The 2.0.2.115842 update has just dropped for Icarus; fans can get an idea about the latest version. The game’s latest version is a major one and focuses on a ton of stuff. If you’re looking for a solid gameplay experience for Icarus, we highly recommend installing the 2.0.2.115842 update. But before that, let’s deep dive into the Icarus 2.0.2.115842 update patch notes.
Icarus 2.0.2.115842 Update Patch Notes
New Content
- Adjusting Default Terranus Names
- fixing weighting of the Horse saddle to better follow spine bones
- Matching horse gravel footsteps with moa and buffalo. Added more texture to vary surfaces
- Adding Horse and Juvenile Spawning On Oly, Styx and Pro
- Adding audio for mounting saddled creatures
- Added text for the Terranus to bestiary, itemable
- Fixing normal horse being resized in two different places which caused it to be a different size to the horse mount
- Set up for remaining mount footstep VFX
- Fixing Horse audio not replicating to clients by adding the horse to the behavior dropdown in the NPC BP
- Adding Terranus name to Experience Events and Stats, removing feature level lock from bestiary data
- Adding in variant mesh for the Horse Juvenile creature to further provide visual difference between the two
- Duplicating Horse Idle anims and montages so unique vocalisations can be added for Horse and Juvi
- Updates to Horse, Horse Mount, and Horse Juvenile locomotion BSs to mitigate foot sliding.
- Fixed Horse GOAP not being able to move.
- Switched Horse BPs over to new bespoke idle montage.
- Horse GOAP can now attack forward and backwards.
- Fixed Horse juvenile / mount never completing their eating action.
- Horse no longer immediately halts when completing it’s move order (unless attacking).
- Reduced Horse Mount’s turn rate.
- Horse Juvenile now uses updated mesh
- Unlocking Bone Armor for all players to have as the twitch drop’s campaign fell through
- Fixed build validation by removing old anim ref.
- Reduced attack range of horse mount, shifted attack source location forwards.
- Fixed incorrectly positioned head blocking collider on horse mount
- Fixed Mount Horse inventory preview character not copying owner’s skin.
- Slowed down juvenile horse.
- Horse mounts can now attack
- Tidy up of BP for audio when mounting saddles
- Renamed Terrenus
- Added Bestiary trait to Terrenus
- Adjusted collider size on horse mount to allow moving through doorframes.
- Horse/Horse Mount mesh is now scaled to preferred size instead of default root scale
- Increased Horse Mount’s damage, gave it its own damage curve asset
- Increased Terrenus Max Stamina (300 -> 350)
- Increased Terrenus Weight Capacity (100 -> 200)
- Adding horse attack sounds, aggro event, stomp and anim notifys and data table entrys
- Lots of small improvements and adjustments to the horse mount audio.
- Adjusted attack volume and stomp volume.
- Vocal spacial to be more directional and added jump whoosh to animation, less nieghs in jump idle animation so it doesn’t become annoying
- Lots of small improvements and adjustments to the horse mount audio. Adjusted attack volume and stomp volume.
- Merging in changes from NvidiaDLSS branch, adding support for DLSS3 / Frame Generation
- Renaming ‘Terranus’ -> ‘Terrenus’
- Added terranus bestiary image
- DLSS-G should no longer activate until settings UI has been closed when enabling on prospect
- Reduced aggression range of Horse. Attacking while mounted on horse should now play correct attack montage (forward attack instead of rear). Increased Horse health, mass, and melee damage. Increased follow speed of juvenile horses. Adjusted location of Horse’s head blocker collider
- Fixed misname in Terrenus Bestiary and Carcass items
- Fixed bug where horse would flicker between swimming and not swimming when submerged in water, causing glitchy looking swimming animations. Disabled overlaps on BP_Mount_Base’s head collider. Fixed bug where FloatableComponent wasn’t correctly keeping track of multiple overlaps with the same WaterBody
- Removed some DLSS-related dlls from gitdependencies xml as version in p4 depot is newer
- Disabled r.ShaderDevelopmentMode by default
- Shaved Juvenile Horses legs
- Disabled debug traces on seatbase
- Added a small offset to seat exit collision checking to hopefully fix issue where players on dedicated servers can’t dismount when standing on building floors
- Adjusting vocalisation attack notify timing for horse on main attack
- Hooked up new horse/zebra idle and turn-in-place montages
Fixed
- Added a small offset to seat exit collision checking to hopefully fix issue where players on dedicated servers can’t dismount when standing on building floors
- Fixed a bug where when missions cleanup it calls abandon on every quest and subquest. Now only calls if you press the abandon button
- DLSS Frame Generation no longer shows ‘ON’ in settings menu if it was turned on previously and is no longer supported
- Adding GL biome option to Niagara Dynamic Input Script, pass over Niagara systems effected by this change
- Fixing assets, related to change 115406
- Fixed fallback selection for localized animal swarms in volcanic areas selecting Hyena ocassionally
- Fixed typo in Miasma modifier
- Adding unique audio for picking up arrows. Adding event, audio and data table entrys
- Fixed a bug where if you had more than 6 ingredients in a recipe, the UI would overflow onto the ‘craft’ button
- Adding new metal spear impact event and removing unused velocity behavior from arrows and spears and fine tuning events to be appropriate without unused volume automation curves.
- Added correct spear impacts to ballistic impact events etc
- Initial refactor for mount movement VFX propagation, Effects now play off appropriate socket location. Requires setup in mount BP and footstep notify. Initial Setup for Buffalo, Moa, Swamp_Bird and Swamp_Bird
- Processors now attempt to stack items on inventory overflow (prevents composters from causing performance issues)
- Mounts no longer attempt to drink from lava lakes. Mounts no longer navigate to middle of water bodies when drinking
- Module Stacking is now set to Ceil instead of round, favouring the player, this means that a dimishing return value of 1.2 rounds up to 2
- Buffed Movement Speed Module (5% -> 10%) making it achieve the same if not higher values when stacked with diminishing returns
- Buffed Fall Damage Module (25% -> 40%) taking into account dimishing returns on stacking
- Buffed Consumption Module (10% -> 15%)
- Buffed Inventory Slot Increase Modules (2 -> 3), (5 ->6). These do not have diminishing returns when stacking
- Buffed Carry Weight Module (5% -> 15%) taking into account dimishing returns on stacking
- Debuffed Fishing Module (25% -> 10%) as the Fish Caught Quality was too high, chance to catch unique was unchanged at 200%
- Debuffed Taming Module (Stamina 100% -> 50%) speed was unchanged
- Agent bodies and communicator in Prometh mission 4 now clean up once mission is completed
- Updating Equippable Data so the Diminishing Returns on Modules etc is off by default
- MAGMATIC: Updated rewards to grant red exotics instead of purple exotics
- SHADOWED: Rebalanced spawn rates of creatures, notably first and third zones have reduced creature count
- DISPATCH: Reduced difficulty of creatures in the defense phase
- Hid log spam about invalid voxels being skipped during level streaming
- Removed unecessary voxel warning message during build cooking
- Removed error message from dedicated server lobby start up caused by trying to resolve active prospect while in lobby
- Fixed a case where players would not get mission rewards if they weren’t present for the start of a mission after they had previously completed one on the same prospect (i.e. open world)
- Improved the mission complete popup to include the name of the mission that the reward is for, whether the mission is the current one or a previous one, and are now showing the actual awarded resource values as they were previously calculated separately
- Reducing the Wind Turbine Collision Range to be 2 tiles instead of 4
- When highlighting the wind turbine all collision areas will show from all turbines
- The Icebox, Refrigirator and Deep Freeze can now store Ice
- The Arctic Head Armor not longer requires Arctic Pelts but instead requires one Polar Bear Head
- Fixed Navmesh not being active in game.
- Removed invalid loading screen video
- At capped Fall damage resistance, prevented prospectors from getting sprains or broken legs from falling
- Fixing Blueprint / Workshop Talent trees from unintentially displaying 1% for all their item stats
- Reducing the Wind Turbine Collision Range to be be slightly smaller again
- Fixed issue that was preventing voxels from finding their save data quickly. Has now been changed to cache by the voxels location as the names were still unstable
- Removed recorder fast paths for GUID and actor name path due to stability issues
- Updated Obsidian Pickaxe to enable gathering of all ores
- Updated Obsidian tools to use Obsidian rather than Shaped Obsidian
- Obsidian tools now correctly use shaped obsidian again
- Heavy Obsidian armor now uses raw obsidian to repair as intended
- Refridgerator can now store Ice as intended
- Potential fix for voxel material streaming crash
- Fix an issue with partially mined breakable rocks on save/load
Future Content
- Adding Niagara system for testing creature footstep VFX
- Added cliff meshes & blended in cave entrances in Ice Sheet Yellow Quad on Prometheus
- Landscape Sculpting Pass and Cliff Pass, Ashlands, Red Quad, Prometheus
- Added equix trophy art assets and blueprint to the project
- Added blueback trophy art assets and blueprint to the project
- Added cliff meshes & blended in cave entrances in Ice Sheet Yellow Quad on Prometheus
- Landscape Sculpting Pass and Cliff Pass and Fixed a Seam in Macro Impassable, Purple Quad and Red Quad, Prometheus