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Guns of Icarus Online Update Released

Product Update - Valve
Apr 30, 2013
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 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




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