We just launched Live Beta 2 for Awesomenauts 3.3: Rise of Galactron! Over the next couple of hours we'll be testing some of the improvements we've made in the previous weeks and are once again tracking the overall system performance.
Log in, play some games, and experience the new matchmaking system in the live environment for the first time! The system will be disabled later today, reverting back to the regular matchmaking system.
We just released Awesomenauts 3.2.6 on Steam, and with it, the very first Live Beta for the new matchmaking system slated for update 3.3! All hail Galactron! Furthermore, cool features included in Awesomenauts 3.2.6 include the all-new Assists system, a slew of balance tweaks, and some bug fixes.
For the first time ever, the matchmaking system is in the capable hands of Galactron. We'll switch back to the 'regular' matchmaking system in a few hours, but the new balance changes will remain in the game! Over the coming weeks, we'll be using these tests to further improve the Galactron experience and make sure it's bug free when it goes live definitively in a few weeks1
After several rounds of Open Beta, we're ready to move onto the next stage of releasing Awesomenauts Update 3.3: Rise of Galactron!
Later this week, we'll officially launch the first Live Beta for this brand new update. This means that for the first time ever, we'll be putting the official Awesomenauts matchmaking system into the capable hands of Galactron. After several hours of Galactron-matchmaking, we'll disable the system again, revert to the 'regular' matchmaking system, and evaluate how things went.
We'll release a new Live Beta when we've ironed out any issues that came up during this test. Once we're confident Galactron can handle it, we'll keep increasing the window during which the new system is available. Stay tuned for news on that!
Additionally, balance changes that are slated to go live as part of Awesomenauts 3.3 content will be available once the first Live Beta starts (as part of Awesomenauts 3.2.6) and will remain available even when we've reverted to the 'regular' matchmaking system. We'll post the official patch notes for that tomorrow!
We're really excited about this next step the development of Galactron, and can't wait to finally start testing this system in the live environment!
We just released the third Open Beta (version number Beta 5A) for Awesomenauts 3.3: Rise of Galactron on Steam!
The new Beta includes the all-new Fan Art gallery, improved performance, and resolves a large number of connection issues and other problems players encountered. If you ran into problems with the previous Betas, please test out the new Beta to see if they've been resolved and let us know about it!
https://www.youtube.com/watch?v=jdy-ZwqPloo During the Streamisho this week we looked back at an Awesomenauts build from early 2011. This 5-and-a-half-year old build already contains the original six characters that Awesomenauts launched with in 2012, but there are an incredible number of tweaks that we've done since then. If you want to know what Awesomenauts looked like while it was still in development, be sure to check it out!
We discuss upcoming content and various aspects of Awesomenauts development during the Streamisho every Wednesday, so make sure to follow our channel over at twitch.tv/RonimoGames.
It's a nice hotfix update that fixes a bunch of stuff while we all wait for Galactron to be finished. Have fun!
Patch 3.2.3 12-8-2016
Replays -Fixed healthbars and player names not being visible in replays for enemies that were not visible for you during the game. This fix only affects newly recorded replays.
-Fixed cooldown timers being visible while the character is respawning.
Derpl -When teleporting Derpl will now place his Grid Trap at the intended location.
-Derpl can no longer be swapped by Ix while in siege mode.
Froggy G -Fixed that the bonus damage granted by Mutant Worms: Ninja Edition would be canceled by engaging teleport.
Ix -Fixed that Tree Hugger would also increase the self-damage dealt by Ayla and Clunk
-Fixed that it was possible to engage a bond while refracting.
-Fixed that it was possible to start teleporting while refracting.
Maximum range of the bond and displace is currently very obnoxious -Overexposed Nature Photo, now only increases the range of the projectile not the bond.
Ix's damage is considered overbearing for a support character, these changes should tone it down -Time-Travelled Diamond, now only affects Bolt.
-Radiate, scattering crystals base damage reduced from 18 to 15.
-Salt Miner, damage reduced from 22 to 18 per stage.
Displacing is another way for Ix to be invincible, giving him too much opportunity to be invincible. These changes will tone down his invincibility time. -Displace, swapping duration decreased from 0.5 to 0.4 seconds.
-Refract, cooldown increased from 8 to 9 seconds.
This is a little buff for a relatively weak upgrade -Prismatic Moonstone Dust, damage-over-time duration reduced from 4 to 3 seconds.
Jimmy and the LUX5000 -Flaming Stroller, only applies one first damage tick when touching multiple flames at once.
Ksenia -Fixed an issue where Ksenia would be locked out of her Cut & Trim when using Vanish and Scissors Throw at the same time.
-Made knockback on scissors upgrade consistent between regular and powered-up scissors.
Penny Fox -Fixed an issue where it was possible to activate skills without charges.
-Penny now always spawns with full charges, making her a bit more viable in Deathmatch modes.
Professor Yoolip -Yoolip’s Gripping Gaze will now stop immediately when hitting a target that is immune for stun. Examples are a Derpl in siege mode or a Yuri with active Time Warp upgraded with Spacetime Continuity Device or a Vinnie using Smoke Screen with Clown’s Mask. Before only Yoolip would be stunned for the duration of Gripping Gaze while not stunning those targets.
Scoop -Fixed that the Penguin Squire heal over time effect is correctly given to allies when combined with Holy Cup upgrade.
Skree -The cooldown for Saw will now only be visible when it is returned to Skree. Before there was also a cooldown visible when sending out the Saw.
Swiggins -Fixed an issue where you could create multiple anchors when throwing Swiggins anchor down in the Starstorm level
We just released the second Open Beta for Awesomenauts 3.3: Rise of Galactron. If you want to take an early look at the overhaul of the matchmaking system, party system, and experience the rejoin system for yourself, launch up the Beta!
Since the previous Open Beta, we've fixed a lot of different issues that could prevent players from connecting to one-another as well as several issues that affected Mac and Linux users. Furthermore, we've tweaked a lot of different aspects of the game based on your feedback. This Beta also includes a number of balance tweaks and changes to upgrades that we're planning to implement in Update 3.3.
If you have any feedback based on the latest Beta, don't forget to let us know through the forms linked in the main menu! Should you encounter any crashes or serious connection problems, please remember to save your logs. Those are a lot of help to us if we're not able to reproduce the issue ourselves, or in case we just need some extra info! This thread describes how to get your logs! If you have trouble launching the Beta please let us know in the comments or on our official beta forum.
After fighting through six qualifiers and being seeded sixth into the Grand Finals, HarryButchers & The Boys have have defeated Mature Dads in the finals of Awesome Brawl last weekend! Congratulations to them on this accomplishment, and big thumbs up to Mature Dads and Get Juked, which came in third during the Grand Finals.
Forty different teams have participated in Awesome Brawl over the last several weeks, and we're very proud to have a completely community-created event like this achieve such success! Many thanks to all players who participated and to those members of the community who helped make this event happen!
In particular, many thanks to Tempas for setting up and hosting the entire event. We'd also like to thank community members Eddster, Devmon, MrPillow, Uberransy, SlowWolf, Oz, Leader, and Burrhe for hosting the Streams throughout the entire event! Thanks for setting up such a great show. Finally, big ups to Pasha, Fw, and Maslink for doing a lot of work behind the scenes and making sure everything turned out as well as it did, and to 6E for hosting and maintaining the NautsDrafter tool!
Today marks the fourth anniversary of Awesomenauts on Steam, and it's been one hell of a ride! Thanks to all our players, fans, and community members for making this a fantastic time and for inspring us to continue to make the game bigger and better!
Awesomenauts has grown an incredible amount since August 1st 2012, and to make a long story short: we've got a lot more coming!
The support we've received from our community inspired us to start the process of overhauling the matchmaking system more than a year ago. Like so many other features we've done over the years, this one has grown into something much cooler than we originally anticipated and has taken a little bit longer to develop than expected. However, we're finally nearing the point where it can go live!
The first Open Beta that started on July 20th revealed some issues and we're gearing up for a new round of Beta to start this Wednesday. Almost all of the issues that came up during the Open Beta have been addressed, so be sure to check it out! The Beta will be available for several days, just like last time, and once we've had time to look at the issues that came up we'll let you know how we'll proceed.
Beyond Awesomenauts 3.3: Rise of Galactron we've got a lot more awesome content planned. Work on the Spectator Mode is underway, and there is more cool stuff lined up for the coming months.
From everyone at Ronimo, thanks for your support and your love for Awesomenauts. Stay tuned, and stay awesome!
We've already talked about several different aspects of Galactron, and one important aspect of this is the way the game will handle those players who abandon their allies. That's the topic we'll be talking about today, but if you want to know more about the previous topics, you can catch up on all of them here on Steam Announcements.
Cutting Down on Disconnects With Galactron in charge of matchmaking services and all other systems, players should no longer experience disconnects from the game if their connection to Steam stutters for a moment. And even if they do get disconnected from a match for any reason, they'll be able to rejoin the game as soon as their connection has been reestablished. This should significantly reduce, if not eliminate, situations where you would ever disconnect from a game against your will and not be able to return to the same fight within a few minutes.
While this takes away one frustration that many players have experienced at some point, that does leave another very real problem that the community faces: rage-quitters and people who routinely abandon matches. Because we're eliminating many 'random' disconnects with the changes coming in Update 3.3, we are now much better able to actually identify players who purposefully leave games... and rest assured: we fully intend to punish these players much more effectively for their disruptive behaviour! In addition, we would like to do what we can to minimize the negative impact these players have on other players as well.
Punishing Leavers If a player decides to leave a game, they'll be returned to the main menu of the game. Here, they'll have only two options: rejoin the game they just came from, or exit the game entirely. They won't be able to queue up for a different game or enter a different match.
Should the player opt not to return to their game, the game they were in will become 'safe to leave' after several minutes. At this point, the player that left will definitively be classified as having 'abandoned' the game and be locked out of the matchmaker for a while. This lockout will increase in duration if a player continues to leave matches on a regular basis.
Reducing the impact Leavers have on a game The remaining players will be able to leave the game without any additional punishment from that point on, but their rating will still be affected by the outcome of the game. If you decide to leave a game that has become 'safe to leave' you can immediately queue up for another game, or rejoin the game you just came from if you change your mind. You won't get an 'abandon' added to your profile in that case, and won't suffer any of the cumulative penalties we just talked about!
If all players on a team have left a game, the remaining team will automatically win after a short duration, which should speed up their experience as well.
This system is available in the Open Beta which commences on August 3rd, and will go live in Awesomenauts 3.3: Rise of Galactron. We'll continue to monitor the system and check values as we go along, like the actual duration of the Lockout, the way these punishments stack over time, and the time before a game becomes save to leave. If you have any feedback about this, please let us know!