Guns Of Icarus Online
Info => News and Announcements => Release Notes => Topic started by: Grixis on October 29, 2015, 05:42:28 am
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New content
- new map: 3v3 version of Clash at Blackcliff
- costume pieces:
- Blood and Brass Tournament hats (male and female)
- Birthday hats (King and Queen)
- Daybane hat - workshop (male and female)
- Javanicus - workshop (male and female)
- Soulseeker mask - workshop (male)
- Old Straw Hat - workshop (male)
- Octagonal Spectacles - workshop (male)
- Garrison cap - workshop (male)
- Peaked cap - workshop (male)
- Trusty pipe - workshop (male)
- decals:
- Hold Fast (unlocked through Clan Progression)
- Thick as Thieves (unlocked through Clan Progression)
- bless of éole - workshop
- Nysa Orchard Bee - workshop
- Wings of SoShi - workshop
- Polaris - workshop
- Grim Reaper - workshop
- Sandstorm Republic - workshop
- Imperial Order - workshop
- The Four of Us - workshop
- Cephalopod Tentacle - workshop
- Steampunk Dragon - workshop
- Ghost in My Journal - workshop
- I Define Balance - workshop
Features
- Clan Progression: levels 6 to 10 unlocked, each with new rewards!
- Practice Maps: practice maps for all region types, hooray!
- Improved Match Loading: match start is now delayed until all players have loaded! (up to 60 seconds)
- fireworks are back
- added "Searching" status for social menu
- confirmation that a friend was added
- launcher
- warning when pilot mid-match join to inform crew slot that role will switch
- AI crew now listens to ship captain’s voice commands: gunning direction & repair type designation. General crew orders overwrite the voice commands, so sometimes you’ll want to order them to “All repair” or “All guns” first.
Balance
Minotaur: Increased jitter to 3.5 degrees (from 3), increased muzzle speed to 550m/s (from 350), increased AoE burst size to 10m (from 8), reduced pitch and yaw to 30 degrees in all directions (from 45), decreased rate of fire to 0.33 b/s (from 0.44), increased piercing damage to 90 (from 60), increased shatter damage to 225 (from 140), increased knockdown force to 200000 on both direct and burst hit (from 160000)
Bugfixes
- primary dye changes the secondary color's shade on Boneyard costume
- rope flag covering sight at rear gun on Squid
- bottom part of dropdown menu in progress is missing
- map coordinates are blurry
- "win conditions" on map actually shows the map description
- offline players aren't listed in order of the time last being online in the social menu
- wrong images for Paritan Rumble
- at achievement progress the hotkey is also shown
- a random clipping flag on Northern Fjords
- steam leaking from gun
- typo in matchmaker tip
- match loading screen glitch
- can't change letter case in player names because of name "already taken"
- some sound effects can't be heard
- issue with dust cloud and steam layered on each other
- the barrels of the light flak are steaming
- hitmarker on enemy projectiles
- spectator marker and red ship marker have almost identical colors
- kill feed goes missing
- balloon decal changes to an other one
- scratched overlay when joining a match
- loading mid-match problem
- compass visual issue fixes
- when private match is opened to matchmaker password is not removed
- chat switches to global
- captain voice chat icons for non captains on match end screen
- title rewards for veteran achievements are showing up blank in the profile title selection
- being listed as featured player with no reason
- team chat becomes visible for spectators in some cases
- deploy screen issues on multi-monitor systems
- kill feed gets covered by deploy screen
- clan description overlaps clan XP if the text is long enough
- mines' sound effect gets stuck
- ship name disappears from map
- team indicator arrow icon glitch
Changes
- removed duplicate "LeaveGun", “LeaveHelm” entries from controls menu
- Traveller theme adjustments on Junker and Goldfish
- more tutorial text
- spectators aren't allowed to vote map
- Junker’s default loadout adjusted
- added “Instructions” button to workshop client
- when choosing a new leader for a clan, choose those who played the game within 7 days first
- matchmaker adjustments
- menu music volume slightly lowered
- added description for practice loading screen
- guns’ level of distance models adjusted
- separate spawn points for all 4 crew members
- changed colliders on Mobula & Spire to not have “invisible walls” on ships with themes
- adjusted the position of Goldfish’s turning engines
- kill feed wraps to two lines for long messages, that makes following the feed much more harder
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With the changes to the default junker loadout, can we get some changes to the default galleon loadout? Literally all of them are horrendous
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Sweet, the Grim Reaper stuff is getting added! Can't wait! :D
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I may have got a bit too excited about practice maps... But...
YEEEEEEEEEEESSSSSSSSSSSSSSSSSSSSS!!!!!!!!!!!
Also AI shalt be OP now.
Part of me worries about how many people would sooner have AI than newbies due to this change, so that's something to watch...
Birthday hats didn't make it into the game, but the fireworks on kills are! (love the fireworks again :) )
Did I mention Practice Maps?! Like seriously.... Practice Maps!!!!! (have wanted this since I first played.)
Practice maps! Practice maps hype!!!
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>mfw no fix for Hwacha Burst combo being overpowered
(http://i.imgur.com/TecoCQY.png)
I kid.
Thanks for the update! Can't wait for it to finish downloading!
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Holy shit, practice maps!!!
YES!
New decals are nice, now if only Bard decal got in...
Hype for birthday things!
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Fps counter has become too huge and I cant access party options nor vote the third map at lobby start with it activated. I understand you just need to turn it off for it to work again, but still ..
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It should be noted that minotaur reload has been increased to 10.
The minotaur does NOT have a burst radius despite being listed as 10 m. I've done enough testing and it's clear there is no noticeable burst radius so either change it to "0" or give it a burst radius of 10.
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decals:
Sandstorm Republic - workshop
I can only look at these while my ship is sitting still in the spawn. Is it normal ?
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decals:
Sandstorm Republic - workshop
I can only look at these while my ship is sitting still in the spawn. Is it normal ?
There's no need to implement SREP's decals outside the spawn as it would be a waste of hardware resources.
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Muse, what on earth is the point of the launcher?
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Muse, what on earth is the point of the launcher?
I imagine to promote events, let players be aware of patches, or anything that they need to point out really.
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I actually like the launcher.
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Also so that we can tell people when the servers are down for maintenance or other known reason, rather than getting spammed with "why can't I connect" questions in every medium.
Muse, what on earth is the point of the launcher?
I imagine to promote events, let players be aware of patches, or anything that they need to point out really.
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'increased AoE burst size to 10m'
This has got to be a typo. The lumberjack has a burst radius of 12m according to the wiki and with burst ammo basically hits everything on a squid if you land in the right spot. Two shots from a burst mino would give you a complete disable against a squid with this burst radius. I suspect this is 1m?
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The launcher should be placed OUTSIDE of the main game... now it just adds 10+ seconds to the log in.
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Please remove the launcher. Having the game launch in 2 seconds was fantastic.
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'increased AoE burst size to 10m'
This has got to be a typo. The lumberjack has a burst radius of 12m according to the wiki and with burst ammo basically hits everything on a squid if you land in the right spot. Two shots from a burst mino would give you a complete disable against a squid with this burst radius. I suspect this is 1m?
I don't think it even has a radius of 1 m. But yeah 10 is too large and burst artemis is only 3.75. A 3 m burst radius would be plenty, if not too much.
If the taur had a 10 meter burst radius then hwatcha would be obsolete.
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'increased AoE burst size to 10m'
This has got to be a typo. The lumberjack has a burst radius of 12m according to the wiki and with burst ammo basically hits everything on a squid if you land in the right spot. Two shots from a burst mino would give you a complete disable against a squid with this burst radius. I suspect this is 1m?
I don't think it even has a radius of 1 m. But yeah 10 is too large and burst artemis is only 3.75. A 3 m burst radius would be plenty, if not too much.
If the taur had a 10 meter burst radius then hwatcha would be obsolete.
People say it's hard to miss components with Hwacha.
With 10m burst Taur it's just a whole nother level of easy disables.
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The (from 8) in the original is (from 8 ) so the change isn't huge whatever it means. Possibly the burst radius stat has been hijacked for some other purpose with the Minotaur.
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I'm not sure if it was mentioned but you can no longer view player loadouts in an ongoing match. If you join an in progress match you can't see crew loadouts in lobby...
I really hope this is a bug and not a feature. You need to know what your fellow crew is bringing so you can decide what tools/ammo to bring. If you're joining a captain slot you need to know what the crew has and if it's worth joining. Right now I can't join in as captain in matches with crew because I don't know what they have!
I can think of no way how viewing crew loadouts is an exploit. It's a required feature and I can't join captain slots with crew anymore.
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Anyone know what the reason for the goldfish engine positioning change is?
Aesthetically I think it looks better this way. Curious if there was a functional reason as well.
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No functional reason, just visual: the engine blades were very close to the railings.
Anyone know what the reason for the goldfish engine positioning change is?
Aesthetically I think it looks better this way. Curious if there was a functional reason as well.
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Can a dev with code access check all the minotaur changes and confirm them? Notably the reload time and the burst radius claimed. Also if you can specify if it's 200k N for each direct and aoe or 200k N evenly spread between them to get 100k each.
I would love your cooperation for proper stats in the wiki, thanks.
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The Minotaur has no AoE, the gun type it uses doesn't even support that feature. We typo'ed the release notes entry, I think.
Impact force is 200k N for each of the direct and secondary hits of each pellet, for a total of 400 kN per each of the 5 pellets fired by a single trigger pull.
EDIT: other posted stats seem correct.
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The minute-long "enter game" timer is incredibly frustrating and slows things down. I've never loaded in before 10 seconds were left on the clock. I'd suggest reducing it to thirty seconds, especially since a complaint of the game is long lobbies.
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EDIT: other posted stats seem correct.
Reload is 10 seconds. It's listed in the manual as reload speed of 1/10.
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Bug report: Ship names appear where they were last spotted on the map after you died, without the circle that represents the ship.
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I want to know who suggested the increase in Minotaur force, who tested it and said it was ok, and what the hell is wrong with them.
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Whenever taking a Minotaur is an option, I ask myself "would a Hwatcha do this better"
The answer is always yes.
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I'm pretty happy with the new birthday hat being a sparkler hat.
Oh yeah also the rest of the stuff. Good patch.
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Agreed.. it was a good patch update! I quite happy about the minotaur Heavy Cannon being improved! It's now coming back into play! I looking forward to actually playing with a Minotaur Build !
Also I do quite like all the new workshop hats & mask ! (Garrison Cap is my favourite!)
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I want to know who suggested the increase in Minotaur force, who tested it and said it was ok, and what the hell is wrong with them.
Having been on the receiving end of double Minotaurs with a junker I can see what you mean, kerosene doesn't help much when being pushed down and along is the danger on top of rotation.
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I don't think the push force is a problem. It's supposed to be controlling and has a very long reload that's 25% longer than lumberjack. A clip of buffed heavy clip taur does 650 armor damage and easily one shots heavy guns. It's a heavy merc.
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- yay for a new 3v3 map (even if it's just a variation of already existing map)
CK and CP are sitting on the ground and crying because mommy and daddy don't love them anymore
- yay for new costume stuff, although I don't care that much
- yay for more clan progression, although I wonder why I can't check what all this stuff is. Like what the hell is "+ [wrench icon]"? A little pop up window would be nice...
- always yay for fireworks :)
- yay for practice maps, although the selection window is just silly, clicking through maps will probably turn out annoying for most, would recommend turning it into selection window (perhaps such us gun selection), it's a small but important step towards making practice mode relevant in any way
- yay for searching status
- yay for AI stuff, gotta check that one out
- yay for global chat fix (it was SO annoying)
- nay for launcher, I believe you've had some reasons for it but it just makes me wait another few seconds to get into the game. If you really 'have' to have it I'd recommend make it more like EU IV launcher, just a small window on the desktop:
(http://cloud-4.steamusercontent.com/ugc/920145210249140320/9DDCD2A508FDFA7FD8F264275227F68D685CC503/)
- nay for enter-game wait:
The minute-long "enter game" timer is incredibly frustrating and slows things down. I've never loaded in before 10 seconds were left on the clock. I'd suggest reducing it to thirty seconds, especially since a complaint of the game is long lobbies.
This. I understand a reason for that and it was a kind of requested feature after all, but for me it's just frustrating to wait even longer for a game to start. Perhaps we could hit some middle ground with setting the wait time for 40-45 sec instead of 60. It is also more frustrating (than lobby wait) because you have limited ability to use voicechat and no ability to use text chat.
Q:
Is "steam leaking from the gun" fix the flashbanging fix I was e-mailing you about (artemis & blackcliff problem)?
"matchmaker adjustments" - what kind of adjustments? I'm scared....
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The push force is very much a problem.
Aside from the increased damage and velocity (still not high enough, needs to be closer to 700), everything else has gone the wrong direction. In the two years I have been playing this game, this is the first time I have been genuinely angry at Muse and whoever tested the Minotaur and said these changes were OK. Headache inducing angry. After one match using a Goldfish against a mino on a Spire, I just shut the game off. I can't even put into words how angry I was. Moonshine did not even help much.
Anyways, just thinking about it is giving me another headache. I won't be playing in any matches that have a minotaur. If I want to play a rage game, I'll fire up supermeatboy.
On the launcher... allow users to set it to autoskip if there is no server problem. Stick all the news and links stuff on the first Play screen.
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I am ok with the Minotaur's velocity, I even could reliably hit a Spire at the point where I wanted to hit it over 1.5km, that didn't appear to use any pilot tools, but then again, if the Mino push force is that strong than I shouldn't be able to reliably hit a ship at that distance when that ship actually tries to dodge, which I don't think I would be able to.
Personally, I think the very concept of the Minotaur is stupid. A gun that pushes ships away at a range that the Minotaur possesses will always be rage inducing and nobody playing against it will ever like it. But hey, at least it is incredibly weak in close range, because of its massive cooldown, low fire rate and also decreased rotation speed, which wasn't mentioned in the patch. So the way to win againstit is -> Pick Goldfish, charge at a semi-good angle and then you are too close to lose, gg.
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The minotaur velocity is more than plenty. I'd like it not to be an extreme range sniper. It's easy to hit spires and galleons at 1.5k.
Goldfish has always been the most vulnerable ship to minotaurs due to it's long profile and big front gun. Before the buff, taur-artemis spire was very effective against fish but lacked killing power and you were always better off with hwatcha. Now you're often better off with minotaur against fish but not all ships. Don't bring goldfish against taur and galleon is also pretty vulnerable.
Moonshine is effective against minotaur and I think it reduces the force by 90% (+1000% angular drag). Being spun around doesn't matter, what matters is the other guns shooting and the 180+ armor damage per shot. The force was buffed by 25% while armor damage was buffed more than 50% and component damage 60%.