Info > Release Notes

Release 1.4.0 notes

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Grixis:
New Content:
- Minotaur Heavy Cannon: New support heavy weapon that knocks back enemy ships!  Use to help your friendly airships keeps enemy airships out of gun arc or to prevent rams.  Has arming time, Primary Damage is piercing, Secondary AoE is shatter.  Fires like a Carronade where each ‘buckshot’ causes knockback.  Knockback is equally distributed across both Primary and Secondary damages.  The farther from a ship’s center of mass you shoot, the more ‘spin’ you will add to that ship.
- Workshop support for voice commands
- Game Grumps RubberNinja Voice Packs in game store.
Ross has lent his amazing voice talent to record 2 sets of voice commands (varied by how much they stay on script :D) for us.  They are available through the in game store.  All proceeds from the sales of the voices will go to Child’s Play, Ross’s designated charity. 
- New Workshop items (Only a subset of new Workshop items that people submitted are presently integrated into the game due to a 1-2 weeks delay in Steam’s creator revenue sharing feature. Once Steam’s feature is ready, we’ll be able to patch those items in, add them to our store, and start revenue sharing with item creators.)
  - Storm Ryder (Decal) by ¬°GeoRmr
  - Flying Hare (Decal) by Rookster
  - Gears of War (Decal) by Herr_Razor
  - Holy Sun (Decal) by Skargil
  - Ramming Speed (Decal) by A_Harmless_Fly
  - Triple Horn (Decal) by SassyKat
  - Gold and Sheepskin Goggles (Goggles) by AIB (aka AnInnocentbaby)
  - Winged Panama (Headwear) by Il Mostro
  - Wooden Moustache (Goggles) by Mr. Lambert

New Features:
- Capture Point Mechanic Redesign
With the new capture point design, capture and de-capturing are based now on superiority of ship numbers at the capture point.  Once a team has more ships at the point than the enemy ship, the team can start capturing or de-capturing.  Teams no longer have to wait to root out the enemy team completely.  Also, each ship kills is now awarded 20pts toward the goal as well.  With the change, capture point maps should be more fluid and dynamic.
- State why player's name is refused at registration and rename
- Remove bubble help when hovered by mouse cursor
- Search for friend list
- Confirmation for "Abandon Match"
- Updated Gunner Tutorial (Banshee)
- Show matches with your clanmates in Friend's match list.
- Music: changed drums conditions; they no longer trigger based solely on enemy proximity.
Drums trigger when you are spotted or spot enemies, and intensify when spotted enemies are near
Drums trigger and intensify with the amount of damage your ship has taken
Drums trigger when your ship is firing and intensify if your ship is hitting an enemy
- Music: Spectators now hear combat music
Drums trigger based on spot status and health of all ships in the match
Melody triggers on any ship kill
- Humbly added a shortcut for players to review the game for us.

Balance Changes:
- Spire: Hull Health increased to 950 (from 750), Forward Acceleration increased to 4.5m/s2 (from 3), Top Forward Speed increased to 28m/s (from 26)
- Squid: Hull Health increased to 950 (from 850), Forward Acceleration increased to 6.65m/s2 (from 5.5), Weight decreased to 95000 tonnes (from 115000, affects acceleration)
- Pyramidion: Hull Health decreased to 550 (from 700), Forward Acceleration decreased to 2.25m/s2 (from 2.5)
- Maps
  - Labyrinth: Objective reduced 450 (from 600)
  - King of Flayed Hill: Objective reduced to 550 (from 660)
  - Anglean Raiders: Objective reduced to 450 (from 550)
  - Desert Scrap: Objective reduced to 400 (from 600)
  - Raid of the Refinery: Objective reduced to 450 (from 600)

Events:
-Screenshot Contest:
Start sending your favorite screenshots to feedback@musegames.com with the title “Screenshot Contest.”  The best screenshot gets any item of their choice!  Winners will be announced at the end of March!

-Guns of Icarus Seasonal
An amazing new event is starting up and  we need all great crews to show up and try to win free items, both digital and physical! https://gunsoficarus.com/community/forum/index.php/topic,5667.0.html



Fixes:
- Fixed harpoon reload visual issue when distant
- Fixed issue of shadows skipping or have unsynchronized animations
- Joystick bindings menu is called "Keybindings"
- Fixed issue of not able to cancel when creating/editing event
- Artemis reload animation issue Fixed
- Fixed a case where the Artemis and Banshee projectiles sometimes had the same explosion
- Added missing UI click sounds
- Removed unused ‘Minimap’ binding from Spectator section of keybindings'
- Fixed issue of join advanced games text slightly too large.
- Fixed issue of tutorial achievements are not being displayed in UI.
- Fixed bug with playtime pie graph for players with playtime in only one class
- Fixed issue of matchmaker not putting the player in the lobby
- Fixed: deploy button not working if timer was allowed to expire
- Fixed: Novice Graduation achievement needs adjustment
- Fixed: Badge info in stats panel is off
- Fixed: Recommended loadout UI is shown when inspecting someone's ship
- Fixed: UI breaks if getting recommended loadout while being in the options menu
- Fixed: While in character select screen you do not hear the starting drums
- Fixed falling sound at the end of match as spectator
- Social/notification tab now closes when entering the Custom Game screen
- Fixed "Unknown" voice
- Fixed text positioning issue for the achievement "Doom and Gloom" and "Role Models"
- Fixed model scale for Paritan maps
- Fixed: can't switch to regular ammo from a spec ammo you don't have
- Fixed a bug that could cause the chat scrollbar to remain visible after closing chat
- Fixed: non themed ship objects intersecting with ship theme objects
- Fixed: Wrong loadout is shown/not saving when a novice unlocks their ship loadout
- Fixed: No victory/defeat music at match end screen
- Fixed: Sometimes there is no music during match
- Fixed resolution issue in workshop tool
- Fixed: Spam protection timer doesn't change if chat UI is not visible
- Fixed: Pop-up for the main menu chat draws below other UI elements, obscuring some options
- Fixed typo in Hydrogen Canister's tooltip
- Fixed typo in Wilson’s notes (Harpoon)

Cancaro:
Hum... I can't see it in the patch notes: did you fix the problems of getting stuck everywhere on the ships?

KitKatKitty:

--- Quote from: CaptnClaus on February 24, 2015, 07:09:06 am ---Hum... I can't see it in the patch notes: did you fix the problems of getting stuck everywhere on the ships?

--- End quote ---

This is legit! It's so horrible you get stuck on everything!

Besides that, good job guys this is a large patch! Went in game and have found some glitches. Not sure if they are just bugs for my game or bugs that everyone is seeing:


* Wilson's Note: Minotaur achievement the image of a book with a cannon over it that all the other Wilson notes have or even a locked image does not appear. It is simply a blank box.
* Decals: Storm Rydrs, Gears of War, Ramming Speed...all are not in game
* Goggles: Both Gold and Sheepskin goggles and Wooden Moustache not in game
* Headwear: Winged Panama only in store not in character creation...Not sure if this is intended
* Voicepack: The Game Grump Voice pack is not in store
I have not gotten to really test out the new capture point or balancing of the ships yet.


Concern:

The new drum effects sound really cool but I am concern that with the drums not playing unless spotted that competitive play and your larger maps are going to be more lengthy in time. On the larger maps you get the "ring around the map" effect a lot and the drums really help out "pin pointing" where the enemies are and this progresses the match but without them players could be going around the map for a very long time before actually spotting each other. In competitive play this could really hurt seeing as most competitive matches are limited to 15 mins now. Without those drums triggering when near (without spots) competitive teams can use 10 mins trying to find each other

Indreams:
OMG OMG OMG OMG OMG OMG!

... is what I said when I got up this morning.

Spire buffs! Awesome! Though, that pyra might be over-nerfed.

And I can't wait to try out the Mino. NEW GUN! NEW GUN! NEW GUN!

MightyKeb:
I havent logged on after the patch just yet, but just from looking at it it seems both good and bad.


 - I'm not sure how the cap mechanic will be balanced out, a team of goldfishes could simultaneously swarm all points and theres nothing you'd be able to do about it besides either run 4 goldfish aswell, or hole up in the next point and try to dispatch all 4. But it definitely seems better than the old.


- Pretty much all the music updates: Awesome. Earlier an experienced player could abuse the drums to nullify a flank, now it seems even more legitimate. I cant wait to hear the victory theme again, thanks muse! ^_^


- Friends search bar shouldve been added way earlier imho, but its still nice to have


- Balance changes: Spire buff seems nice, generous and simple but I'm not sure how it'll impact the comp scene at all. Hades flak still nullifies the good ol' spire from what  I can see.

Squid: The health buff is very redundant, It makes the ship more goldfish-esque and I personally wouldnt like to see that. The mass and speed changes are something I'm gonna have to get used to, but to be honest I imagine you wont even need the hull HP if your speed's that good.

Pyramidion: I dont mind the accel nerfs, it makes the pyra worse at something it's already bad at, which is also the case with squid's speed buffs. But I find the HP nerf a bit harsh. I understand that the team might want to change the current meta but in its nature the pyra is, like Junker and Goldfish, one of the most viable brawling ships and it's good at what it does. Current balance changes make a glass cannon less glassy (Though it is dispatched so easily that it needed one by now), a frail speedy annoyance less frail and more speedy, which both add up and give massive survivability, and it makes a brawling vanguard that can wade in-and-out of combat, less brawly. I mean, that is borderline junker hull HP there. And junker has twice the hull armor to compensate for that. Pyra can control ranges and play agressive like squid and goldfish perhaps, but its terrible at repositioning when things aren't going its way. Instead of this simple hp nerf, I'd be more in line with something that indirectly reduces it's survivability such as less engine hp (Which can limit pilot tool use AND make it easier to hit the back of a pyra with burst rounds, turning it into a literal sitting duck) Or less turning speed (Which gives some ships easier time positioning themselves towards a pyra's back ,thus also contributing to the triple engine destruction, and also encouraging pyra pilots to take tar, likely sacrificing a vertical tool such as hydrogen in order to maintain its survivability against them, which would thus make it's vertical weakness also more relevant)


That's all I have to say for now. Keep in mind this is entirely based off of this thread and I have not spent a single second in the game after this patch. I will shortly, and if I still can I'll edit this post/reply to it with updated feedback.


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