It’s the thing you’ve all been waiting for. Adventure Mode is the next big step for Guns of Icarus. We’re getting ready to take this game to the next level, but we need your help. Read all about it, and back us on Kickstarter!
If you’re at PAX East this weekend, come visit us! We’re part of the Indie Megabooth, booth #782 in the expo hall.
Are you new to guns and want to learn the dos and don’ts of aerial combat? Then join some of our best veteran players as turn landlubbers into full-fledged sky aces.
At 8 pm EST they’ll start hosting games to teach people. All you have to do is show up to be taken under the wing of some of our experts.
This event isn’t just for those stepping into the sky for the first time. If you already have your sky legs, but want to know when you should drink your moonshine and when you should use it in your engines feel free to stop by.
If you’re looking for more information or up the second updates check out their forum thread. For all other events keep an eye on our calender.
Servers are back up and Guns of Icarus Online has been updated to version 1.1.5! Without further ado, here are the release notes!
Features
– Added support for most character sets in chat, including Cyrillic alphabet
– Added AI name tags with class indicator
– Announce part destructions and kills from the Tar Barrel skill (as with ramming, destructions are credited to the player on the helm)
– Spectators: new UI providing detailed information on ships and crew.
– Spectators: always show crewmembers on a ship you’re orbiting
Balance
– Rebalanced rebuild game so that engines are slightly easier to repair than before.
Fixes and Optimization
– Fixed excessive lens distortion on high-zoom scoped weapons (e.g. Mercury)
– Fixed gun rotation bug that led to shots not going where expected when the gun was rotated partially in both axes
– Enabled new packet CRC functionality; this should fix router-specific disconnection errors (WRT54G and others)
– Made a number of server fixes to improve performance and reduce/eliminate slow-time:
— Eliminated the (completely pointless) physics cost for spectators
— Improved physics performance in general
— AI crewmembers raycast for line-of-sight less frequently
— Improved networking performance; in particular, the amount of load per-user-per-object has been reduced.
– Fixed a number of bugs related to asset loading
– Fixed a bug where map name would not update after a vote
– Fixed a number of Explicit AFK bugs, particularly related to respawn
– Made several changes to graphics options (will be reset to default values):
— Excessive/redundant entries in graphics options removed
— Fixed a bug with initial resolution detection
— Fixed several bugs related to resolution settings
– Fixed an issue where AI gunners would not perform the correct line-of-sight check under 300 meters
– Fixed shader issue that could cause aliasing around objects silhouetted against smoke particles
– Fixed trails so they properly fade out.
At 4 pm EST today the Cogs Scrimmage opens up and some of the best teams will go toe to toe to prove their dominance. To see who’s fighting who check here.
As always QWERTY2Jam will be calling the shots and explaining some of the crew’s choices. You can watch his stream here or directly on Twitch.
Believe your team has what it takes to be the best? Sign your team up here.
We’re back with bounty hunting season 6. We’re revamping the system. Targets will be designated every Friday at 11:59 PM EST and will end Sunday at 11:59 PM EST. This will happen for three weeks to find the season’s most dangerous bounty and top bounty hunter.
Whenever you find someone with -B- or -Bounty- before their name take a screenshot of you defeating them and send it to bounty@musegames.com. You can claim every bounty once a weekend for ten points each.
The player with the most points will crowned the top bounty hunter and gets a War Room pilot costume, gender their choice. The player who wins the most matches during their weekend will be the most dangerous bounty and gets the Tinkerer or Aurora engineer’s costume.