Beta 0.15 Release Notes

quinceanera!!

And here we go!

Release Notes b15

NEW

  • Rejoin functionality.  If you are dropped from a game, you have the ability to return to it from the main menu within a window of a few minutes.


CHANGES

  • Rebuild times are no longer strictly proportional to part health: longer for guns and engines, shorter for balloons
  • The captain of the ship can always take the helm back from another crewmember
  • Junker and Squid health/armor rebalance.  Total health and armor are relatively unchanged but their ratios have.  Squid has less armor and more health to emphasize a support/hit-and-run play style.  The Squid takes the same number of direct Medium Flak shots (5) before dying as before but you’re taking most of it to hull therefore you can’t repair it (you need to be careful).  Junker has more armor and less health giving it the ability to tank… but not to the extent of a Galleon.
  • Galleon manoeuvrability decreased a smidge to compensate for increase Flak effectiveness.
  • Medium Flak has a slightly decreased muzzle speed and increased gravity.
  • Minor Mortar tweaks to decrease its DPS (reload time and rate of fire).


  • Custom Games no longer exist in their original incarnation.
    • All games are listed in the Match List, which is a new button replacing the “Custom Game” button
  • Running games are now listed in the Match List, allowing for more granular selection of mid-match game


FIXES

  • Fixed a problem with projectile networking that would cause shells to remain invisible for up to half a second after they were fired
  • Fixed a number of effects leaks that would cause performance to degrade over the course of a match
  • Fixed a timing bug that would occasionally cause the server to never send some changes to some clients.

Thunderdunes Highlights Video

Let us present the promised highlights from the Thunderdunes Tournament! Twitch.TV lost some of the footage so matches one through ten unfortunately couldn’t be included despite some wonderful play from those captains.

The Muse team has been hard at work creating new content and attempting to balance the old, so I had the opportunity to put this together for them.

I want to reiterate how thankful we are to everyone who was a part of it whether through participating, watching the stream, or even hosting their own. A second special thanks to Thomas, Dynemanti, ATeddyBear and Sgt. Spoon who made the tournament possible through their work.

I hope everyone had as much fun being a part of it as I did trying to put out fires on the Qwerty.

— CA Keyvias

(The song is “I dunno” by Grapes and is free for commercial use.)

Eurogamer Wrap-Up

Shut up, I'm obsessed with the Queen.

We finally finished up Eurogamer.  I wanted to post some updates on the road but the lack of internet really hit us hard.  Even though there were an abundance of wi-fi hotspots around the city, you have to pay for them all or be a British Telecom user to log in.  Either way, we had our hands busy anyway.

More after the jump…

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Post-midweek update: Balance!

The weirdest image I found while Google searching 'balance'

So I haven’t been at a work computer for a week now.  We may move fast with all our updates and patches but we don’t move THAT fast.  Now I’m back in NYC (omg coffee, bagels, food with spices, and IPA beer) and I’m catching up.

Here are some initial changes that y’all should be aware of:

  • We’re moving away from standardized 1v1.  There, I said it.  The Duel at Dawn will be a 2v2 called Hunt at Dawn.  By having a supported 1v1 map means that we are balancing ships to fight 1v1 in a balanced situation.  This is far from the truth.  Think of ships being similar to classes in TF2.  How many guys does it take to kill a Heavy Weapons Guy?  A few at least.  Or… a Scout who knows what he/she is doing.  We’re moving towards the same kind of thinking.  This is in line with our initial goals for supporting teamwork.  Now you have it on your local ship as well as on a global team.
  • Junker and Squid armor/health values have been tweaked.  Squid has high health and low armor, this focuses play styles more towards hit-and-run type strategies.  Junker has low health and high armor, this means the Junker can tank a bit of damage and if your engineers are on top of everything you should be fine… if not, then you’ve got problems.
  • Rebuild rebalance: kind of complicated but in general the time it takes to repair balloons has been drastically decreased (30s to 19s for Rubber Mallet) while an additional 1-1.5s for other components across the board.

That’s all for now, I’ll be testing for the remainder of the week and early next.  Keep you posted.

Eric

Midweek update: New ship! New gun!

Build 0.14 may have just touched down, but build 0.15 is already on the way! Here’s a peek at what we’re currently working on for version 0.15 and beyond…

Introducing the Tower.

Beta 0.15 will continue matchmaking fixes, but will also bring some exciting new toys to the table and some improvements to the interface. Let’s start with the part that caught your attention first: the toys. Details about the new ship and more after the jump!

Continue reading “Midweek update: New ship! New gun!”

Beta v. 0.14 release notes

Version 0.14 is live today! Some bug fixes, matchmaking flow improvements, and one big change this round:

– The “Pilot” class is back! The Captain is now the ship owner (the player in the first crew slot) and can be any class (Pilot, Gunner, or Engineer).
– Quick access to class and ship loadout and avatar customization via buttons in the header
– Mid-match join is in
– Removed the crew formation step before quick matches
– Fixed ready state display in lobby
– Fixed reload spring exploit
– Fixed bug that caused players to be kicked off guns or the helm when another ship dies

Guns of Icarus Online at London Eurogamer Expo!

Juggling boxes of GoIO swag, and with promises to bring back plenty of tea and jam, Eric, Howard, and Joe are off to London today for the Eurogamer Expo! We’ll be on the show floor from Thursday to Sunday at the Guns of Icarus Online table, with four game screens for visitors to try their hand at a few rounds of airship combat.

They’ll need something to shoot at, so it would be a big help if as many players as possible can join us during the daytime (London time) while we’re exhibiting and give us a good show. Look for game events on the Steam group during peak times, and come play!

And of course, if you’re attending the Expo, be sure to swing by our booth and say hello!

(Show floor map after the jump…we’re in the “Rezzed” section in the upper left!)

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Beta extended to October 29th; New launch trailer

This has made the rounds seemingly everywhere except our own blog, so first, let’s have a look at our epic new launch trailer!

As you may have noticed if you’ve visited our Steam store page lately, the official launch date has moved back a month to October 29th. We’ve decided to take the extra time to fix bugs and polish the game so we can make sure everything is in a good state and ready for release. What this means is an extra month of beta, and everyone with beta access will be able to keep playing through to the new launch date.

This seems like a good point to pause and thank all of our beta players so far who have helped us test shared their valuable feedback and suggestions. We couldn’t do it without you, and your input has helped shape the game and change it for the better. There’s just one more month to go, and with your help we’ll do our best to give this game the awesome launch it deserves.

To the skies!

Beta v. 0.13 release notes

New build today! Here are all the details:

– A new main menu UI flow distinguishes customization, matchmaking (“quick game”), and custom games
– Simpler and more automatic matchmaking flow to join random map for quicker starts (use custom games for finer control)
– Crews stay together after matchmade games
– Networking: state changes are packed into fewer UDP packets, this should improve connection stability and networking performance considerably
– Fixed a bug with projectile attacks that would cause the damage dealt to decrease significantly with each hit
– Fixed a case that could cause game state changes to never get sent to clients under certain timing circumstances
– Fixed a case where Hydrogen would allow you to reach and stay at altitudes not normally possible
– Fixed broken Fire Tarp model
– Effects for double-barreled guns play on the correct barrel more frequently
– Effects: fixed flares that did not clean up (mysterious floating lights)
– Hole in Dunes collision mesh fixed
– Simplified nav-mesh for all ships (improves AI pathing)
– Missile Sling has new reload and fire animation
– Jump animation bug fix
– Weapon fire animation time scale bug fix
– New 1v1 map, Duel at Dawn
– Balance: Gatlings are now primarily effective against hull armor, and Carronades are primarily effective against balloons

Weekend update

We’ve got a new build coming out next week, and while we’ll have some more complete release notes when it drops, I wanted to give you a quick run-down of what’s coming down the pipe.

First, you’ll notice a new matchmaking flow that’s designed to get more players into the action quickly, with less waiting around for matches to start. Unless you choose to create or join an existing custom match, you’ll be sent to a single “instant action” pub match with a rotating selection of maps. Instead of all Dunes, all the time, now you’re equally likely to get a good match going quickly on Water Hazard or Flayed. (And if you still want to stick with Dunes, just start a custom game!) There are some other flow changes — for instance, character customization now lives on the same three-panel page with class and ship loadouts (respectively, Look, Role, and Ship).

Second, new map! We’ll be debuting a new 1v1 map, Duel at Dawn. It takes place on the Dunes, but to avoid confusion, we’re not calling any more maps Dunes. On a related note, Scrap on the Dunes is being renamed to Desert Scrap.

Third, there are some big balance adjustments. The role of Gatlings and carronades has been switched, with Gatlings becoming primarily effective against hull armor but not balloons, and carronades more effective against balloons, but not hull armor. But the biggest change will be the removal of a bug we discovered that was causing projectile damage to be drastically reduced. Flaks, mortars, and Howitzers will all become significantly more powerful after this fix.

Fourth, a bunch of bugfixes. Most notably, we’ve tracked down one of the major causes of disconnects, which should drastically reduce connection problems.

In addition to those changes for the next build, we also have a bunch of big features in the works that should be ready to roll out in the next couple weeks, including a detailed stats screen and in-game friends list with options to add, join, and message friends. There’s also a new ship under construction that’s nearing completion. Once the paint dries and some finishing touches are applied, it’ll be ready to leave the shipyard and sail into battle…

Finally, in community news, I’d like to welcome our three newest Community Ambassadors to the fold: Imperator_RZ, MetaFive, and Keyvias. If you see them in game, be sure to stop and say hello (or blow them out of the sky, depending on what ship you’re on)!

So that’s pretty much what we’ve been working on lately. As you can see, there’s lots in store. Hope everyone has a good weekend, and we’ll see you in the skies!