This week, we’re introducing the Butchery Bench, a specialised workstation for all things meat preparation. It streamlines breaking down cuts and crafting prime ingredients, making it a valuable addition to any kitchen setup.
We’ve also added unique modifiers to every prime meat, giving each cut its own distinct effect and adding more strategy to how you plan your meals.
And coming next week, we’ll share a first look at wall cupboards, a new storage option to help keep your base organised and efficient.
Notable Improvements:
- Fixing Biome Related Stamina Regen, Animal Threat, Exposure Resistance player stats as in some cases they where not being applied correctly, this fixes a few player & creature talents.
- Fixed issue where some NPC jump actions were very choppy and rubber-banded for clients in certain situations. This mostly affected Cats, Rock Golem.
- Ensure all Saddle SK meshes have a basic physics asset for render culling purposes. This fixes saddles disappearing from view when looking at certain angles/animations.

This Week: The Butchery Bench
This week, we’re introducing the Butchery Bench - a new Tier 3 craftable station designed to elevate your food preparation options. It neatly snaps to the existing Kitchen Bench and Biofuel Stove, giving your cooking setup a more cohesive feel. With the Butchery Bench, you can break down prime meats into regular raw meat or combine raw cuts to craft prime variants, giving prospectors greater control over their resources and more variety in their diets.

This Week: Unique Prime Meat Modifiers
We’ve also made adjustments to how prime meats function. Previously, all prime cuts granted the same modifier when consumed, but now each type offers its own unique effect. This change allows you to stack the benefits from two different prime meats, opening the door to more strategic meal planning and improved flexibility as you prepare for your next expedition.

Now that prime meats can be stacked (up to three active at a time, since each has unique modifiers), and considering they were already quite powerful, we’ve reduced their buff duration to bring them in line with the other campfire foods. We’ve also added minor buffs to the Tier 3 smoked meats to ensure they match the power level of the other T3 options. The general design goals for these changes are outlined below:
| Type | Buff | Buff Length | Spoil Time | [/tr]
|---|---|---|---|
| Prime Cooked Meat | Strong | Short | Short | [/tr]
| Dried Prime Meat | Average | Long | Long | [/tr]
| Smoked Prime Meat | Strong | Long | Short | [/tr]

Next Week: Wall Mounted Cupboards
Next week we are adding a new way to store your resources while giving your base a more homely vibe. We are adding a few new cupboards which can be deployed exclusively on walls. Check them out next week.

Your support makes these updates possible.
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Changelog 2.3.18.144893
New Content
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- Unlocking Butchery Bench and Setting up new Recipes for conversion of Raw Meats -> Prime Meats
- Adding Unique Modifiers for each of the prime meats (T-bone/soft/white/stringy/gamey)
Fixed
[expand type=details expanded=false]
- Fix LOD screensizes on Generator
- Fix AO settings on Cow/Calf Gfur material
- Update GFur on Wild Boar to reduce AO and shorten length slightly
- Adding Missing Stats for Caves, Grasslands and Conifier atmospheres, AnimalThreat, HotColdResistance, Etc
- Fixing Biome Related Stamina Regen, Animal Threat, Exposure Resistance player stats as in some cases they where not being applied correctly
- Fixed issue where some NPC jump actions were very choppy and rubber-banded for clients in certain situations. This mostly affected Cats, Rock Golem
- Increased Wind Turbine weight from 5kg to 10kg.
- Add active audio FX to Glassworking Bench
- Glass buildables now take 2.5s instead of 1s to craft. Reinforced Glass buildables now take 2x longer than standard glass (5s instead of 2.5s). This brings glass buildables in line with other tiers, most of which are around 2-5s per piece
- Fix missing DM for Flat Solar Panel
- Remove DF from Bandage meshes. Fixed LOD screensize settings
- Ensure all Saddle SK meshes have a basic physics asset for render culling purposes. This fixes saddles disappearing from view when looking at certain angles/animations
- Remove DF from Spline tool SMs. Optimize new pipe tool textures
- Add hover description for buttons in Field Guide
- Remove 'Withered' from Aspen Sapling names as they are not
- Change 'Animal Carcass(es)' to 'Animal Carcass' in Skinning Bench UI as there is only a single slot for processing so plural is unnecessary
- Set Sapling trees to not use Fiber XP event (25 instead of 10). Change LC Saplings to use Axe instead of Sickle for hitable
Future Content
[expand type=details expanded=false]
- Increase Raptor bones to Large to better suit creature size
- Massive buff to Yeti health (1000-3500 -> 4000-6000) to represent their new scale
- Fix incorrect row pointers for Raptor and Chew in Tames DT, preventing Juvenile versions from spawning. Add DT validation to catch Mounts being referenced as Mature creatures
- Adding sand scuttler attack movement and attack movement medium pincer
- Add a performance counter to sulfur worm spawns
- Autonomous spawner for Sulphur Worms
- Fix Yeti Anim BP isn't calling parent update BP function
- Adding scuttler loco anims into loco bp
- Adding sand scuttler movement audio event, BP imp and duplicating animations to remove references to scorpion footstep events triggers
- Adding laser pistol fire audio, impact event, and data table setup
- Updated Stomper and Stomper matriarch head item icons
- Updated Ramp, Gate and Platform assets for Stone Fortifications
- GT Stick tree now requires Axe to harvest. Also awards small amount of wood
- Remove Nail/Ballistic data from Aluminium Screws. Fixed casing issue on Lithium Ore description
- Changed featurelock to DH for new attachments ItemTemplates
- Stopping Oil Geyser Eruption when a pump jack is attached
- Adding Icons for Alloy Bolt/Arrow, Lithium Bolt/Arrow, Uranium Bolt/Arrow
- Updated Radiation Tracker
- Adding Quicktake off to advanced delivery interface
- When the advanced delivery interface is removed and there is a pod on top the pod takes off
- Setting up Advanced Exotic Delivery Interface item, blueprint talent, recipe, implementation
- Adding Ability to Manually setup Delivery Ship Landing Points with a new Function
- The OEI in Eden now has pods always land in a single spot in the middle
- Updated LODs for all T5 Deployables
- Pump Jack: Remove RectLights replace with Spotlights.
- Fix Lights material being on by default. Fix NS name.
- Move electricity and crude oil resource locators. Simplified effects logic
- OilPowerGenerator: Remove random cascade particle component.
- Disable align to surface normal for deployment.
- Fix interact to be the power toggle inspect version. Tidied event graph
- Removed emissive on NS_OilGeyser_HeavySmoke
- Sandwyrm Queen acid spray FX and spit projectile FX
- Fix Sand Scuttle Corpse scale. Make Sand Scuttle Corpse non carryable
- Adding sand scuttle vocalisations, duplicate of warcry and animation for it. Also fixed missing raptor attack vocal
- Flying Tank will now start flying when attacked
- Flying Tank will now randomly fly and land during idle behaviour
- Flying Tank will now become grounded after taking 50% damage
- Flying Tank now deals extra damage and debuffs when attacking in it's flying state
- Flying Tank now has crit areas underneath it's elytra when flying. It's elytra become extra strong points when flying
- Fixed Tank running animation not having root bone motion
- Increased Flying Tank's health
- Fixed Flying Tank's relationship being incorrectly set to passive
- Queen - Missing files
- Queen - Changed flying anim to seem more natural.
- Added new flying weather attack.
- Fixed submerge phase not submerging properly.
- Added new weather event for the new attack.
- Weather attack applies a new modifier to everyone nearby
- Ely - prototype radiation zone in NW volcanic, red quad
- various material variants for radioactive zones, tweaked temp radioactive rock meshes to add collision and final LOD
- Adjustments to how reverb is sent for dialogue in 2d 3d events. Adjustments to where dialogue is placed in mission 2
- Put some more performance trackers/logging around the radiation mechanic
- Temp meshes for Ben
- Fix LOD material slots on Barbed Wire fence
- Fixing audio laser impact. Adjustments to impact event
- Adding yeti version of rock throw. Removing double up of vocalisations from montages and anims
- Removing unused params from yeti voc
- Adjustment to dialogue line processing for better consistency
- Various dialouge touch ups and setting the AI threat for storcas to lower to reduce possibility of aggro state unnecessarily
- Adding comms FX to mos recorded message
- Processing old and new line together for Iris for slightly better consistency in M2 intro
- Populated BPs with static meshes for all curved and diagonal Brick buildables for testing
- Cliff work in blue quad
- ELY4 - Adding Radioactive Area in the volcanic
- ELY4 - Adjusting Quests so that we now travel to 3 locations and not directly to the main objective point, this helps especially if the player hasn't been to that region before
- ELY4 - Adding Hint text on objectives mentioning radiation, rough terrain, heat and cold
- Adding custom Radioactive Aura implementation so the range is controlled by the gameplay config for radiation fallouff
- ELY4 - Adjusting timing so victor doesn't cut himself off when the next quest starts
- ELY4 - Shifting Dialogue so it all doesn't try and play at once at the beginning of the quest
- ELY4 - Fixing Victors Intro Text, Briefing Text and Delays
- Shifting Victor so he doesn't spawn in a table
- Fixing issue where Radiation Sickness was not removed when you had cleared your radiation levels
- Spectre's now have a weakness against radiation damage
- ELY3 - Fixed Quest Markers so all Specters Spawn
- Adding Laser Damage Type, removing collision damage conversion and applying to Laser damage instead
- Fixing up new attachments and laser equipment so it uses the correct stats due to the new damage type
- Fixing names of conversion stats, they where boolean and not base so the prefix was unnecessary
- Added all Curved and Diagonal Brick buildable pieces
- Added new talents to tamed Tundra Monkey talent tree
- Added associated stats for new Tundra Monkey talents
- Tamed Tundra Monkey can now apply an interaction speed multiplier aura (talent)
- Tamed Tundra Monkey can now use sticks that break on hit. Sticks are picked up periodically during idle or combat (talent)
- Added ability for Tundra Monkey to apply random debuff modifiers on stick hit (talent)
- Tamed Tundra Monkey can throw sticks (talent)
- Increase Tamed Tundra Monkey health
- BTTask_SimpleAttack can now sweep hit targets more than once if desired
- Add Flying Tank to NW Volcanic.
- Add Sand Scuttler to SE Volcanic.
- Add Flightless Tank to Potted Scar and Dunes.
- Increase PottedScar BiomeDensity from 15 to 20.
- Swap Cougar for Komodo outside Eden.
- Add Slug to Mosswood/Silt area.
- Decrease Roat spawn weights.
- Ten fold ElyTundra2 group weights so Yeti is 10x more rare.
- Fix Giant Roach weighting and add DT Validation for AISpawnZone entries with a weighting of less than 1
- Sandwyrm queen animation attack and warning VFXs
- Started Set Dressing & Started Uranium Area in Desert on Yellow Quad, Elysium
- Guarantee prime meat from Yeti
- Ely - added Radioactive_Cracks and Radioactive_Scree decals (textures, materials, FTs)
- Add performance counter to aura manager (for radiation mechanic)
- Remove DF from Satellite dish and improve collision accuracy
- Elysium Cave prefabs now use Elysium Cave voxel pools
- Added Respawn Ships Placed on Elysium
- Add more possible spawn points for Sandworm and HammerHeadSlug world bosses
- Add Sandworm and HammerheadSlug world bosses to ELY
- Ely - mesh placement around entrance and ceiling of mission 3 cave
- Fixed Nav Mesh in Desert on Yellow Quad, Elysium
- Ely - fixed mesh placement in tundra, green quad
- Added Lithium Ammo, Alloy Ammo and Radiation Ammo
- Fix Tundra Monkey loot
- Fix incorrect scaling on Orka corpse mesh
- wip Sandwyrm Queen VFXs
- Added New Foliage to the Desert and Set Dressing Eden on Yellow Quad, Elysium
- Added missing itemable attachment icons and their respective alteration icons
- Various dialogue adjustments and fine tunes
- Reduce scale of spawned sulfur worms
- Adjustments to dialogue timing and reverb spatial settings etc
- Update Truffle icons as the generated ones looked like an ore
- Increase Pump jack weight from 100g to 20kg. Crude Oil Refiner no longer aligns to surface normal
- Mange wolf/Irradiated Prospector - Adjusted physics asset to more properly fit their body
- Added camera shake to a number of Wyrm Queen montages
- Split out Wyrm transition and attack montages where bespoke blend times/curves were needed
- Wyrm deals more melee damage, with heavy doing even more
- Wyrm knockback strength is auto-generated based on mass + stat %
- Fixed Wyrm circle flying movement making it turn left and right erratically
- Fixed issue where Wyrm sometimes wouldn't emerge from under ground at start of fight
- Fixed several glitchy looking transition blends with Wyrm montages
- Added DisableIK curve to Wyrm and used it to disable IK on several grounded state montages
- Wyrm will now use run speed in grounded state instead of sprint
- Wyrm tries to get closer to targets before attacking
- Wyrm will no longer attempt to bite target unless they are close enough
- Wyrm now plays the walk_f anim in lieu of proper grounded turn animations
- Removed all blends from Wyrm locomotion state machine as they should all be covered by bespoke transition montages
- Wyrm ground attack behaviour should now be more predictable (3x light -> 1x heavy/super heavy)
- Wyrm now enables/disable 'rotation to movement' automatically based on current state
- Reduced Wyrm fly speed (for now)
- Yeti slam fist adjustments to spatial and timing etc
- Set Dressing Eden in Desert on Yellow Quad, Elysium
- Adding stomper goofy dance idle audio event and notify
- Adding sand scuttle flinch vocal, adjustments to attack and movement levels etc
- Increasing distance of deathfall for large creatures
- Fixing arctic biomes being set to tundra in ELY causing audio music to be incorrect
- Laser pistol shot VFX
- Ely - minor fixes, added manual cave to geothermal, red quad
- Queen - Adding lookat ctrl rig
- Adding yeti beat chest event and notifys. adjusting dialogue to say watch out instead of shit
- Adjusted main laser to deactivate a fraction after firing for Mining Laser
- Timing adjustments for the elevator door
- Dialogue tweaks and adjustments to placement
- Increase Oil Power Generator weight 10kg to 40kg.
- Increase Uranium Generator weight 2kg to 40kg
- Corrected name of Manufacturer bench
- Ely - fixed jump link settings from previous commit (disabled 'smart link is relevant')
- Adding more water sounds to sulfur caveworms
- Adjustments to sulfur pool cave worms distancing and volume
- Ely story 5 - Changed location of theos pod to be one of the cosmetic landing pods at the front door of eden
- Drone shoot behaviour now pulls from BP NPC Drone ammo type row handle variable
- Fixed issue where some NPC jump actions were very choppy and rubber-banded for clients in certain situations. This mostly affected Cats, Rock Golem, Slinker, Tundra Monkey
- Nav Blocker Added & Water Bodies Pass on Purple Quad, Elysium
- Adding new flying tank flying loop. Adding into BP. Adding new flying tank stop flying stomp. Adding to Anim notify etc. Removing flying from Anims
- Updated Stone Fortification assets, Ramp, Wall and Gate
- Added Radio, Record Player, Monitors and Cabinet props, including SMs, Materials and Textures
- Adding tundra monkey aggro state event, data table setup
- Ely - added jump links to crevasses in NW volcanic and geothermal
- Adding in ELYDesert to Atmosphere Stat Calculations so that while players / mounts are within the area they get the biome related stats
- Add optional water network connection support to Chemistry Bench in preparation for new DHs recipes. Disable collision on small light meshes. Moved power/water connection points
- Fix bone sizes for new DH creatures
- Setting Up Lithium Pickaxe effect and modifier, which grants terraforming dust when mining
- Setting up Talent and Recipes for converting terraforming dust into iron / copper / gold ore
- Fix new Tundra grass not being flagged as grass meaning it couldn't be culled by building system
- Setting Up Lithium Sickle Effect & Modifier which collects Plant Extract when the sickle is powered
- Adding a recipe for the exotic seed which requires plant extract and purple exotic, added talent which connects to the lithium sickle
- Buff Reaver loot rewards
- Remove DF Mammoth Tusk mesh. Add LOD
- Add PM_Flesh to Tundra Monkey fur cards to fix missing blood VFX on hit. Fixed wrong texture preset
- Adjusting Conversation rate of Wood -> Resin & Tree Sap for the Lithium Axe
- Fixing issue where the lithium axe was not granting tree sap and was doubling up of resin
- Adding and implementing Lithium Axe modifier which converts wood into resin and sap when harvesting
- Setting up new modifier colour / shape for powered tool modifiers
- Hooked up remaining elements of the fillable ammo UI, adjusted system to pull the Icarus resource information rather than be hard coded
- Updating Lithium Tools tooltips to take into account modifiers that are active when the weapon is in a charged state
- Adding new Datatable for Charged Modifiers
- Charged Tools now add a charged modifier to the player based on their setup
- Adding Stats for Unique Lithium Tool Effects
- Adding Bone+Leather to Carbon Paste when Skinning Stat Implementation
- Small adjustments to rad pros movement audio
- Fixed Bugs in Desert and Set Dressing Eden/RAD Zones on Yellow Quad, Elysium
- Removed /Public/ from new AnimNofify class include to fix build validation
- Adding abomination Movement events
- Added boss health bar to Wyrm
- Renamed BT_Wyrm_Flying_WingFlap to BT_Wyrm_DustStorm
- Changed animation that Wyrm plays during dust storm attack, added a number of camera shakes and niagara effects
- Tweaks to Wyrm circle flying height
- Added new Niagara anim notify that attempts to play effect on terrain underneath mesh
- Fixed Wyrm not being able to find teleport point around target when emerging from submerged state
- Wyrm now turns to look at target before doing it's bombing run to make sure it's lined up
- Split out a few more Wyrm transition montages to give them their own blend in/out settings
- Adjusted height and duration of Wyrm circle flight
- Fix Hopper carcass being large, now small
- Queen - Switched 'Super Attack' to also spawn stone pillars near the boss
- Huge amount of updates for abomination. Aggro loops, vocalisations, movement sounds, whooshes, stomps, notifys, ai setup etc
- Fixed a number of typos, updated item text
- UI pass on Fill/transfer fuel from jerry can to weapon
- Fillable weapon progress bar redesign
- Adding flying tank takeoff audio. Adjustments to how flying loop is triggered in BP. other flying tank fine tunes and adjustments
- Added Tundra Monkey Tame Talent icons
- Adding Yeti Roar, adding yeti ballistic, ballistic fly, yeti bite, slams etc
- Ely - fixed manual cave volumes and adjusted entrance and path to mission 3, geothermal, red quad
- ELY4 - Removed Picking up Iris in a Stasis Bag
- ELY4 - Added Stasis Bag & Medical Items to Prebuilt Structure, as well as some more set dressing
- ELY4 - Added new quest steps to rescue Agent Bob and take him to a medical ship
- ELY4 - Adding new quests steps for fighting off a creature at the Lab
- ELY4 - Shifting Iris location to the geothermal and making it so she only needs water and a splint
