Icarus Patch Notes

Patch 2026-08-13 August 13, 2026

  • Improved Accumulation quests with clearer equipment requirements, map icons, hints, and location updates
  • Styx Highrise construction mission now accepts both Wall and Ceiling Bunker Lights
  • Projectile Damage and Extended Ammo attachments now unlock correctly via Ranged Weapons
  • Livewire search areas now reappear after reconnecting; Location 2 travel areas expanded to prevent bypassing
  • Fixed User Reports not recording the current mission in Open World
  • Enabling Tusker Hustbandry Behaviours
  • Adding Tusker Fertility Serum Item for Tusker Breeding
  • Adding Tusker Serum item Icon
  • Show remaining resources value in UI when extracting exotics
  • Resource Deposits resource remaninig is now replicated
  • Added different new modifier icons for different slow modifiers.
  • Added FG Sets for Industrial Building pieces
  • Livewire hardening of wolves spawn on top of cliff so they don't fail to initialize and better handling of their movement state
  • Fix to legacy issue on Olympus' scan type missions (except Livewire) where picking up the Radar before completing a scan would not respawn a snap actor, making it impossible to complete the mission
  • Accumulation quest improvements including revealing needed equipment before long travels, deploying of water purifier in water at point alpha, new distinguishing map icons, better hint tips, new abandoned fisherman's shack nearby loc A
  • Accumulation Mission - Additional optional Gather Charcoal subquest and hint tip
  • Accumulation Shack cleanup from 10s >>> 300s
  • Accumulation tags for quest markers fixed so not pointing to arctic location
  • Accumulation Loc A quest marker re-added
  • Accumulation quest marker and tag check-in, missed in previous submission
  • Styx Highrise construction mission now accepts both Wall and Ceiling Bunker light variations
  • Legendary Launcher - Launch force of all weapons is now stat driven
  • Ballistic Deploy Override - Fixed ballistics that were supposed to bounce, applying 2x payloads when the override is on e.g. frag grenade
  • Increased Damage Falloff on grenades from 1x to 2x so that damage towards the edge is reduced further
  • Added 25% Explosive Damage Resistance to Legendary Launcher as a base state
  • Decreased Launcher Guard C Explosive Resistance from 100 to 50pct
  • Reduced grenade falloff back from 2 to 1x
  • Added ExplosiveDamageResistance stat to Stats Display for player inventory. Updated icon
  • Display ExplosiveDamageRadius in Meters instead of Centimeters and remove plus symbol on Positive title
  • Projectile Damage and Extended Ammo attachments now unlock via Updated Ranged Weapon unlock instead of armor, as intended
  • Fixed typo on Scout SMG description
  • Fixed a number of typos in quest and item text
  • Localization - Made water barrel match port water tank.
  • Localizations - Solo Points in level up UMG.
  • Removed unusable Portable Water Can 'consume' context option.
  • Localizations - Inject serum interact prompt
  • Beer modifier now matches beer icon
  • UDA Transport drone - Fixed text not being localized
  • Updated RecipeSets icon for replaced T4 Anvil (Foundry)
  • Removed Slinker icon from Stomper Mount DT row. Added validation in for missing icon detection
  • Fixed CavePrefabs not zeroing out XY correctly during to float imprecision
  • Updated several Foliage Type assets to have cull distance set where it wasn't. Added tooling to find FTs with 0 cull distance
  • Various Building mesh LODs optimization and fixes
  • Another big pass on dialogue timing for generic missions
  • Big tidy up pass on many dialogue events to play back smoother and with less gaps within multiple generic missions
  • Reducing the number of mission confirmation dialogue lines that play upon mission complete. Also adding mission complete dialogue to avalanche
  • Adjustments and fine tunes to stockpile forest mission dialogue
  • Small reduction in delay before dialogue plays
  • Making sure rian talks before agent at the end of mission B as the player would expect
  • Adjustment to delay before rians lets get out of here line to make it feel more natural
  • Dialogue adjustment in OM3
  • Replicating success audio for the chemostat so it can be heard by clients
  • Carbon rod balance and eq adjust
  • Livewire - Search areas now reappear on reconnect. Travel areas at location 2 increased in size and shifted so there's no way to bypass them
  • Livewire minimap icons now visible on player reconnect
  • Fixes to common scan quests that were blocking the radar interaction
  • Carbon fishing rod event and data setup
  • Added valid check within sentry context updater
  • Fixed issue with user reports not recording the current mission if in open-world
  • RAD_O2 - Revamp of mission so that you are stepped through the virus ingrediant process
  • RAD_O2 - A specific juvenile is now spawned and must be collected, raised and experimented on
  • RAD_O2 - Spawing Set Dressing as Part of Mission and Cleaning up when done
  • RAD_O2 - Child Slinker will no longer move from their spawn location
  • RAD_O2 - Adding Spawning Location to Map
  • RAD_O2 - Adding new subsystem notifies for a tame growing up
  • RAD_O2 - Repositioning Dead Slinker Dressing and Removing highlightable from the dead slinker
  • RAD_O2 - Removing Bad Set Dressing that was placed onto the map
  • RAD_O3 - Fixing issues with DNA Augmentation Serum, which couldn't be consumed when placed in your hotbar
  • RAD_C - Fixing issues where the rad spawners would be removed before they where supposed to in some quests
  • RAD_C2 - Fixing issue which was respawning Parts of EDEN during the mission if the mission was in progress
  • RAD_C2 - Downed prospectors wounds' and deepwounds no longe escalate before you reach them
  • FEV phenotype pool - Forced Evolution Virus can roll FEV-only creature phenotypes
  • RAD_A - Reducing Mesh Count Down Substantially on the Colony Lab and Operations Buildings
  • RAD_A - Removed DF shadow on Single Light meshes causing light to not be visible in some cases (eg; Colony entrance door)
  • Fixed an issue where radboss spit damage wasn't being configured in the right place - meaning only direct projectile hits were dealing significant amounts of damage
  • Increased number of Radboss web projectiles
  • Fixed some radboss attacks not using the correct bones when sweeping collision, causing some attacks to miss even though the felt like they should have connected
  • Updated Radboss Armor attachment to give increased movement speed and radiation resistance (Malformation Survival). Added description/flavor text to itemable. Allow attachment to be fitted to any of the 5 armor categories. Increased Radboss attachment (and other boss attachments) crafting time to be in line with other rank2 attachments and not default 2500 value. Added Radboss Carapace to recipe inputs
  • Adding first pass radboss crossbow fire audio and data table setup
  • Updating animations for Radboss Crossbow
  • Updated Radboss crossbow Reload_Loop animation
  • Additional animation work for Radboss Crossbow
  • Added new bestiary images for the Rad boss
  • Moved RadBoss campaign prospect images into correct source folder and repathed uassets. Fixed resolution on Rad_E to be correct dimensions
  • Fixed Irradiated Abombination (Revenant) having 0 roughness due to RMA texture being used as MRO texture
  • Trophy implementation for Rad Bomber, Spectre, Revenant, Wraith, and Broodling
  • Rad bomber vestige implemented and put into trophy recipe
  • Fixing validation error with Rad Bomber Trophy (extra space in table)
  • Deployable data table fix near rad trophy
  • Rad Trophies - Adding destructible meshes, setup more appropriate lighting, fixed glass mesh overriding the highlights on the container trophies
  • Updated lighting for Radiation Trophies. Updated glass materials to work better across multiple lighting scenarios. Fixed interaction/highlight on Radboss Habitat. Added new vat bubbles VFX for use in Vat trophies. Fixed Wraith materials in Vat. Fixed naming inconsistencies for new Trophy data
  • Updated sizes for Radboss Trophies
  • Updated DEP_Trophy_Rad_Broodling
  • Updated meshes for DEP_Trophy_Rad_Broodling
  • Re-imported updated mesh for DEP_Trophy_Rad_Broodling_Standing
  • Added art assets for a new batch of rad colony dressing posters
  • Elysium GH Achievements - Initial DT Row Setup
  • Achievements - Added achievement IDs to DT
  • Achievements - Added achievements to ini file.
  • Save Eden/Save Rian implementation.
  • Achievements - Nuclear Family implementation
  • Achievements - Forced evolution/Explosive Caretaker implementation.
  • Achievements - Augment Yourself implementation
  • Achievements - Implemented 'Crisis Averted', 'Leave No Trace' and 'Room for Two'
  • Achievements - Implemented 'Apex Predator' and 'No Margin for Error'
  • Edited GH accolade text to be player-facing with updated names
  • Adding in T4 Roaster and Roast Carcass Recipes, Locked to Elysium_GH for now
  • T4 Roaster now only has one crafting slot
  • Adjusting Roast Recipes again to help balance them out, adding butter and oil to the top 3, the others have their seasoning updated
  • Plant Boss - Attachment has new effect (20% Infected Bark Per Wood, 10% Bonus Yield to Felling, new recipe to match other attachments better
  • Plant Boss Module - Put in placeholder stats to represent future jungle bonuses
  • Plant Boss Attachment type of attachment mesh fixed
  • Added Trees, Cliffs, Lakes and Landscape Sculpting in the Jungle, Green Quad
  • Added Trees, Cliffs, Lakes and Landscape Sculpting in the Jungle, Yellow/Green Quad
  • Update Biome Map for Jungle, Green Quad
  • ARK - mesh placement, foliage placement and landscape sculpting in geothermal, purple quad
  • Refined navmesh blockers on T022
  • Retake Terrain_022 minimap images. Tweak tooling to wait slightly longer before moving camera. Tweaked water swap material to be darker and more desaturated with full roughness to prevent sun reflection in capture
  • Added first pass SK_CRE_Large_Dino, textures and materials
  • Added Axolotl skeletal mesh, materials, and textures.
  • Added Jungle Monkey skeletal mesh and first batch of animations
  • Added WIP textures and materials for the jungle horse
  • Various FX fixes for Speeder bikes: Optimization, smoke now doesn't fully inherit speeders velocity, decreased emissive on smoke effects, decreased max size Thruster FX can get as it looked like a light saber on the standard Speeder.
  • Added new Dual version for separate exhaust setup on Dual speeder with values tweaked to suit slower speed.
  • Fixed component transforms on Dual and Heavy speeders.
  • Added supporting lights for Tail Lights.
  • Parameter drive (can data drive this later) Speeders max speed for correct effect/FOV scaling.
  • Increased brightness of headlight.
  • Speed scale trail light brightness instead of radius and added flickering effect.
  • Fixed light material swap indexes on Dual speeder.
  • Updated damaged SMs references on Dual/Heavy.
  • Improved PA setups for better interaction
  • Added art assets for the damaged double speederbike
  • Implemented Arcade Machine minigame with score tracking
  • UI Pass on Arcade Machine Highscore screen.
  • Implemented fix to prevent multiple players being able to use the Arcade Machine at the same time
View full patch notes ↗

Patch 2026-08-06 August 6, 2026

  • Fixed issue where the Garbage collection could cause crashes when reserving UID's for objects
  • Fixed issue where in some cases AI was not spawning correctly in the world when players are moving around the terrain.
  • Updates to Accumulation hint text and objectives update to provide more context and structure to the mission
  • Fixed issues with faction mission spawners where they could spawn in destroyed and never activate or cleanup
  • Added T3 Carbon Fiber Fishing Rod
  • Updated stats on the Carbon Fishing Rod and unlocked it
  • Fixed Preview Item data on all fishing rod item BPs
  • LOD tweaks to the Fishing Bench; renamed Basic Fishing Bench to Fishing Bench
  • Carbon Fishing Rod audio events and data setup
  • By default, only sessions/servers with a version matching the client are displayed
  • Unfiltered sessions/servers are no longer added to the list while a filter is applied
  • Duplicate sessions no longer show in the peer-to-peer list when multiple friends are in the same session
  • A circular throbber now shows on the refresh button while servers are refreshing
  • Livewire: Fixed new wolf dens appearing on every reload and removed duplicate dens
  • Livewire: Minimap icons are now visible on player reconnect
  • Livewire: Search areas now reappear on reconnect; travel areas at location 2 increased in size and shifted so they can't be bypassed
  • Livewire: Fixed common scan quests blocking the radar interaction
  • Livewire: Improved logic around radar disabling at location 1 to be less repetitive
  • Livewire: Mission briefing step re-added; prebuilt undevlocked
  • Livewire: Undevlocked epic Terrenus
  • Livewire: Removed placeholder (DNT) tag from the fallen wolf corpse tooltip
  • Livewire: Removed a leftover highlightable row after a rename; logic cleanup
  • Prebuilt structure binds now only fire once on completion, not on subsequent runs
  • Fixed loot double-spawning in some prebuilts
  • Fixed prebuilt completion being called twice when following the older flow
  • Fixed legacy structures not calling the correct completion delegates — fixes many pre-Elysium missions
  • Fixed all faction mission spawners being set to destroyed by default; destroyed states now persist on reload
  • Additional hardening and fixes for the new prebuilt structure loading logic
  • OFFENDER: Fixed caveworms not spawning as intended inside the cave
  • APE_A: Fixed structure and decal cleanup
  • GH_RG_C: Fixed the Secure Status mission step
  • RG_B: Fixed mission after prebuilt update
  • ELY_STORY_2: Fixed soldiers not spawning in the central lab as intended
  • ELY_SQ_ESCORT: Fixed issues with soldiers spawning at camps
  • ELY_STORY_3: Fixed mutated creatures not spawning in the lab as intended
  • Avalanche: Fixed two separate expedition issues that could completely block progress
  • Avalanche: Expedition now appropriately cleans up minor objects (minimap icons, laser, spawn point) after completion
  • SQ_Farmer: Fixed the Farmer NPC not cleaning up when abandoning the quest
  • Fixed clients sometimes not getting mission NPC dialogue speakers registered correctly, causing some lines to not play at all
  • Friendly soldier NPCs now actively engage 'neutral' enemies without needing to be hurt by them first
  • Reduced aim inaccuracy of the Nailgun that made it difficult to hit pieces while repairing
  • Fixed weather culling setups on various curved/diagonal building pieces
  • Fixed user reports not recording the current mission when in open-world; added validity check to the Sentry context updater
  • Explosive resist stats now display as a flat percent instead of plus-percent
  • Fixed display name for the Electric Seed Extractor and the icon for the Seed Extractor
  • Electric Textiles Bench: moved the electrical connector underneath the box, removed proxy meshes hiding display pieces when composite head/chest pieces were removed, centered the camera
  • Removed DNT tags to allow translation of some item text; fixed a few typos
  • Removed the Double XP event and banner
  • Rad Boss: Adds spawn from a random location instead of furthest; spawn pits now apply a slowing aura
  • Rad Boss: Spit cooldown now scales with player count (-25% per player); spit accuracy is now distance-based; spit attacks spawn 5 projectiles instead of 3; increased spit projectile damage
  • Rad Boss: New spit attack during its second rock phase applies guaranteed radiation sickness; normal attacks no longer have a random chance to cause radiation sickness
  • Rad Boss: Upright-phase super heavy slam applies guaranteed radiation sickness; heavy slams deal 50% more damage and 75% more knockback
  • Rad Boss: Web trap duration reduced 15s -> 13s; arena web-area slow no longer applies to NPCs, just players
  • Rad Boss: Fixed the boss not making previously spawned Adds hostile in its upright state; increased upright movement speed
  • Rad Boss: Target acquisition range 25k -> 30k; switches targets more often during rock phase (still prioritises recent damage and FOV)
  • Rad Boss: Increased spit attack speed and minimum spit damage; further significant spit damage increases with less falloff at range
  • Rad Boss: Adds are directed at the player target and spawn at the pit closest to ~1500 units from the target; adds no longer blocked navigating across water
  • Rad Boss: Removed faction spawners from the arena; arena lake no longer applies the water modifier; added world spawn blocker
  • Rad Boss: Increased melee damage; increased projectile, electroshock and explosive resistances; removed health regen
  • Rad Boss: Emerge/Submerge now more reliably deals damage; persistent screenshake on movement; rad flyer spawns on roar after falling off the rock; performs more attacks in scuttle phase
  • Rad Boss: Base health 75k -> 60k; per-player health scaling +33% -> +50% on medium difficulty (similar on other difficulties)
  • Rad Boss: Regenerated navigation within the arena; added a placeable generic aura modifier actor
  • Rad Boss: Replaced DNTs with Malformation on related modifiers; removed duplicate radiation boss creature type row; renamed the arena atmosphere
  • Rad Boss: Increased range of roar and death audio; new large ballistic impact event; web-stuck distancing/volume tweaks
  • Rad Boss: Removed wrong dialogue event after the kill and delayed the correct one; end dialogue now only plays once
  • Added Radboss Armor set: stats, recipes and unlock
  • Updated Radboss Module stats
  • Updated Radboss Crossbow with a new rig and animations
  • Added SM versions of the Radboss Fishing Rod for being dropped in-world; uniformed Radboss and Carbon rod row names
  • Legendary Launcher: added unique Legendary Weapon data entries, upgrade stats and descriptions; increased base reload time; un-blacklisted Launcher, blacklisted Sluglauncher
  • Added Radboss map icon
  • Added trophies: Rad Revenant, Rad Bomber, Rad Broodling, Rad Specter, Rad Wraith
  • RAD_A/B/B2/E/F: Fixed radio tower, experiment and mission laser interactions for clients
  • RAD_B2: Clients can now correctly interact with the Experimental Cage; added icons for Solution alterations
  • RAD_C: Theo and Victor no longer stow their weapons; added compass icon for the Farm
  • RAD_C2: Adjusted Theo's set dressing so it's easier to walk past him during the EDEN attack; adjusted Iris position in EDEN; added dead Abomination dressing
  • RAD_D: Friendly NPCs now spawn after the fortification finishes spawning so they keep elevated positions; added fortifications to the base; laser has health/resistance; clients can restart the laser mid-mission
  • RAD_E: Missing raw art added; updated prospect image
  • RAD_O1: Made the Antiradiation Stew a much better food
  • RAD_Final: Added quest steps so the mission can be completed, plus a map icon at the den location
  • RAD_A: Updated small portable generator icon
  • FEV injections now grant +1-3 guaranteed genetic points up to a soft cap (45 with current 60 max); above the soft cap the item reverts to the previous EV-neutral gamble; stat spread fully redistributed, sex preserved, infertility risk unchanged
  • Added new data-driven prebuilt functions for missions (no more manually specified string names)
  • Added Radiation Resistance stat to the player main inventory UI, with a small version of the radiation icon
  • Dialogue volume pass on all OMs and across missions B2 and D; Miles' dialogue split to align with quest steps
  • Iris dialogue adjusted to prevent repeating; spatial adjustments
  • B2 final mission dialogue balance; correct audio event wired to new B2 dialogue row
  • C2: Mini-game end event given max instances and a cooldown so it can't trigger multiple times as a client
  • D: Removed a dialogue double-up; further end-of-mission delay to give the explosion breathing room; correct audio event on the den blocker being destroyed
  • Removed unnecessary dialogue in C and after collecting ammo; mission step and timing adjustments
  • Scout drone audio: reduced distant layers, increased base far layer; small balance pass
  • Radiation grenade audio loops split into several smaller loops for optimisation
  • Plant Boss world fertilizer stats changed: now +60% yield, -60% storm resistance
  • Plant Boss Fertilizer recipe changed to include basic fertilizer; craft time 1s -> 6s
  • Plant Boss module: new recipe
  • Plant Boss attachment: new effects; fertilizer new effects and typo fixes
  • Beaver: initial implementation, skeletal mesh/material/textures, gFur, skinning updates, bones and carcass art, physics asset, carcass fur material, fixed corpse model/animbp, fixed feet sliding
  • Giant Turtle: initial implementation (flightless tank)
  • Turtle Fish: initial implementation
  • Coastal Crab: fixed anim speed mismatching movement speed
  • Jungle, Green Quad: trees, cliffs, lakes and landscape sculpting; biome map updates
  • ARK Geothermal, Purple Quad: mesh placement, foliage placement and landscape sculpting
  • T022: navmesh blocker refinement and nav generation debugging; foliage slope alignment and decal density tweaks; culling volume added
  • Added T2, T3 and T4 Weapon Racks: data, item text, collision/distance-field settings, tech tree shuffle to accommodate unlocks; T3 gated behind Small Crate; T2 crafted on Crafting Bench instead of Carpentry
  • Added new Orka skin variation: Primal
  • Updated Duel Hoverframe textures and adjusted light meshes on the back
  • Reduced XP granted from killing Gas Flyer by half; removed unnecessary skinning event
  • Creature data hygiene: removed unused AlphaCat and ArcticFlier creature rows, Garganutan renamed to include Prime + XP event fixed, Juvenile Woolly Mammoth and Cat/Cougar XP entries fixed
  • Added data table validation for unused CreatureType rows and FLOD shadow/culling mismatches; added icons for various alterations
  • Added EUW for viewing armor set stats; fixed inability to filter armor stats consecutively
View full patch notes ↗

Patch 3.0.21.155391 August 1, 2026

  • Fix for OFFENDER not spawning cave worms as intended
  • Preventing Double Calling of Prebuilt Complete following the older flow
  • Preventing Double Spawning of Loot in some prebuilts
View full patch notes ↗

Patch 3.0.21.155383 August 1, 2026

  • LIVEWIRE - Fixing issue if you kill the wolf pack before triggering the travel event the mission cannot be progressed. Upon Updating Wolves will spawn and be counted before travelling. Will fix existing prospects.
  • LIVEWIRE - Fixed issue where new wolf dens would duplicate on reload
  • NEXUS - Fixing Mutated Creatures not spawning in the lab as intended
  • RELICS - Fixing Soldiers not spawning in the central lab as intended
  • COURIER - Fixing issues with Soldiers spawning at camps
  • BREAKOUT - Fixing Structure Spawning and Decal Cleanup
  • LIBERATION - Fixing Secure Status Mission Step
  • NOMAD, SHADOWED, TEMPEST, DISPATCH, FRACTURE - Fixing issue where objectives would not display as a result of a completed building event not firing as intended
View full patch notes ↗

Patch 3.0.21.155335 July 31, 2026

  • Fixes for many missions involving prebuilt structures, where the structures would not spawn preventing mission start
  • Fixes for many missions involving prebuilt structures, where the structures would not cleanup on mission complete (this abides by the server settings)
  • Fixes for prebuilt structure name collisions with existing structures from other missions, preventing new structures from spawning when they should have
  • There may be cases where existing missions may spawn duplicate structures, this will be a once off as now prebuilt structures are tracked more closely and references persist like the didn't before
View full patch notes ↗