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Guns Of Icarus Online Update Released


Dirty
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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

- 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 Steams 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

 

 

 

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