The 2.2.51.135901 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 2.2.51.135901 update. But before that, let’s deep dive into the Icarus 2.2.51.135901 update patch notes.
Icarus 2.2.51.135901 Update Patch Notes

New Content
Detayları Gizle
- Added sign blueprints and item setup
- Resave items datatable for sign grouping
- Update new sign item variant grouping
- Add new sign talents and recipes
- Unlocked Brick Sign recipes, item and talent for release
- Added temporary brick sign icon
Fixed
Detayları Gizle
- Fixed Beehive Processing VFX to replicate on client
- Add translatable text to Operations banner on C0NT4CT device
- Adding interact audio for when opening up a dead prospectors inventory. Adding to base class
- Fix spelling of Juvenile on Desert Training talent description
- Fixed Taxidermy Knife being called Trophy Knife
- Fixing typo spelling of Juvenile in talent tree
Future Content
Detayları Gizle
- Adding the correct ammo types to the dead bodies in the GH RG Base A Location
- Dead researchers in GH_APE_A now correctly hide the items in their hands when looted
- Fixed a number of typos in mission objectives for GH chains
- Added implementation of Swamp Ape Attractor, and localised attraction mechanic
- Added ability for generic actors to act as spawn tethers via a new interface
- Fixed radar material on swamp ape attractor not turning off when unpowered
- Adding interact sound for the great hunt device so its not just silence when you enter the UI screen
- More various updates and improvements to GH UI audio
- Adding goop dialogue line into dialogue data table. Fixes to some dialogue events where things were cut off abruptly, updating shorter mission complete line where appropriate
- Initial setup of prototype Drone AI
- Adjust name of Icy Mammoth -> Enzyme-Enhanced Mammoth in the Bestiary
- First pass on Strange Troop mission rework: Moved location to nearby cliff. Add Garganutan Jnr lair spawn where they now spawn from. Add poison cloud surrounding area to encourage antipoison pill usage and stackable poison modifier. Players must destroy lair and any spawned Jnr Apes to complete the mission
- Show instanced level exits on the compass (only as there is no map)
- Updated the icy mammoth bestiary image to match the new textures
- Cliff and Landscape Pass in Swamp, Purple/Orange Quad, Elysium
- Setting PM on wood corner stairs thats used in GH Lab base so that the footsteps played are wood and not default which is usually grass – dirt sounding
- Putting ape lab door on its hinges – on the wall so players dont open it through the ground. Visually it looks like the ape broke out through the bloody broken wall
- Elysium – cliff and ledge placement, decal and foliage painting in geothermal, red quad
- Added FTs for Stick trees (vars 1-3)
- Mammoth now sprints to arena after being hit by bullet
- Shifted the ice chunks on the back of the icy mammoth in the character and carcass BPs
- Mammoth now sprints to arena after being hit by bullet
- Move any attached arrows to corpse inventory when various Great Hunt bosses die
- Added trophies for the icy viscid and icy mammoth
- Adding updated text for the graves in the GH RG mining outpost A
- Adding legendary gauntlet aint – power up loop audio, events and notifys
- Change particle system attachment for Legendary SledgeHammer Impact Ribs
- Temporarily adjusting mission talents to reroute instead of mutually exclusive to prevent missions from being blocked. Can undo once fix is in place
- Added first pass art assets for the geothermal stick tree to be use for blocking
- Small update to the opening and closing the fort gate used in GH mission to make it feel more appropriate. Small adjustments to scorpions volumes in world to make sure they werent too intense compared with their vocalisations
- Adding various UI sounds for great hunts and a few that were missing from the main menu for no reason. Added missing hover over various items and adding select difficulty audio and biolab menu and item clicked etc
- Elysium – Added V2 blockout mesh for Iris Biolab to Eden
- Modifying Talent System to now support different talent types such as mutally exclusive selection which is required for great hunts, setting up new mutally exclusive talent connectors for all the great hunt mission trees
- Added PRP_Bench_PSU
- Fix DT Validation
- Elysium – cliff and ledge placement, decal painting in geothermal, red quad
- Removing ducking from various weapons that were causing the ambience to lower in a way that was not subtle enough. Especially noticeable during the rock golem earthquakes or by rivers etc
- Added emissive textures for the exploder bat and the ice dart bat
- GOAP Tweaks for baby apes (no longer chase birdies)
- Great Ape: More balance for large numbers of players
- Great Ape: Wire Norex world stat
- Add new world stats for rewards for great hub ape missions
- Great Ape: More ongoing balance tweaks
- Potential fix for instanced levels where everyone dies, leaves and then terminates the server instance before save happens
- Fixed bug where clicking RTCS / Quit / Unstuck wouldn’t work until you unpaused the game
- Pass over all dialogue lines used in GH missions. Adjusted any dialogue that felt off, adding unique log voices, sharpened up timing etc
- Fixed issue with ESC-menu pause that prevented other players from joining while paused
- Elysium – cliff and ledge placement, decal painting in geothermal, red quad
- Adding correct death collision audio event to ape juvis so they play the death fall sound
- Disable shadow casting on invisible weather culling mesh spawned from BP_CaveInstance which was causing shadow artifacts to appear on cliff faces near cave entrances
- Initial implementation of the new Alpha Wolf art assets
- Add various new ape related world stats to mission outcomes (stats still not wired)
- Cliff and Landscape Pass in Swamp, Purple/Orange Quad, Elysium
- IM_C3 removed debug testing logic
- Geothermal material instances for various meshes
- IM_C3 mammoth can no longer be killed, is tethered to it’s spawn location, fades out after reaching arena location, freezes correctly if a player causes the tile to be unloaded
- Fixing issues with legendary sledge hammer playing spear equip sound when aiming.
- Did a pass on spear equips to make sure all of them worked subtley and woudlnt cause issues under different circumstances
- Fix Ape Norex World stat isn’t quite working as intented
- Added SK files, as well as Materials and Textures and BP, for Desert Bounder. Implimentation still in progress
- Great hunts selection is now data driven from new DT. Added in changing item displays
- Ensure GeoThermal pool VFX is distance culled
- Wire Ape Expuragtion world stat
- Wire Ape Escape world stat
- Fix instanced level compass exit does not show up for clients
- Wire Ape Blackmarket world stat
- Update BP_Crevasse to use Atmospheres enum to drive material overrides for future expandability
- Adding more GH UI main menu sounds. Adding the hover for upgrade slots, and select for upgrade slots
- Added WiP material override functionality to BP_crevasse
- Elysium – landscape sculpting, cliff and crevasse placement in Geothermal, red quad
- BP_Crevasse – assigned material overrides for geothermal and volcanic
- Added altenative fur setups for the alpha wolf to be compared for performance
- Pausing the audio when the game is paused for better indication of whats happened
- Update Ape_B mission to spawn a creature with the item, instead of having the item already on the ground
- Fixed stones in pickable oxite mesh not rendering properly. Fixed LODs
- Cliff and Landscape Pass in Swamp, Purple/Orange Quad, Elysium
- Adjusting where the GH device interract sound plays from to ensure it plays each time
- Further BP setup for Bounder and Carcass, as well as a second pass on the gFur. Passing on to Joe to do the final BP and Data Table setup
- Wire Ape Strange Troop world stat