Icarus update 2.2.40.132442 is now available to download on PC. According to the official Icarus patch notes, the latest update 2.2.40.132442 addresses some bugs and crashes.
Previously, a major update 2.2.40.132442 added new changes, fixes, and gameplay improvements.
Unfortunately, players are still experiencing several issues since the release. Today’s Icarus version 2.2.40.132442 will fix a few of these issues.
Check out more details below.
Icarus Patch 2.2.40.132442 Notes – Jan. 31, 2025
New Content
- Adding NZ On Air Logo in the Credits Section
- Updating the NZ On Air Logo in the Credits Section
- Adding Entry for the Hammerhead Slug boss into the Bosses Json
- Added new Boss icon for the Hammerhead Slug
- Hammerhead Slug – Added 5 spawn points in prometheus for the slug spawn
- Health bar now only appears once the boss fight has started
- Fixed replication bug where the client wouldn’t see the final slug/health bar cleaning up
- Added valid check to prevent warnings on getting blackboard as slug dies
- Hammerhead Slug – Slug will now return to anchor point if straying too far
- Hammerhead Slug – Added missing isvalid checks
- Hammerhead Slug – Changed how the slug manager was cleaning up
- WorldBossSpawner override so slug doesnt bind on big slug death
- Fixed bug where final slug would sometimes explode instead of curl into a ball
- Hammerhead Slug – Slug carcass now highlights. Removed debug testing
- Hammerhead Slug – Switched poison modifier to be -50% sprint speed instead of -5% movement speed to try reduce chance of not being able to move when having all debuffs added to you
- Hammerhead Slug – Added 30 minute timer after the final slug dies for it to cleanup
- Removed the ‘reload dead boss’ bool for the slug
- Smaller slugs will spawn the slug manager if there is none present
- Changed loot row table on slug to correct boss row
- Hammerhead Slug – Removed Development flags
- Removed space at end of hammerhead name
- Hammerhead Slug – Slug will now respawn correctly when slugs tile is reloaded
- Changed eqs such that the slug ignores itself when looking for targets that damaged it
Fixed
- Project-wide asset optimization pass and cleanup
- Obsidian Pick: Updated physics asset to capsules, added extra LOD, optimized textures, changed PM to metal
- Project-wide asset optimization pass and cleanup
- Fixed UVs on ITM_Sickle_Obsidian
- Fix 130MB guide texture down to 300KB due to non-pow2 size and no compression
Future Content
- Adding legendary weapons items static audio data
- Adding pickup legendary weapon crate audio and item audio table setup
- Great Ape club attack only has a break chance for slams
- Great Ape Fix a montage where the animation length has changed
- Fix Rock Golem Op1 Analyze not showing complete at 100%
- Fix Rock Golem Ape E water step requiring biofuel
- Adding GH Mission Radio Icon
- Balancing player damage taken from creatures to accomodate for heavy hits as well as small and medium impacts. Small adjustment to collision damage event because projectilces use this too
- Great Hunts Cinematics Sequencer and BP Assets
- Final pass on great hunt music
- Added ‘cave in’ mesh/materials, tunnel cap mesh, tweaked Cliff_11_DLC2 to remove base
- Added stats for some of the Rock Golem Gauntlet upgrades
- Rock Golem alternate secondary attacks are now enabled when using relevant upgrades
- Fixed some input logic bugs within Rock Golem Gauntlet attacks
- Stormwall material and BP setup WIP
- IMP pass blockout in the swamp on Orange Quad, Elysium
- Swapped Tundra voxels to ridge variant, Foliage Pass and Cliff Pass, Green and Yellow Quads, Elysium
- Fixing accidental change to FMOD preset instead of event volume that added ADSR to cave contect preset which caused everything to be broken that used that preset
- Fix DT Whitespace validation. Again
- Adjustments to new Great Hunt UI
- Make GreatApe more immobilise and slow stat resistant
- Great Ape make high rocks fall faster
- Applied threat distance modifier curve to Ice mammoth boss, adjusted behavior tree to trigger music at more appropriate time during intro sequence
- Adding ADSR to waterfalls to avoid harsh starts when entering ape arena. Also intensifying very heavy impact hits from creatures like club hits to make boss combat feel more weighty
- Adding location markers and blockout for DH mission 3
- Hammerhead Slug – Removed slug from ice arena and readded mammoth to the arena
- Resave Ape Lab with correct position
- Fixing music override bp on ape boss
- Adding load spear into sandworm crossbow
- Added separate action behaviours to Rock Golem Gauntlets and filtered them by upgrade type
- Fixed Rock Golem Gauntlet third person montages not being on the right slot
- Adding new Great Hunt UI
- Add Garganutan Great Hunt steps to collect the Sonic device, for if the player has dropped it into a crate for example, so players will be able to collect the device before starting the mission
- Slight increase in Great Hunt bossfight music volume
- Shortening overly long tail events within the assault rifle that was taking up too many channels unnecessarily. Also fine tuning distance curve after multiplayer playtest
- Fix many dialogue timings for Quarrite Great Hunt
- Added border and hover border and UI tweaks
- Adding sandfalls audio and BP imp. ALso adding heavier jump land to rock golem so its initial entrance is more dramatic
- More nav blockers for Great Ape
- Updated Sandfalls to respond better to light and hold CPD on begin play
- Added destructible mesh asset for swamp ape club
- Added spinning wheel art assets including skeletal mesh and animation
- Add Rimetusk Great Hunt quest crafting recipes, final quest and remove many DNT entries
- Dev lock future content releases
- Fixed looking the wrong way when entering the Ice Mammoth Arena
- Shortening overly long vocal event when taking generic low damage
- Added Lamb sk meshes, materials and textures
- Resave atmospheres datatable
- Exported higher resolution source textures for the raptor creature
- Named boss atmospheres correctly
- reduction in volume of the ricochet hits
- dummy changes to files within certain banks to try force fix errors
- Slug Launcher – Add stats and effects for Backpack, Loader and Splash Guard components
- Rock Golem rolling attack now pushes hit targets to the side instead of straight forward, reducing chances that players are hit successively
- Rimetusk Great Hunt: Add additional craft step to O2 quest, add quest objectives to all missions
- Voxel Polish Pass and Swapped FIR saplings with Aspen Saplings, Green and Yellow Quads, Elysium
- Finished first macro pass blockout in the swamp on Orange Quad, Elysium
- Fixing Atmosphere Datatable
- Fixes to Ice Mammoth arena material after recent updates
- Applied new meshes and material for stormwall
- Adjustments to rock golem armor break audio. More audible over busy mix
- Added splinter mesh for destructible ape club vfx
- Removing mentions of thumper from dialogue. ALso increasing volume slightly of away from mic part so it is still audible over ambience
- Multiple new kitbashed cliffs for Elysium volcanic
- Adjustments to some legendary weapons. Smoother bolt load sound, gauntlet volume adjustments, data table update etc
- Resubmitting audio files in banks to attempt to fix any issues part 2
- Fixing Atmosphere & Equippable Datatable
- Add tooltip to Swamp Arena exit
- Fixing Atmosphere Datatable
- Fixing Legendary Weapon GH button so it correctly only works on appropriate maps / with dlcs
- Ensure RVT are refreshed when player dies in instanced level and respawns to main level
- Adding Legendary Weapon Images for Viewing their info
- Adding Legendary weapon view screen and ability to click on weapons when great hunts have been selected
- Adjusted livingitemshopitem data to include backgrounds and weapon images
- Cliff Pass on Trunda to Desert Transition, Green and Yellow Quads, Elysium
- Elysium – New CAC maps and FTs for geothermal stalagmites, new lake added to geothermal area, red quad
- Wire destructable mesh for Great Ape Log/Club
- Set up gfur for lamb and added trophy mesh, material and BP
- Added Emission channel masking to M_Creatures and setup emission on Ape
- Sandfall Polish Pass In Golem Arena and Cliff Pass in Tundra, Green and Yellow Quads Elysium
- Added depth fade and minor adjustment on mesh for stormwall
- Adding World Boss Names to Great Hunt UI
- Fading Weapon Images on GH & Boss enteries so they are only visible when hovering
- Added missing socket to black wolf revolver, causing the left hand to be held in mid air instead of the gun
- Polish Pass on Sandfalls and Made changes to Sandfall_03 Material
- Changed materials on Hammerhead Cocoon and added a cocoon forming VFX
- Tweaks to Sandfalls_03 Mesh UV to reduce streeching on sides
- Adding Respawn Timers on the GH UI for world bosses
- Fixed issues with World Boss Information so it displays number of potential spawns, as well as the number currently active
- The GH Device now tracks and updates boss information and replicates it to clients for display on various UI’s
- Fix Garganutan Great Hunt progress tracking for wave defence missions. Clarified objectives in damage type missions
- Added ability for main mission objective text to be hidden if it is blank, but helper text (blue) is still shown, updated resupply missions to be blue/info text
- Decrease Sewing Machine RMA to 1k
- Prevent biome transition when player dies and is a spectator inside a biome override
- Added DCO_Cheese_A to F and DCO_Hanging_Meat_A to F
- Changed Ape Boss Hide to use ITM shader. Increased texture resolution
- Adding weight layer to ice mammoth and other sledge hammers
- Adjusting Great Hunt Talent Trees so they fit within the space allocated on the UI
- Added panning feature for main textures of MA_ITM. Set to disabled by default
- Add Ice Mammoth Great Hunt O1 setup, notes and dressing
- Updated Garganutan Decals to only clean up those specific decals, so if they are used in other missions they will still be cleaned
- Added Wall_Candle_Holder_Wood, with textures, materials, and DMs. Also added a candle proxy mesh with materials for multiple colours
- Added Cuckoo Clock with textures, materials, skeletal meshes, animations and DMs
- Consolidating the Alpha Wolfs Name, as it was called Alpha & Black interchangeably, it is now called the ‘Black Wolf’ everywhere
- Added Research Crate icon
- Adjusting Great Hunt Talent Trees so an overview of the hunt is displayed before clicking on missions
- Added Shield Ricochet icon
- Small volume adjustments to various dialouge lines within the DLC to make sure the off mic parts are still audible. Increasing ducking amount on the music and ambience by a touch to help dialogue lines from being drowned out in storms or during combat or music events. Increase to sandfall volume and size and play amount
- Update all Great Hunt quest names and titles to new format
- Increase NOVA Station durability
- Removed Thumper from Rock Golem E dialogue subtitles
- Added tile texture and panning for MA_ITM
- Elysium – more lakes, stalagmite and decal placement in geothermal, red quad
- Fixed bug where Great Ape wasn’t responding if players fired at it/attacked it from a great distance
- Extended RecentDamageCausers EnvQueryGenerator to allow ignoring distance when generating valid targets
- Added skeletal meshs for the homestead curtain variants. Updated roughness maps for the fabric variants and adjusted tiling on the the shaders
- Update Respawn dropship seat camera offset logic, camera shake & FP mesh visibility handling to also work for clients
- Fix client desync with mammoth trap due to bones not ticking on dedi server
- Adjusting source audio file of GH cover mic effect for better clarity but still feeling worldized. Previously felt too muffled in the mix
- Added catch all proxy mesh setup to windmill (uses dry recipe output by default)
- Updated the spinning wheel rope texture and updated UV on the static and skeletal mesh to utilise the new tiling material feature
- Resave terrains selection for translatable text
- Add destuctable mesh to Great Ape thrown logs
- Updated LOD screensizes on Biomass meshes
- Decreased Obsidian Sickle textures from 2k to 1k
- Rimetusk D Great Hunt, added helper text to craft explosives quest step
- Fixed typo in Quarrite spawner quest name
- Fixed Quarrite Great Hunt B worms stopping spawning if there are already too many spawned (will now automatically clean up spawns after a delay)
- Adding Biomass rewards to bosses & adjusting boss material conversion rate
- Garganutan Great Hunt O1 fix spawn locations not spawning
- Adding rock golem juvi flinch and death audio, events and data table setup
- Linked translatable text to Olympus terrain selection
- Updated tundra to desert transition and added palm bushes to oasis on Yellow Quad, Elysium
- Added prototype mesh for weapon rack for testing, material and textures
- Added first pass SM for DCO_Giant_Ranch_Sign with materials and textures
- Elysium – added temp FT for Kumara, foliage placement test in volcanic terrace area, red quad
- Fix Biofuel Radar not being able to be toggled
- Added missing EQS change from previous fix to Great Ape detection range
- Duplicated most necessary anims for Juvenile Rock Golem and placed in own folder
- Did a pass on Juvenile Rock Golem locomotion animations and speed
- Added armour to Juvenile Rock Golem
- Fixed Juvenile Rock Golem t-posing after death
- Fixed Juvenile Rock Golem not playing correction animations for GOAP actions
- Updating Biolab UI based on Concept
- Adding Purchasing functionality to the Biolab Weapon information screen
- Adding Images for the Biolab Legendary Weapons background
- Landscape Sculpting Pass, Cliff Pass and Foliage Pass on Tundra, Green and Yellow Quads, Elysium
- WIP proxy mesh system
- Great Hunts Interface animation and UI tweaks. Replaced Norex logos
- Added art assets for the Homestead curtain variants
- Added art assets for the homestead shutters window variant
- Added art assets for the homestead saloon style door including a texture variant for a whitewash look
Download Icarus update 2.2.40.132442 on PC.