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Guns Of Icarus Online Update Released


Dirty
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Contents

- New Trailer out, now!!

- New maps:

-- Battle on the Dunes 3v3 Deathmatch

-- Fight over Firnfeld 3v3 Deathmatch (based on Anglean Raiders)

-- Canyon Ambush 3v3 Deathmatch

-- Northern Fjords 3v3 Deathmatch

- New hats in the store

 

Features

- First release on Linux! (Awaiting steam for store integration to go live in store)

-- Known issues: black patches on some ships at some angles, antialiasing does not yet work

-- this build, while stable, is primarily intended to collect feedback from the community

 

 

- Added automatic AFK detection: kicks players from a match after 2 minutes with no input

- Added a Go AFK button in Options that allows you to temporarily replace yourself with an AI and resume later. (Will still be removed after 5 inactive minutes)

- Added effects to indicate buffed and fireproofed components

- Practice: added hotkeys to toggle AI on/off, damage your ship, and light your ship on fire

-- You may need to manually bind these keys in the Options menu, or reset your bindings to default to get their default bindings (this is a known bug with our keybinding system)

- Tutorial text is much more detailed and context-sensitive, including explanation of various tools

- Gun tooltip UI in ship customization changed to a more graphical design for clarity

- Guns now gradually lose functionality as they are damaged (like engines and the balloon)

-- Time between shots and time to reload increases linearly with damage, up to 150% normal

-- Rotation speed decreases linearly with damage

 

Map Changes

- New spawn logic to combat spawn camping. Please report any issues with screenshots of the map screen and the map you were playing to [email protected]

- Adjusted spawn points to support new logic

- Reduced Scrap on the Dunes point limit to 800

 

Balance

- Changes to fire and fire-related equipment:

-- Maximum fire charge count increased to 20 (from 16)

-- 8 charges required to disable guns (guns will glow red when 8 charges are reached)

-- Fires deal base 8 damage per second; each charge deals an additional 2 fire damage per second

-- Fire damage multiplier against mechanical parts reduced to 0.25 (from 0.8)

-- Fire damage multiplier against armor increase to 0.5 (from 0.4)

-- Chemical Spray: extinguish power 2, makes component immune to additional charges for 12 seconds, causes 6 seconds of repair cooldown

-- Fire Extinguisher: Extinguishes all charges, causes 10 seconds of repair cooldown

-- Reminder: Fire-fighting tools bypass repair cooldown to extinguish fires but do not cancel them

-- Banshee Rocket has 12% chance to apply 3 charges on direct hit, 30% change to apply 1 on AoE as well

-- Dragon Tongue has 13% chance to apply 1 charge per particle (13 particles per second)

-- Incendiary Rounds adds a separate 10% chance to apply 1 charge on hit to all weapons.

 

- Typhon Flak Cannon:

-- Arming time of 1 second; does not apply area damage until ~240m

-- Damage is split evenly between direct and area (so it will deal half damage under arming distance)

 

- Mercury Field Gun

-- Decreased piercing damage (from 100 to 75)

-- Increased projectile drop (from 12 to 15 m/s^2)

 

- Hellhound Heavy Twin Carronade

-- Increased spread (from 2.5 degrees to 6)

 

- Banshee Rocket Carousel

-- Increased direct and area damage (from 15/20 to 20/25)

-- Added chance to cause fires (12% chance of 3 charges on direct hit, 30% chance of 1 charge on area hit)

-- Decreased spread (from 5 degrees to 3)

-- Reduced burst area radius (from 14 to 8)

 

- Dragon Tongue Light Flamethrower

-- Increased damage per particle (from 3 to 4)

-- Reduced chance to add fire charge per particle (from 25% to 13%)

 

- Artemis Light Rocket Launcher

-- Decreased area radius from 4 to 3

-- Decreased direct damage from 80 to 60

-- Increased area damage from 70 to 120

 

- Other skills:

-- Tar Barrel clouds slightly larger (by about 30%)

-- Lochnagar Shot: rate of fire reduction change to -25% (from -15%), spread reduction increased to -100% (from -90%), rotation speed penalty increased to -100% (from -95%)

-- Lesmok Rounds: rotation speed penalty changed to -40% (from -30%)

-- Doubled the number of hits required to rebuild guns and engines

 

- Squid received small boost to armor, from 200 to 220 (Charged Rounds + Field Gun now requires 2 shots to destroy full Squid armor)

 

- Other damage type changes:

-- Explosive damage multiplier against armor reduced to 0.3 (from 0.5)

-- Flechette damage multiplier against armor increased to 0.5 (from 0.2)

-- Flechette damage multiplier against hull health decreased to 0.2 (from 0.3)

 

- Reduced damage dealt by sandstorms (from 7 to 5 shatter damage per second)

 

 

Fixes and Optimization

- Fixed a small difference in vertical positioning of gun interaction boxes between client and server (previously you could get kicked off the gun unexpectedly in edge cases)

- Projectiles that detonate due to damage no longer cause friendly fire.

- Spectators: Opening the menu in spectator mode no longer resets your position

- Spectators: Fixed interest management issue that could cause guns or engines to disappear from ships near the edge of the map or in cloud cover.

- Optimized most level and ship assets to reduce vert count, texture size, and draw count where possible. Should improve frame rate, particularly on low-end machines.

 

 

Player

- Call for video submission! Show off how and why you fly in a 2 min short video, and add another 2 minutes of you and your crew in game. All for a chance to win a one-of-a-kind Guns of Icarus Online bullet USB.

http://gunsoficarus.com/community/blog/we-want-to-hear-from-you/

 

- Facebook and Steam like drive still going on. We are 500 away from 2000 recommends on Steam, and a bit over 2,500 likes on facebook, so plenty of chances to win stuff still. Give us a like and help us spread the word!

 

- Inaugural the Cogs league open for sign ups!

http://gunsoficarus.com/community/forumarchive/discussion/1202/guns-of-icarus-league-official-sign-up#Item_3

 

 

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