In this new update, we’re excited to unveil another big batch of new and major things for your testing enjoyment! In addition to a new map in the retrieve mode family, we’ve also added a new faction ship and 2 more faction weapons. Another major system added is dynamic weather and time of day effects that vary across different map climates. Bases are now more threatening, with defenses and a more dynamic weak point design.
We're now hosting regular group test sessions every Saturday at 12pm EST, and we'll be collecting feedback afterwards. If you have questions or issues with the update, you can always email us at firstname.lastname@example.org.
If you haven’t pre-order Alliance yet, you can do that on the Humble Store[www.humblebundle.com], and we’re working on getting pre-order up on Steam as well. Thanks for supporting us!
Once you pre-order, just send us an email at email@example.com. We'll give you a code to join us in the prototype, and you can have an exclusive first look at everything yourself and give us feedback!
NEW FACTION SHIP: Chaladonian Shrike
The Order of Chaladon have been known as peaceful and reclusive, but the pull of war and the planet’s dilapidated state are starting to change traditional Chaladonian values. Being the mad scientists, the Shrike uses heavily modified balloon gas technology in order to support the ship’s heavy armaments on such a small frame. If you look closely, you may see some of this gas leaking from various pipes on the ship—a common issue with this new substance. The Shrike’s movement is and durability comparable to that of the Squid’s but with additional firepower.
NEW MAP: Oblivion Approach
Similar areas like this one lay scattered across the world, but no route is more deadly than Oblivion Approach. Its deep ravine cuts a narrow passage that’s too risky for most traders to fly in. The low traffic and multitude of nooks makes it an ideal place for marauders to hide or even be used as an escape route. There have been tales of robbers successfully making their getaway through the approach, using the jagged terrain to lose their pursuants. Must feel terrible to get robbed and crash your ship in a single day. Hope that doesn’t happen to you anytime soon.
NEW BARONITE WEAPON: Heyoka Guided Missiles
The Fjord Baronies have always had a distinct flair to every aspect of their culture from their attitude, dress, and even weaponry. Taking a cue from this tradition, the Heyoka Guided Missiles not only provide a spectacle to behold but also excellent support capabilities. The missiles’ movement are known to trick enemies into thinking that shots have been missed, but with a guided aim the missiles will travel to its intended target despite taking a few detours along the way.
Use its unique aiming mechanic to dodge obstacles and hit enemy mechanical components to disable them. If the enemy’s armor is down, the Heyoka Guided Missiles also do substantial damage to hulls.
NEW CHALADONIAN WEAPON: Charybdis Gas Mortar
Even though Chaladonian researchers tend to not exclusively focus their work on war applications, many of their experiments have unintended side effects. When trying to find new ways to disperse aerosols, and new environmentally safe pesticides, something went awry. The dispersal method worked fine, but the pesticide didn’t work as intended. Instead of killing deadly insects, it was better at corroding metals and gunking up intricate mechanical parts.
When the specially designed shells make impact, chemicals are released in the form of a deadly green cloud that will slow down any ship that gets caught. The cloud will slowly eat away at metal armors, engines, and weapons. There’s even a handy early detonation function on the shells too.
Improved visuals and behavior for dynamic storms. Sky and lighting changes give a clue to coming weather, and storm behavior varies across different map climates - dust storms on desert maps, thunderstorms on wet ones, snowstorms on cold ones.
Time-of-day lighting variants for some Alliance maps (Parous Glen and Devil’s Eye)
Escape Pods now escape! Catch them for bonuses before they disappear.
Enemy outposts and bases now have weak points arranged around their structures. Keep an eye out on which is active to deal damage to them. Watch out for mines!
Tip for how to pick up and drop off Barge
Travel sound effects (wind noise) for bullets/projectiles/airplanes/destroyed airplane parts
Oblivion Approach now features breakable walls. Choose your shortcuts wisely!
Apollo Lens Array: Reduced range to 1500m (from a lot) and added damage falloff starting at 750m range at a rate of 1% damage reduction per additional 1000m.
Better AI plane maneuverability to handle narrow spaces
Change flavor text to bulleted objective list on Loading Screen
Faction switching at match startup
The brief version of debug overlay disables the "prototype" banner
Debug text is under the gradient background on the match end screen
Beam cannon fire sound effect doesn't have 3D positioning
Match end UI is zoomed in way too much
Hand positioning on the beam gun
End match sequence failed on Parous Glen
Directional hit edge indicators in the new ui get stuck center-screen
Misplaced smoke on boss ship
AI ships don't deal with mines well in clearing them
Boss Ship Guns Particles missing for destruction
Captain command UI looks too stretched on structures
Deploy screen effect remains on screen
Medium gun factory is missing Stand, and Launch Point for config
Exit button on loading screen doesn't work properly
Numerous performance improvements, particularly with regards to enemy aeroplanes
Though I walk through the valley of forum comments...
It's been a busy week for us and we need to start it off with major thanks to every player that came out on Saturday and Sunday to help us test a crazy new balance patch that affected so many ships, guns, and physics itself. The feedback was vicious, it was brutal, and it was unrelenting and we couldn't be happier to receive it. "When Ambush Comes to Shove" is one of the largest balance shifts in Guns of Icarus since we fixed the way mass was calculated in our game over 2 years again.
We aren't done testing and we'll be back in the Dev App skies: (Get your key here) (Compare rumors here![gunsoficarus.com]) Saturday 11 AM eastern (blind test) Sunday 12 PM eastern (Non-blind test)
As always we'll be talking balance, Icarus, and Alliance on twitch.tv/gunsoficarus at 3 pm eastern. We'd love for you guys to come hang out with us!
NeedNoLife is our player of the week and will receive any muse-made item of his choice. Players had this to say about him: "he taught me" "explaining stuff" "Helping out the newbies in global, cool dude."
Welcome to the first large scale balance testing and style change since the mass rework of 1.2. We’ve decided to take larger approach with many smaller changes on numerous systems rather than targeting single weapons or ships directly. This wide lensed balance update provides for you as players and us as developers new opportunities and challenges, so we want you guys to be talking to us every step of the way and we’ll do the same so we can improve how we approach balance and the game as a whole.
We’re going to be communicating our reasons, and what you can be expecting next from this set up every step of the way. We will still have blind testing where exact figures aren’t released, so that we can try to get a better idea of the “feeling” of our changes, but the day after, we will also have informed tests, so you can attempt to take full advantage of any numbers issues you see.
If you don’t already have the Dev App and want to help us test, grab a key.
As always firstname.lastname@example.org is the where we want you to tell us everything so we can file, digest, and discuss the data you bring up.
February 24th Balance Plans Announced
February 27th 11 am eastern- Blind Data Test Affected Systems
New skirmish match-end with crew stats and match summary
Notification for being autokicked
More video options: - Soft Particles (was part of Postprocess Effects, improves cloud/ground intersections when enabled) - Shader Quality (older GPUs may see a performance improvement if set to Limited or Low)
Captain target mark is now visible offscreen too
More information for Need Help button
Tutorial text improvements (overheated guns, gun info)
More tools for practice (showing projectile path, spawning targets in different distances, switching guns ingame)
Clan level 11~15 with new rewards
Added tooltip help for why the guns are locked for novice players
Added game mode rules in the lobby too
Added clarification for the way most active clan leaderboard works
Active helm skill icons shown on affected components
Recommended loadout would save just like other loadouts.
Notification when pilot leaves/comes back
Score panel is now available on the deploy screen too
New workshop items: - Decal: Oculosprocket (free) - Decal: The Bounty Hunters (free) - Decal: 1812 WarHawk - Male goggles: Green and Gold Aviators - Female hat: Dapper Dame's Veiled Hat
Players are default switched to pilot when they’re in captain seat. Novice players can’t change class if they’re in captain seat.
Hats and outfits of the same type now stack in character customization inventory UI
Rematch map vote would at least have one CP map as option
Ship kills will stay longer in match news feed (at top left)
Steam client will be used for achievement notifications from now on
Different colors for un/completed achievements
Running water effect removed during rainstorms (due to performance, quality issues)
"AFK" changed to "Inactive"
Deployed mines for Mine Launcher is easier to read
Shorter component names in kill feed so there will be less messages cut off
In-game store will charge USD, Steam will handle currency convert
Spectators are not allowed to vote map
Clan chat is now visible in all chat tabs
Report window doesn’t disable chatbox
Match system changes - Novice are put into regular queues automatically after waiting for 85 seconds - Team balance logic fix
Changed the way character hair is rendered slightly (it gets shadows properly now, but lost some subtle soft edges)
Client connection times out less quickly under unstable networking conditions
Add smoke trail at hull break
Several achievement descriptions on Steam
Light sources on ships (lanterns etc) are now disabled by distance/settings rather than flickering weirdly
Flares (and other light sources) no longer stack brightness as crazily on clouds
Guns being fired by other players aren’t played
The carpets of the traveller theme have strange light smears
Hitmarkers are now shown as your own if you get off the gun after firing
Fixed display/music issue where buffing the hull was interpreted as damage+repair (triggering drums)
Start screen’s "Play" button not clickable in some aspect ratios
Friends should not join tutorials
Character loadout doesn't get updated if accepting recommended loadout while being on customization screen
Dating is like an airship battle. You have to try to make the right moves, work together, and hope that no one brought a flamethrower. Hello everyone,
Happy valentines weekend! Make sure to take your significant other into the skies, it's a perfect way to spend time, share experiences, and get them to call you "the captain." If you're not into the pink and frilly corporate holiday, hop in game and blow the happy couples out of the sky!
Before you either embrace or destroy Valentines day, join us at http:/www.twitch.tv/gunsoficarus at 3 pm eastern for the Dev Fireside chat! We'll be live with the founder and leader designer talking about all the things coming into Alliance mode including new guns, maps, and destructible terrain!
Below see what we're all working on, be reminded our new event, and see the player of the week!
George: Baked some lightmaps, fixed some sounds bugs, and added new theme music.
Howard: New main theme tracks - string[soundcloud.com] and pizzicato ver.[soundcloud.com] - and sheet music now available on Guns of Icarus Steam store page! If you own the Collector's Edition, you'll have these automatically unlocked in your soundtrack folder. If you don't currently own CE, you can upgrade to it now on the store page as well. Enjoy!
Alex: Fixing lots of last-minute things for MAGfest, particularly Assault base weakpoints, making builds, and trying to improve plane performance.
Michael: Fixes for MAGFest, namely for the end match UI and the stats displayed there. Also, a rather new UI panel that tracks COOP objectives. As an objective is completed, a tab slides in from the right-hand part of the screen to update players on what's going on. This will eventually replace the objective UI when the in-match menu is accessed.
Tom: Bug fixes and Build testing.
Eric: Messing with balance. Nothing is sacred.
Matthew: Investigating new CA applicants and devising a new media strategy.
Do not forget we're running an event asking for covers of the new live Guns of Icarus Music. Find the full information here[gunsoficarus.com]!
For our player of the week, put your hands together for: Captain Nickel "Really nice and funn,y very positive" "This player is such a good leader, he leads with a fist of golden hearts. Not in the way that you think, he legit takes the hearts of his enemies, paints them gold, and makes gauntlets out of them." "Great Captain, Great Sportsmanship."