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Messages - Watchmaker

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46
Dev App Testing / Re: Dev App 1.4.0 (473)
« on: March 31, 2015, 06:16:58 pm »
Something is very weird with Practice.  My guess at the moment is that it's latency related, since I can frequently get into one on US servers but almost always fail on EU (also because this didn't show up at all in our local development servers.)

Welcome to the dev app, we find bugs here so we don't find them in production.

Re: flamethrower, one particle corresponds to each "bullet" in the ammo counter.  There's no exact correspondence between these and the rendered flames, but they fill approximately the same volume.  It is likely there will be a corresponding chem spray nerf at some point, we're trying to move flamethrower/chemspray balance to something a bit less extreme.

47
Dev App Testing / Dev App 1.4.0 (475)
« on: March 31, 2015, 05:01:58 pm »
Added
- Stamina is back for more testing
- Improved HUD: shows more information on gun, drop shadows for readability against clouds, cleaner compass and ship health
- New particles for component destruction

Changes

- Rematch: Can rematch any number of times, rematch vote threshold increased to 60% (at least some of both teams must agree), defaults to no rematch
- Flamethrower "projectiles" no longer penetrate ships (each particle can hit only one target)
- Moved Steam notification to upper right
- Character customization screen no longer changes your currently selected class
- Practice now gets match (rather than menu) music

Fixes
- Balloon repair UI now shows "big fire" icon only when >8 stacks (consistent with other repair UI)
- Minotaur has its flames and damage effects again
- No more "dummy" shots when getting off the Minotaur (or carronades)
- Improved audio memory usage significantly
- Fixed delay before "invalid repair hit" sound effect
- A number of other UI and model fixes

48
Feedback and Suggestions / Re: Clouds are getting riddiculous
« on: March 31, 2015, 10:55:38 am »
I am moderately certain that no clouds have been added to Canyons or Paritan for at least a year, so I don't know where you're getting the idea that we "add more every patch."

49
Dev App Testing / Re: Dev App 1.4.0 (451)
« on: March 16, 2015, 12:45:06 pm »
Ye-es that makes sense.  Not sure what it would take to expose that in a reasonable fashion (we have cheat codes for things like that, but not sure about that particular one and they're account-access locked in any case) but I can look into it.

50
Release Notes / Re: 1.4.0 Hotfix 1
« on: March 16, 2015, 12:40:54 pm »
I think so, but it sounds like you've already taken all the right steps.  We're still kinda backlogged from PAX so that may be as much of the reason for the delay in your particular case.

51
Dev App Testing / Re: Dev App 1.4.0 (451)
« on: March 16, 2015, 12:21:08 pm »
AndersHyrule, please read the various dev app rules stickies, e.g. https://gunsoficarus.com/community/forum/index.php/topic,2081.0.html.

In particular: your dev app game account has no relation to your account in the main game, and should be considered volatile, as we may decide to modify or delete accounts in the dev app if we need to test certain things.

Also, please limit these release notes threads to actual discussions of the release notes, for my own sanity if nothing else.

52
Release Notes / Re: 1.4.0 Hotfix 1
« on: March 16, 2015, 12:13:26 pm »
Any news about the missing workshop items?

We're waiting on Steam.  They *claimed* they would have everything ready for us to enable selling workshop items in the store, but haven't actually followed through yet.

53
Release Notes / 1.4.0 Hotfix 1
« on: March 16, 2015, 09:45:18 am »
Client version 1.4.0 (462) has been released, along with a small server patch you hopefully won't have noticed happening.

- King of the Hill and Crazy King modes: reduced points from kills, from 20 to 13
- Minotaur Heavy Cannon: reduced muzzle speed (from 800 to 350)
- Minotaur Heavy Cannon: reduced shatter damage per buckshot (from 35 to 28)
- Minotaur Heavy Cannon: removed arming time (which had no effect anyway)
- Fixed Minotaur not getting the “overheated” visual effect at 8 fire stacks
- Fixed music triggering at various points it shouldn’t have (loading screen)
- Fixed music not triggering correctly for spectators based on health
- Fixed capture point modes (KoH and CK) not ending when the point goal was exceeded by a kill
- Fixed Minotaur-related achievement graphics
- Fixed cases where text overflowed boundaries (Minotaur tooltip and map descriptions)

54
General Discussion / Re: Will Guns of Icarus Unity 5?
« on: March 03, 2015, 04:54:40 pm »
Ha.  It is probable that Unity 5 breaks our lightmaps (because they completely switched the lightmapper around).  It is possible that other issues will arise as well.  This is the joy of a backwards-compatibility-breaking release.  We're excited, too, but don't hold your breath.

55
Release Notes / Re: Release 1.4.0 notes
« on: February 24, 2015, 02:22:48 pm »
Pipe Wrench cooldown was bugged, should be 5 seconds rather than 9.
Heatsink Rounds was bugged, did not extinguish 3 fire stacks on reload.

Both of these are data issues Eric is fixing right now, you may need to relog to get your tooltips to update but new matches should have the fixed values shortly.

56
Dev App Testing / Re: Dev App 1.4.0 (451)
« on: February 22, 2015, 07:00:16 pm »
As of build 459, you can also experience the tweaks to dynamic music.  Drums are no longer an "early warning" of enemy presence.

- Drums trigger when your ship spots an enemy (or is spotted), and intensify when spotted enemies are near
- Drums trigger when your ship takes damage, and intensify as your ship becomes more damaged
- Drums trigger when your ship is firing, and intensify if you start hitting an enemy

57
Dev App Testing / Re: Dev App 1.4.0 (451)
« on: February 19, 2015, 12:24:15 pm »
I believe the Minotaur hasn't been changed since the last test (in which it received a significant buff over the prior one.)

58
Dev App Testing / Dev App 1.4.0 (451)
« on: February 18, 2015, 11:57:13 am »
We're now testing for the imminent release of patch 1.4.0.  Major things to look for right now:

- The ship balance changes
- The new Minotaur Heavy Cannon
- New rules for capture points (team with the majority always makes progress)

Effects for pilot tools and the stamina system as a whole have been removed from this build and put back into the oven.  You can expect them to return to the dev app for further testing in the not-too-distant future, but they will not be part of 1.4.0.

59
Dev App Testing / Re: Tools, Stamina, and Ramming Damage
« on: February 18, 2015, 11:50:45 am »
Well, that's extremely bizarre, but I guess I'll take it.  I don't believe changes of any sort have gone into ship physics recently.

(It is outwardly possible that one of my earlier deploys failed and one of the Dev App servers was running out-of-date code, that's my best guess as to what happened at this point.)

60
Dev App Testing / Re: Tools, Stamina, and Ramming Damage
« on: February 17, 2015, 01:14:04 pm »
Okay, if you can reverse hard enough to (almost) match velocities with the ship trying to ram you, I would in fact expect a  lot of ramming damage to be negated (since the impact energy is a function of relative momentum.)  It's not really a bug if that's all that is happening.

This should work roughly proportionately; backpedaling at all from a nose-to-nose ram would be expected to slightly reduce the damage, while two ships charging each other at full speed would *increase* it because their velocity relative to one other is higher.

(The fact that stamina makes it easier to do this is still a legitimate balance concern, but at least the physics is working as expected.)

If this does happen in some other circumstance than backpedaling with the direction of an incoming ram, do still let me know.

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