Guns Of Icarus Online
Info => News and Announcements => Release Notes => Topic started by: RearAdmiralZill on March 18, 2013, 03:48:58 pm
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Version 1.1.5 Release Notes
19:02
Features
- Added support for most character sets in chat, including Cyrillic alphabet
- Added AI name tags with class indicator
- Announce part destructions and kills from the Tar Barrel skill (as with ramming, destructions are credited to the player on the helm)
- Spectators: new UI providing detailed information on ships and crew.
- Spectators: always show crewmembers on a ship you’re orbiting
Balance
- Rebalanced rebuild game so that engines are slightly easier to repair than before.
Fixes and Optimization
- Fixed excessive lens distortion on high-zoom scoped weapons (e.g. Mercury)
- Fixed gun rotation bug that led to shots not going where expected when the gun was rotated partially in both axes
- Enabled new packet CRC functionality; this should fix router-specific disconnection errors (WRT54G and others)
- Made a number of server fixes to improve performance and reduce/eliminate slow-time:
> Eliminated the (completely pointless) physics cost for spectators
> Improved physics performance in general
> AI crewmembers raycast for line-of-sight less frequently
> Improved networking performance; in particular, the amount of load per-user-per-object has been reduced.
- Fixed a number of bugs related to asset loading
- Fixed a bug where map name would not update after a vote
- Fixed a number of Explicit AFK bugs, particularly related to respawn
- Made several changes to graphics options (will be reset to default values):
> Excessive/redundant entries in graphics options removed
> Fixed a bug with initial resolution detection
> Fixed several bugs related to resolution settings
- Fixed an issue where AI gunners would not perform the correct line-of-sight check under 300 meters
- Fixed shader issue that could cause aliasing around objects silhouetted against smoke particles
- Fixed trails so they properly fade out.
(A thanks to Hubert PIckle for the list)
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A couple of server hotfixes that went out today:
- Fixed a performance issue that caused increasing server slowdown in long matches
- Fixed an exploit that allowed an engineer to rebuild faster than intended
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- Fixed an exploit that allowed an engineer to rebuild faster than intended
Just wondering...
A while ago I posted a method on the forum that involved resetting the swing timers on tools by quickly swapping them out all while hammering the component one was trying to rebuild;- but it was quickly debunked by Muse as well as some players that this was only an animation bug and didn't actually work.
I kept on swearing on my toys that it actually did work and that I was noticing an increase in rebuild speed for sure;-
Did you guys figure out after all that this was indeed the case; and has that been fixed;- or are we talking about an entirely different bug?
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You were indeed correct it would seem. Either way its good to know it was fixed.
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I reckon that too because I was sincerely suprised I figured something out none of the veterans did;- then I was somewhat comforted that the myth had been busted. But as I kept doing it and felt it was working exactly how I described;- I felt very uncomfortable again knowing it would give people an edge. Now I feel comfortable knowing whatever was wrong; it's been fixed! :D
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It was related to that, Phoebe. If you switched tools rapidly, you could effectively rebuild with two or more of them simultaneously.
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It was related to that, Phoebe. If you switched tools rapidly, you could effectively rebuild with two or more of them simultaneously.
That is exactly what I did and tried to get out;
Thank you for both confirming the exploit and fixing it at the same time. I really thought you guys debunked it previously
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Lol, I noticed that note as well and did a mental, hey... Didn't phoebe notice this awhile ago...
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This actually happened at about the same time as the last hotfix, and I forgot to mention it:
- Damage from a single hit no longer overflows from armor to hull health