This week, we’re taking a look at the new sickles being added to the Workshop. These additions round out the available Prometheus modifiers, making them accessible for use in other drops.
We’re also giving a preview of next week, when we’re planning to launch our free Mendel Update - a major content release comparable in scope and scale to the previous Galileo and Laika updates.
Notable Improvements:
- Add delete button to food modifiers widget to indicate players can cancel food modifiers early
- Additional improvements to character riding animations
- The Loot retrieval button in the escape menu now works with mount corpses

This Week: New Workshop Sickles
This week, we’re introducing a new range of Workshop Sickles to the Orbital Workshop. These sickles come with specialised harvesting effects that were previously exclusive to tools crafted with Super-Cooled Ice, Miasma, and Obsidian on the Prometheus map.
By bringing these effects to Workshop gear, players will have greater flexibility in how they prepare for missions, allowing more build variety and strategic choice without being limited to map-specific materials.
The Inaris “Icy” Sickle inflicts Freeze for 10 seconds. It deals 33–35 melee damage and 50 frost damage. Plants harvested with this sickle have a 30% chance to gain the Chilled alteration, allowing them to last 100% longer before spoiling.
The Inaris “Scorch” Sickle inflicts Burning for 10 seconds. It deals 33–35 melee damage and 50 fire damage. Crops harvested with this sickle have a 25% chance to be instantly cooked.
The Inaris “Thorn” Sickle inflicts Miasma for 10 seconds. It deals 42–45 melee damage and 50 poison damage. Plants harvested with this sickle gain the Thorned alteration, allowing them to last 50% longer before spoiling.
All three sickles cost 250 stabilized exotics to research, and 100 stabilized exotics and 200 ren to craft.

Next Week: Free Major Update
Next week, if all goes well, we’ll be releasing a major update - The Mendel Update.
This update introduces unique genetics to every creature. Each tamed animal and mount will now have its own genotype, phenotype, lineage, and sex, allowing stats and traits to vary and making every creature truly unique.
We’re also introducing animal breeding for farm animals and select mounts, alongside several other new features.
Provided final testing goes well, we’re aiming to launch The Mendel Update next week.

Your support makes these updates possible.
https://store.steampowered.com/app/3315290/Icarus_Great_Hunts_Campaigns/
https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/
Changelog 2.3.30.148457-rel-GreatHunts
New Content
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- Unlocking new workshop sickles
Fixed/QoL
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- Add X button to remove applicable food modifiers. This exposes an otherwise hidden feature (Right Clicking on, which remains intact) which is the ability to remove applicable food modifiers for control over food buffs
- Updated character riding animations with the correct position, orientation, and scale
- Add stat check for displaying secondary attack input info in FocusItemInfo widget
- Shifted a number of OnPerceivedX events from IcarusNPCGOAPController to IcarusNPCController
- SpitAttack can now specify specific tags for reported noise events
- Standard/Scout drones should now stop firing after their target dies
- Misc asset fixes for DF, collision and LODs
Future Content
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- Add Fur Stack item/recipe which combines 200 (2 stacks) Fur into a single item which can then be consumed to extract back into 200 Fur
- ELY Ach - Hazmat suit in radioactive zone
- Eden NPCs - redo of highlightable setup with tags instead of event graph functions
- Ely Story 3 - added biome override volume around mission 3 lab, added row to D_Biomes (using Arena_RockGolem atmos), added to Arena_NoWeather row in D_WeatherBiomeGroups
- Stopping geiger counter audio when player returns to character select while around radiation
- Replaced existing husbandry modifier icons with new ones
- ELY Ach - Charge lithium tool
- Adding new Questmarker to Olympus for the Farm NPC to spawn
- Adding NPC Farm prebuilt for New Sidequest
- Flesh sac floater bestiary. Adding start loop and end bestiary audio to make creating bestiary events easier and quicker going forward. More BS to come
- SQ Norex NPC - Adding Test Dialogue and Prospect Images
- SQ Norex NPC - Added mission to Oly
- SQ Norex NPC - Added mission to styx
- SQ Norex NPC - Added mission to Prometheus and fixed logic for slug boss quest logic (temp)
- Move LavaLakeLights out of persistent level and into Red quad. Update ApprovedActors list to accomodate
- Misc Ely nav fixes
- Remove Fill Collision setting from meshes in ELY3 base
- Add missing material updates for Turret range asset
- The Norex NPC can be be invited to EDEN after their quest
- SQ Norex NPC - Preventing Pod Take Off on Mission Complete, Adding new Image for Mission
- SQ Norex NPC - Adjusting Quest Flow and Locations, Adjusting Quest Objectives to make better sense, You know need to kill all of the Hammerheads children to progress
- SQ Norex NPC - Spawning NPC at the end of the quest
- Adding Deployable Function Library Functions for Easy Spawning in missions
- Misc Ely fixes - SM's being set to Stationary instead of Static, ungrouped groups for tooling selection, remove buried content, organize outliner folders, fixed naming on numerous objects
- Lighting fixes in Eden. Fixed spotlight default values and adjusted in Eden. Lots of Outliner folder organization of Eden assets
- Rename Bull to Mount_Bull in Genetics code
- Actor valid check before attempting to clean up NPC
- Add secondary attack to Bull and increased mass. Rename row from Bull to Mount_Bull for consistency. Uniformed bull talent row names. Rejig Bull talents. Fix Chew Stamina talent being on wrong creature and add DT validation to pick up on this
- SQ Norex NPC - Adding Outline of quest will all quest steps and quest markers, mission needs polish and spawning of NPC
- Adding Missing files which was preventing the invitation of NPC's to Eden and the Triggering of the Elysium Farmer mission
- Trader NPC's can be invited to EDEN, Reparented the Trader NPC's for some common functions, Adding ability to turn Trader NPC's on & off, adjusting crafting menu to say Trade when interacting with NPCs
- ELY SQ - Adding QM for Sidequest
- Enabling Farmer Quest on DH for ELY
- ELY1 - Shifting the EDEN Beacon from on top of a voxel to on top of a nearby unmineable rock
- ELY4 - The Blocker and Lab Security door are now forced opened when getting up the the return to lab step
- ELY3 - Scaling Number of Specters by the Number of Nearby Players and added hint text to aim for the head
- ELY3 - Adjusting ordering of quest steps so that you collect the hazmat suit and medicine before you enter the lab
- ELY3 - Removing refences to Rad-Ex, replaced with Anti-Radiation Transfusion
- Setup Far Shadows on ~3800 large cliff meshes in Elysium for distant shadow rendering
- Biome modifiers now only effect npcs and players not objects
- Fixed Soldier NPCs not being able to hear their allies' combat/hurt noise events
- Replicated new AISetupRow on IcarusNPCCharacter
- Loot retrieval - now works on nearby mount corpses
- Adding first pass lab music and lab ambience for M3
- Updated Set Dressing for Rad Cave in the Arctic on Blue Quad, Elysium
- ELY Ach - Fixed mining laser mining achievement not granting correctly
- SpitAttack BTTask can now have dynamic accuracy based on current distance to target
- Fixed issue where soldiers were firing higher than they should have been, making them more inaccurate than desired
- Improve accuracy on Scout Drone collision
- Update Damage Numbers widget to support newly added Metal crit hit areas
- More hunter trader dialogue additions and adjusted processing slightly
- Fix bone DT setup for LavaFlyer
- Added several images to the Bestiary UI source image folder
- Ely - fixed floating voxel in Tundra, yellow quad
- ELY Ach - Fixed defaultengine.ini accidentally having 2 achievement number:'127' thus breaking all subsequent achievements on steam
- Adding correct modifier state 2d audio for corrosive damage. Unhooking event played from BP for consistency
- Added More Cave Prefabs in Purple Quad, Elysium
- Adding basic dialogue for the fish trader and hunter trader in eden. Audio, events BP imp
- Enabling Farmer Quest on DH for Pro
- Reducing Drone Spawners Spawn Count at one any time, reducing spawn time from 20s -> 40s
- Added Cap to IMP Fixing Light Leaking in Desert on Yellow Quad, Elysium
- Added Skulmutt, RAD Prospector, RAD Mutation, and RAD Abomination Bestiary images, as well as Radiation Bestiary BG images
- Enabling Farmer Quest on DH for Styx
- Enabling Farmer Quest on DH for Olympus
- Adding Raw Art for Icons / Prospect Image for Farmer Quest and Quest Categories
- Setting up SQ Farm Quest for Olympus
- Adding NOREX Pod for the Norex Side Quest
- Anim/behaviour pass on Carrier drone
- Anim/behaviour pass on Hunter drone
- Shifted dynamic subtree injection to IcarusNPCController from IcarusNPCGOAPController
- AIcarusNPCCharacter::OnRep_MovementStateSet will no longer trample pitch/roll rotation values
- Potential fix for drones pitching up and down very quickly when unable to properly target/reach hostile
- Tripled drone carrier health, removed ability to shoot
- Fixed Bugs and Added Cave Prefabs in Purple Quad, Elysium
- Added new Slinker Talent Icons
- Disable lights on EdenStationLandingPad player by default for perf reasons (8x pads with 12x lights each). Fix frame mesh not distance culling
- Queen - Summoned sandworm now dives underground on death instead of laying on the ground and blocking the environment. If the summoned worm becomes dormant then clean up
- Fix highlight and collision setups on interactable NPCs. Add CustomHighlightableSetup to Mission NPC base class
- Adjustments to subtitles timing for m6 final sequence
- revised texture and WIP blueprint for mission 4 TPS graffiti decals
- Ely - mesh fix in geothermal, red quad
- ELY Ach - Forgot to save accolades json
- Remove flag mesh from Queen Spline BP
- ELY Ach - Added stat IDs to engine ini and accolades
- massive pass on bestiary audio. added all new creatures and DT setup
- Turrets: Add range visualizer and recoil animation (DH gated). Clean up highlightable setup. Improve status light setup for better readability. Add crit stats and DPS balance on WIP turrets. Update muzzle flash VFX to use newer v2 revisions. Increase spread on shotgun turret. Fix muzzle/VFX location setups on Flamethrower turret. Fix fire light not working on Flamethrower. Adjust Flamethrower gun mesh so that it lines up with bracket better
- Added debug functionality to BP_BiomeOverride to help with placement
- Added missing audio for removing armor from armor stand. now plays when adding and removing
- Scaled down the moa overriders saddle to 0.8 of its original scale. Updated mount data table to widen the foot offset of the moa to prevent geo crashing
- Adding Pig Talent Tree
- Updating lab music with more atmospheric layers to give it a more eerie vibe
- Ely - set CaveIn meshes to be nav area Null
- Ely - Fixed floating deep ore deposit in Tundra
- Adjustments to flesh sac floater to be slightly more present
- Ely - adjusted existing and added extra biome override volumes for mission3 lab in geothermal
- Adding biome param to Lab biome to enable reverb to play correctly
- Ely - added additional cave volume to waterfall cave in swamp to try and resolve lighting issues, purple quad
- Halved the Uranium Mining Time so you get 2x as much for mining in the same period
