Icarus Week 185 Update | Boss Items from Missions buffed and balanced
Icarus 2025-06-20 05:13:35
These include Sandworm, Scorpion, Black Wolf and Caveworm Armor, weapons and tools.
We’ve also got a few new Great Hunts freebies from our Art team for you to download and use.

This Week: Better Boss Items
This week, we’re making substantial improvements to a range of mission rewards, specifically the gear you earn for a few missions that have been around since the early days of Icarus.
Through the course of 185 weeks of updates and expansions, new gear has scaled in all applicable categories to leave a lot of the original gear lagging behind and being unviable for use outside of display only.
This, realistically, doesn’t make completing these mission chains very rewarding, something that we wanted to address so that all the in-game content feels enjoyable and worth your investment.
The gear updates are as follows:
Caveworm Gear

- Knife Durability 2500 → 7500
- Spear Durability 5000 → 8000
- Spear Crit Damage 10 → 15%
- Arrow Crit Damage 10 → 15%
Sandworm Gear

- T2 → T3
- Knife Damage 65 → 75
- Knife Yield 175 → 225%
- Knife Durability 5000 → 22000
- Spear Damage 60 → 75
- Spear Durability 15000 → 25000
- Spear Crit Damage 10 → 25%
- Bow Damage 50 → 75%
- Bow Durability 8500 → 15000
- Arrow Damage 60 → 85
- Arrow Break Chance 20 → 15%
- Arrow Crit Damage 10 → 20%
Blackwolf Gear

- T2 → T3
- Knife Damage 55 → 70
- Knife Yield 175 → 225%
- Knife Durability 2500 → 22000
- Arrow Damage 20 → 75
- Arrow Break Chance 90 → 15%
Sandworm and Scorpion Armor

- T2 → T3
- Minor resistance increases across the board
- No longer use fiber
- Sandworm armor uses bone instead
- Scorpion armor uses cured leather instead
- Sandworm armor added 20% poison resist to base armor and 25% health regeneration in the desert to armor set
Neither set will use fiber in the recipe anymore, replaced by bone for the Sandworm Armor and Cured Leather for the Scorpion Armor.

Extra Content: Great Hunts Concept Art Wallpapers
In the lead up to Great Hunts, we wanted to share some of the amazing work coming out from the team, in a slightly different style than we’ve done before.
We’ve grabbed three high-resolution concept art pieces from our Art Director and formatted them for desktop screensavers, so you can download them and get excited for the expansion alongside us.
If you’d like to see more of this from us in the future, let us know in the comments.
Click here to download the wallpapers

Next Week: Small Pouches
Next week, we’re adding three new variations of our small pouches, in Red, Green and Blue.
These can be crafted at Tier 2, hold six items, and will effectively reduce the amount of inventory space your resources take up.

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/
[hr][/hr]
Changelog v2.2.61.138959
New Content
[expand type=details expanded=false]- Buffed many Scorpion, Sandworm and Blackwolf crafted items while shifting to T3. Increased damage, yield and durability on knives and spears. Increased damage of arrows, while reducing break chance (notably Blackwolf arrows now do high damage and have 15% break instead of 90%)
- Buffed Caveworm gear slightly, this is still easily accessible but now mainly has a lot more durability so will be more comfortable to use
- Adjusted Scorpion and Sandworm armor set crafting costs to use advanced leather and bone respectively, and increased their resistances across the board
- Sandworm armor now grants additional poison resistance baseline, plus desert health regeneration
Fixed
[expand type=details expanded=false]- Swapped cave entrance in OLY, K5 (green quad) so it is open by default
- Updated meshes and textures for the baby deer, including the carcass, along with updating the textures to be consistent
- Volume balance pass on the large landshark to make it not as intrusively loud within missions
- More subtlety to the cave scanner audio to stop it from becoming annoying when beeping fast when a cave is found
- BROKEN ARROW: Fix out of range message being untranslatable
- Fixed issue with Blueprint Tree tooltip hovering where 'Default Recipes' list wasn't being cleared properly between different Blueprints
- Tag Water Barrel as Fillable.Water to use dynamic water weight adjustment
Future Content
[expand type=details expanded=false]- Removing idle audio drill audio that was stop starting for unknown reasons. Adjusting distance of drill spin so its not too audible at longer range. changing behavior from float to bool
- Grenades and Drill Arrows now Deal Damage to AI Spawners
- RG_D - Fixing mission Objectives shown in Mission Preview
- RG_D - Adding a prebuilt cave to the mission & Shifted mission markers and spawn locations of quest elements
- RG_D - Adjusting Bosses spawn logic so they spawn and charge the player when the player is close
- RG_D - Adjusting wording of objective so its clear you have to pickaxe you way into a cave if required
- RG_D - Adjusting name of 'Unearthed Exotic Shard' -> 'Exotic Shard' we didn't need that much of a descriptive name
- RG_D - Changing First Travel Location as it was far to large and didn't feel quite right when approaching the area
- RG_D - Adding basic lights to the Exotic Cluster so it glows slightly in the cave
- RG_D - Reworking Mission Objectives to provide more context and reason, did a pass on mission objective wording and adjusted preview objectives
- RG_D - Adding A Scan Objective to Located the Exotic Deposit
- RG_D - Adding Secure Objectives which involves fighting an epic Quarrite and closing associated Dens within an area
- RG_D - Shifted the Exotics Location to be within a cave as it felt better then being out in the open
- RG_D - Adding Bindable function to Radars to signify when the quest is finished
- RG_D - Adding new Epic Creature and map marker required for the quest
- RG_D - Adding new map markers and spawn locations as required
- RG_A - Renaming Quest Marker so it can easily be identified
- RG_B - Adding Cave Spawn Blockers to the 3 Caves so that players only enounter Quest Spawned Creatures and not Natural Spawns
- RG_B - Fixing Descriptions for 2 objectives which can overcount the required amount of caveworms that need to be killed
- Adding new Mission Deployable the can be spawned to block AI spawning in caves and the surrounding area if needed
- IM Fight - Removed 'can affect navigation' from ice projectiles and it only gets applied on the pillar as it reaches its highest point
- If obstructed the IM will now do 1 stomp, if its still obstructed it will charge and destroy everything infront of it. (to prevent building/hedgehog cheese)
- Adjustment to legendary flamethrower and slug gun idle height to enable the player to see more of the weapon when holding in hands. For review
- Enzyme propagation hub - Added destructible mesh for T4_Communication_Device, applied to BP_Enzyme_Disperser_Hub
- Fix currency exchange widget not coloring red exotics correctly
- Updated Legendary Licence exotic exchange to a purchase licence button
- IM Fight - Changed 'move to' node to a node that doesnt use navmesh and just walks in a straight line to its intended position to get around nav bugs on spawn. Also removed 'can affect navigation' on a few more missing icicles in the IM cave to prevent boss getting stuck
- Statify Drill Arrow armor weakness (attacker and defender)
- IM Fight - Added further debugging to discover why sometimes the mammoth wont go to its intro location
- Adjust attachments to show afflictions/modifiers when they're applied. Show max stacks of each debuff, if higher than 1
- IM Fight - Changed tusks from 'crit_none' to 'none' and removed the last change with floating point numbers changing the colour of 'crit none'
- Add some more GC/lifecycle bullet proofing around async voxel tasks
- Adding more subtleties to the drill arrows. Aiming is now slightly reduced spin volume, impact is slightly lower in volume when up close to impact
- Drill arrows now damage Quarrite burrows
- '- Fixed ensure-spam with UMG_Talent_GreatHunt that could cause editor to lock up when local player hadn't properly initialised after hosting a game
- Slight balance to bolt close audio for sniper. To be adjusted as the mesh changes and is updated
- Adding v2 of sniper rifle direct close sound with more focus on center image, slightly less distance between thump and crack and slight increase in tail volume
- Added remaining APEX destructible meshes for curved and diagonal Glass BLDs
- Added Spider/Web FXs (buildup, release, projectile, hit, decending strand and snare)
- Various improvements to cave worm world spawner actor
- Dones now correctly grant experience on death
- Drones no longer instantly attack target until hurt, or close enough to target
- Drones can now be hidden from without being attacked if player runs during it's 'investigating' state
- Drones will now attack target during movement if LoS exists
- Drones should no longer swap back and forward between 'idle' and 'investigating' states during combat
- Fixing landshark not playing death vocals in cave mission due to cave context param. Adjustements and fine tunes to NPC volumes and distances
- Added various APEX destructible meshes for curved and diagonal Glass BLDs
- Removed 'Night' related stats, now all the time. Removed Wolf Summoning stats, chambers now reflect magazine size with subtle differences in wear and chance to slow. Decreased Elemental multiplier from 75% to 25%. Reduced Barrel_A Crit multi from 25% to 15%. Reduced Barrel_B Bleed/Wound chance from 100 to 33%. Reduced Barrel_C Immobilize chance from 25% to 15%
- Removing dialogue from within mission BPQ which was repeating a RG line twice unnecessarily now that two events have become one
- Fixed arrow drill FX artifacts
- Corrected Water/Biofuel quest steps in RG_D2 to point to correct BPs
- Corrected spelling of Access on Interaction text
- Update licence purchase button to show the ren cost
- Small tweaks to thumper audio balance
- Move NPC DPS test logic to ActorComponent. Bind to correct DamagePacket event from ActorState. Tidy up GOAP Char event graph
- Clean up unused duplicated content for Flamethrower Fireball. Add SpawnPerUnit for smoke trail for projectile as it moves quickly and the puffs became disconnected
- Adding mini thumper anim BP so I can add mini thumper audio. Swapping thumper anim bp in mini thumper BP. Updating legendary sledge equip audio. Landshark audio volume adjustment and fine tunes
- Added big dusty FX for BP_Ape_Spawners
- Disabled block-all collision on legenday flamethrower alt fire projectile
- Added various APEX destructible meshes for curved and diagonal Glass BLDs
- Adding unique equip audio for legendary sledge hammer. Event and animation duplicates and data table setup. Setting up mini thumper event
- Drone should now face it's target when moving around
- Drone can no longer be stealth-attacked
- Drone will now prevent player from being 'stealthed' when crouched if they're currently targeted
- Reverted drone light colours back to what they were previously
- Added a particle light flare at the source of drone's spotlights
- Drone will try to keep at least a certain distance away from current target
- Drone will now attempt to reposition itself if target moves behind cover
- Drone will no longer continually shoot through walls and other obstructions
- Fixed positioning of drone's muzzle fire particle
- Update enzyme hub highlight and tooltip location
- Adding new events for cave wounded NPC so each has a unique voice and does not have any chance of saying the same things. Updating spacializers to feel better within a quiet cave. Pitch variations etc
- Tweaked the weight painting further around the jowel sac on the Ape Boss to reduce texture stretching, this time focussing on the area directly under the mouth
- Slight reduction in ricochet volume to account for arrows impacts
- Stopping audio event of drill flying sound when ballistic has reached 0 speed to prevent the audio continuously playing when the arrow ricochets
- RG_E - Updating Faction Missions Objective Preview
- RG_E - Adding New Objectives so the player has to explore 2 new caves, one requires players to save 2 dying miners and face a landshark the other requires players to close 2 quarrite burrows and eliminate an elite enemy
- RG_E - Adding new map markers and items are required for the mission
- RG_D2 - Missing Files from last commit
- RG_D2 - Adding Mini Thumper Blueprint, Recipe and Item as a Reward
- RG_D2 - Adding new Mission Steps to deploy and activate a mini thumper to take out the creature that destroyed the outpost in the first place
- RG_D2 - Adding new Epic Creature so the Landshark has additional stats and an increased difficulty
- RG_D2 - Added some extra materials to the base to help players build
- RG_D2 - Replaced Concrete Furnace with new one so it works with the quest
- RG_D2 - Adjusted Quest wording to mention low T4 Base
- RG_D2 - Fixing Issue where the Biofuel and Water Storage Units where not being counted as part of the rebuilding storage sub-quest
- RG_D2 - Fixing Issue where Crop Plots incorrectly required shelter
- RG_D2 - Fixing Issue where Biofuel Composter incorrectly required shelter
- RG_D2 - Fixing issue where 3 water containers where needed instead of 1
- RG_D2 - Adjusting Destroyed Prebuilt base as the contents where auto completing some elements when it shouldn't have been
- RG_D - Upping the number of required crop plots and beds so it wasn't just 1 - we are establishing a mining base
- Fixing Sandworm Building Pieces from being unlocked in the incorrect order on the tech tree
- Add DPS testing logic (gated, disabled) into Base NPC class
- Fixing the constant drill spinning audio by removing it from the animation and adding it into the drill arrow BP
- Grounding pass on Magma Surge: Renaming parts, shifting lava pool and damage bonus, improved tooltips
- Tweaked the weight painting around the jowel sac on the Ape Boss to reduce texture stretching
- New static and destructible mesh for Enzyme propagation hub, updated BP and preview mesh in D_DeployableSetup
- Adjusting dialogue that mentions final hunt but you are only halfway through the mission chain. small adjustments and balances to in mission sandworm so the volume isnt too loud in the world
- Cleaned up weight painting for Ape Juvenile
- Infant ape ducking adjustments to make sure the breath turns down enough when its whimpering
- Adjust exotic delivery interface to not block hotbar (as this is usable UI in this window)
- Removed fillable from Clawfire, as it is not be used
- Biolab UI - Selecting an item->scrolling away->selecting another item->scrolling back now properly unhighlights the original item
- Rework stats on Clawfire: Multishot replaced by marked target, electricity tier replaced by elemental infusions
- Increased Bloodmoon Pistol reload time from 2.2s to 3.75. Added unique camshake with more punch. Improved readability of FirearmData DT validation. Fixed HuntingRifle skeleton preview mesh not being the hunting rifle. Add merged SM version of base Revolver for visualization purposes
- Removing dialogue C2 from BPQ quest and combining c1 and c2 into one event that already plays from within the quests data table. updating dialogue text
- Fix pilot lights on both Flamethrowers. Allowed for inheritance and socketing on different skeletons. Updated VFX slightly
- IM Boss - Moved boss spawn point closer to the enterance of the waterfall. Removed his roar inside the cave incase that was messing with his pathing. Added a failsafe that if the 'walk in a direction' fails he will look in the direction and charge to get himself out of the waterfall
- Adding softer GH generic UI interface click to help smoothen some transitions. Reducing max instances of rivers by 1 and subtle volume pass to sniper reload to make some layers a touch more subtle
- Add Mesh Socket for Scorpion Rifle 3rd Person Grip
- Updating the drone audio to play the spot audio from the BP rather than the ai audio setup so that I can apply cooldowns to them in a way that doesnt break the vocal system
- Reverting recent talent changes to wood->sticks/leather->rope talents that made it so you didnt have to unlock them via blueprint tree
- Fixing armor stand audio being set to 2d and being heard from any distance
- Sniper audio handling adjustments and fine tunes. Sniper fire balance
- Applying directional filtering and volume adjustments for the two downed npcs in the mission E cave. This helps avoid the player hearing too much groaning when in between the two NPCs
- Elysium - more testing of volcanic/swamp biome combination on ArtTest map
- Fixed bug where two talents to turn leather->rope and wood->sticks wouldnt do anything
- Adding potential bow sounds to the FMOD session for legendary bow. A few volume balance adjustments to prep for bow progress
- Fix an issue refreshing RVT's for a edge case where clients are stopped from entering an instanced level
- Adding unique sniper rifle bullet load audio. Slowing down all reloading animation audio to attempt to match the slowed down time. Balanced as close as I could
- Generic reduced crafting cost - Added 'BaseCraftingCost_+%' that will check the player and deployable to reduce overall costs of a recipe based on stats. Added 5-10% reduced crafting costs on WaterConnection / 2x modifier as per ticket
- Make the 'bad pak file' message more meaingful
- Fix an issue with in flight sound sometimes sticking for drill arrows
- Elysium - exploring volcanic/swamp biome combination on ArtTest map
- Updated firearm data table to reduce the speed of the legendary sniper reload animation by half and added the HasSingleScope stat
- Quick fix for RG Mission E to stop the pod from flying back to space after deploying biofuel and water leaving that part of the mission in an incomplete state
- Add fallback case capturing ActionableBehavior_Base which Flamethrower inherits directly from (not a Firearm) for Char 3rd person AnimBP so that offhand IK can be setup. Fixed equip montage for Flamethrower not having MetaData setup. Fixed missing IK curve track on Flamethrower Idle anims. Fixed Pilot light socket rotation
- Add Great Hunts device to Contact Device Field Guide set page
- Ape Fight - Reduced difficulty hp scaling by about 20%
- Adding Arctic Version of the Rock Golem Juvenile which spawns from Arctic Rock Golem Dens
- RG_B - Adjusting Objectives to Mention Grid Coords and added Tag to Grid Locations
- RG_E - Adjusting Objectives to Mention Grid Coords and added Tag to Grid Locations
- RG_E - Removing Code which Sends Retrieval pod up to orbit when completing an unrelated objective
- Converting Check to Ensure as it didn't warrent crashing the game in development when we can catch the bug when generating harvested rewards
- Resaving ItemStatic DT
- Items that can be filled with water or biofuel now take the number of stored units into their weight calculation, with this both the large portable tanks (water & biofuel) have had their weight reduced down to 5kg, when full with water they will be 155kg. Items effected are jerry cans, portable tanks, canteens, bladders etc
- Fixing Small Pouches so they now have weight when things are placed inside
- Juvenile apes that are buffed with gas cloud now have a particle effect attached to them to make it more obvious they're buffed
- Fixed bug where ape gas cloud buff was incorrectly being applied to Garganutan ape (instead of just juveniles like was intended)
- Tweaked lifetime of ape gas cloud particle system that should gracefully deactivate it before actor is destroyed
- Adding more unique purchased sound when buying a legendary weapon from biolab
- Nerf extra damage and wound chance for enraged GreatApe
- Updated legendary sniper rifle models and textures with the new design. Polish pass still needed
- Further nerf GreatApe health for single players only
- Add some more GC/pending kill checks around forced anim pose updates when projectiles are fired at GOAP
- Fix description on Verbose Damage Logging cheat to specify its player-only damage
- Fixed a number of typos
- GreatApe: Remove regen on little jumps. Reduce damage radius on big jumps. Fix an issue with logs not damaging
- Reducing excess dialogue lines from open world intro event 1 to ensure they dont interfere with opening the GH intro briefing. Just removed unnecessary lines and updated dialogue table [*] Ape fight - Reverted the change in scaled health and reduced base health by 20%
Source: https://steamstore-a.akamaihd.net/news/externalpost/steam_community_announcements/1802893906751406