Community Announcements - InsaneFirebat
It's been awhile since our last update. A lot of changes have been made that focus on PvE and story content. Most of that work is not yet ready for release, but you'll still notice some small things here and there. New promos, dialogs, and in-game messages may hint at some of the things to come. Neutral units have been claimed by an unknown force, but they haven't revealed themselves just yet.

Since we're working on new maps focused on PvE, we needed to make some more improvements to the Map Editor to support some more advanced scripting. Many new conditions and actions were added, and we can't wait to see what kind of custom maps you'll build with them. We're also going to enable scripts to run on any game mode, so you don't have to set the map to Custom. Some features requested on the forums have made their way into the Editor, such as a facing/rotation property for spawned units, box select will now filter its selection with an option to select everything by holding Shift, confirm dialogs for New and Publish options, and new UI for publishing maps. Give it a try and let us know if you run into any issues or have suggestions for Map Editor features.

General Updates:
- new recurring PvP Quests in the Daily section
- new textures for some neutral units
- improvements to in-game status messages
- improved collision data for tall Canyon tiles
- increased rewards for Last Stand
- increased Upkeep from Survival structures in multiplayer matches
- added a new victory dialog at the end of a match
- the suggested content dialog will only show on defeat

Map Editor Updates/Fixes:
- added a Confirm dialog for New and Publish options
- updated prop icons
- the box select tool will filter selections again, hold Shift to select everything
- map scripts will now run on all game modes
- added a dialog for publishing maps
- making custom maps respect capitalization in the load map window and for uploaded maps
- added support for placing PowerUps and prop Combos
- added support for importing scripts from another locally saved map
- added support for specifying the maximum flying height of the Sample Map
- added a script event for AirMechs entering a location
- added a script condition to compare the current energy of an AirMech
- added a script condition to compare the current health of an AirMech
- added a script command to initiating an event for each unit in a location
- added a script command for disabling energy regen
- added a script command for disabling health regen
- added a script command for respawning an AirMech
- added support for event and variable parameters in the move location to unit script
- added a facing/rotation property to the unit spawn script command
- Bombs no longer require NavMesh to be spawned from scripting
- fixed the script conditions for unit type and team
- fixed the location option not saving in the AirMech condition
- fixed the script condition for units remaining
- fixed the script condition for AirMech evaluation
- fix for units getting stuck when spawned from elevators
- fixed some issues with editing the team option in scripting
- fixed an issue with player locations not being saved

Bug Fixes:
- fix for displayed ping values showing incorrectly
- fix for Sonya and Dinger radar spinning animations
- fix for Boomer capturing outposts
- fixed a bug that could cause players to be stuck in the Basecamp tutorial
- fixed a crash that could occur when loading a map
- fixed an audio related crash
- fixed tooltips for NoColor and gold plated items
- fixed a bug that caused the suggested content dialog to be misaligned
- fixed a bug with Gundanium Alloy appearing unlocalized
- fix for some artillery units appearing un-deployed

Balance Changes:
- Shooter no longer fires at air targets
Community Announcements - InsaneFirebat
We've got a big patch to catch you up on the latest updates and fixes. There have been a ton of performance optimizations and improvements to the game engine since our last patch. Among these improvements are some fixes to the net code which we'll be monitoring for a while. Please don't hesitate to let us know how things feel in online matches. The forums are the best place to communicate with us.

We've also got another round of AI fixes with some tweaks to the lower difficulty settings. Veteran players may even be surprised by how much they've improved. Give it a try and look for the daily Quests to earn some extra rewards by playing with friends. With all these bug fixes the AI becomes more powerful in ways that are hard to foresee. It's good to hear back from players that find it too difficult.

Speaking of feedback, we noticed some complaints about the XP grind for leveling up your AirMechs for better parts. We've made to changes to address this. The first is that the XP you gain at the end of a match is increased by 50% before it's applied to the AirMech you used. This change went into effect about a month ago. The other half was to decrease the amount of XP needed to reach each level. Since this part required a patch to go live, some of your AirMechs may have already increased in level!

Read below to find more details about this update. As always, discuss this patch on the forums at http://airme.ch/21isp0V

General Updates: ːairmechː
  • reduced the amount of XP required for persistent AirMech levels 10-20
  • new sound effects added for some AirMechs
  • added a sound effect for the unit deploy arm
  • units will no longer be deployed over sockets or door pads
  • added a taunt animation for Saucer
  • allow Saucer's Deathray to damage destructible scenery objects
  • updated BlackOps Saucer's transport model
  • added Luck (fun stat) to Lucky Clover
  • AirMech AI will now build infantry at the nearest base to their capture target
  • AirMech AI optimizations for AutoDeployV2
  • AirMech AI will no longer attempt to harass an outpost which already has an enemy AirMech near it
  • AirMech AI will now move in closer when missing shots in air mode
  • limited AirMech AI unit building in Survival maps to better allow human players to control upkeep
  • improving the AI's logic to detect paths generated under bridges
  • improving the AI's ground strafing logic to reduce cases of getting stuck overlapping an enemy in tight spaces
  • greatly increased the AI's chase range for base defense when there are no enemy units nearby
  • improving the AI's logic for escaping when health is low
  • reduced AI's ability to escape on lower difficulties
  • made the AI avoid areas with turrets when dropping units near the fortress
  • improved the AI's ability to use blocker units at the fort
  • improved the AI's usage of Warthog's Power Shield ability
  • improved the AI's unit dropping logic to better handle infantry
  • infantry units will now deploy towards the fortress when there is no enemy fortress
  • allow multiple bases to have an AutoDeploy path
  • Alt+F4 will now close the application
  • improved Jetpack Cat and Husky Pup animations
  • applied the map force boxes to non-neutral units to keep them in bounds
  • added missing art for new parts
  • allow the mouse wheel to scroll the map load dialog in the Editor
  • added page numbers to the map load dialog in the Editor
  • allow the 'b' box select Editor tool to select everything
  • added new Collections sets for AirMech parts
  • performance optimizations for animations
  • updated some textures used on Vale
  • new art to show that group selected units
  • improved AirMech destruction effects
  • many performance improvements and optimizations

Bug Fixes: ːmechyː
  • fixed common name on a few Mk4 parts to allow proper linking in chat
  • fixed autotag on a few newly released items to allow linking in chat
  • fix for Helmet Armor Mk2 image not appearing
  • fix for AirMech level affecting carry speed calculations
  • fix for matches not ending when the enemy team leaves or is disconnected
  • fixed an issue with AI AirMechs continuously picking up and dropping a unit
  • fixed some bugs with AI AirMechs finding a place to transform to ground mode
  • fix for AirMech AI detecting whether infantry are in a Bear Trap and won't get stuck trying to pick them up
  • fixed a bug with the Bomber AI thrashing state when trying to attack a fortress
  • several fixes for Bomber AI landing far from where it could actually attack enemies
  • fix for AirMech AI's ground strafing pathing so it it avoids cases of being stuck overlapping an AirMech target
  • fixed an issue with AI tracking units as allies after they were abducted
  • fixed a case where the AI wasn't landing when intended
  • fixed an issue with the AI's transform mode target being inconsistent
  • fixed some issues with the AI not attacking certain units
  • fixed an issue with the AI not using blocker units to defend bases against AirMechs
  • fixed an issue with the AI trying to drop units near the enemy fortress
  • fix for units getting stuck trying to move toward each other
  • fix for Necro not being able to resurrect enemy Survival units
  • fixed Booster not appearing in the Shop
  • fixed autotag on a few items to allow linking in chat
  • fixed a desync which occurred when building mines
  • fixed an issue where socketed units would not generate navmesh obstacles
  • fixed an issue where infantry could get stuck targeting an outpost they can't path to
  • fixed an issue where a unit could be deployed from an opposing base
  • fix for infantry no loading into a Boxer if placed too close
  • fixed a couple of gaps in the terrain on Thar
  • fix for Saucer model not having a bottom side
  • fixed some gaps in the Alien Saucer's air model
  • moved some props around on Dust to prevent units from being deployed in the air
  • fixed dialog text when using Friend Slot expanders
  • fixed the box select sometimes rendering through the world
  • fixed an issue with units not finishing deployment when their outpost is neutralized
  • allow impact damage from AirMechs when colliding with destructible fences so the AI doesn't get stuck walking up against them
  • fixed turret aiming animation on Ultimate Jackal

Balance Changes: ːbuckyː
  • carry speed changes for all AirMechs
  • carry speed is no longer affected by in-game AirMech level
  • stat changes for Jared, Jason, and Gabe pilots
  • increased XP award for destroying Bombs and Booster
  • increased XP award for destroying Ultimate Units by 10%
  • all units will consume upkeep while socketed
  • buffed some Ultimate parts to fit in with the new Mk4s
  • reduced negative stats on a few parts to be more PvE friendly
  • adjusted Rapid Missile Loader series of parts to be like the old stats (3x fire rate with reduced DPS)
  • allow the Osprey's Heal Beam to target air units
  • allow Tesla Tower to damage the enemy fortress
Community Announcements - InsaneFirebat
We've made some adjustments to the pregame phase that should fit better with the new unit deployment rules. The neutral units can no longer be damaged before the timer expires. This gives players more time to setup without worrying about getting behind on clearing neutrals for maps such as Twin Peaks. We've also enabled XP awards for building units in pregame. We didn't want to open doors for XP farming in pregame, so we've also reduced recycling returns down to 75% of the unit's value.

There are a ton of new parts and a few new items with this patch. The new items are available in the Shop, while the new parts have been added to the endgame drops. Still looking for some of the old parts? We're going to allow all parts that are not sold in the Shop to be sold on the Player Market instead. Since we're adding in Mk4 versions of our Helmet, Knee, and Chest Armor parts, we're going to be renaming the Heavy versions to include Mk2. This change won't be noticeable at first, since it will require some server-side updates to complete the renaming process.

There are a few more improvements worth mentioning. We've always had complaints about the bridges in front of the forts on maps like Thar and Dust. Units will now move in much closer to the enemy fortress while on the Attack order. This should prevent the units in the back of a push from being blocked, and allow them to move within range. As requested on the forums, we've also increased the limit on custom paths allowed. You can now have up to 6 paths drawn at a time! For more details, be sure to check out the details below.

General Updates:
  • Super Helix added to the Shop
  • added five new Items to the Shop: Holdout Pistol, Stim Kit, Survival Knife, Fuzzy Dice, and Pilot's Buckle
  • units on the Attack order will move in closer to the fortress to reduce issues with blocking other units
  • disabled unit damage in the pregame phase
  • allow XP to be granted for building units in pregame
  • recycling now returns 75% of the unit's value
  • neutral units can no longer damage neutral outposts
  • AirMech AI will now detect cases where it cannot walk to a location and will fly there instead
  • increased custom path limit per player from 3 to 6
  • made units set to the hold order when abducted
  • many new AirMech parts added to the drop tables
  • Heavy Helmet Armor, Heavy Knee Armor, and Heavy Chest Armor are being renamed with 'Mk2'
  • made the Lunchbox repair sound play for outposts as well
  • made outposts and forts use the map center as the default deploy direction when there is no enemy fort
  • non-AA and non-artillery turrets will deploy to the outer row
  • player-built units can no longer be latched to neutral sockets
  • giving orders to Boxer will pass them down to units they carry
  • Comms Mk1 structure now enables Market chat rather than the entire chat window
  • fixed Google login button

Bug Fixes:
  • fixed an issue with units not targeting the roadblocks on Sandrim
  • fixed a case where the AI could get stuck being unable to pickup a unit due to proximity to a fortress
  • fixed a case where the AI could get stuck trying to attack an enemy AirMech while overlapping it
  • fixed a case where Bomber AI wouldn't switch to air mode when out of reach of an enemy AirMech
  • fixed an issue where the AI would continually pickup and drop a unit
  • fixed an issue with the AI getting stuck repeatedly transforming while trying to attack an outpost
  • fixed AI logic for maneuvering around obstacles in air when stuck
  • fixed a case where AI could get stuck trying to drop a unit too close to a base
  • fixed an issue that caused Grinder to backtrack when switching away from the capture order
  • fixed Finished button not responding in a Tryout session
  • fixed some Saucer models that didn't have an underside
  • fixed an issue with the deploy arm clipping through Factories and Outposts
  • fixed an issue with units attached to the deploy arm not counting towards upkeep and allowing the limit to be exceeded
  • fixed another issue with being able to queue over the upkeep limit in multiplayer games
  • fixed an issue where returning players would be stuck in the Basecamp tutorial if they didn't have enough Kudos to build a structure

Balance Changes:
  • Warthog hit points increased from 1350 to 1450
  • Warthog DPS increased from 295 to 305
  • Hero will only target AirMechs for repair
  • Hero movement speed increased from 10 to 15
  • Hero repair rate for AirMechs increased from 33 to 100
  • Hero heal beam range increased from 5 to 10
  • Hero vision range increased from 16 to 23
Community Announcements - InsaneFirebat
We've been doing a lot of work on the network code and are ready to try out a new model. Give it a try in multiplayer and be sure to let us know if it plays any smoother for you. Feedback is always appreciated. Discuss at http://airme.ch/1GNQ45x

New players will now be greeted upon exiting the Challenges and given a brief tutorial for the Basecamp and some pointers to help them out in the menus. A Comms Mk1 structure will now be required to view chat, and they'll be prompted to get a blueprint from the Shop. Existing players will also need to build a Comms Mk1 before they can access chat!

The Nanoforge has finally broken loose from the Info tab and is now a floating window with it's own chat channel and redesigned UI.

General Updates:
  • moved the Nanoforge out of the Info tab and into its own window
  • group selected units will now continue to their capture target even if it is captured before they arrive
  • new Basecamp and menu tutorials for new players
  • a Comms Mk1 structure is now required to use chat
  • improvements and optimizations to network code
  • Ultimate Parts for Helix added to the Shop: Ultimate Helix Engine, Ultimate Missile Ammo, Ultimate Helix Missile Launcher, and Ultimate Helix Armor

Bug Fixes:
  • fix for clicking Basecamp tiles through other menus
  • fix for blurry chat badges
  • fixed arm not appearing on Neo
  • fixed some detached fins on Striker skins
  • fix for units in cargo being given the capture command after dropping an infantry unit
  • fix for maps not saving correctly

Balance Changes:
  • new stats for Satellite Item
Community Announcements - InsaneFirebat
We made it just in time for Halloween, and made a special Name Your Price bundle to help you celebrate with some new flair! The Halloween Bundle includes 4500 diamonds and 10,000 kudos for whatever price you want. If you beat the current average price, you'll also receive a Ghost Gigi and Halloween Crate (Key included).

This update isn't just about Halloween. We've got many big changes you'll notice as soon as you jump into a match. For starters, your AirMech abilities will no longer be built and picked up at structures. You'll be able to upgrade them instantly with ability points earned with each level-up. We're also raising the in-game level cap from 15 to 20! This will allow you to fully upgrade most of your abilities at max level, but not all of them. Choose wisely!

What does this mean for Guardians? Since Guardians can be destroyed or lost, we've added an automatic respawn timer to rebuild them. When your AirMech is destroyed or a Guardian is shot down, it will take 30 seconds for each Guardian you've unlocked.

To top things off, we're throwing a new skin into the Fall Crate --the Raptor Neo. Don't forget to the Shop to find the Ultimate Boxer, as well as all your favorite Halloween event items for a limited time!

ːairmechː General Updates:
  • abilities are now upgraded instantly, one ability point per level and no build time/cost
  • AirMechs can now reach level 20 in-game
  • Guardians now have a respawn time and will rebuild automatically after being destroyed
  • improving spacing of infantry in squads
  • tips will now appear for players with empty loadout slots
  • new minimap icons for AirMechs and structures
  • click the minimap to ping teammates at that location
  • many fixes improvements to AI AirMechs
  • made Trainer and Basic AI a bit less aggressive
  • new Ultimate Unit: Ultimate Boxer

ːairmechː Bug Fixes:
  • fixing a crash which occurred when loading a map with no sample map
  • fixing a crash which could occur with custom maps
  • fixed shadow display when zoomed out in the Map Editor
  • fixed controller input getting stuck after closing chat while spectating
  • fix for login UI getting stuck using an existing account with Steam
  • fixed not being able to select map from "Player Maps List"
  • fixed an issue on Duel that caused units to clump against an outpost when given an order
  • fixed an issue that prevented units from accepting orders
  • fix for AI AirMechs trying to chase down carried units
  • fixed an issue with AI AirMechs trying to issue mass commands to player owned units
  • fixed Nexus Saucer not using team-colored assets
  • fixed trail and teeth on the blades of Steampunk Bomber
  • fixed right wing not displaying correctly on Super Helix
  • fix for player status turning ready before clicking Ready button
  • fixed some outdated text regarding Generator functions
  • no longer display the content suggestion dialog at endgame when replaying or spectating a match
  • fixed game message and upkeep scripting commands for custom maps
  • fixed some floating props on Twin Peaks
  • fix for unresponsive Quest button
  • fixed missing eyes on Beppo Probe
  • fixed being able to drop units in some props on Salt
  • fix for Missile Lifespan stat not updating properly from livebalance data

ːairmechː Balance Changes:
  • Fixer build cost decreased from 1200 to 1000
  • Fixer build time decreased from 2.6 to 2.2
  • Fixer healing range decreased from 7.5 to 5.5
  • Patcher healing range decreased from 7.5 to 6
  • Honeypot healing range off-socket increased from 6 to 9
  • Honeypot healing range on-socket increased from 12.5 to 13.5
  • reduced level up bonuses from 5% to 4% for levels 1-15
  • Bucky armor piercing increased from 40 to 50
  • Bucky fire delay increased from 1.5 to 2 (overall DPS from 117 to 88)
  • Bucky missile speed decreased from 15 to 11 ːbuckyː

ːairmechː Known Issues:
  • Saucer's Teleport description updated before ability changes went in
Community Announcements - InsaneFirebat
Avast! It's a Pirate life for me! ...and you! For one week only we have a mess of Pirate themed goodies. Pet Parrots and Pirate Hats and...Pirate Treasure! The Pirate Crate is a prize indeed and far from a common crate. Inside lies very valuable loot! Diamonds, or lots of Diamonds? Or even the legendary Gold Parrot if you are that lucky!

There's a very special Blueprint in the Shop related to Pirate Week. It's the Shipwreck, which will allow you to uncover this magnificent lost galleon--right in your own camp! On its own it would make a wonderful centerpiece to brag about, but during our Pirate Week it has a special function. Once per day, you can search it and there's an excellent chance you will find a Pirate Crate! To maximize this benefit, make sure to collect it every day for the next week, as when the event ends it will stop producing Pirate Crates...until next year.

These Pirate Crates are not like normal crates, as pirates are not very trusting types. They require a special Key to unlock...the Skeleton Key. You can craft one using a Skull and a Key in the Nanoforge, or you can buy one directly from the Shop. If you take a peek at the loot inside the Pirate Crate I think you'll see why it requires such a special key.

It's also been a while since we've done Bonus Diamonds, and since Pirates do love treasure this is an excellent time to do one! All Diamond Pack purchases will get an extra 25% Diamonds instantly! And yes, you get more Diamonds as a referral bonus too, we wouldn't forget about that.

New Content:
  • Pirate Crate
  • Skeleton Key - can be crafted from a Skull and Key or bought
  • Pirate Hat - the classic captain's hat
  • Tricorne Hat - classic and respectable
  • Parrot - obtained from travels to exotic lands!
  • Green Parrot - a pirate's best friend
  • Gold Parrot - Pirate Crate only
  • Shipwreck - special blueprint for uncovering this in your Basecamp!

_________________________________

Starting this patch you'll notice some big changes--your AirMechs can now continue to level up to a cap of 20. And the Part Points have actually been removed--we've made a major balance pass on Parts, and decided to make them level based instead. This greatly simplifies selecting Parts--just pick the most powerful ones that you are high enough level to equip.

There has also been a huge balance rework of the Parts to take this new system into account. Many Parts simply have one or two positive stats, and no negatives. No more stressing out of over what Parts to equip and the overall effect on your mech. This goes along with us removing Parts from Ranked PvP (at least for now) while we experiment with progression and balance.

Ultimate Parts...you've been asking for more Ultimate AirMechs, and this is our answer to that. Now you can pick any skin you want and make it Ultimate! Unless you are using an Aura, your mech will get the Ultimate glow if any Ultimate Parts are equipped. This also means that the Ultimate Striker and Ultimate Helix have been converted into Super Striker and Super Helix. For each one of those you own, you will find you have the new skin plus 5 Ultimate Parts in it's place. (and yes, you'll soon be able to sell them) After the transition we'll make them available to all players in the game Shop.

Two really nice gameplay additions this patch are the drop direction indicator and respawn timer. When carrying a unit, you'll now see a circle with a point on it which faces your mouse cursor direction. When you drop a unit, it will face in this direction--no more needing to shoot in empty space just to aim units! Your tanks will thank you when placing them on the front lines. The respawn timer for each player is shown over their AirMech type in the hud. A small but welcome change to many!
Two really nice gameplay additions this patch are the drop direction indicator and respawn timer. When carrying a unit, you'll now see a circle with a point on it which faces your mouse cursor direction. When you drop a unit, it will face in this direction--no more needing to shoot in empty space just to aim units! Your tanks will thank you when placing them on the front lines. The respawn timer for each player is shown over their AirMech type in the hud. A small but welcome change to many!
Two really nice gameplay additions this patch are the drop direction indicator and respawn timer. When carrying a unit, you'll now see a circle with a point on it which faces your mouse cursor direction. When you drop a unit, it will face in this direction--no more needing to shoot in empty space just to aim units! Your tanks will thank you when placing them on the front lines. The respawn timer for each player is shown over their AirMech type in the hud. A small but welcome change to many!

More Ultimates have been balanced since last patch, and this continues to be ongoing work. We've also made all AirMechs get stronger as they level up. Just a bit per level, but max level AirMechs should feel more powerful and be more of a deciding factor toward the end of the game--at least that's the plan, let us know how it works out.

General Updates:
  • added Top Maps curated list to Custom Game map browser
  • doubled the maximum Inbox size
  • increased max AirMech level (in Hangar) from 10 to 20
  • removed "Bot is Ready" tab when in Coop/PvP lobbies
  • adding rendering for the forcebox outlines in the Editor
  • added a feature for always dropping units aimed toward the mouse cursor
  • show time until respawn for all players in a game

Bug Fixes:
  • fixed PIN option for Custom games
  • fix for "failed to load remote map" in custom games
  • fixed some props not being editable on official maps
  • Xbox controller buttons will no longer be referenced in lobbies when a controller is not in use
  • fixed Pirate Warthog minigun offset when firing
  • fixed a bug which prevented script commands from spawning neutral units

Balance Changes:
  • many balance changes to Ultimates
  • rebalance parts for PvE/Coop
  • add level requirements to all parts
  • AirMech stat increases on level up increased (generally from 3 to 5%)
Community Announcements - InsaneFirebat
This update is something big, really big. It didn't actually start out that way, but we have had a lot of different systems we've been working on for a long time and they just happened to all come together around the same time. There's a lot to cover, so let's get to it.

Upload Custom Maps
You are now able to Publish maps from the editor and they will be added to a public map list. Anyone can play these maps currently, as we're still trying to decide if any restrictions should be put on them for new/free players. For now, have fun and enjoy, and leave feedback on what you think.

Publishing has been working for the past few days actually, and if you have the test build of the game you've been able to see player made maps inside the game. We've had a ton of fun playing these maps! I'm super excited to see how this evolves, as already in a very short time it has added something new and fresh to the game.

Currently you need Prime to Publish maps. We're going to let anyone with Silver VIP use the editor while we are in this testing phase, then decide what to do later. Also anyone can play Custom Maps for now, we may or may not want to restrict this to VIPs. Honestly we don't know, we're just going to see who plays what and listen to feedback, so let us know what you think about all this and how to charge for it.

There's also a ton of improvements made to the Map Editor itself, too much to get into here. Come find all the info on the forums!

Ultimates Rebalancing
When we originally created Ultimates, we just made them insanely powerful. And that's fun to a certain degree, but with more and more Ultimates it ends up removing any challenge at all. We've decided to do a major rebalance and bring Ultimates down to 10 to 20% better than their normal versions. They are absolutely the most powerful versions of units/items, but not in a crazy way.

We're also going to soon be removing Ultimate AirMechs. We'll be replacing them with Ultimate Parts, so you can make any AirMech Variant Ultimate. They will get the Ultimate aura if you have any of these special parts equipped. For the current Ultimate AirMechs, we'll be converting them to "Super" Variants and simply be cool skins, and you'll get a batch of Ultimate Parts for free.

And with a rebalance of Ultimates, it lets us put...

Ultimates in Unranked Games
We've decided to remove the dedicated Ultimate queue and instead just allow Ultimates in Unranked games. Since they don't affect your record anyway, there's no harm if you come up against an opponent using Ultimates. In fact, we wanted to take this even further, and provide special rewards for both winning against those using Ultimates, and even if you lose you should be rewarded for fighting against a stronger enemy with our new...

Honor System
Shortly after we patch, we will be rolling out the new Honor System. This is our way of taking a look at the balance of a particular matchup, and deciding if extra recognition is needed. We take the total number of Ultimate Points your opponents are using, and use that plus some other data to determine how many Honor Points you will be awarded. We think this will be between 1 and 3 per game.

We will also be awarding a small amount of Honor for winning Ranked games. You won't get any Honor for losing a Ranked PvP match, as it should be evenly matched. We've actually gone a step further and while we are testing changes to the balance of Ultimates and Parts, we're making Parts do nothing in Ranked PvP matches. (Ultimates are of course banned from Ranked games as always)

Speaking of PvP, we've also made quite a few changes to the menus there...

PvP Menu Rework
The PvP menus have been reworked to accommodate some changes to Ranked and Unranked play. PvP will have 3 game types: Ranked, Unranked, and Custom. Currently we have removed 3v3 lobbies so we can focus on 2v2 which we feel is the most balanced way to play the game.

If you want to play 3v3, you can still create a Custom game at the bottom of the PvP menu. In fact, you should really check out the new Custom games where you can…

Play Custom Maps!
You can now play maps Published by other players! We can't say for sure that what you will find in the player made maps will be balanced, or finished--or even work right--but we've already had a ton of fun playing maps that you all have uploaded.

We expect there will be some bugs, but this is our "alpha" release of the ability to play maps made by other players without having to jump through hoops of copying files around by hand. Want to see more maps made by a player? Right click their name in the list of maps, it should show you all the maps they have Published.

General Updates:
- updates to the PvP Play menus
- new Samson icon
- Weapon stat renamed to Armor Piercing
- added a "No Parts" custom game option
- making infantry set to the capture order when dropped with cargo operation
- added options to the Edit and View drop-down boxes
- added map preview screenshot to custom map files
- added pause/resume shortcuts for Sandbox mode
- allow placing terrain by holding left click and dragging, right click to clear tilse


Bug Fixes:
- fix for loading custom maps in Solo lobbies
- fix for Neo Missile Jammer affecting non-guided missiles
- fix for Deathray sound effects on some Saucer skins
- fixed group select not working when fuel is empty
- fix for missile streamers not appearing in the Shop
- fix for launching the Map Editor from the basecamp
- fix for AI being disabled on custom maps
- fix for player profile card remaining open when declining a friend request
- fix for Grinder appearing invisible (or extremely thin) when revived by Necro
- fixed Warthog head antenna not scaling for hats/heads
- fixes for overlapping elements in the endgame screen
- block invalid characters from being used in map names
- fixing a loading issue for trigger events with spaces on actions
- fixed the desync when attempting to play custom maps in multiplayer

Balance Changes:
- SAM move speed increased from 2.5 to 3.5
Aug 7, 2015
Community Announcements - CarbonJames
To celebreate Update #215, we're having a Double XP weekend and it starts right now! Coop, PvP, even Solo--play however you want, get Double XP in all games!
Community Announcements - InsaneFirebat
We are giving the Shop and Market a big overhaul to make it easier to browse and find what you want. We've gone back to a more traditional menu that you can expand and sort. There's a few things left to finish (some new filters needed) but in general it's going in the right direction.

Dan has spent a lot of time with the map editor fixing bugs and adding features. Still not what we would call beta, but in it's alpha state it can be fun to mess around with. We've also released a special Basecamp structure that gives you a shortcut into the editor, plus it's kind of a fun extra for your camp. Look for it in the Shop > Other > Basecamp.

There are new Daily Quests that are timed--keep an eye out for them! We'll be testing them out to see what a good balance is for always having something new to do. Besides that there's lots of bug fixes and balance changes you can read about in detail below.

As always, come discuss these changes in the forums! http://airme.ch/patch215

General Updates:
  • new Collection Sets for Airships, Cinco de Mayo, Earth Day, 4th of July, Memorial Day, Oktoberfest, Summer Fun, and Auras Set
  • get a special drop when digging out Basecamp plots (simple drops)
  • some menu bar icon improvements (right click or double-click to close)
  • new icons for Unit Alternate and AirMech Nanoforge Plans
  • improved unit pathing for group selected units on custom paths
  • new Shop and Market filters
  • new Quests added, including dynamic daily quests that can be enabled for a limited time
  • lots of improvements to the Map Editor
  • new Basecamp structure related to Map Editor (requires Prime)
  • added heal range indicator for Hero when being placed
  • added a link range indicator for Stasis Mine
  • fixed kudos symbol on Basecamp structures
  • right click mail message to take first attachment (VIP only while we make sure this works)

Bug Fixes:
  • fixed Tesla Tower not showing effects when being Auto-Deployed
  • fixes for showing incorrect promos at login
  • fix for Ultimate Brute guns being offset after capturing an Outpost
  • fixed AirMech stat modifiers spilling out of the UI
  • fixed a bug with terrain tiles not being selectable if moved too far from the position they were generated
  • fixed an issue with the insertion point moving out of position in some text boxes
  • fixed a bug that caused a connection issue after attempting to upload a custom map
  • fix for pistol firing sounds playing while gliding with Angel
  • fixed "Show Everything" button not clearing the Wishlist or search box filters
  • make close button on Quests now close instead of going "back"
  • potential fix for blank suggested content at endgame
  • fixed a crash when launched the Map Editor from a 3v3 match
  • fixed a crash when selecting an unlabeled elevator as a target in the Map Editor

Balance Changes:
  • Stasis Mine deploy time decreased from 4 to 2 seconds
  • Stasis Mine link range increased from 8 to 10
  • Stinger reload time removed (sustained DPS from 55 to 83)
  • Stinger HP decreased from 1250 to 1000
  • Stinger build cost increased from 3000 to 3600
  • Boomer build cost increased from 700 to 850
  • Boomer blast range decreased from 7 to 5.5
  • Boomer death blast damage decreased from 100 to 50
  • Moneymaker build cost increased from 1400 to 1680
  • Moneymaker income increased from 50 to 60 credits every 5 seconds
  • Generator upkeep decreased from +2 to -1
  • Generator build cost decreased from 3600 to 2800
  • Generator energy capacity increased from 5% to 7%
  • Generator recharge rate increased from 5% to 7%
  • Factory upkeep increased from 10 to 11
  • Outpost upkeep increased from 10 to 11
  • Power Station upkeep increased from 15 to 17
  • Fortress upkeep increased from 25 to 28
Community Announcements - CarbonJames
Not just a random update! We're doing something extremely special to celebrate Carbon's birthday (oh, and America's too) by creating the FREEDOM BUNDLE--a very special chance for everyone to get a ton of Diamonds just for being with us during this special week!

Presenting the....



Normally, 10,000 Diamonds cost $20, but we're letting you type in any price you want, as long as it's at least $1. And if you beat the average price (currently around $5) you get the Ultimate Helix and Eagle Head as bonus items! We really wanted the bundle to be something for everyone, so no matter if you want Power (Ultimate Helix) or Pretty (Eagle Head) or any number of things you might find in the shop (Diamonds have you covered) you simply cannot afford to miss this Bundle!

The FREEDOM BUNDLE will be retired on Friday, meaning you should think of Thursday as the final day to buy it! This is not just a typical marketing blurb, what you get is really blow your mind amazing:

10,000 DIAMONDS
What can you get with 10,000 Diamonds? A skin costs between 600 and 1600 Diamonds, so you could get a ton of them. You can buy XP and Kudos Boosts, or Diamond Rolls to give back to the players! Fancy buying and selling for profit? That's a huge stash to fund your adventures in the Player Market, where players can buy and sell for Diamonds.

ULTIMATE HELIX (when you beat the average)
This is the debut of the Ultimate Helix, with greatly improved missile firing bays able to unleash swarms of heat seeking death on anything in it's path. Ultimates are for Solo and Coop play, but that doesn't mean they aren't a ton of fun. Sure you can buy an XP Boost, but just smashing stuff fast is just as efficient, and more fun!

EAGLE HEAD (when you beat the average)
What's more patriotic than wearing an Eagle Head with your Liberty Paladin? Absolutely nothing! Nothing says freedom and liberty have landed like the magestic Eagle Head atop whatever mech you choose. (just remember the Liberty Paladin is available in the Shop right now for a limited time, and you'll easily be able to pick it up with all the Diamonds you just got)

FREEDOM BUNDLE NOTES
  • whatever you spend on the Freedom Bundle will contribute to your total spent. Silver VIP is automatically awarded when approximately $10 USD is spent over the lifetime of an account.
  • double check the current average price before purchase to make sure it doesn't go up by a few pennies right before you complete your purchase
  • if you have any problems, please email support@carbongames.com and we'll help you out. We've never done this before, so there might be some unexpected issues. Let us know right away if you find anything strange!
  • tell your friends! We may do this next year, or we may not! It's an experiment for sure to see if people will spend even $1 when we give them and overwhelmingly amazing deal--Diamonds, an Ultimate, and a brand new Cosmetic, something for everyone.
...

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