Author Topic: Version 1.3.9 Release Notes  (Read 49717 times)

Offline DJ Logicalia

  • Member
  • Salutes: 191
    • [♫]
    • 35 
    • 45
    • 45 
    • View Profile
Re: Version 1.3.9 Release Notes
« Reply #15 on: December 22, 2014, 05:14:43 pm »
Played a Paritan match today, and having 4 grid squares was just so silly and unhelpful. The system might make more sense if you goal is to keep all the maps uniform, but it's really impractical for everything else

Offline Jub Jub

  • CA Mod
  • Salutes: 29
    • [SPQR]
    • 45 
    • 45
    • 45 
    • View Profile
Re: Version 1.3.9 Release Notes
« Reply #16 on: December 22, 2014, 05:21:24 pm »
Quote
CONTENT
Christmas items

Can you be more specific about this? When I logged in all I could see were Christmas shrubs on all of the ships. Is what the "Christmas items" or am I missing others?

Offline DJ Logicalia

  • Member
  • Salutes: 191
    • [♫]
    • 35 
    • 45
    • 45 
    • View Profile
Re: Version 1.3.9 Release Notes
« Reply #17 on: December 22, 2014, 07:50:54 pm »
Quote
CONTENT
Christmas items

Can you be more specific about this? When I logged in all I could see were Christmas shrubs on all of the ships. Is what the "Christmas items" or am I missing others?
+The elf ears & the Jolly Old Salt goggles

(I <3 Shrubs)

Offline ShadedExalt

  • Member
  • Salutes: 76
    • [♫]
    • 10 
    • 17
    • 12 
    • View Profile
Re: Version 1.3.9 Release Notes
« Reply #18 on: December 22, 2014, 08:45:08 pm »
I have Jolly Old Salt on my gunner, who has a crewcut.  Pretty amazeballs.  The shrubs are really cool, and so are the goggles, but I really wanted a santa hat.  Maybe it was just me, but oh well.

Candles and cogs and shrubs, oh my!

Offline Dutch Vanya

  • Member
  • Salutes: 107
    • [Clan]
    • 38 
    • 45
    • 45 
    • View Profile
Re: Version 1.3.9 Release Notes
« Reply #19 on: December 23, 2014, 12:16:23 am »
Shrubs with missing textures is all we get. No new christmas items.

Offline Wundsalz

  • Member
  • Salutes: 72
    • [Rydr]
    • 45 
    • 45
    • 45 
    • View Profile
Re: Version 1.3.9 Release Notes
« Reply #20 on: December 23, 2014, 08:52:06 am »
ah neat, we've got a santa beard afterall, I just must have missed it. Aweseome! Christmas is saved.

Offline sparklerfish

  • Member
  • Salutes: 124
    • [Clan]
    • 45 
    • 45
    • 45 
    • View Profile
    • DJ mixes and original tracks on SoundCloud
Re: Version 1.3.9 Release Notes
« Reply #21 on: December 23, 2014, 03:19:02 pm »
- Khovansky male hair can’t be dyed anymore

I was going to be REALLY upset about this, but was happy to find that if you've already dyed it, it stays dyed.  I bought a bunch of male gear to go with my spring green Khovanksy hair since there wasn't a dyeable female hairstyle, and I would have been fairly disappointed to have basically wasted money on it.  Definitely agree with KitKatKitty that it would have been a way more awesome move to make all hair dyeable, or at least ONE female hairstyle so everyone gets a cool colorful 'do.

Offline Dementio

  • Member
  • Salutes: 135
    • [Rydr]
    • 43 
    • 45
    • 45 
    • View Profile
Re: Version 1.3.9 Release Notes
« Reply #22 on: December 23, 2014, 04:57:23 pm »
The hair color itself can actually be changed for free, but it doesn't offer as many colors as there are dyes.

Offline Richard LeMoon

  • Muse Games
  • Salutes: 284
    • [Muse]
    • 33 
    • 45
    • 45 
    • View Profile
Re: Version 1.3.9 Release Notes
« Reply #23 on: December 23, 2014, 05:31:50 pm »
Is it just me, or did the Mobula turbine ducts lose their animations again?

Offline Replaceable

  • Member
  • Salutes: 84
    • [Rydr]
    • 19 
    • 45
    • 24 
    • View Profile
Re: Version 1.3.9 Release Notes
« Reply #24 on: December 23, 2014, 05:40:25 pm »
- Fixed some cases where characters could get stuck on ship geometry

I don't get stuck as i would in the old way. But now i can walk over things and get stuck that way.

Like Pyramidion back engines. Junker Bottom deck. Goldfish turning engines.

Offline Richard LeMoon

  • Muse Games
  • Salutes: 284
    • [Muse]
    • 33 
    • 45
    • 45 
    • View Profile
Re: Version 1.3.9 Release Notes
« Reply #25 on: December 23, 2014, 06:38:46 pm »
It is really hard making the run to the back engine on the Goldfish. One wrong step and you are up on the railing not able to hit the engine.

Offline Replaceable

  • Member
  • Salutes: 84
    • [Rydr]
    • 19 
    • 45
    • 24 
    • View Profile
Re: Version 1.3.9 Release Notes
« Reply #26 on: December 23, 2014, 07:13:37 pm »
Couldn't agree more Richard. Pretty sure it happens on the bottom deck of a Mobula too.

Offline DJ Logicalia

  • Member
  • Salutes: 191
    • [♫]
    • 35 
    • 45
    • 45 
    • View Profile
Re: Version 1.3.9 Release Notes
« Reply #27 on: December 23, 2014, 07:55:02 pm »
Yeah, I've definitely been getting stuck on more things since the update.  I thought it might have been my connection, but I've been holding steady at 50ish ping all day

Offline Extirminator

  • Member
  • Salutes: 56
    • [Rydr]
    • 45 
    • 45
    • 23 
    • View Profile
Re: Version 1.3.9 Release Notes
« Reply #28 on: December 25, 2014, 03:36:54 pm »
Ever since the attempted case for fixing getting stuck on ship geometry was made, me and a lot of other frustrated engineers have experienced scenarios that have not been happening before - some were already made clear by other posts above me, but not all have been noted. I will just describe it a bit more and in more detail:

When going to the back side of the Pyramidion, it is extremely easy to get stuck of the fence between the two side engines. It takes quite a while to extract yourself from being stuck too, which leaves the engines unevenly broken for a significant amount of time.

While going to the main engine from the balloon on a Goldfish, it is quite easy to climb the ropes that are supposed to protect you from falling down, making you fall if you don't watch you step.

Turning engines positioned close to the ground on most ships will be climbable, having the possibility to screw some of the repairing cycles.

It is possible to climb the fences of a squid from certain angles, which caused me to miss a viable jump every once in a while.

With the recent changes to hitbox size of guns, it is easy enough already to fall off the ship when dismounting a gun on various ships like spire and junker on certain guns and angles. Having this fix makes the problem more frequent.

Climbable components are easy to miss the repair hit on.


Finally, this "fix" messes up with the sole routines and cycles that most experienced engineers have embedded within their brains already. I am not saying to you not to make any fixes, I am just asking for the fixes to not further screw up game-play.
I hope this gets to your attention so you can fix this, because the game was made quite worse due to this fix. Speaking from  engineer perspective at least.
« Last Edit: December 25, 2014, 03:39:51 pm by Extirminator »

Offline Replaceable

  • Member
  • Salutes: 84
    • [Rydr]
    • 19 
    • 45
    • 24 
    • View Profile
Re: Version 1.3.9 Release Notes
« Reply #29 on: December 25, 2014, 03:54:35 pm »
Everything ex said, also maybe send that to muse themselves too?