment with a prime encounter
- APE_B - Adding new Prebuilt for Quest
- APE_B - Adding Shackles and other quest related items
- IM_O1 - Adjusting quest steps so its clearer what is going on with Felix
- Colouring all quest objective text with numbers to make the important parts in objectives easier to see
- Fixing Vestiage names for Ice Mammoth, Rock Golem and Ape
- Adding Creature Scanned to Subsystem Notifies so they can be tracked and bound to when required
- Adding Bookstack B Item / Icon Setup
- Adding Raw art files for Posters and Surgical Equipment
- Reparenting Books so they don't have inventories
- Adding Book Stack B
- Reparenting Magazines so they don't have inventories
- Reparenting Surgical Equipment so they don't have inventories
- Setting up new Checklist and Hazard Posters Item setup and Icons
- Setting up new Surgical Equipment Item setup and icons
- Added Item Icons and fixed deployable setup for new Propaganda posters
- Put tooltips on FieldGuide procurement items
- Great hunts mission UI - Added missing isvalid checks on quest manager. Removed faulty update on 'in progress' as it didnt work on clients
- Updated BP_Mission_NPC_APE_Research1, IM_Researcher and IM_Researcher2 SK materials with blood function and hid Decal_Blood
- APE_E2 - Setting up Prospect List and Laying out mission objectives
- APE_E - Added new Quest markers and Shifted Quest location
- APE_B/D2 - Renaming Quest Markers so they are easier to find
- APE_B - Lairs that are now spawned are not converted into world spawners, they persist between sessions as intended
- APE_D2 - Reworked Quest so you now try and capture an infant garganutan to sell
- APE_D2 - Shifted quest Location to Ring Lake
- Renaming common names EXP-VIS -> Glaci
- Adjusting quest objectives so we have a new 'number' tag
- Fixing Clipboard Blueprint Names
- Adding Laptop Prop Items Setup and Icons
- All new Prop items are now tagged with Great Hunts
- Adding Clipboard Prop Items Setup and Icons
- Adding Large Cork Board Variation & Photo Frame Variation Props
- Increase the net relevancy distance for Mission NPC now that the echo device (scanner) can pick up a signal from further away
- Added clipbaords, corboard and photos for dressing the garganutan lab
- Grammar and formatting fixes for Collectable Notes
- Cliff and Landscape Pass in Swamp, Purple/Orange Quad, Elysium
- Tweaked supported colours for BP_Propaganda_Sign_B
- Updated Sign UMG class to support signs with multiple rows
- Signs can now specify a non-default array of font colours
- Added new GH sign Blueprints
- Lots of adjustments and additions to the drone audio. Drone spot and death voices and idle voices. Adjusted lights to be less blinding so you can see the drone target easier to engage in combat
- Fix electric fireplace placement offset and effects
- material fixes for shrunds (MA_SnowMesh and M_Shrund)
- Adjust linkages, naming and spacing on Legendaries page of Field Guide
- GH UI - Changed talent tick to 'completed' icon on mission complete
- prop placement in GH_IM_A_Base
- 1st pass set dressing and polish on GH_RG_A_MiningOutpost
- GH_IM_D_Base - removed most deployables from back building, added set dressing, swapped some concrete walls for glass
- GH UI - ('select mission' button/'mission in progress' indicator) now refreshes/disables when mission starts for all players without leaving UI. UI no longer closes when you select mission
- Replaced exotic and red exotic icons with ones that have borders on Feature Restricted (For when creating a new game to match the other icons.)
- Add wrapping to medical scanner name text
- Added a duplicate PRP_Laptop SM to the project with material and UV set up for various screen materials. Added 5 new screen display variants. Fixed spelling mistake on one of the posters
- Added T3 V2 Aquarium Icon
- Added Cryogenic Sample Storage Icon
- Add Great Hunt icons to terrain and game mode selections, feature locked
- Adding appropriate auduio for concrete doors
- Added new icon for Legendary Category in Field Guide
- Fix sonic device logic to ensure device functionality is the same, with replicated audio
- IM_01: Decrease EXP Viscid levels to 35-45. Medevac dropship now triggers 2 seconds after picking up Felix instead of 10s after arriving at the location
- Shrink font size on GOAP Debugger to avoid overlapping text readability issues
- Adjust deploy audio for concrete door and trap door
- Adjusting the sonic device to play for clients
- Updated GH organic analyzers to not require outside and to turn off and no longer use more power after mission completes
- GH UI - Hooked up screen 'outpost fill' screen for when youre on a mission or outpost. Fixed a bug where reopening GH UI would push 'other bosses' lower and lower
- Adding last lot of caged glass processed audio files and events for the rest of the animations used within the IM mission
- Add Cryogenic Sample Storage prop setup
- Updated mesh for SM_ITM_Sledgehammer_IceMammoth_Handle_Mammer
- Adjusted material for CHA_Envirosuit_Sand
- Adding audio for when downed NPC stands up
- Add level info to Epic creature healthbar. Swap order of armor and health bars so armor is on top. Adjust armor bar color to blue instead of grey. Center bars instead of padding 60px from left so it aligns properly with varying name lengths
- Adjusting dialogue delay to better fit within mission so character sees what their meant to do before dialogue jumps in
- Adjustment to scanner used in ape mission to scan apes
- Ape_E: Fix replication of map markers
- Lots more additions and tweaks to the drone audio. Fixed speed being relative to listening which affected the pitch when the player moved. More vocal lines etc
- Adding several Chemistry PRP items Great Hunts
- quick fix of packed 10ft extractor mesh for potential use as a prop
- Damage indicators - If damaged by a bullet the damage indicator now gets its parent to use as a reference instead of impact point
- Ape_B_base set polish pass and set dressing (GH_APE_B_BASE_VERSION_02)
- Fix Turrets Don't Reduce Power Draw When Out Of Ammo (But Have A Valid Target)
- Ape_A_base set polish pass and set dressing (GH_APE_A_BASE_VERSION_02)
- IM_C2: Doubled allowed distance (to 200m) for Hedgehog, Turret and Mine quest steps as the NE approach was too far to accept placements there
- IM_D explosion no longer makes the building pop out of existence a few seconds after it triggers
- IM_D mammoth spawns earlier, no longer pops in after explosion has completed
- Reworked IM_D explosion logic to send less network traffic
- Exposed many variables on BP_Misison_Orbital_Lazer class
- Fixed lookat on IM_D caged mammoth
- Added a number of actor validation checks in BP_BuildingBase and BP_GridBase to prevent log spam when buildings are destroyed
- Added fallback to IM_D mammoth to clean it up after a delay in cases where it fails to path to target
- Modified LargeScaleDestroyComponent to broadcast events when damaging actors, added ability to prevent cleanup of affected actors in case where we'd like to handle it ourselves
- Remember door open/closed state on prebuilt structures
- Fixed lighting on GHs bench after meshes were moved. Removed highlight component pointing to D_Itemable and breaking highlighting
- GH IC_C2 - Unhooked sol dialogue for 'progress'. Sentry turret mission now says 'powered with ammo' instead of 'powered and stocked' and now tests to see if there is ammo in its inventory
- Fixed Deleted widget in GH Interface
- Removed WIP text from Piercing Source gauntlet upgrade
- Updated Ape health curve to go from 1-120 instead of 1-40 and bumped up those rookie numbers. Increased EXP004 spawn on Ape_A to be level 100 giving it around 4k health
- Added pulsing animation to Abandon Mission window in GH Interface
- Make drill arrows work with a single hit (rather than requiring a first crack)
- Added PRP_Exposed_Pipes_01 to 06, with material variation
- Fixed a few GH typos
- Update collision for Ice Mammoth, optimized GFur settings. Change Rimetusk to not be data-only BP
- Fix tooltip offset on T3 aquarium without base
- Snow viscid den - added new master material for slime to fix dithering artifacts
- APE_G - Shifted Base Location and Made Adjustments to the Base so it is smaller and has required cooking facilities for the mission
- APE_E2 - Fixing Quest Objectives
- APE_E2 - Adjusting so we use the desert spawners and not the forest spawners for this mission
- GH_APE_E2 - New Implmentation of Quest where players have to go on a garganutan hunting spree, start by building a hunting lodge then tackinig down their enclave, find many dead, so you go hunting for their predators
- Item Setup for Corkboard Variations, Sign Variations and Poster Variations
- Adding New Laptop Prop Items Setup and Icons
- Reparenting Flasks and Masks as they do not need to have inventories
- Adding Lab Equipment Props, Item, Icons and Setup
- Slightly lowered iron sight of CHAC shotgun
- Updating audio of creature scanner to only scan once per creature, to have a different audio cue based on scanning successful vs unsuccessful
- fixed blood material on BP_Mission_NPC_Ape_Researcher2
- Further reduced mission den spawner health by an additional 50%
- Added laptop screens, corkboard, and sign for mission dressing to the project
- GH UI - Added abandon button along with hover text/pop ups to show great hunt isnt available during these times
- Added several more Chemistry/Lab PRP assets, including all of their BPs, for Great Hunt missions
- IM_B: Clarify quest steps. Set Viscid spawn levels. Update to use V2 base. Update LabDesk, Seed Extractor and MedicCabinet to work better with DF shadows
- Revisions to IM_A_Base
- Revisions to IM_D_Base
- Fix some unpowered lights flicker briefly when placed due to lights being on in various BP asset (before resource network state kicks)
- Ape_B: Updated Morris' tooltip to remove line about using HEAL device
- Adding shackle audio to shackle actionable
- Ape_B: Fixed bug with Ape_B_Research_Capture where spawner would continue to respawn 'Experiment 005' NPCs after mission had been aborted or completed
- Ape_B: Further increased boss spawn distance to 130m
- Ape_B: Fixed needing 11/10 scans to complete mission step
- Ape_B: Fixed bug where Experiment 005 would continue to respawn
- Ape_B: 'Find Experiment 005' is now automatically completed if NPC is killed before reaching the travel area
- Ape_B: Fixed floating Experiment 005 NPC after downing
- Ape_B: Increased boss spawn distance to 100m (from 60m)
- Ape_B: Added missing Quest Marker for boss spawn location
- Added new Juvenile Ape death montage
- Adding shackle audio. To be added to shackle BP
- Fix for power network state not being preserved when using prebuilt structures
- Revert prior fix for prebuilt structures and resource networks (not working 100%)
- Added 3 more clipboards and one more corkboard for dressing the ice mammoth missions
- Adding drill audio to drill arrow
- Lots of updates and additions to the NPC dialogue lines. Removing unused lines, adding new lines - adjusted lines, fixed spacialisers, added line cues in mission BPs etc
- Landmines now leave a black scorch mark on the ground for a few seconds where they exploded
- Legendary Weapons are now automatically repaired upon upgrading them
- IM_C2: Reduce turret requirement from 10 to 4 for recipe cost reasons. Players probably should have more than 4 but that should be a player choice, not forced
- IM_C: Tweaks to base as V2 revision with door and lights updates. Removed non-functioning decoration deployable
- Only draw debug line in GOAP debugger if AI target is valid (otherwise it goes to origin)
- IM_D2 revamp: Added dead researcher with ECHO objective. Stability decreases over time before enzyme units are destroyed. Modified creature spawns are reduced until Luriform Serum is used. Buffed player while Luriform Serum is active
- Added a number of basic direction arrows to the icon list on signs
- Ape_G_Outpost - set dressing and polish (GH_Ape_G_Outpost_version_02)
- Added new gradient arrow icons for deployable signs
- Updating mission NPC dialogue to be 2d and 3d events. Adding dialogue trigger into Mission BP. Setting healed and hurt dialogue to play as intended now
- APE_C - Shifted Base Location & Created New Base
- APE_C - Set up quest Objectives
- APE_C - Setup minigame with directions and object interactions
- Added SM_PRP_Medical_Trolley_Table_A, B, C and D
- Adding Science Lab Props, Item Setup etc
- Adding Prop Pipes for Decoration
- Fixed CF_Cliff_06 LOD screensize values
- Fix power state is not retained for prebuilt structures (again)
- Added art assets for various science equipment
- Small reduction in chewing sounds for better subtlety
- Lots of updates and additions to NPC researchers lines. Need more BP logic before I can fully play them properly
- APE_C - Adding Experiment & Extraction Steps
- APE_C - Adding Restore Power Steps
- APE_C - Updating Base to include new items required, examination table and fixing power network
- APE_C - fixing objectives in faction missions DT as they were breaking the build
- Made a few small tweaks to collectible notes in ape chain to suit established lore
- Fixed a few typos in prop item text
- Added dialogue and subtitles for additional IM AGENT lines
- APE_G - Setting up Travel / Craft / Setup Quest Steps
- APE_G - Added new base layout as the old didn't work for quest
- APE_G - Changing Mission Objectives Text Colour to/from Red based on complete status
- Adding Corkboard and Clipboard Variations
- Adding Medical Trolly Probs and Item Setup
- Fixed build validation compiler error
- Fixed golem gauntlet shield particle positioning in 1st and 3rd person
- Fixed golem gauntlet shield bash bug where particle effect was left in mid air
- Adding all new AI dialogue lines and events for IM rewrites
- Cliff and Landscape Pass in Swamp, Purple/Orange Quad, Elysium
- GH IM_C2 - Quest now checks to see if enzyme disperser is active before activating spawners. Player can manually disable the enzyme disperser which disables the disperser. this allows the player to give themselves a break after killing remaining creatures
- Optimisation updates made to various lab prop assets
- Fix shadow setup for Concrete Door. Increase DF resolution. Remove duplicate collision on SM
- IM_D: Gave new turrets ammo. Added some random nicknacks in various cupboards
- Added updated slug dissection asset to the BP
- Added art assets for the viscid disection prop
- Changes to AIcarusActor and RecorderComponents to force prebuilt structures to play events back in the same order as prospect loads
[/expand]