Closed Beta Weekend #2 Details

Patch will be made sometime soon to fix some small issues.

Things that won’t make it this weekend
Unfortunately, invite/join friend doesn’t work.  Normally you would do this through the steam overlay but because we had to overhaul our lobby system, we just don’t have the time to put this functionality back.  It sucks but that’s just how things worked out in the end.  Kind of really sucky, actually.

Check our Twitter and/or Facebook for latest updates.

Congrats to everyone who is in this weekend!  Here is a rough summary of what to expect.

Servers go up on May 11th at 12PM EST and go down again at May 13th at 11:59pm.  We’ll do our best to keep them running and also make any patches in there are performance issues like last time.  Ultimately, servers should only be down for maybe 30 minutes if patches are made.

The most important thing is that Mac builds are ready this week.  We’re crossing our fingers hoping they don’t explode again.

Info after the break…

How to Install

  1. Open up Steam
  2. Click on Game in the top menu
  3. Activate Product On Steam
  4. Copy and paste the key from the email
  5. Profit

BUG/FEEDBACK SUBMISSION

For everyday bugs:
https://getsatisfaction.com/musegames

For complicated bugs:
FEEDBACK@MUSEGAMES.COM

We are compiling bugs here in a Google Doc Spreadsheet. https://docs.google.com/spreadsheet/pub?key=0As7KK0xlixIbdDNNUDRUc0taTXVFVmJRZTBKLTVHTVE&single=true&gid=2&output=html

Try to remember to put “Guns Bugs: ” at the beginning of the subject.

  • Date and time (including timezone for people outside EST) the incident occurred.  This will make it easier to locate relevant server logs.
  • Unity client logs.  Go to C:\ProgramFiles\Steam\steamapps\common\guns of icarus online\GunsOfIcarusOnline_Data, look for output_log.txt.  Replace “C:\Program Files\Steam” with the location of your steam install if it’s someplace funny.
  • Avatar name of the user in question.
  • Which gun/engine/ship/map etc the problem occured on or with.
  • Reproduction steps, as specific as you can.  If you can get to the point where the issue happens reliably when X,Y, and Z are done, you will be a great help in fixing it.

For just chatting with us:
http://webchat.quakenet.org
Channel: GunsOfIcarusOnline

Performance
A lot of improvements in this area.  Asset loading has been streamlined and optimized so every doesn’t just seem like it’s broken.  This is both on client and server side.

Matchmaking
UI should be fixed up and have more functionality.  Matchmaking in general should work a lot better.  More info to come as we’re still implementing our solutions.

Guns
Same guns as last week since we had to a lot of balancing in order to make each one feel unique. We’ve also added some extra characteristics to explosive damage dealing weapons, mainly in that there is a small % change to set that component on fire.  Yup, the extinguisher is in this time around.

Repair Game
Fire is in.  So that’s a big thing.  For now, explosive damage weapons have about a 7% chance to add a fire charge to a component.  Each charge does 7 DPS.  A component can accumulate a maximum of 8 charges.  So the more explosive damage your rain down on someone, the more charges you will be applying to components and causing more fire DPS. It takes one extinguisher spray to get rid of one charge.  It’s quite terrifying, have fun with that 🙂

Another change with the repair is rebuilding broken (0 hp) components.  We’ll be using the TF2 style stand-there-and-whack-a-mole kind of repair.  Each component will require a certain number of whacks in order to be rebuilt.  The Engineer’s pipe wrench will add more whacks than the rubber mallet or open-ended wrench.
Hulls operate the same as they always have.  You can’t repair them above thirds.  If you get to 2/3 health, you can’t repair above 2/3.  If you get to 1/3 health, you can’t repair about 1/3.  So keep that thing repaired.

Ships
No new ships this time around but we did do a lot of redesigning for the Galleon (med_warship).   It was in a confusing place the first beta, its role not clearly defined or obvious in any way.  It was slow, had ton of HP, but not much else.  The guns were too hard to aim (my fault) and the guns on the top deck made it too easy for the captain to just do stuff on their own but not efficiently.  So what did we do with the Galleon?  It’s basically our broadside ship.  Two medium guns on both sides of the ship that aren’t any funny angles.  The health is still high and the maneuverability is still low making it a lumbering hulk of a ship.  We realized it’s extremely susceptible from the back so we added one small gun slot there just in case.  Captains should be able to fend someone off while the gunners are below deck.

Help

 

More to come…