Guns Of Icarus Online

Info => News and Announcements => Release Notes => Topic started by: Grixis on August 12, 2013, 03:55:15 am

Title: Version 1.3.1 Release Notes
Post by: Grixis on August 12, 2013, 03:55:15 am
Content
- Added ladders to the Mobula, granting direct access between the top deck and the turning engines
- Updated gunsoficarus.com site with info and media material

Features
- Improved layout and readability of the ship customization screen
- Added countdown sound to match lobby
- Expanded and improved Engineering and Piloting tutorials
- Improved minimap and match loading screen
- Added difficulty levels to ships and maps
- New notification system and UI (top left of screen, in the header)

Gameplay
- Additional cloud cover on Battle on the Dunes and Canyon Ambush (both 2v2 and 3v3 version in all maps) to allow ground to be covered against hyper long range weapons.
- Smaller enemy detection spawn points for Duel at Dawn, should solve spawn freeze issues.
- Field Gun: Pitch Degrees -15 to 5 (from -20 to 20), Yaw Degrees -15 to 15 (from -20 to 20), Projectile Speed 750m/s (from 1200m/s).
- Lesmok Round: +80% increase Projectile Speed (from +60%), -30% Clip Size (from -20%), -20% Rotation Speed (from -40%)

Fixes and Optimization
- Projectiles ignore collision with the ship that fired them while in flight (fixes several “misfire” cases with certain gun/ship combinations)
- Fixed a bug that could cause the lobby to hang if many users tried to log in while Steam’s authentication service was down
- Your selected tools reset when your ship dies
- Fixed a collision issue that could cause ships to get stuck against apparently flat surfaces
- Major improvements to server physics performance
- Fixed a major client memory leak
- No more camera shake in spectator mode
- Added missing repair FX on the mine launcher
- Fixed a bug that could cause unintended ship renames
- Spyglass zoom in/out exposed in input bindings (under Helm keys)
- Prevent players from leaving/unreadying in the last moments before a match starts
- Fixed component disappearance when entering tar or sandstorm
- Fixed shader sparkly specular artifact on pixels
- Fixed: Pilot skill now shut off on respawn
- Fixed rain artifacts for specific graphics cards
- Fixed cloud shader affecting framerate in scope mode
Title: Re: Version 1.3.1 Release Notes
Post by: Nidh on August 12, 2013, 05:14:35 am
Loving the new changes, though the clouds on Dunes, though I really like them, may be a little bit much, but only a small amount
Title: Re: Version 1.3.1 Release Notes
Post by: Pickle on August 12, 2013, 05:34:37 am
- Prevent players from leaving/unreadying in the last moments before a match starts

Was that even a problem?  I'm sure when we've discussed this on the forum in the past it was preventing people **arriving** during the last seconds before a match starts that was identified as useful.  If I get a second pilot pop-in to my crew with five seconds to go, I dam well want to unready - or jump to a spectator slot to cancel the countdown.

Not impressed by this one if it's going to work the way the description implies.  I'll see how it works, but it sounds like the mid-game joiner problem is going to be brought forward to the Lobby.
Title: Re: Version 1.3.1 Release Notes
Post by: Captain Smollett on August 12, 2013, 06:25:48 am
I think this is to fix a persistant goi glitch that crept back in with 1.3.  When a captain leaves or hits spectate the moment the match is starting it will hang up the whole game for everyone leaving them in limbo at the loading sceen and never starting the match forcing everyone to close the game and join back in.

I'm assuming this is to fix that issue.
Title: Re: Version 1.3.1 Release Notes
Post by: Moriarty on August 12, 2013, 06:32:20 am
has the age of the merc drawn to an end? ... Doubtful but its at least worth CONSIDERING not taking one.
Title: Re: Version 1.3.1 Release Notes
Post by: Pickle on August 12, 2013, 06:35:42 am
I think this is to fix a persistant goi glitch that crept back in with 1.3.  When a captain leaves or hits spectate the moment the match is starting it will hang up the whole game for everyone leaving them in limbo at the loading sceen and never starting the match forcing everyone to close the game and join back in.

I'm assuming this is to fix that issue.

But if you fix the last second joiner issues you'll dramatically cut the instances of Captains doing that in the first place.
Title: Re: Version 1.3.1 Release Notes
Post by: Moo on August 12, 2013, 06:38:28 am
I would post a rant about how I feel testing should be done and how that's nothing like how it's actually done here, but it'd probably be ignored just like my more "positive" input, so I won't bother...
Title: Re: Version 1.3.1 Release Notes
Post by: Pickle on August 12, 2013, 06:41:13 am
- Prevent players from leaving/unreadying in the last moments before a match starts

Was that even a problem?  I'm sure when we've discussed this on the forum in the past it was preventing people **arriving** during the last seconds before a match starts that was identified as useful.  If I get a second pilot pop-in to my crew with five seconds to go, I dam well want to unready - or jump to a spectator slot to cancel the countdown.

Not impressed by this one if it's going to work the way the description implies.  I'll see how it works, but it sounds like the mid-game joiner problem is going to be brought forward to the Lobby.

See bottom of first page on this thread (https://gunsoficarus.com/community/forum/index.php/topic,368.0.html).
Title: Re: Version 1.3.1 Release Notes
Post by: RearAdmiralZill on August 12, 2013, 09:24:20 am
Bets on how long before lesmok gets reverted back?
Title: Re: Version 1.3.1 Release Notes
Post by: N-Sunderland on August 12, 2013, 09:40:11 am
Sneaky, sneaky Muse. Trying to slip in balance changes behind our backs :P

Mobula: 700 armour (from 550)

Hydrogen (pretty sure this was changed): +350% rising force, -60% vertical drag (from +300% and -200%)

And something like that for Chute Vent, though I don't remember the numbers.
Title: Re: Version 1.3.1 Release Notes
Post by: naufrago on August 12, 2013, 09:54:47 am
Mobula actually has 600 armor and 700 hull, awkm just got the numbers reversed.
Title: Re: Version 1.3.1 Release Notes
Post by: naufrago on August 12, 2013, 10:41:57 am
So uh, just tested out lesmok. It seems that the lesmok changes weren't actually implemented in the live version. Not sure whether the change was erroneously left in the patch notes or it was erroneously left out of the live build.

Either way, thanks for not actually changing lesmok!

EDIT: I've been told my post is terrible. Blame lack of sleep.
Title: Re: Version 1.3.1 Release Notes
Post by: RearAdmiralZill on August 12, 2013, 11:21:52 am
Quote
Projectiles ignore collision with the ship that fired them while in flight (fixes several “misfire” cases with certain gun/ship combinations)

Does that equate to : If you fire a mortar on the front of a pyra at it's nose, then it simply passes through? If so then you just indirectly buffed its gun arcs.
Title: Re: Version 1.3.1 Release Notes
Post by: Rainer Zu Fall on August 12, 2013, 11:26:09 am
I like the clouds on dunes, though they're a bit too many I think. Using a Lumberjack makes almost no sense. It's been doubtful on Fjords last I checked (although I mainly use them there too) but those are a bit more clouds than on Fjords I guess...
Title: Re: Version 1.3.1 Release Notes
Post by: N-Sunderland on August 12, 2013, 11:31:32 am
Quote
Projectiles ignore collision with the ship that fired them while in flight (fixes several “misfire” cases with certain gun/ship combinations)

Does that equate to : If you fire a mortar on the front of a pyra at it's nose, then it simply passes through? If so then you just indirectly buffed its gun arcs.

Sounds like it... Can't say it really makes too much sense...

So this makes a difference for:

Pyramidion (against high targets, and for slightly further targets with mortar)
Goldfish (lumberjack only)
Spire (mainly for mortar)
Mobula (for Artemis)
Title: Re: Version 1.3.1 Release Notes
Post by: Dross on August 12, 2013, 01:13:32 pm
Quote
- Lesmok Round: +80% increase Projectile Speed (from +60%), -30% Clip Size (from -20%), -20% Rotation Speed (from -40%)
I've noticed that the in-game tooltip for Lesmok rounds shows +70% increased Projectile speed and -30% rotation speed, are the patch notes the correct values or the in-game ones?

Also the values in the Aeronautical Handbook are wrong and haven't been updated.
Title: Re: Version 1.3.1 Release Notes
Post by: Commodore Phoenix on August 12, 2013, 01:16:38 pm
Isn't putting the names of enemy ships and making the weapon slots now have numbers, instead of looking very well presented and making someone know where their weapons are, just dumbing down the game?
Title: Re: Version 1.3.1 Release Notes
Post by: N-Sunderland on August 12, 2013, 01:26:19 pm
Quote
- Lesmok Round: +80% increase Projectile Speed (from +60%), -30% Clip Size (from -20%), -20% Rotation Speed (from -40%)
I've noticed that the in-game tooltip for Lesmok rounds shows +70% increased Projectile speed and -30% rotation speed, are the patch notes the correct values or the in-game ones?

Neither. Lesmok still works the same as in 1.3 (which is a good thing).

Yeah, I know. I'm confused too.
Title: Re: Version 1.3.1 Release Notes
Post by: Captain Smollett on August 12, 2013, 01:29:36 pm
Mobula: 700 armour (from 550)

Whoa, doesn't anyone else think that is a bit too high of a jump to do all at once.
Title: Re: Version 1.3.1 Release Notes
Post by: Plasmarobo on August 12, 2013, 01:31:27 pm
Isn't putting the names of enemy ships and making the weapon slots now have numbers, instead of looking very well presented and making someone know where their weapons are, just dumbing down the game?

I agree, the names under the spots are inauthentic. It takes a bit out of the game. If you can't tell ships apart, then you can't tell them apart. If the enemy takes two pyras, I should have to keep track manually of which has more damage/their positions/etc. That's part of tactics, instead of being like "The USS Thunderdunder is more damaged, attack it." I prefer the "Okay, the pyra on the left is more damaged, attack it!". I think the names thing belongs in spectate only.

However, I love the hardpoint numbers. I could never figure out which gun was which, and regularly put stuff on the wrong side of ships (mostly the gal). I think the hardpoint numbers are fine.

But yeah, the names could go away, and I'd be quite happy.
Title: Re: Version 1.3.1 Release Notes
Post by: Pickle on August 12, 2013, 01:36:00 pm
Things I've noticed that aren't in the notes..

Capping points is now altitude dependent (again) after this was removed in the previous build.  You again have to be at a lower altitude than the balloon to cap.

The Block range around capture points now appears to be significantly larger.

The Pyramidion appears to have had a noticeable manoeuvrability and speed buff, it's performance vs. the Junker has improved (to use a known reference point).  I've had a play in Sandbox with the Pyra and it's quite apparent.


Other things..

I agree with Captain Phoenix about the enemy ship names on the HUD, it's not an improvement and hints at further dumbing down to come.  Likewise the spanner/shell symbols next to players names.  However I would like to see team mates ships named on the map screen (and I know Phoenix disagrees with me on this one).

I don't agree with Phoenix about the numbering of weapon points on the loadout screen, I find this very useful as the layout of the weapon point tags has always been very confusing, illogical and not well presented.

The map loading screens don't look as polished as they did, there's a big improvement that could be made here when the graphics team next gets a look at it.

The pop-up messages when in the Lobby etc. (top left of the screen) look like an afterthought and don't look like something in keeping with the rest of the user interface.
Title: Re: Version 1.3.1 Release Notes
Post by: Commodore Phoenix on August 12, 2013, 01:46:43 pm
I'm not saying the numbering is completely bad but could we not maybe have it back to where it used to be so it looks better and yet still have the number slots
Title: Re: Version 1.3.1 Release Notes
Post by: N-Sunderland on August 12, 2013, 02:01:28 pm
Mobula: 700 armour (from 550)

Whoa, doesn't anyone else think that is a bit too high of a jump to do all at once.

Well if naufrago is right and the numbers are backwards, it's not that big a deal.
Title: Re: Version 1.3.1 Release Notes
Post by: awkm on August 12, 2013, 02:01:50 pm
There is an error with production regarding lesmok.  Mobula was always at 700 armor, again text display error.

We are fixing it, those changes will be in shortly.

This thread is going to be locked.  Please post your questions and error reports in the appropriate subforums.
Title: Re: Version 1.3.1 Release Notes
Post by: Watchmaker on August 14, 2013, 11:02:07 am
We rolled out a server hotfix over the course of yesterday and today.  This fixes an issue where control points would not register a ship's presence if that ship entered from certain angles (above, mostly.)

Also, Lesmok description is finally for real fixed.
Title: Re: Version 1.3.1 Release Notes
Post by: Watchmaker on August 28, 2013, 10:02:47 am
Another server hotfix went out last night, this one with changes to collision handling that should eliminate the "velcro" effect of small level geometry.