Guns Of Icarus Online

Info => News and Announcements => Release Notes => Topic started by: Grixis on July 30, 2014, 05:29:19 am

Title: Version 1.3.7 Release Notes
Post by: Grixis on July 30, 2014, 05:29:19 am
Features & Contents:  19
Bug Fixes:  70

FEATURES & CONTENT
- Clan list improvements: added search functionality, additional ranking schemes, and clan member titles
- Added new ship themes: Valentine’s Day and The Fortress
- Added new figureheads: Totec, Sylph, and Chrysomallus
- Added 2 new Japanese voices for voice commands
- Basic Tutorial Improvements - added goals, mini-missions, and focused on critical gameplay knowledge
- Added additional antialiasing option, FXAA. Faster on most hardware and fixes a number of glitchy cases
- Added 3rd-person animation for looking through the spyglass
- Added distinctive costume for AI crewmembers
- Chat command improvements: 
- Commands now listed by typing “/help”
- Can now send PMs to players with spaces in their name by doing /w "player name"
- /pm now functions the same as /w
- /team now lets you switch to team channel
- Chat channel commands (/r /w /c) no longer case sensitive.
- Added confirmation for reporters and reported players.
- Added confirmation to all “Exit Game” buttons
- Automatically retry login from the “Login Failed” screen
- Added indicator to main-screen Progression button for unclaimed prizes
- Added descriptions to badges
- Changed labeling of customization buttons for clarity
- Manual added to Steam store page
- Use on screen tutorial tips to inform players what they should be shooting at.
- Added more direct support link in “Need Help?” section in game footer
- Clicking on version number in footer now opens Release Notes (in a browser window)
- Flight of the Icarus code update and fixes

BUGFIXES - GAMEPLAY
- Fixed: no achievement progress for fully repairing a buffed hull
- Fixed 'Yesterday, tomorrow' achievement not confirming kills by crew members
- Fixed: first fire stack deals more damage than intended
- Fixed: raycast weapons might not apply skill modifiers on their last shot in a clip
- Fixed: Holding down the mouse button buffs/rebuilds slower than clicking rapidly
- Fixed: Tar Barrel clouds not affected by wind
- Fixed: Crew members do not show up victory screen when their ship is distant or in a cloud
- Fixed: Signal volume slider not working
- Mine balloon hitbox matches visuals now
- Extended ship walkable volumes a bit to prevent cases of fading out while still on the ship
- Fixed: a case where you could be “respawned” while using a gun
- Fixed: Effects leaks from match to match
- Fixed:  Fire fighting tools' fail sound effect is inaudible in third person
- Fixed:  Hitting reload on a weapon with non-standard ammo and no shots fired reloads regular ammo with modified clip size.
- Adjusted gun hitboxes
- Fixed:  AI ignores 'captain target' command
- Fixed:  Rare PhysX crash on ship death
- Fixed: Destruction logs in tutorials mention the wrong ship
- Fixed: Heavy flak reload animation issue
- Fixed: tools twitch if you switched while the previous one's 'use' animation is still playing
- Fixed: Next and previous crew spectating was not able to switch to the 4th crew member of a ship.
-Fixed: Certain weapons gunfire sounds missing for spectators
- Fixed: achievements bugged with 100% hull health required (Not a Scratch, Untouchable, Unscathed)

BUGFIXES - UI
- Fixed: some UI sounds not affected by SFX volume slider
- Fixed: choosing a dye in the ship customizer reset team color
- Fixed: text could overflow container in clan quotes and messages
- Fixed: erroneous “connection failed” message when moving into a game
- Fixed: Swapping slots from captain to crew leaves a Ready button on the screen
- Fixed: Captain’s Priority marker doesn’t disappear when the target is destroyed
- Fixed: Ship cosmetics not showing up in prematch preview
- Fixed: Chat doesn’t minimize when entering clan page from a player’s profile
- Fixed:  If chat is disabled in spectator getting to the menu and back will show up the chat help
- Fixed:  UI breaks when trying to respond to a PM on a screen where chat is disabled
- Swapped positions of “Cancel” and “Submit” buttons on the Report page for consistency
- Updated facebook link
- Fixed: decal vs logo naming inconsistency
- Fixed: Match end reports stuck on screen
- Fixed:  Sandbox vs Practice naming inconsistencies
- Support/website link on login fail screen now clickable
- Fixed:  Button labeling and clicking consistencies
- Fixed:  When receiving a notification at loading screen only the close button 'X' is visible
- Tooltips updated
- Swapped positions of ‘Cancel’ and ‘Accept’ buttons on resolution change confirmation screen.
- Fixed:  Using slot swap to switch from a captain to crew leaves the ready button on screen.
- Fixed:  Redeemable prizes list doesn't update after redeeming
- Fixed:  Typo in achievement 'Stalling for Time' description
- Fixed:  Issue with badge display in Profile
- Fixed:  Flickering at the bottom of skills icons in skills selection screen
- Fixed:  Compass signs overlapping captain commands
- Fixed: player quote not refreshing when not saving the changes
- Button label changed to ‘Cancel’ and ‘Save Changes’ in customization menus
- Fixed: no sound effect when clicking on certain menu items
- Fixed: Global chat visible while transitioning from victory screen to lobby
- Fixed: UI breaks when trying to connect to a private lobby while at the community menu
- Fixed: Wrong display mode shown if you cancel the change at confirmation

BUGFIXES - VISUAL
- Fixed: Silhouette created by flares disappears when zoomed in with spyglass/scope
- Fixed: Fog artifacts on the edges of distant objects
- Fixed: Clouds “pulsating” on some maps (when postprocess effects enabled)
- Fixed: Effects left behind on the seats of heavy guns
- Fixed: Map edge effects triggering in certain spots in the middle of Battle on the Dunes
- Fixed: Flickering artifacts on certain meshes in Battle on the Dunes
- Fixed: Rope clipping inconsistencies
- Fixed:  Ship dyes do not take ship LODs into account
- Fixed:  LOD only baking half of the textures
- Fixed:  Fadeout spots around the edges of ships
- Fixed:  Camera shakes in menu while spectating and locked on a ship being attacked.
- Fixed: Rope clipping through gun on Spire
- Fixed: Hole under left stairs on Galleon
- Fixed: Ship decoration flags disappearing when looking at them from a certain angle
- Fixed: adding themes to Mobula removes flags on the ropes

BALANCE
- Updated novice loadouts based on community feedback
- Tar Barrel is now click-to-activate on a 3-second cooldown
Title: Re: Version 1.3.7 Release Notes
Post by: Allons-GER on July 30, 2014, 07:03:04 am
Why am i reading this with a full working day ahead ? :) Whoohoo, impressive list, can´t wait going home :) Thx for this update.

Best, Allons!
Title: Re: Version 1.3.7 Release Notes
Post by: Wundsalz on July 30, 2014, 08:28:16 am
Quote
- Updated novice loadouts based on community feedback
LOL (https://gunsoficarus.com/community/forum/index.php/topic,4549.msg76049.html#msg76049)
Quote
- Fixed: first fire stack deals more damage than intended
Can you specify this? It was my understanding that the first firestack intentionally deals a multitude (4 times?) of the damage additional firestacks deal. Has this been altered?
Title: Re: Version 1.3.7 Release Notes
Post by: pandatopia on July 30, 2014, 10:01:50 am
These fixes are fantastic, thanks for your hard work!
Title: Re: Version 1.3.7 Release Notes
Post by: GeoRmr on July 30, 2014, 10:45:52 am
Soooooo, about those Aerodrome badges?
Title: Re: Version 1.3.7 Release Notes
Post by: Skrimskraw on July 30, 2014, 11:20:20 am
Soooooo, about those Aerodrome badges?

they are done, be patient
Title: Re: Version 1.3.7 Release Notes
Post by: Extirminator on July 30, 2014, 12:49:13 pm
Quote
- Updated novice loadouts based on community feedback
LOL (https://gunsoficarus.com/community/forum/index.php/topic,4549.msg76049.html#msg76049)
Quote
- Fixed: first fire stack deals more damage than intended
Can you specify this? It was my understanding that the first firestack intentionally deals a multitude (4 times?) of the damage additional firestacks deal. Has this been altered?

it was 15 fire damage + 2 for each fire stack and was fixed to deal 8 fire damage + 2 for each fire stack.
Title: Re: Version 1.3.7 Release Notes
Post by: Frogger on July 30, 2014, 01:56:35 pm
- Fixed: Holding down the mouse button buffs/rebuilds slower than clicking rapidly

After several tests, I was sad to conclude that holding down the mouse button buffs/rebuilds on average about 10% slower than spam-clicking. Could you guys take another look at this one?
Title: Re: Version 1.3.7 Release Notes
Post by: Queso on July 30, 2014, 02:19:13 pm
I'm not seeing the discrepancy myself. How are you testing it?
Title: Re: Version 1.3.7 Release Notes
Post by: GeoRmr on July 30, 2014, 02:28:05 pm
- Fixed: Holding down the mouse button buffs/rebuilds slower than clicking rapidly

After several tests, I was sad to conclude that holding down the mouse button buffs/rebuilds on average about 10% slower than spam-clicking. Could you guys take another look at this one?

Yes, it did in the devapp build also --- Ryders reported this
Title: Re: Version 1.3.7 Release Notes
Post by: Queso on July 30, 2014, 02:38:41 pm
Need details. How are you testing it? Not seeing it on my end. Tried the asian servers as well to see if it was latency related but it's still coming out to the same time for me.
Title: Re: Version 1.3.7 Release Notes
Post by: Frogger on July 30, 2014, 02:45:52 pm
I started my smartphone stopwatch at the first rebuild hit and stopped it on the last. When rebuilding a light gun, I had average times of 7.0 seconds (holding mouse button) and 6.5 seconds (spam-clicking).
Title: Re: Version 1.3.7 Release Notes
Post by: Queso on July 30, 2014, 03:03:59 pm
I'm recording it and using virtual dub to frame count it. Even on distant servers there is no significant difference between spam clicking and holding down mouse. A tiny difference can be introduced by heavily increased lag, but I'm not seeing anywhere near 10% even on a super low end machine.
Title: Re: Version 1.3.7 Release Notes
Post by: N-Sunderland on July 30, 2014, 04:04:52 pm
I just ran some tests with a stopwatch myself, and I was getting times around 10% slower. Not the most reliable way of measuring it, but the results were pretty consistent.
Title: Re: Version 1.3.7 Release Notes
Post by: NallyNally on July 30, 2014, 04:17:41 pm
Flamers appear to lag the game again! Though I'm sure you're probably already aware and on it.
Title: Re: Version 1.3.7 Release Notes
Post by: Queso on July 30, 2014, 04:21:06 pm
Make sure you restart steam. There should be a patch for your client available that fixes it. Fun fact, it's actually probably your balloon lagging the game and spamming your client log to death.
Title: Re: Version 1.3.7 Release Notes
Post by: SaintR.L. on July 30, 2014, 04:53:04 pm
Make sure you restart steam. There should be a patch for your client available that fixes it. Fun fact, it's actually probably your balloon lagging the game and spamming your client log to death.
I personally only found that it lagged whenever I forgot to overclock my computer. Good thing I remembered in the middle of a match!  :o
Title: Re: Version 1.3.7 Release Notes
Post by: Richard LeMoon on July 30, 2014, 10:27:17 pm
Maybe we could test the rebuild times in devapp more precisely by increasing one of the hull armors 1000%.
Title: Re: Version 1.3.7 Release Notes
Post by: Queso on July 30, 2014, 11:16:48 pm
I usually tested with buff hammer since you can measure a lot of hits over time. I can run some more tests under different network conditions, but I'm not sure what you guys are seeing. I'll keep an eye on things and do the higher health test if it's still looking a bit odd.
Title: Re: Version 1.3.7 Release Notes
Post by: Richard LeMoon on August 01, 2014, 06:07:22 pm
I don't see changes to the Mobula and Squid gun and engine repair points in the notes, yet something has changed.
Title: Re: Version 1.3.7 Release Notes
Post by: Queso on August 01, 2014, 06:34:35 pm
May be effected by hitbox changes. Any specifics?
Title: Re: Version 1.3.7 Release Notes
Post by: Extirminator on August 01, 2014, 06:57:06 pm
May be effected by hitbox changes. Any specifics?

Yes, it is all affected by the hitbox changes. Running my usual routes on each ship, I find that I 'miss' the component a lot because of the hitbox being smaller now. it also affects the jump on squids, and the jump from mobula helm to upper gun. I really don't believe that the hitbox change was really needed for anything... it just "broke" a lot of people's patterns that they developed on the ships. - especially for more experienced engineers who have everything about their movement and cycles figured out.
Title: Re: Version 1.3.7 Release Notes
Post by: N-Sunderland on August 01, 2014, 07:43:12 pm
Is it possible to make repair points independent from hitboxes?
Title: Re: Version 1.3.7 Release Notes
Post by: sparklerfish on August 01, 2014, 08:24:16 pm
I don't see changes to the Mobula and Squid gun and engine repair points in the notes, yet something has changed.

Yeah,  the upper squid engines seems to be closer to the center of the ship now.  I have to stick to the inner edge of the ramp by the railing to get the engine jump now when it used to work fine from the center of the ramp.
Title: Re: Version 1.3.7 Release Notes
Post by: Richard LeMoon on August 01, 2014, 09:17:02 pm
Quote
- Adjusted gun hitboxes

This explains the Mobula gun, I guess, but as Sparklerfish said, engines seem to be changed as well.
Title: Re: Version 1.3.7 Release Notes
Post by: GeoRmr on August 01, 2014, 09:17:59 pm
website still says 1.3.6 is live, up there ^
Title: Re: Version 1.3.7 Release Notes
Post by: Teh Celery's on August 01, 2014, 11:19:38 pm
Being able to just hold the CTRL button (or... the left mouse button depending on what kind of human you are...)
has significantly increased the awesome factor of rapidly trying to buff or move from part to part while engi'ing.

Cheers, Muse!
Title: Re: Version 1.3.7 Release Notes
Post by: Teh Celery's on August 01, 2014, 11:21:03 pm
I don't see changes to the Mobula and Squid gun and engine repair points in the notes, yet something has changed.

Yeah,  the upper squid engines seems to be closer to the center of the ship now.  I have to stick to the inner edge of the ramp by the railing to get the engine jump now when it used to work fine from the center of the ramp.

Oh, good!  I'm not the only one! 
I was scratching my head about this the other night..
Title: Re: Version 1.3.7 Release Notes
Post by: sparklerfish on August 03, 2014, 05:48:36 pm
Am I just crazy, or do there seem to be more clouds now in Canyon Ambush and Paritan Rumble?
Title: Re: Version 1.3.7 Release Notes
Post by: GeoRmr on August 03, 2014, 10:02:55 pm
Am I just crazy, or do there seem to be more clouds now in Canyon Ambush and Paritan Rumble?

Muse always add another cloud to each map in every patch.
Title: Re: Version 1.3.7 Release Notes
Post by: Frogger on August 04, 2014, 01:37:38 am
What the heck is "Cargo Hook" under Keybindings - Helm?
Title: Re: Version 1.3.7 Release Notes
Post by: N-Sunderland on August 04, 2014, 01:57:58 am
What the heck is "Cargo Hook" under Keybindings - Helm?

I'm guessing it's meant for co-op, and Muse just forgot to remove it from the release build.
Title: Re: Version 1.3.7 Release Notes
Post by: luchelibre on August 05, 2014, 07:09:29 pm
May be effected by hitbox changes. Any specifics?

Yes, it is all affected by the hitbox changes. Running my usual routes on each ship, I find that I 'miss' the component a lot because of the hitbox being smaller now. it also affects the jump on squids, and the jump from mobula helm to upper gun. I really don't believe that the hitbox change was really needed for anything... it just "broke" a lot of people's patterns that they developed on the ships. - especially for more experienced engineers who have everything about their movement and cycles figured out.

You say this like it's a bad thing...

It's good to shake the engies out of their ruts from time to time, intentionally or not.
Title: Re: Version 1.3.7 Release Notes
Post by: Hoja Lateralus on August 05, 2014, 07:23:49 pm
You say this like it's a bad thing...

It's good to shake the engies out of their ruts from time to time, intentionally or not.

It IS a bad thing. If Muse wanted intentionally to make game more difficult for engineers - they would do so (for instance chem nerf). But I think this is mostly unintentional and bad for the game, because many times I know I hit the component, the game gives me correct sound and yet there is no effect. Before 1.7 there wasn't such a problem and I could easily hit and fix everything running. Now I can't and I will consider this as a bug, a thing to be fixed.