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Icarus Version 2.2.45.134012 Patch Notes – March 7, 2025

A new Icarus update 2.2.45.134012 released on PC. According to the official Icarus patch notes, the latest update 2.2.45.134012 addresses some bugs and crashes.

Since the last patch, players are experiencing problems with the game. Today’s Icarus patch 2.2.45.134012 will fix a few of these issues.

Check out more details below.

Icarus Patch 2.2.45.134012 Notes – March 7, 2025

New Content
  • Unlocked remaining Olympus missions for Open World
  • Add alternate recipes for Flour, Oil and Sugar
  • Renamed Seed Oil to Vegetable Oil
Fixed
  • Fixed a number of typos
  • Added fix for Steam overlay friends list ‘Join Game’ / ‘Invite to Game’ buttons not working
  • Removed most DMs, Materials and Textures in the Root BLD folder
  • Created base class for Water Troughs instead of everything inheriting from Small water trough
  • Changed Luxury Fountain PM to Concrete instead of Gravel, Increased Normals to 4k, Add scaled preview mesh to match BP scale
  • Add Water plane setup for Luxury fountain and removed second LOD (LOD0 is 85 triangles)
  • Removed BP logic changing position of waterplane in Troughs which didn’t work with all setups
  • Remove unused/unreferenced AudioOcclusion1 scene node
  • Fixed troughs automatically receiving 250ml of water upon deployment
  • Increased opacity of Stone Water trough
  • Converted all troughs to use WaterPlane setup instead of mesh swapping to decrease bloat
  • Delete unused water materials and textures from Troughs
  • Removed the last of the SMs from the root BLD folder, on to materials and texture removal
  • Slightly reducing teh chance of moa idle audio playing, and also slight adjustment to reduce volume over distance for the far layers as they felt a touch too loud in world
  • Fixed issue where stryder could sometimes get a killcam but the arrow not hit and it would float between the eyes. Increased the hitbox of eyes in physics asset. Added top most bones to a blacklist so it tries to not target it. Thanks to Funreaver from the steam forums for providing the amazing clip!
  • Replaced DC Storm Debris VFX
  • Coconut now decays into spoiled plants
  • Removed another large list of old assets from the root BLD folder
  • Existing LAC can now be repaired and scrapped, these are now legacy items, any newly crafted LAC will be converted to Sub Machineguns
  • Added potential fix for ‘BPQ_Travel_C SuperStruct’ crash that sometimes occurs
  • Reduced sizemap of BPQC_AnimalSwarm
  • Disabled PRO_Story5_EnterOutpost’s animal swarm spawner as it was never spawning a valid AI type
  • Relocked BEACHEAD, as this mission doesn’t work well in an Open World environment
Future Content
  • Add DT Validation for missing Audio entries in ItemsStatic for Focusable items
  • Adding Fireball AOE audio for flamethrower upgrade. Audio event and BP Imp
  • Updated the component class of the aspen sapling foliage type assets
  • Updated text for homestead decor items
  • Reduce amount of explosions in IM_D
  • Fix IM_C loot populating in wrong killed creature
  • Update BlackWolfRevolver core mesh Physics Asset to better encapsulate entire weapon. This fixes the weapon flickering due to occlusion culling (by the hand) when ADS
  • Reduce IM_B search area
  • Move statue and flip bed in IM_A base
  • Legendary weapon upgrades now correctly attach to their socket, instead of only having their initial location set
  • Increased cooldown length between Golem Gauntlet special attacks
  • Adding sub machine gun audio. Fire close, mech, tail, event and data table setup
  • Clear out lingering reference to redirector from Ramp2x1x1 base class
  • Adding additional idle audio to end of ape scream idle event to lengthen the sounds to better match the animation
  • Updated the comoponent class of the tundra aspin saplings, edited FLOD data table
  • New stat to cap number of projectile bounces (used by Slug Launcher)
  • New stat for multiple projectiles (used by Slug Launcher)
  • Legendary Flamethrower toned down vfx and added rotation on lava mesh based on landscape
  • Elysium – cliff placement + decal and foliage painting in volcanic area surrounding geothermal, red quad
  • Blockout cliff pass in volcanic on Purple/Orange Quad, Elysium
  • Cliff Pass, Landscape Sculpting Pass and Foliage Pass, Green and Yellow Quads, Elysium
  • Added tundra aspen saplings to the project
  • Removed more assets from the BLD root folder
  • Statify projectile payloads for Legendary Slug Launcher
  • Elysium – fixed material complexity inconsistency in Tundra grass (removed terrain blending from some materials)
  • Added unique wolf spawn ability to Black Wolf Legendary Weapon
  • Custom rotation socket added for unique spears, Ice mammoth spear melee rotated
  • fixed rotation for SM_ DCO_Knitting_Decor
  • Ice Mammoth Arena – Moved spawn closer to get rid of unfinished cave. Added a mountain range to hide prom map from the sky. Moved ice around in the map to cover holes that could trap the player
  • Added five decorative wildflower art assets to the project
  • Elysium -Removed temp biome override volume in geothermal. Cliff placement + decal and foliage painting in volcanic area surrounding geothermal, red quad
  • Tweaks to slug launcher (stat names, direct heal stat)
  • Adjusted FogTint, MoonIntensity, and SkyLight curves for Geothermal atmosphere – reduced fog and night time brightness
  • Update M_Liquid shader to be usable with Niagara as requested by ChemistryBench VFX
  • Elysium – revised slope rock meshes – packed into single texture set, custom LODs
  • Elysium – revised biome heat map, updated gametexture
  • Hide mission specific generator from Field Guide
  • Added ITM_Lantern_Antique, including materials and textures
  • updated rotation for SK_GRE_Swamp_Ape_Grenade
  • Updated DEP_Hanging_Pots_Copper
  • Updated mesh and destructibles for BLD_Wall_HalfPitch_Upper_Brick_R
  • Adding the sound of the black wolf revolver pistol spawning a wolf by adding a louder more intentional growl when spawned. Audio event and BP
  • AlienRock_02 – 04 mesh, textures, materials added
  • VASE deploy auduio and check over jam jars
  • Rocking chair deploy audio
  • Fixed an issue where EQS was spawning cave worms indoors. Changed mining platform collision to be ‘landscape’ instead of ‘building’ so the eqs works as intended
  • deploy setup for coffee grinder audio
  • Adding sewing machine foot pedal and loop audio for when crafting on the sewing machine. Audio and BP Imp
  • Fixed issue with Black Wolf corpses not being ragdolled correctly for clients joining game after Wolf was killed
  • Ice Mammoth Trap now has it’s own modifier
  • Added Vintage Jars, Honeypot and Birdfeeder icon
  • Allow slug launcher to be filled in water devices. Increase water usage and storage, and improved wording of fillable consumption stats
  • Separated wood logs from SM_DEP_Fireplace_Interior
  • Fixed workshop unlocks for biomass not showing correct icon. Added currency to Norex workshop page, shifted Norex consumables to correct spacing
  • Added Rayleigh Scattering Color to D_Atmospheres
  • Add first pass of slug launcher projectile coloring
  • Added a bunch of Homestead Item Icons
  • Update balance of Slug Launcher
  • Update Legendary Weapon cheat to only show upgrades for current weapon (dev)
  • Update poison spots and slug grenade modifiers to only play audio on initial modifier addition
  • Increased melee attack range on Rock Golem Gauntlets
  • Tweaked Rock Golem Gauntlet action cooldowns
  • Made Rock Golem Gauntlet’s slam attack happen slightly earlier during animation
  • Adding audio trigger for lava hunter mine turret. Audio, event and anim notify
  • Fix bestiary progress visual tracker multiplying if gained in a short period
  • Adding more appropriate ballistic data entry for the friendly sandworm. Adjustment to movement sounds to make them more subtle. Added pre vomit, fixed melee attack vocal being caveworm. adjustment to ballistic impact intensity. Removing profilers
  • Updated Cave Bat Nest in LC & SW Cave Templates
  • Small adjustment to sandworm idle friendly move audio
  • Updated Cave Bat Nest in DC & GL Cave Templates
  • Sandworm crossbow – added new idle anim/animbp for friendly sandworm so we can have different sounds than the larger one
  • First few adjustments getting friendly baby suzie ready for sandworm crossbow audio. ANIM BP needs duplicating and animation swapping for audio
  • Cliff Pass, Landscape Sculpting Pass and Foliage Pass, Green and Yellow Quads, Elysium
  • Update Sewing Machine to use Skeletal Mesh which animates when crafting. Updated DM to be correct mesh
  • Fixed LODs swapping to wrong materials
  • Updated Cave Bat Nest in CF Cave Templates
  • Sandworm crossbow – Fixed a bug where friendly sandworm wouldnt attack. added new animations to match the new sandworm mesh
  • Updated Cave Bat Nest in AC Cave Templates
  • Give players more info about ammo types required when the run out and try to reload (short press reload)
  • Added SK_GUN_Sub_Machine with reload and fire animations
  • Fixed bug with Legendary Weapons where only the base SK mesh was correctly occluding outline shaders
  • Hammerhead Slug Axe – Fixed client issue where the charge would always do 100% of damage regardless of charge %
  • Blockout cliff pass in volcanic on Purple Quad, Elysium
  • Foliage Pass, Green and Yellow Quads, Elysium
  • Added Lava Hunter Mine BP changes missing from earlier commit
  • Updated Lava Hunter Mine to use new SK mesh / egg assets
  • Increased texture group quality for Lava Hunter Mine materials
  • AlienRock_01 – texture and material tweaks
  • Shortening some long fmod events and adding adsr to stop vocalisation cutting out abruptly
  • Weapon/Tool display rack prototype
  • Slight reduction in the legendary ice mammoth sledgehammer reverb send
  • Adjustments to the distancing of the projectile of the ice mam sledgehammer to better match the distance. adding correct items stat audio row and item audio row
  • Updated physical material for the honey pot meshes
  • Adjusted lighting on the Rimetusk Chandelier to highlight vfx and add more light around around the ice shards
  • Added snow VFX to the Rimetusk Trophy, adjusted lighting
  • WIP AlienRock_01
  • Adding corrosive sizzle overlap audio for slug slime gun, also healing overlap sound
  • Added separate mesh for DEP_Trough_Luxury_Water
  • Added snow flakes VFX to Ice Mammoth Chandelier
  • Fix rocking chair seating positions
  • Fix Ape_C2 progress percentage showing decimal
  • Tweaking socket on the hunting rifle skeleton used by the scorpion rifle legendary weapon to be able to animate the gun based reload anim, adding gun based reload anim to work with custom 1ST and 3RD person reloads for the scorpion rifle
  • You can no longer trigger killcam against targets with armour, should fix issues where killcam was getting stuck after shooting Juvenile Rock Golems
  • Killcam now correctly takes strong-point and weak-point damage into account when determining whether or not the shot was going to be a killing blow, was previously treating all hits against strong-points as headshots
  • Shifted critical hit damage multiplier code into funtion library so it can be queried elsewhere
  • Added Deep Ore Deposits to Small Caves and Foliage Pass, Green and Yellow Quads, Elysium
  • Blockout cliff pass in volcanic on Purple/Orange Quad, Elysium
  • Swapping ape juvi bite for a different event with more impact
  • AlienRock_01 mesh, textures, material (WIP)
  • Elysium – cliff placement + decal and foliage painting in volcanic area surrounding geothermal, red quad
  • Removed debug prospect join logic from PlayerControllerSpace
  • Updated buildable mesh references in Dev level
  • Shortening some overly long audio events taking up channels. Set some boss vocalisations to presets for tidy ups and easier adjustments

Download Icarus update 2.2.45.134012 on PC.

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