We’re also adding new 12-gauge CHAC shells, which can be bought along with the shotgun in the Orbital Workshop.

This Week: CHAC Shotgun & Workshop Ammo
The new CHAC ‘Boomstick’ Shotgun is a 12-gauge, heavy-hitting single-barrel designed to punch a hole through any swarm you face.
This can be paired with the new 12-gauge CHAC shells, which come in a box of 25, bought from the Orbital Workshop. This follows the system from introduced when we reworked our ammunition options in Week 173, which aimed to more clearly pair weapons and their ammo.
This new weapon requires you to have the CHAC Pistol unlocked in the Orbital Workshop's firearms tree, as it is part of the same family.
Compared to the other shotguns in-game, the CHAC leads the pack in projectile damage and critical damage delivered. If you struggle with aiming from anywhere past point blank, this might be the weapon for you.

Next Week: Map Updates
Next week, we’re giving all three maps—Olympus, Styx, and Prometheus—a quality pass and looking to fix gaps in terrain, floating rocks, foliage issues, bad landscape seams, and more.
In addition there are some terrain changes coming with Styx - around the Ring Lake, South Eastern Desert and a high plateau in the middle of the styx river. Just some small hints at some new areas used during the great hunts campaigns.
This update to the maps will cause foliage to regenerate (plants and trees), so you may have to do a little landscaping and maintenance around your bases to clear these out.

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 v2.2.57.137721
New Content
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- Updated muzzle flash VFX for CHAC pistol, rifle and shotgun
- Fixing CHAC Shotgun Unlock
- Unlocking CHAC Shotgun in the Workshop
- Updated SK_GUN_Shotgun_CHAC to include shotgun shell
- Adding CHAC Shell Ammo and Box purchaseable from the workshop
- Renaming Pistol 'Jacketed' ammo to be Pistol CHAC ammo
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Fixed
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- Fixed young coconut seed extraction using mid coconut
- Fixed tag on control widgets so food now shows that it can be fed to mounts with right click
- Fixed issue where armour bar wasn't initialising correctly on NPCs
- Fixed issue with BP_Enzyme_Disperser_World (and other actors that subclass BP_Deployable_ManualToggle_Base) where client was incorrectly overriding active state on BeginPlay, causing various effects to not play
- Potential fix for intermittent PhysX crash relating to fortifications
- Updated LODs for Chicken Coops
- BEAST scanner: Fixed screen widget alignment due to incorrect specified size on component.
- Increased scan time from 2s to 5s.
- Increase scan radius from 20m to 50m.
- Fixed results coming through immediately instead of waiting for timer.
- Added additional Right Click functionality to manually target creatures up to 100m away for a short period of time.
- Update FocusItemInfo for additional input info
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Future Content
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- Adjustments to NPC dialogue volumes and spacial
- npc dialogue spacial adjustments. Also adding flys buzzing to ape experiment in the middle of the desert for better audible cue of location
- APE_F - Adjusting Mission Difficulty and required tech level
- APE_F - Adjusting Lair Destruction quest step to mention that pickaxes are required
- APE_F - Fixing issue where ape gas lairs where automatically playing their close animation instead of when destroyed
- APE_F - Adding Prepare Steps so you have to craft a flamethrower, medicine and grenades
- APE_F - Adding Testing Steps to frame quest and require kills with fire and explosive
- APE_F - Adding Collect / Deliver Steps to Collect Poison Lair Samples and Deliver them to Retrieval pod
- Adjustments to dialogue lines as per notes
- APE_C2 - Quick Implementation, players need to now build a fortification to draw in and trap the Experiment 001, Build a fortification, place the sonic device and activate, kill waves of creatures and epic creatures
- APE_C - Adjusting Difficulty and Required Tech Level
- APE_C - fixing Heated Lysate Name
- APE_C - DNA samples during minigame all go into the hotbar so its easier to do the procedure
- APE_C - Heated Lysate Now has the correct item icon
- APE_C - Adjusted quest text to mention powering and recharging a battery
- APE_C - Updating Base with Parts for a solar panel, another broken wind turbine and fixed the power network
- IM_D base - added pipes and base meshes to BP_IM_Cage, slightly adjusted scale and position of rimetusk and viscid cages
- Add IM_C and IM_O2 dialogue and mission types
- Fixed outcomes for mission locks showing on missions after choice nodes were selected
- GH_IM_O1 mammoth now has greatly increased perception speed and range
- Numerous deployable DF, LOD and collision fixes
- Various material. texture, LOD, collision, and collection updates to the set dressing props used in the Great Hunts missions
- Setup dialogue and mission typing for IM A, A2 and O1
- Add additional mission type rows
- Fix mammoth despawn on IM_O1 completion
- Fixed issue where RGG projectile upgrade was colliding with player upon firing
- Added surgical props to Dissected viscid carcass BP
- Reduced attacking movement speed of Ape_B's juvenile garganutan ape
- IM_D_Base - swapped signs, minor polish
- IM_B_Outpost - removed stray beam, added additional props, T3 pistol and fishing rod added to dead guy's inventory
- Did a pass on Juvenile Garganutan for Ape_B's animations, movement speed, character BP to remove foot slidling and reduce clipping issues
- IM_A_Base - additional props and polish
- Fix the build
- Adding primal ape scream event for different ape. Adjustments to NPC lines, adjusting audio placement of cooler, adjusting spacializer settings of cooler and distance EQ
- GH Den Spawners are now lootable containers once destroyed
- Parameterise health bar view distance for epic creatures
- Added missing quest file from last commit
- APE_O1 - Adding Quest Steps and Basic Setup
- Added surgical pin SM. Updated dissected slug BP with the surgical pin. Updated slug dissection mesh and texture to reflect the pins that were added
- Adding ape primal vocalisation attack event and vocalisation data table entry
- Added PRP_Mining_Tipper_v2 and PRP_Mining_Tracks_1 and 2
- Updated BP_Mission_Burner VFX and bunsen burner mesh
- Update Chemistry Bench glass material
- Cliff and Landscape Pass in Swamp, Purple/Orange Quad, Elysium
- Adding sound for when using a scalpel in a mission. Also updating mission items to use correct audio row
- GH_RG_A_MiningOutpost - removed perimeter walls, rewired electrical grid, added signs
- GH_IM_D Base - added pipe props
- GH_APE_A Base - pipe props and light placement
- Adding missing GH agent line into event
- Fixed a number of typos in item text and quest text
- Updated the ice slug carcass textures to include a layer of frost
- Added Bunsen Burner asset, including BP
- Added dialogue and subtitles for additional ape AGENT lines
- Adding ape juvi garganutan events and audio to play correct boss sounds on the spawned boss
- Hooked up dialogue and mission type for IM_C2 and IM_D2
- Fixed cleanup on IM_D2
- Fixed progression percentage resetting on IM_D2
- Fixing apes not playing combat music. Also adjusting some notifier cues since the combat has been adjusted
- Adding ape Juvi Gargan Ai setup to have correct boss row to play correct combat music
- Updated slug physics asset to make the ragdoll less extreme. Updated LODs on slug skeletal meshs. Updated physical material on the snow slug carcass material
- Adding all new agent lines for Ape mission chain. Audio and events setup
- Adjusted collision on Medical Trolly props to allow for placement of props on surfaces
- Added prop Mining assets, Drill, Drill_Head, Drill_Leg, Drill _Leg piece, Rails x 4, Rail cart and Crusher
- APE_G - Fixing issue where the Boss ape would not Attack you
- APE_G - Adjusting Boss name to Engorged Garganutan
- GH_APE - Adding new Ape Setup so that we can force apes to ignore the neutrality flag gained from APE_C if needed
- APE_G - Adding Ape Lairs to quest location nearby
- APE_G - Shifting Approch Cage Quest Marker as it wasn't triggering correctly
- APE_E2 - Tweaking Quest Objective to meantion 'else' rather than implying yourself
- APE_G - Removing Outcome from Ape Escape Mission as it is not needed
- GH_APE - Swapped String Troop and Ape Escape locations in Campaign
- Ape_E3 - Druing Rack no longer requires shelter to register as being place down
- Ape_C - Adding new Notes for the Quest
- APE_C - Adding new Notes to the Prebuilt Structure and Adding a few additional items
- Adding Clipboard Collectable note BP
- Ape_C - All Equipment Requried for the Lab can now be crafted during the quest if players lose any equipment
- Ape_C - Adding 2 Lair Spawners and 1 Manual Spawner Near the Lab
- Ape_C - Fixing Objective that was using incorrect markup for the map key-bind
- Ape_C - Randomised Order of Deployment Equipment in the lab as it was inadventantly the order you needed to interact with the items to complete the mission - we want people to figure it out
- Ape_C - Removed Steps for Uplink as it is not really required
- Ape_C - Adjusted Ordering so you travel to the lab first and setup the lab before requiring to find an ape vestige
- Ape_B - Morris now stops recording and will clear themselves up after 300s
- Ape_B - Added delay to quest end so morris can say their piece
- Ape_B - Removed mission complete dialogue as it was talking about the old mission b which was combined into a
- Ape_B - Prime now stops following players when the leave the refuge and returns inside
- Ape_B - Increased the Experiment 005's teather distance as it was too short
- APE_B - Fixing Morris Audio so it plays when you return to them in the final step and not beforehand
- APE_B - Vestiage Step Removed as it was overkill for the quest
- APE_B - Remove audio line which should be reused for previous quest instead after swap combined ape_a & b
- APE_B - Shifting Experiment 005 Spawn Location as it was in a rock
- APE_B - Scaling Experiment 005 Boss by Number of Players
- APE_A - Adjust Quest objective to mention crafting a HEAL Device in case players cannot find one, also grant the flag to unlock the HEAL Device
- Added PRP_Cart_Mining
- GH_APE - Adjusted Last Quest Step to be going back to Morries
- GH_APE - Quick pass on Ape Campaign, mission difficutly, required tech level and propect descriptions
- APE_O1 - Adjusting quest step to specify that you need to get clear of the explosion
- APE_O1 - Quest Implementation, Quest involves finiding Morris, Crafting Explosives, Placeing them down and watching the explosion
- APE_O1 - Adding Additon to Morris Outpost which includes and area for crafting explosives
- Adding Loot to Various GH Spawners
- APE_F - Adjusting ape spawners to look for a session flag to grant Poison Lair Samples for this mission
- IM_B - Swapping Outpost out with new version
- Adjusted the Juvenile Ape attack montage section start times to reduce the delay in between them reaching their target and actually dealing damage
- Glass shader update for flask assets
- Added new mission type icons
- Reimported drill legs and heads with updated pivots
- Adding mining Props and Assets
- Stop creatures from spawning inside deployables (on top of pillars) for the Ice Mammoth 'IM_D2 Prevention' mission
- Added FTs, DMs, BPs and Data Table entries for HRB_Banana wild variants
- GH Ape_E2 - Increased tether range for scorpions and cougars
- IM_Final resave travel quest step
- IM_D added categorization
- IM_Final added categorization and update map icon/echo quest step to use rimetusk icon and appear on map after you have discovered the den
- GH_Ape_E2 - Increased teather range on the apes to fix them reseting when youre fairly close to the den
- GH_RG_A_MiningOutpost - added mining carts and tracks
- Fix IM_O3 not dropping biotags correctly, add dev warning when trying to add an item that has 0 size stack
- Update dialogue and quest types for IM_O3
- Fix IM_D2 cleanup
- Fixed drill head pivots for real this time
- Added HRB_Banana assets for all growth stages, as well as 3 variants for individual placement in missions. These variants still need FT, BP and Data Table setup, as well as DMs
- Update 3 map image tiles for Prometheus northern area map changes
- Add more Ice Mammoth bodies (set dressing) for GH_IM_D Mission Beta
- Change Icon for Aura Cold to be a snowflake
- GH IM_A2 - Added 3 quest markers for bat nests near the viscid patrol. Reduced the wolf boss health, was 1500% bonus health now 1200%
- Add more Ice Mammoth bodies (set dressing) for GH_IM_D Mission Gamma
- Replaced Mission Icons
- Ape_E shifted defense locations
- Added Ape Medical Scanner Paperdoll
- APE_O1 - Added Swarm component to players who are in the den area
- APE_O1 - Apes that spawn in the den no longer abide by the passive world stat
- APE_F - All AI Spawners will now agro on the person that attacked then den when it is attacked
- APE_F - Gas Cloud Spawners default to spawning apes that ignore the neutral check stat, explicitly added to destory lairs in quest
- APE_O1 - Fixed issue where the explosive was not craftable
- APE_D2 - Killing the Mother is now a quest step
- APE_D2 - The player who is carrying the ape will now need to fend off apes continually until the package is delivered
- APE_D2 - Juvenile Ape now no longer requires oxygen
- APE_D2 - Adding Stasis bag Recipe to the electric textiles bench in addition to the advanced textiles bench
- APE_D - Adjusting Quest Objectives to give context to the mission
- APE_D - Adding new mission step to collect ape vestiges if the player lost them from the previous mission, during the step at the specified location there will be apes to kill to collect vestiges
- APE_D - Adding new map markers for Lairs
- Bananas are now unlocked on completion of APE_G
- GH_APE - Removing Terrain Autonomus Spawner as its done via spawn locatons & zones
- GH_APE - Fixing Stat Names, World Stat Spawning and Lair Spawning for all apes over Styx
- APE_C2 - Boss Spawners now respawn after 600 seconds and not instantly, as to not softlock quest
- APE_C2 - If Bosses Killed Spawner for Boss Deactivates
- APE_C2 - Adding Delay Between General Spawns -> Epic Spawns -> Boss Spawnes (120 Seconds)
- APE_C2 - Prevented General Spawns occuring during Ape and Boss Quest Steps
- APE_C2 - Updated Jr Ape Boss Stats to match the World Boss
- Adding Banana Meshes to the Farming Data tables so they can grow
- Added new DM for DCO_DeskLamp_MetalGlass
- Updated SM_DCO_DeskLamp_MetalGlass
- Adding Mining Cart C Prop
- APE_G - Swapping Over Structure
- APE_G - Removing DNT from notes
- APE_B - Swapping over structure
- APE_A - Swapping over Structure
- RG_B Swapping over to use new structure
- Adding Descriptions and Flavour text to various science props
- Renaming EDS Ammo -> Enzymatic Mutation Ammo
- IM_C - Adding new quest steps to give context to mission
- IM_C - Adding new quest steps so you have to trial the Enzymatic Mutation Ammo
- IM_C - Removing Viscid Analyze quest steps and replaced with scanning via beast device
- IM_C - Adding Glaci Spawners and Lairs to Mission
- IM_D - Adjusting Mission name as to not conflict with another mission in the campaign
- IM_D - Swapping Base Prebuilt structure over
- IM_A - Adding Galci Set Piece
- IM_O1 - Swapping Over Research Base Prebuilt
- GH APE - Balancing GH Ape Rewards so there is more reason to go doen the 'kill' path
- APE_F - Adjusting Outcome to add more interesting poisionous lairs to the map
- APE_F - Fixing Quest Objectives for testing weapons, as they where not displaying correctly
- APE_C - Updating Lab Posters to use UDA colours, making text translateable and general widget tidy
- APE_E2 - Shifting location of Ape Encampment to a previously unsued area
- APE_E2 - Adding Meshes to ape encampement to accomodate new location
- APE_E2 - making a few small switch backs and dens for epic creatures to encapsulate that batter
- APE_E2 - Redid blood trail and updated objectives to cater for new location, also added ape carcasses
- APE_E2 - Added new deployable for devs (dead ape) which can be placed
- APE_D2 - Adding Logic so if you find the infant, the mother will come running and attack you if she has wandered off
- APE_D2 - Upadating Medical Scan to include Apes
- APE_A - Adjusting biopchip hint text so it is better to read
- APE_A - Removed Biomass and Creature Part from Locker
- APE_B - Slightly Adjusted Ape Refuge BP to allow for passage through the STYX Persistent Blocker Cave
- APE_B - 005's highlightable changes pre & post shackled
- APE_B - Changing Name from Refuge to Encalve
- APE_B - Changing Name from Refuge to Encalve
- Added sockets and updated animBP for LegendaryWeapon_Lavahunter_Flamethrower
- GH Interface - When 'mission in progress' is active all other available missions have an image over them saying 'Complete or Abandon Current Mission' to show theyre not available
- Fixed notifies on BEAST scanner and added short delay and animation for right click
- Setup Ape_B objective text
- Stop the Ice Mammoth From Respawning (after wandering off) for GH_IM_D mission
- GH IM Final - Added blockers to the IM boss so you cant walk through its corpse. Also changed collisions of the mesh/capsule to match other bosses
- Categorize Ape_A and Ape_B
- Hookup dialogue to Ape_B
- GH_RG_C_MiningPlatform - set dressing and polish
[/expand]