[Muse] Bubbles  [developer] Apr 30, 2013 @ 12:00pm
Update 1.2 Now Live! Release Notes!
Hi everyone,
Update 1.2 is now live! Thanks to everyone who helped us test last week, and here are the release notes. As usual, it's pretty long, so enjoy!

Features
- New 2v2 King of the Hill map, The Labyrinth
- New Commendation system: at match end, give commendations to fellow players for good sportsmanship, and earn Prizes for commendations received
- Added “Beginners Only” matches for low-level players
- Added basic scripted tutorials for each class
- Revised and expanded contextual tutorial text
- Added actions to Sandbox for summoning stationary, moving, and armed target practice dummies
- New Tutorial, Teaching, and Citizenship achievement categories in “Miscellaneous” tab
- Added new progression achievements and ranks (level cap raised to 11)
- Ship customization screen now shows a 3D preview of your ship
- Holding the mouse button now causes buffing and rebuilding tools to trigger continuously
- Added list of currently online CAs and community group links to Social page
- New hats in the Store
- New gun handles
- New particle effects for Carronade and Mortar
- New flare gun model
- You might see birds

Balance
- Rebalanced ship acceleration/speed profiles
-- Top Forward Speed (fastest to slowest): Squid, Goldfish, Pyramidion, Galleon, Junker, Spire
-- Forward Acceleration (fastest to slowest): Squid, Junker, Goldfish, Spire, Pyramidion, Galleon
-- Top Turn Speed (fastest to slowest): Squid, Junker, Goldfish, Spire, Pyramidion, Galleon
-- Turn Acceleration (fastest to slowest): Squid, Spire, Junker, Goldfish, Pyramidion, Galleon
-- Mass (largest to smallest): Galleon, Pyramidion, Spire, Goldfish, Junker, Squid
-- Vertical Acceleration (fastest to slowest, all top vertical speed is 12m/s): Squid, Spire, Goldfish, Junker, Pyramidion, Galleon
- Spire: Upper right gun slot turned slightly forward (allows 2 light and 1 heavy gun on a single target with proper coordination)
- Moonshine: Changed to +200% thrust, -50% longitudinal drag in response to pilot tool fix (see below)
- Ramming damage: Damage dealt and received properly takes into account your ship masses and speed at which the collision takes place. E.g. A large ship ramming into a small ship will deal more damage to small ship and vice versa. Impact damage multipliers still apply.
- Anglean Raiders capture point time increased to 70s from 40s
- Control point multiplier decreased, capturing 3 points in CP points no longer extremely difficult to fight against.
- Mortar
-- Removed spread
-- Increase zoom
- Artemis
-- Increase turn radius
-- Increased projectile speed to 750m/s from 640m/s
-- Increased zoom
- Rebalanced objectives on some existing achievements
- Removed “friendly fire” from ramming damage

Fixes and Optimization
- Scaled mouse sensitivity on Linux to match other OSes
- Fixed a cause of “ghost ships” being left behind on ship death
- Fixed a bug with the way ship angular velocity was inherited by projectiles
- Fixed a bug where ships used different mass values for damage/momentum calculations and for engine acceleration (caused several peculiar situations)
- Fixed a bug with ship collision bounds that could cause ships (esp. the Spire) to get stuck inside other objects
- Made ship collision resolution smoother and more predictable
- Allied ships now always appear on your map, regardless of visibility
- Fixed ship positioning on minimap.
- Fixed a bug with spotting indicators that caused them to scale strangely from some angles
- Fixed several pilot skill effects not being applied correctly (modifications to thrust, damage received, chance of fires)
- Server: Fixed server “hiccups” caused by users joining a game midway through
- Fixed display issue with disabling joystick (thank you Chris Wilson)
- No longer able to unlock an already owned item in Prizes
- Fixed issue with items in store not appearing correctly
- Use Steam’s common redistributables for directx install
- Fixed disappearing wrench sound

Known items for imminent hotfix:
- Adding system persisted lv1-2 matches (there will always be one running)
- Clearer commendation buttons
- Mouse over text positioning on ship customization
Last edited by bluewyvern; May 1, 2013 @ 9:37am
Showing 1-14 of 14 comments
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Jeuce Apr 30, 2013 @ 2:55pm 
nice!
Merlin Apr 30, 2013 @ 4:04pm 
The update on Linux brought me a huge increase in framerate, it feels very smooth now.
The biggest problem I have now is the "tearing". Enabling or disabling vsync doesn't make a difference. Not in the game and not in the nvidia control center.
It didn't work before the patch though. Is there any way to force it? I am using an nvidia gtx 670 with the latest stable driver.
Tezek Apr 30, 2013 @ 4:35pm 
Awesome patch!
Seb May 1, 2013 @ 3:58am 
Cool! Looking forward to checking it out!

Can someone explain what the ship balance means (in Lehmans terms)? No idea what got slower or quicker, guessing Pyra got nerfed?

Edit: - Fixed a bug with the way ship angular velocity was inherited by projectiles
-> that is going to be interresting :-D
Last edited by Seb; May 1, 2013 @ 4:25am
Fazmaster May 1, 2013 @ 6:27am 
Nice update which unluckily also introduces some new bugs for me and leaving some open (Ubuntu 12.10, latest nvidia):

* New ship customization screen has a graphic glitch displaying the ship characteristics

* Mouse wheel down doesn't work anymore (!?)

* You can still sometimes accidentially run through ship parts

Anyway keep up the good work on GoiO (while working on adv mode). It's one of my favorite games!
zounas May 1, 2013 @ 7:28am 
Mouse sensitivity is tuned down too much on Linux. I can't get the same sensitivity as before the update. The horizontal and vertical sensitivity are different. Does it have something to do with dual-monitor setup?

As for the mouse wheel down not working, it seems to be changed to "mouse button 5" for me and had to rebind it.
[Muse] Bubbles  [developer] May 1, 2013 @ 12:04pm 
@Seb, basically we fix a bug with ship mass and acceleration, in addition to making some adjustments, so that the ship accelerations now correlate with ship mass better. With pyra being more massive, the acceleration is slower. However! The way ramming works right now, pyra is really not nerfed. I'm sure I'll invite debates, and debates are totally welcome, but pyra is not nerfed in my opinion. Thanks!!
[Muse] Bubbles  [developer] May 1, 2013 @ 12:19pm 
@Fazmaster, thanks a lot and sorry about that! If you can write us at feedback@musegames.com with a couple of screenshots of the issues, we'll take a look for you asap. Thanks again!
symph May 1, 2013 @ 3:01pm 
After this update the healthbars of ship parts become very short and tiny but only in close view. In the general view it's ok.
http://i.imgur.com/Y4os5bl.jpg
http://i.imgur.com/VPwFyrZ.jpg
[Muse] Bubbles  [developer] May 1, 2013 @ 7:24pm 
@symph, oh wow awesome, great find! I'm reporting this right away.
scottdehart May 14, 2013 @ 7:43pm 
^ To add to his comment, it's actually more difficult to see a health bar when looking directly at it then when it is off to the side, especially when there is a wall in the way or something.
ThatOneSleeper May 18, 2013 @ 1:58pm 
Love it
Crit_Soldier May 18, 2013 @ 3:10pm 
Thanks.
Lazureus Falcone May 18, 2013 @ 6:33pm 
Looks Great
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Date Posted: Apr 30, 2013 @ 12:00pm
Posts: 14