Guns Of Icarus Online

Info => News and Announcements => Release Notes => Topic started by: Grixis on December 22, 2014, 06:15:30 am

Title: Version 1.3.9 Release Notes
Post by: Grixis on December 22, 2014, 06:15:30 am
CONTENT
Christmas items

Workshop Items-
-Ava's Demon, created by Neareida
-Henrick's Maske, created by Constiii
-Clockwork Ouroboros, created by Ushabti
-Duck of the Wind, created by Tanya Phenole
-Jolly Rodger, created by SassyKat
-Raven Skull, created by SassyKat
-Sacrilege, created by Mr. Lambert
-Wings of Icarus, created by MacBernick


FEATURES
- Map grid lines now show at fixed 1km intervals
- Ship names now included in destruction log
- Skill descriptions now draw directly from configuration (so they can't get out of sync with the actual effects).
- Restored exclusive fullscreen mode as windowed fullscreen caused performance problems on many setups. If you still want windowed fullscreen, you can use the "-popupwindow" launch option.
- Added a small delay before transitioning to the match end sequence to allow viewing the final kill, capture, etc.
- Added different pitch for engine sounds at different speed levels

BUGFIXES
- Fixed broken highlighting in voice selector UI
- Chat box can no longer be opened underneath social dropdown
- Debug overlay no longer shows wildly incorrect framerate when first enabled
- Removed questionable parsing of special whitespace characters ("/t" for a tab) in chat
- Dyes can no longer be applied to hairstyles (formerly consumed the item but had no effect)
- Khovansky male hair can’t be dyed anymore
- Label is now shorter on moderator button
- Fixed a bug that caused ship customization to not function after “Unlock Loadout” was pressed
- Options menu: resolution now reverts if you decline to apply the changes
- Fallen Hero Cap description now refers to "Flight of the Icarus" instead of "GoI Classic"
- Character feet don’t clip through the deck during victory poses
- Animation for switching tools no longer delayed in 3rd person
- Fixed a bug that caused the wrong tool usage to be shown right after switching tools in 3rd person
- Fixed some cases where characters could get stuck on ship geometry
- Global chat no longer visible while transitioning from victory screen to lobby
- Spyglass and Range-finder now reset to default zoom level at the start of matches
- The title on the Sky League badge is now showing up
- Fixed "bounty rules" info box issue
- Made gatling gun impact sounds more noticeable
- Engines have the correct sound effect when returning from AFK (used to always play the “idle” effect)
- Fixed a rare bug that could cause multiple copies of a ship to spawn when respawning
- Changed “tophat” to "top hat" in item names for consistency
- Texture quality settings now has no effect on matchmaking UI
- Fixed a bug that caused players to be facing the wrong direction after using the Spyglass or Rangefinder
- Fixed ships spawning on top of each other on Duel at Dawn and Water Hazard
- Achievement checklist: default text added when there's nothing to display
- Lusse's Travels: added Anglean Raiders page
- Fixed player context menu not closing immediately after leaving in-game ESC menu (now closes on all UI transitions)
- Workshop Tool: using mouse wheel in file browser doesn’t change the zoom anymore
- Ship customizer decoration tooltips now show up when player has no decoration items
- Fixed a bug that caused the Artemis’s rocket to remain after being fired
- Reworked the effects of wind on ships for more consistency (no more extreme forces from certain angles on the Mobula, for example)
Title: Re: Version 1.3.9 Release Notes
Post by: Replaceable on December 22, 2014, 06:25:56 am
Thanks lads and lasses can wait to try this out :D
Title: Re: Version 1.3.9 Release Notes
Post by: Wundsalz on December 22, 2014, 06:46:03 am
CONTENT
Christmas items
no santa beard? This christmas is a sad one :-(

Workshop Items-
-Ava's Demon, created by Neareida
-Henrick's Maske, created by Constiii
-Clockwork Ouroboros, created by Ushabti
-Duck of the Wind, created by Tanya Phenole
-Jolly Rodger, created by SassyKat
-Raven Skull, created by SassyKat
-Sacrilege, created by Mr. Lambert
-Wings of Icarus, created by MacBernick
Yay, workshop items! Thanks a lot Constiii, your mask rocks! - it looks way better on my pilot than the gunner-bee mask :)
I'm not sure whether the current solution to introduce clan-decals (rodger, scrilege, duck) is a good one though. The grant everyone access to everything policy might be a source for community-tension.

Also thanks for the bug fixes and all these little minor improvements!
Title: Re: Version 1.3.9 Release Notes
Post by: Terrkas on December 22, 2014, 07:39:03 am
"-popupwindow" doesn´t seem to work.
Title: Re: Version 1.3.9 Release Notes
Post by: Mezhu on December 22, 2014, 08:54:48 am
I hate to say it but I can't understand how you took the decision to accept these decals out of all the submitted ones. Save for a couple, the rest look like crap and are a huge drop in quality compared to muse-made ones as well as many other of the community made. Wundsalz also has a good point as usual, but I guess if people submitted those they'd be ok with them being publicly available.

Rest of the improvements are cool
Title: Re: Version 1.3.9 Release Notes
Post by: Dementio on December 22, 2014, 10:13:55 am
These engine sounds man, they are so loud when moving forward. I want to decrease in-game volume, but then I won't hear guns shooting at all...

The new yellow line grid doesn't tell me anything anymore. You say it's in 1km intervals, but does it say so in-game anywhere? Might as well keep the old one for consistent design and add the scale on the bottom of the map or something.

Still not convinced that changing the spawns for duel at dawn was the best idea.

Commendations appear in a black window, the white one lookes so much more calming.

Since patch I have some troubles switching windows...
Title: Re: Version 1.3.9 Release Notes
Post by: Watchmaker on December 22, 2014, 10:37:51 am
Since patch I have some troubles switching windows...

If by "switching windows" you mean "alt+tab while in fullscreen", it is regrettable but unavoidable that returning to exclusive fullscreen brought back the old issues with switching and minimizing the game window.  If this is something you need to do, use -popupwindow.

For the "-popupwindow" launch option to have any effect, you also need to change the game to Windowed mode in the in-game options.  The only way to get a fullscreen window at the moment is to combine Windowed mode, -popupwindow, and setting game resolution equal to screen resolution.

I'd love to be able to provide all of these as options in the in-game menu but I'm forced to dance around limitations of the Unity3D engine in this case.
Title: Re: Version 1.3.9 Release Notes
Post by: Bronzium on December 22, 2014, 10:46:25 am
I'm still trying to figure out how to access the Workshop content you guys approved of? Where is it?

EDIT: Nevermind, found it in my own inventory. :P
Title: Re: Version 1.3.9 Release Notes
Post by: Steve CZ on December 22, 2014, 10:55:28 am
Items in my inventory started to multiply or whatever. Widow's peak holds the record with 6 individual appearances.
Title: Re: Version 1.3.9 Release Notes
Post by: Indreams on December 22, 2014, 11:51:55 am
Love the new decals. Love that I have them. Great job everybody!


Just two things on my side.

I kinda miss being able to tab out. Just now, I logged in to check out the decals than tab out to post here, but I had to close the game instead.

Can people tell me which decals are Clan specific, so I can avoid flying them? They're all cool and all (the duck is the best in my opinion), but I'm not in a clan. I'd rather like to avoid presenting myself as though I was in a clan.


Can't comment on gameplay (computer viruses, and I can't play a proper match on my macbook without insane lag), but I'd probably say something along the lines of: I love the bug fixes, and I like how you guys listened to the community with map lines, but take one more step further and add scale pls.
Title: Re: Version 1.3.9 Release Notes
Post by: Dementio on December 22, 2014, 12:13:28 pm
Since patch I have some troubles switching windows...

If by "switching windows" you mean "alt+tab while in fullscreen", it is regrettable but unavoidable that returning to exclusive fullscreen brought back the old issues with switching and minimizing the game window.  If this is something you need to do, use -popupwindow.

For the "-popupwindow" launch option to have any effect, you also need to change the game to Windowed mode in the in-game options.  The only way to get a fullscreen window at the moment is to combine Windowed mode, -popupwindow, and setting game resolution equal to screen resolution.

I'd love to be able to provide all of these as options in the in-game menu but I'm forced to dance around limitations of the Unity3D engine in this case.

Because switching windows while in fullscreen is as bad as it is, I am used to switch to windowed mode through "alt+enter" and then switch, but it often would not focus the window I was trying to switch too. At some point I even got an error message, I will email the outup file to you guys of course.
Title: Re: Version 1.3.9 Release Notes
Post by: evodoc on December 22, 2014, 02:32:26 pm
What sound system are you using?

These engine sounds man, they are so loud when moving forward. I want to decrease in-game volume, but then I won't hear guns shooting at all...
Title: Re: Version 1.3.9 Release Notes
Post by: Allien' on December 22, 2014, 02:59:37 pm
I only have one question: Why did you change the map grid?
Just...
It makes no sense to have the map grid to be 1km spaced. I guess its too hard to write in the bottom of the map decription the dimensions of the squares.
Title: Re: Version 1.3.9 Release Notes
Post by: KitKatKitty on December 22, 2014, 03:12:32 pm
Thanks for the bug fixes and I'm really excited for the logos and other workshop items! Can I ask how often the workshop items will be reviewed and added into the game?

Also: - Dyes can no longer be applied to hairstyles (formerly consumed the item but had no effect)
- Khovansky male hair can’t be dyed anymore

Really with instead of making this not possible you would have gone the other way with this and made ALL hairstyles able to be dyed, that would have been way cooler.
Title: Re: Version 1.3.9 Release Notes
Post by: ShadedExalt on December 22, 2014, 04:29:50 pm
I love the new Gat noises, I can actually hear when we're being chewed on.
Title: Re: Version 1.3.9 Release Notes
Post by: DJ Logicalia on December 22, 2014, 05:14:43 pm
Played a Paritan match today, and having 4 grid squares was just so silly and unhelpful. The system might make more sense if you goal is to keep all the maps uniform, but it's really impractical for everything else
Title: Re: Version 1.3.9 Release Notes
Post by: Jub Jub on December 22, 2014, 05:21:24 pm
Quote
CONTENT
Christmas items

Can you be more specific about this? When I logged in all I could see were Christmas shrubs on all of the ships. Is what the "Christmas items" or am I missing others?
Title: Re: Version 1.3.9 Release Notes
Post by: DJ Logicalia on December 22, 2014, 07:50:54 pm
Quote
CONTENT
Christmas items

Can you be more specific about this? When I logged in all I could see were Christmas shrubs on all of the ships. Is what the "Christmas items" or am I missing others?
+The elf ears & the Jolly Old Salt goggles

(I <3 Shrubs)
Title: Re: Version 1.3.9 Release Notes
Post by: ShadedExalt on December 22, 2014, 08:45:08 pm
I have Jolly Old Salt on my gunner, who has a crewcut.  Pretty amazeballs.  The shrubs are really cool, and so are the goggles, but I really wanted a santa hat.  Maybe it was just me, but oh well.

Candles and cogs and shrubs, oh my!
Title: Re: Version 1.3.9 Release Notes
Post by: Dutch Vanya on December 23, 2014, 12:16:23 am
Shrubs with missing textures is all we get. No new christmas items.
Title: Re: Version 1.3.9 Release Notes
Post by: Wundsalz on December 23, 2014, 08:52:06 am
ah neat, we've got a santa beard afterall, I just must have missed it. Aweseome! Christmas is saved.
Title: Re: Version 1.3.9 Release Notes
Post by: sparklerfish on December 23, 2014, 03:19:02 pm
- Khovansky male hair can’t be dyed anymore

I was going to be REALLY upset about this, but was happy to find that if you've already dyed it, it stays dyed.  I bought a bunch of male gear to go with my spring green Khovanksy hair since there wasn't a dyeable female hairstyle, and I would have been fairly disappointed to have basically wasted money on it.  Definitely agree with KitKatKitty that it would have been a way more awesome move to make all hair dyeable, or at least ONE female hairstyle so everyone gets a cool colorful 'do.
Title: Re: Version 1.3.9 Release Notes
Post by: Dementio on December 23, 2014, 04:57:23 pm
The hair color itself can actually be changed for free, but it doesn't offer as many colors as there are dyes.
Title: Re: Version 1.3.9 Release Notes
Post by: Richard LeMoon on December 23, 2014, 05:31:50 pm
Is it just me, or did the Mobula turbine ducts lose their animations again?
Title: Re: Version 1.3.9 Release Notes
Post by: Replaceable on December 23, 2014, 05:40:25 pm
- Fixed some cases where characters could get stuck on ship geometry

I don't get stuck as i would in the old way. But now i can walk over things and get stuck that way.

Like Pyramidion back engines. Junker Bottom deck. Goldfish turning engines.
Title: Re: Version 1.3.9 Release Notes
Post by: Richard LeMoon on December 23, 2014, 06:38:46 pm
It is really hard making the run to the back engine on the Goldfish. One wrong step and you are up on the railing not able to hit the engine.
Title: Re: Version 1.3.9 Release Notes
Post by: Replaceable on December 23, 2014, 07:13:37 pm
Couldn't agree more Richard. Pretty sure it happens on the bottom deck of a Mobula too.
Title: Re: Version 1.3.9 Release Notes
Post by: DJ Logicalia on December 23, 2014, 07:55:02 pm
Yeah, I've definitely been getting stuck on more things since the update.  I thought it might have been my connection, but I've been holding steady at 50ish ping all day
Title: Re: Version 1.3.9 Release Notes
Post by: Extirminator on December 25, 2014, 03:36:54 pm
Ever since the attempted case for fixing getting stuck on ship geometry was made, me and a lot of other frustrated engineers have experienced scenarios that have not been happening before - some were already made clear by other posts above me, but not all have been noted. I will just describe it a bit more and in more detail:

When going to the back side of the Pyramidion, it is extremely easy to get stuck of the fence between the two side engines. It takes quite a while to extract yourself from being stuck too, which leaves the engines unevenly broken for a significant amount of time.

While going to the main engine from the balloon on a Goldfish, it is quite easy to climb the ropes that are supposed to protect you from falling down, making you fall if you don't watch you step.

Turning engines positioned close to the ground on most ships will be climbable, having the possibility to screw some of the repairing cycles.

It is possible to climb the fences of a squid from certain angles, which caused me to miss a viable jump every once in a while.

With the recent changes to hitbox size of guns, it is easy enough already to fall off the ship when dismounting a gun on various ships like spire and junker on certain guns and angles. Having this fix makes the problem more frequent.

Climbable components are easy to miss the repair hit on.


Finally, this "fix" messes up with the sole routines and cycles that most experienced engineers have embedded within their brains already. I am not saying to you not to make any fixes, I am just asking for the fixes to not further screw up game-play.
I hope this gets to your attention so you can fix this, because the game was made quite worse due to this fix. Speaking from  engineer perspective at least.
Title: Re: Version 1.3.9 Release Notes
Post by: Replaceable on December 25, 2014, 03:54:35 pm
Everything ex said, also maybe send that to muse themselves too?
Title: Re: Version 1.3.9 Release Notes
Post by: DJ Logicalia on December 26, 2014, 12:40:28 am
Yeah, everything Exterminator is getting at. I get stuck on all of those very frustrating places increasingly more often with patches that try and fix it. I don't know exactly why it's thought & put into the patch notes that it is fixed, when it's noticeably worse than before, but it's a real bummer to think "hey, maybe now I won't let my boats sink because I can't get away from the railing" only to find the railing is even more interested than before  in impeding my cycles
Title: Re: Version 1.3.9 Release Notes
Post by: Wundsalz on December 28, 2014, 09:04:11 am
I've experienced a lot of new movement related bugs as well since the patch. Especially movement close to rails seems to be a gamble now.
Here are two videos showing how I get stuck/sucked into the rails at the goldies back engine and the rails at the side engines:
https://www.youtube.com/watch?v=nm-rldr8JEo
https://www.youtube.com/watch?v=LJ4GpHBwzDs
Title: Re: Version 1.3.9 Release Notes
Post by: Extirminator on December 28, 2014, 12:14:57 pm
I've experienced a lot of new movement related bugs as well since the patch. Especially movement close to rails seems to be a gamble now.
Here are two videos showing how I get stuck/sucked into the rails at the goldies back engine and the rails at the side engines:
https://www.youtube.com/watch?v=nm-rldr8JEo
https://www.youtube.com/watch?v=LJ4GpHBwzDs

This particular movement glitch was in the game for a while now, but it appears to be more frequent now, and happening on every piece if geometry/component and on any ship. Especially when ship are accelerating to high speeds.
Title: Re: Version 1.3.9 Release Notes
Post by: Dementio on January 05, 2015, 08:59:48 am
- Fixed some cases where characters could get stuck on ship geometry

I wonder if this fix has been fixed yet or if it stays as ridiculous as it is now.


And why is the projectile explosion of the Artemis still the same as the explosion of the Banshee?
Title: Re: Version 1.3.9 Release Notes
Post by: MightyKeb on January 11, 2015, 04:41:09 am
- Fixed some cases where characters could get stuck on ship geometry

I wonder if this fix has been fixed yet or if it stays as ridiculous as it is now.


And why is the projectile explosion of the Artemis still the same as the explosion of the Banshee?

Must be someone's birthday.


Speaking of that.. holy hell. One could run a 5banshee all-mobulas match on his/her birthday. Has anyone done this before?


(And I hope there's [Cake] involved *ba dum tss*)
Title: Re: Version 1.3.9 Release Notes
Post by: Replaceable on January 11, 2015, 06:39:48 am
After me and DJ Logicalia both got level 45 engineer at the same time.
In celebration we ran an all banshee mobula. So fun.
Title: Re: Version 1.3.9 Release Notes
Post by: DJ Logicalia on January 11, 2015, 09:55:05 am
After me and DJ Logicalia both got level 45 engineer at the same time.
In celebration we ran an all banshee mobula. So fun.

Can confirm, was fun.

It's not the most effective build, kinda like an all flak spire, but it's a lot of fun and when it works, it feels amazing, also like a flak spire.
Title: Re: Version 1.3.9 Release Notes
Post by: sparklerfish on January 24, 2015, 12:44:11 pm
Since the "fix" I find myself getting stuck on guns too, notably front heavy guns on spire and goldfish.  One moment I'm standing behind the gun, trying to spot enemies, the next I'm suddenly floating up onto the gun and it's very hard to get down (especially on spire as there is a wall in the way).  I also sometimes fall through the guns inexplicably, especially on spire.

Bottom deck of junker, if I walk close to the side of the ramp sometimes I will start floating up and end up halfway through to the top deck stuck between them, though that one is a bit easier to jump out of (still loses valuable time).
Title: Re: Version 1.3.9 Release Notes
Post by: DJ Logicalia on January 24, 2015, 12:52:33 pm
Since the "fix" I find myself getting stuck on guns too, notably front heavy guns on spire and goldfish.  One moment I'm standing behind the gun, trying to spot enemies, the next I'm suddenly floating up onto the gun and it's very hard to get down (especially on spire as there is a wall in the way).  I also sometimes fall through the guns inexplicably, especially on spire.

Bottom deck of junker, if I walk close to the side of the ramp sometimes I will start floating up and end up halfway through to the top deck stuck between them, though that one is a bit easier to jump out of (still loses valuable time).

I was on a spire that died the other day because I couldn't get unstuck from the main gun to get to the balloon. Please fix T_T
Title: Re: Version 1.3.9 Release Notes
Post by: Replaceable on January 25, 2015, 04:11:32 pm
I emailed them well over 2 weeks ago, as did exterminator, as did wolfprints I think.

If you haven't emailed them, do it. Do it now.
Title: Re: Version 1.3.9 Release Notes
Post by: Extirminator on January 26, 2015, 06:37:06 pm
I emailed them well over 2 weeks ago, as did exterminator, as did wolfprints I think.

If you haven't emailed them, do it. Do it now.


No need for it, muse is well aware of the issue and have the fixes finished as of a few days ago. As I understood correctly it is now on testing to check if everything is alright with the fix, and will air with the new update. Which a little bird whispered to me might contain some well anticipated new guns and a less well anticipated stamina based system.
Title: Re: Version 1.3.9 Release Notes
Post by: Dutch Vanya on January 26, 2015, 06:40:12 pm
No need for it, muse is well aware of the issue and have the fixes finished as of a few days ago. As I understood correctly it is now on testing to check if everything is alright with the fix, and will air with the new update. Which a little bird whispered to me might contain some well anticipated new guns and a less well anticipated stamina based system.
Oh, yea?
Title: Re: Version 1.3.9 Release Notes
Post by: Replaceable on January 26, 2015, 06:40:36 pm
Good news and bad news.

Thanks for the update 8)
Title: Re: Version 1.3.9 Release Notes
Post by: Dementio on January 26, 2015, 06:51:09 pm
stamina based system

Oh please no
Title: Re: Version 1.3.9 Release Notes
Post by: Alexor Huxley on January 26, 2015, 11:10:47 pm
stamina based system

Oh please no
I second this expression of dread. I see ships being sunken a lot more quickly if this is true.

"Sorry cap, my adrenaline couldn't keep up. I just wasn't terrified for my life enough to maintain my body's heightened state of activity and keep up repairs. Maybe you should buy a coffee maker for your next commission."
Title: Re: Version 1.3.9 Release Notes
Post by: David Dire on January 27, 2015, 11:34:09 am
stamina based system

Oh please no
I second this expression of dread. I see ships being sunken a lot more quickly if this is true.

"Sorry cap, my adrenaline couldn't keep up. I just wasn't terrified for my life enough to maintain my body's heightened state of activity and keep up repairs. Maybe you should buy a coffee maker for your next commission."

Yeah, why are we suddenly going realism? We're on floating metal things that have balloon so small they're defying gravity, and these are, what, hot air balloons?
Title: Re: Version 1.3.9 Release Notes
Post by: Skrimskraw on January 27, 2015, 01:46:28 pm
Complaining about new content :)
Title: Re: Version 1.3.9 Release Notes
Post by: Dementio on January 27, 2015, 03:14:15 pm
Complaining about new content :)

Obligatory.