Author Topic: Version 1.3.1 Release Notes  (Read 34244 times)

Offline Grixis

  • Muse Games
  • Salutes: 15
    • 1
    • View Profile
Version 1.3.1 Release Notes
« 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

Offline Nidh

  • Member
  • Salutes: 16
    • [GwTh]
    • 21
    • 45 
    • View Profile
Re: Version 1.3.1 Release Notes
« Reply #1 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
« Last Edit: August 12, 2013, 05:29:38 am by Nidh »

Offline Pickle

  • Member
  • Salutes: 42
    • [AeBr]
    • 14 
    • 38
    • 31 
    • View Profile
Re: Version 1.3.1 Release Notes
« Reply #2 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.

Offline Captain Smollett

  • Member
  • Salutes: 122
    • [Duck]
    • 11
    • 14 
    • View Profile
Re: Version 1.3.1 Release Notes
« Reply #3 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.

Offline Moriarty

  • Member
  • Salutes: 18
    • [Duck]
    • 27 
    • 31
    • 12 
    • View Profile
Re: Version 1.3.1 Release Notes
« Reply #4 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.

Offline Pickle

  • Member
  • Salutes: 42
    • [AeBr]
    • 14 
    • 38
    • 31 
    • View Profile
Re: Version 1.3.1 Release Notes
« Reply #5 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.

Offline Moo

  • Member
  • Salutes: 15
    • 7
    • View Profile
Re: Version 1.3.1 Release Notes
« Reply #6 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...

Offline Pickle

  • Member
  • Salutes: 42
    • [AeBr]
    • 14 
    • 38
    • 31 
    • View Profile
Re: Version 1.3.1 Release Notes
« Reply #7 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.

Offline RearAdmiralZill

  • CA Mod
  • Salutes: 144
    • [MM]
    • 31 
    • 44
    • 45 
    • View Profile
Re: Version 1.3.1 Release Notes
« Reply #8 on: August 12, 2013, 09:24:20 am »
Bets on how long before lesmok gets reverted back?

Offline N-Sunderland

  • Member
  • Salutes: 281
    • [Duck]
    • 15 
    • 45
    • 23 
    • View Profile
Re: Version 1.3.1 Release Notes
« Reply #9 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.

Offline naufrago

  • Community Ambassador
  • Salutes: 10
    • [MM]
    • 16 
    • 45
    • View Profile
Re: Version 1.3.1 Release Notes
« Reply #10 on: August 12, 2013, 09:54:47 am »
Mobula actually has 600 armor and 700 hull, awkm just got the numbers reversed.

Offline naufrago

  • Community Ambassador
  • Salutes: 10
    • [MM]
    • 16 
    • 45
    • View Profile
Re: Version 1.3.1 Release Notes
« Reply #11 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.
« Last Edit: August 12, 2013, 10:47:43 am by naufrago »

Offline RearAdmiralZill

  • CA Mod
  • Salutes: 144
    • [MM]
    • 31 
    • 44
    • 45 
    • View Profile
Re: Version 1.3.1 Release Notes
« Reply #12 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.

Offline Rainer Zu Fall

  • CA Mod
  • Salutes: 26
    • [Prof]
    • 27 
    • 40
    • 38 
    • View Profile
Re: Version 1.3.1 Release Notes
« Reply #13 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...

Offline N-Sunderland

  • Member
  • Salutes: 281
    • [Duck]
    • 15 
    • 45
    • 23 
    • View Profile
Re: Version 1.3.1 Release Notes
« Reply #14 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)