19.9 C
New York
Friday, January 17, 2025

Icarus Version 2.2.38.131742 Patch Notes – January 17, 2025

A new Icarus update 2.2.38.131742 released on PC. According to the official Icarus patch notes, the latest update 2.2.38.131742 addresses some bugs and crashes.

Since the last patch, players are experiencing problems with the game. Today’s Icarus patch 2.2.38.131742 will fix a few of these issues.

Check out more details below.

Icarus Patch 2.2.38.131742 Notes – Jan. 17, 2025

  • Hot and cold post-processing effect blending is no longer done via multicast, it is now entirely client-side
  • Damage number spawning is no longer a reliable multicast
  • Hot and cold post-processing effects are now gradually eased in and out when applied, should fix bug where effects would pop in and out if player moved quickly between cold/normal/hot areas
  • Tooling to detect buried voxel brushable actors so they can be adjusted. Added actor transform manipulation tools
  • Add overlapping/duplicate actor detection to Prefab tool
  • Update Crocodile crit setup to be more accurate and provide more predictable hit-reactions
  • Significantly increase weight of rifles and shotguns. Rescaled pistol weight (T3 reduced, T4 increased).
  • Reduced weight of pistol rounds, increased weight of shotgun shells.
  • This will better differentiate firearms and have weights be more reflective of the weapon size
  • Fixed a typo in the kiwi mission
  • Fix crops taking damage when sheltered but not inside a glasshouse
  • Shrink thickness of Floor weather culling mesh to prevent weather leakage when jumping into the piece from below
  • Adding updated destructibles for Turrets
  • Fixed mission explosive (used in Zephyr and new missions) using an unessecary skeletal mesh instead of static mesh
  • Updated Turret destructibles
  • Tweaked Light Assault Carbine gunplay to be a little more tame (animation, screenshake), improved muzzle VFX
  • Modifying the Contact Radio logic so that it always finds the most upgraded closest mission device, this will mean it always finds the most upgraded mission device rather than just the closest
  • Adding IM_A prebuilt structure
  • Moved Seed to the Resources section of the Field Guide so it shows the recipes it is used in
  • Fixed Turret Stand DM material. Add logic for spawning additional turret DM pieces upon destruction
  • Rename actors in Olympus from StaticMeshActorXXX to actual mesh name for readability/organization
  • Remove HLOD texture/material setups for underwater rocks causing additional texture loads, no MIP biasing and poor visuals for no performance gain. Upped DFAO bias to remove artifacts
  • Fixed Medic Cabinet collision to ensure shelter is correct when the cabinet is inside
  • OLY: further level actor cleanup
  • STYX: Remove empty mesh actors, clean up Outliner folder structure
  • Increased Rope albedo resolution to 1k and fix missing phys mat define
  • Removing final(tm) traces of unncessary materials from levels
  • removed ‘GT’ from Geothermal atmosphere as it is missing from MPC_BiomeTransition and causing errors
  • Clear usage of unwated materials in levels, prepping for deletion
  • Set BloomKernel texture to 512px, saving about 30MB of VRAM, matching later engine update optimization
  • Remove Outpost002 as the map entry for Space row in D_Terrains, causing fishing data to be incorrect on Arcwood. Add DT Validation to catch this
  • Fixup redirectors across project
  • Fake change to Prom to trigger worldgen
  • Remove unnecessary material overrides in Cave Prefabs
  • PROM: Cleanup Outliner structure, delete empty SM actors
  • Add utility for viewing all processors & generator/transmutable times
  • Fixed Arctic Vesper trophy crafting not granting bestiary points
  • Add Max Stack size text to Field Guide
  • Fixed Beeswax Advanced Set being called Base set in the tech tree
  • Clean up Fillable data (removed unused & combined duplicates), removed related & obsolete Item data
  • Fix Deployable Highlightable and View Distance initialization being server-only. Now Deployables with custom highlightable setups (single mesh highlighting for multi-mesh setups) will work on Clients and so will the recent view distance optimizations
  • Fix Wood Cupboard being uncraftable on Maching Bench and Fabricator
  • Updated DTs and Validation: Ignore validation on certain bespoke items. Disable Meshable root bone rotation checks because they’re being ignored and slow validation. Remove duplicate Decayable rows, genercise names and update previously used defines. Update DeployableSetups as per navigation validation requests
  • GFur settings pass & optimization across entire project. Updated tooling to find incorrect settings
  • Update Gfur settings on Cold Steel items for improved physical response to movement (looks less like underwater). Removed GFur from Axe/Pickaxe/Sickle as its not visible in FP making it a wasted performance cost
  • Disable Light Functions on Medium shadow quality (not just Low) for a potential performance boost without needing to disable shadows entirely
  • Updated SMPL3 quest rewards, adding Brambles and Coconuts, and their seeds
  • Removed Thermos drinks from SMPL3 quest rewards as they were for the old drink system
  • Increased Enzymes reward count for SMPL3 quests to 2-5
  • Grants a small amount of XP when harvesting bones
  • Cleaned up usage of Fillable data by genericising row names, deleting duplicates and reassigning.
  • Add DTValidation to pick up on duplicate Fillable rows.
  • Balance tweaks include increasing Large Water Trough from 15L to 30L, increasing Filtered Water Trough from 30L to 60L, decreasing Water Barrel from 300L to 150L, increasing Watering Can from 5L to 10L and Watering Cart from 300L to 250L
  • Fixed Biofuel Radar not playing deploy animation by gating tick logic off the deploy animation being completed
  • Fixed Biofuel Radar screen visuals by adding a black screen behind UI widget
  • Prevent Radars from being interactable before deploy animation has finished
  • Tidied Base class blueprint for readability
  • Add Socket to Biofuel Radar mesh so that the widget is properly connected to a bone
  • Fixed Highlightable on Meta Radar with separate Head mesh
  • Fixed RMA on Biofuel Radar being wrong preset resulting in it looking wet
  • Fixed Radar materials not having Physical Materials set
  • Rename MA_DEP_Radar (which is a unique shader that is not required) so it can be deleted and MA_ITM used instead
  • Fix low resolution textures on Biofuel and Electric radar meshes
  • Fixed NOMAD progress breaking if players disconnect while the starting dialogue is playing. Ensured Tomato grow properly skips to next step

Download Icarus update 2.2.38.131742 on PC.

Related articles

Only Up: LIZARDS MUST FALL Update 1.0.4.2 Patch Notes – Jan. 17, 2025

Only Up: LIZARDS MUST FALL update 1.0.4.2 is now...

Car Mechanic Simulator 2021 Update 1.0.37 Patch Notes – Jan. 17, 2025

A new Car Mechanic Simulator 2021 update 1.0.37 released...

Backpack Battles Version 0.9.31 Patch Notes – January 17, 2025

A new Backpack Battles update 0.9.31 released on PC....

Feed The Cups Update Patch Notes – January 17, 2025

A new Feed The Cups update patch notes are...

Counter-Strike 2 Update Patch Notes – Jan. 17, 2025

Counter-Strike 2 update is now available to download on...