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
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…
Post-midweek update: 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…
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!
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