Community Announcements - Keyvias

https://www.youtube.com/embed/GWRhvIY-GI0
A quick snapshot of some of the action we saw over the beta


Hello Everyone,


It’s been little over a week since we put the planes, bosses, and faction fleets back into the hangar, and that’s given us time to go over the feedback and data, start making changes and prepare for the December open period!  The data allowed us to go through matches from close to 20,000 unique players who helped us test, 40 million effort points spent, and the turnover of 320 territories. We received a few hundred direct feedback from people, and over 150 responses from our survey. From a data collection and feedback standpoint, this was the most successful testing period we’ve had for Alliance.


A big thanks to all the players who took the time to play, test, give feedback, and fill out surveys on our expansion. That data and feedback drives us to improve the game and pushes us in the right direction.


Follow along to see what we learned, the parts we’re proud of, and the parts we’re improving. Also, please go to the fixes section for not only a recap of all the issues and experiments during the test period, but also for a few fixes that we’ll patch in today. We’ve moreover added a draft of the post war lore for the open testing period that we’ll add in game.


What We Did Right:




New Ultimate Abilities

The new special ability got a lot of use and a lot of love from the Beta. Feedback was overall very positive from across the spectrum of player levels and skills. Juxtaposed the feedback for abilities against that for the skill upgrades from the last open period, we’ve clearly moved in a positive direction with player person progression, and that’s been gratifying to see. The tar bomb and mine ejection were a bit underwhelming, and we’re looking to improve them. Also, we are creating more abilities for players to unlock and use including shields, pushing enemies, support clone dummies, and more!



A Whole New User Interface

The new UI is currently in game, and it took a few revisions based on feedback to improve it over a short course of time. We were able to use the testing period to experiment with a few different layouts and implementations possibilities, and get feedback on them from a larger group of people very rapidly. We did take a bit of risk with very agile development on production, which we very rarely do. While this caused a bit of anxiety on some veteran players, the risk was overall worth it, as we were able to iterate and try ideas quickly, and ultimately coming up with a UI revision that most people are happy with.  All the feedback and emails we received helped us with improving placement of certain elements, examining info hierarchy of some functions in more detail, and finding ways to improve the chat and community sections of our game.


As we mentioned before and during the open period, the new UI is still work in progress. Some sections are not done yet as you all noticed, and some parts need more work and revision.





Stormbreaker

We were really excited to show off this new and unique ship, and based on feedback, it seemed that the ship lived up to expectations. This was one of the most used ships in the open period with a slew of players giving positive feedback or affirmation to this asymmetrical sky beast. By comparison and based on data, we’ll be targeting the Magnate for balance adjustments. As a side note, we’ll also be looking at the Lens Array and the Coil for balance adjustments as well.



Mission Complete!

People who participated in the war and pre-war phases got their first taste of missions, and the players completed the missions amazingly quickly. We were happy to see these not ignored by leaders and passionate players and while we want to do more to show these off, it puts our mind at ease knowing the core concept works so we can keep adding and improving upon it.



What We Need To Improve Upon:

Balance:


Retrieve Farming

We put in a lot of work to try and and solve this issue stemming from the last open period, where skilled players could fight and end a match in Retrieve in under one to two minutes. Yet, with the introduction of the new Stormbreaker ship and new special abilities, our previous efforts proved inadequate in stemming players from jetting through the match and grinding out points for their factions. This was painfully obvious from the data, feedback, and our own observations in game. We are now working on ways to make this rush strategy harder and riskier to pull off while still making it a viable one.



The Challenge of Normal

This time around we got novice games to a much better place, with the expected win rates largely in line with our expected values. We still want to tune them a bit, but overall the “novice” difficulty is in a much better place.


However, the same could not have been said about normal difficulty and above. For a multitude of reasons, many of these games resulted in losses for players, the actual win rates across the board (with the exception of Retrieve) were lower than expected. The discrepancy in normal difficulty matches were quite a bit larger than we anticipated. While Assault and Survival game mode matches had win rates that were a lot closer to our expected values, they also skewed long in terms of match length.


We’ve identified a few factors that caused lower than expected win rates as well as long match lengths in certain game modes, and we are now making balance adjustments to address these factors. We are also adjusting rewards for partial wins higher as well.



Defending Alone

One of the biggest issues with balance we saw was single ships trying to play Defense and unable to both attack and defend at the same time. We are now looking this issue to make sure Defense maps are better balanced for single ships as well.



Underpowered Weapons and Ship

While a majority of the new ships and weapons were fan favorites, (especially the stormbreaker!) some new equipment didn’t work up to snuff. The Lens Array, Lightning Coil, and Magnate all fell below where we hoped they’d be. Player feedback and data are pushing us to look again at these pieces of content and buffing them into the fold.



Single Ship Matchmaking

We saw the matchmaker making a lot of single ship matches again. This was an issue in the last open period as well. While we made fixes and improvements from last time, this test period exposed a few more issues. There were some more bugs with it that were solved, but we’re also realized that we needed to change up the novice match logic and constraints. The legacy from Skirmish PvP actually didn’t apply to or fit PvE conditions as we learned. So we’ve made some more fixes and improvements in preparations for the next open period later this month.







World & Faction

We got a lot of great data back from the war. Many players put in a crazy amount of time and effort to fight on our mmo-Risk board. However, the participation overall was relatively low. This was in a way to be expected, as this was our first integrated implementation, and the focus had been to get the meta game functionally ready. The emphasis going forward and the next milestone is to work on UI clarity, player education, and hooks for this system and meta game to make sure everyone feels the urge to spend their warchest, to make tactical choices, and to be more invested. The World UI also had a few ease of use issues such as leaders being confused as to what to do. Lower participation in the meta game also resulted in part from balance issues such as Retrieve Mode speed runs. With better tutorial, UI ease of use improvements, gameplay hooks, and balance adjustments, we should be in a better place with World and Faction progression for the next open test period.



12.5.2016 Hot Fix Patch Notes:
  • Fixed Party voice chat icon
  • Bringing back red/blue team color for team voice chat
  • Fixed incorrect match lobby outline

Recap of Fixes During Test Period:
  • Player title, 'Sentinel' misspelled
  • Match lobby fixes and layout experiments
  • Chat layout fixes and layout experiments
  • Warning message is blocked by in game menu
  • Back button on the voting dialogs was not clickable
  • Weird hover tooltip background
  • Chat messages are showing from blocked players
  • Joining a passworded game issues
  • Lobby chat's scrollbar missing
  • Player name display issue in match list
  • Unresponsive player popup
  • Clan level display
  • First time players can't play tutorial if they access it from header
  • UI for confirming or cancelling video settings
  • Profile status does not update when leaving created lobbies
  • Player names and info overlap inconsistently
  • Can't exit chat tab settings by clicking on other tabs
  • Text overlap in match list
  • "Tab to switch channel" message to only display when applicable
  • Refer friend not working properly
  • Chat modes change when you check out the score screen [TAB]
  • Ship ​pictures are missing when viewing each ship stat
  • Match list alignment fix
  • Tooltip fixes
  • Event list does not show start time correctly
  • Clan member role not showing
  • View friend profile / clan in match leading to bad (dead) states
  • Item/gun tooltip position fix
  • "Profile" menu does not have an option to take you to your profile
  • Back [ESC] from crew form takes to you main menu instead of PLAY menu
  • Tip position fix for selection window
  • Clan tag doesn't immediately appear when a clan gets a new member
  • If chat display is hidden, it doesn't immediately appear when unhidden





Lore Recap

Once again, war has swept across the land.  The Outsiders’ War, named after the unusual alliances formed, was quick and but narrowly decisive.  The war was kindled by the Chaladonians as they claimed mines from the Merchants for new heavy manufacture, and secured land from the Baronites to protect the farms from being overburdened and stripped bare of resources.  Despite exploiting weak Chaladonian convoys and retrieving unheard of amounts of essential goods, champions like Skyraider of the Fjord Baronies, TzeroX of the Angleans Republic, and El Yuron of the Mercantile Guild could not stop the likes of Hai Fisch, Slipt, Letheliah, and Oppressedzebra from bringing about war.




Historically, the Angleans and Chaladonians aren’t known to get along.  However, some goodwill might have been brought to the tropical isles by Waper, who was known to fight for both factions before the war began.  Ultimately, the Angleans and Chaladonians formed the Primal Conservancy, at 6000 members strong, to prevent fertile lands and water supplies being spoiled by the cutthroat capitalism of the Utilitarian Assembly.  Backed by the Merchants and Baronites, the Assembly fought for free and open trade with 5500 supporters.  Despite looking down on the Merchants’ habit of trading labor so freely, the Baronites could not strike the market pacts they required to feed their growing migrant population.


The two alliances fought tooth and nail over resources and territories with RearAdmiralZill, Shinkurex, Lysanya, and gloowa bringing in many territory victories for the Assembly while Dementio, EXPEREMENTATOR, Diehard.zero, and Gevurah secured resource domination for the Conservancy by completing key Missions.  In the end, The Mercantile efforts waned dramatically as the world transitioned into war while the Baronites struggled to shoulder the weight.  Clearly, the Fjord Baronies stood to lose the most if they suffered a defeat.\n\n


In the end, the Primal Conservancy was successful in protecting the bulk of the resources that they needed to ensure the future of their factions, and perhaps the futures of any faction willing to share.  The Utilitarian Assembly failed to acquire enough new resources to incentivize the formation of new commerce agreements.  The forces of the world have shifted and it will take some time for the dust to settle and for balance to be found.  Perhaps, then, new alliances will be forged to fight for a different interpretation of the world.

 
Community Announcements - Keyvias

The Yogscast Humble Bundle Jingle Jam is live! We're super pumped to have Guns of Icarus a part of it so buy now and also get a bunch of other great games with more to come as we go through December! Don't forget that your support helps a bunch of great charities!
https://www.humblebundle.com/yogscast-jingle-jam
Community Announcements - Keyvias
9 of the best teams fighting for cold hard cash!

Now is your chance to get to see the best Icarus has to offer. Teams have been training for the chance to prove themselves to earn exclusive prizes, an opportunity to name an in-game AI and $200. This all starts tomorrow, December 3rd, 7:00pm UTC/2:00pm EST.

With so many games in this double elimination we'll be casting across multiple streams.
Watch them all here.

Your contenders to watch, learn, rise and fall with are:
  • Clan Clan
  • Chef Xedeon's Potatoes au Gratin
  • Altruistic Aeronef Aviators
  • Fancy Cloud Dancers
  • East Chaladon Squirrel Company
  • Team Predators
  • StoneCake Sky Navy
  • Team Rocket
  • We Are Pirates
Brackets can be found here.
Community Announcements - Keyvias
Peace reigns, but for how long?

Thank you everyone for a highly successful test of our war system. It was amazing to see and hear players fighting it out in a vicious fashion. What we need right now though is your feedback! Click here and fill out the survey to let us know how to improve Guns of Icarus Alliance.

If you liked what you saw, don't forget to pre-order a copy of Guns of Icarus Alliance. So you can be one of the first taking up your factions flag again.

We Also have some lore for the war, this is just preliminary as we analyze the mountains of data and information generated by everyone during the beta.

War has permeated through the land with the rise of two great alliances: the Chaladonian-Anglean Primal Conservancy and the Mercantile-Baronite Utilitarian Assembly. Chaladon initiated the war in an effort to stem Mercantile territorial advances, use of water fouling mining techniques, and suspicions of human trade. Threatened by the strict Chaladonian trade requirements, the Fjord Baronies joined with the Mercantile Guild to promote free trade in order to secure foodstuffs while turning a blind eye to the transfer of more questionable 'wares'. Reluctantly, the Angleans realized that their water and food were depleting and joined the Chaladonians to form the Conservancy and fight for a sustainability.

Expect more in the official lore write-up once data has been collected and analyzed.
Community Announcements - Keyvias


Go to our store page now at http://store.steampowered.com/app/209080/?snr=1_7_7_151_150_1 and vote!

We would love everyone to vote for all the games you think should deserve an award and we believe we're a great fit for "I thought this game was cool before it won an award" award.

Big thanks to our amazing community for staying with us, trying beta, and helping us in this contest!
Community Announcements - Keyvias


Our paid DLC is free for all to play for the next two weeks. All you have to do is turn on Guns of Icarus and enjoy new ships, content, including our first period of war between the factions.

Learn to survive the war here.
Read the full patch notes here!
Community Announcements - Keyvias
Are you ready?

Starting Monday November 7th, the new new patch hits and war comes to Icarus, but we need people to test it out before hand! We're doing a massive testing call tonight at 9 pm eastern, 1 AM GMT (we believe with the daylight savings.)


This is to give us an opportunity to look through all the new UI, systems, and exciting features we're putting in and make sure there's no major break points. Please come join us test and if you don't have access to the dev app get your key here!


Find the full notes below!


New contents:

Alliance Beta (For Open Period)


  • Special Ability System




Special Abilities (official name TBD) are new class specific unlockables designed to give each class more strategic options and create impactful gameplay moments.  Normally unlocked via playing Alliance matches as each class, we’ve unlocked all of them for your perusal.  Like the ultimates in other games, careful strategic planning and usage of these abilities can dramatically change the tide of battle.  Emit an electrical blast to disrupt enemy components as an Engineer, trigger ship mechanisms to speed reload all the weapons with larger clips as a Gunner, unlock the engine’s true power for a devastating forward ram as a Pilot, and many more.


If you go to the Character Loadout screen, you’ll find a new ability slot for every class. Once you equip one, you can use it in match like you would use other class specific skills with the 5 key.  The ability has long cooldowns, so use it wisely!



  • The Stormbreaker




The Arashi faction is not in the game yet, and we have our own ideas of what changes need to be made for the next iteration of this ship, but we’d love to hear your feedback as we embark on the next iteration.  The Stormbreaker’s engines, scavenged and retrofitted from larger ships, provides extreme acceleration that’s perfect for skirting enemies.  The asymmetric design speaks to Arashi’s make-it-work philosophy and finding gems in the rough.



  • Infiltration




  • The ship in the first match lobby slot is the VIP.  The VIP must survive at all costs and is the only one who can infiltrate enemy refineries that are scattered through the map.  Infiltrate each refinery by flying near it while teammates defend the infiltration process.  After all refineries have been dealt with, the VIP, escorted by teammates, must escape at the very end of the map.


  • Survival & Survival Mini




  • Basic but vicious survival lives up to its name. Go through 8 or 5 waves of objectives ranging from drill destruction, VIP targeting, boss battles, and more!


  • Defense 2.0




The primary objective now is to destroy the enemy resource drills.  Barges will heal your base, but they are not required for victory. After  you destroy the last drill, you’ll need to wipe the remaining enemies off the map or survive and defend your base for 5 minutes!  Good luck.




  • Alliance Tutorial




With all the new objectives and ways to fight in Alliance, we created a new tutorial segment specifically designed to illustrate new the Alliance mechanics, such as destroying the drill, capture barges from enemy ships, depositing barges, and battling the enemy outposts.  Captain Morrison returns to guide you on this new training mission.



  • New Faction Leader Influence

Players that earn the most efforts over a period of time will become leaders of their faction. We’ll be using an accelerated version of this time period for testing purposes.  Leaders unlock the ability to set Rally Points at the location they are currently deployed at.  As more and more leaders coordinate to rally at the same territory, their faction gets War Effort buffs.  These buffs range from a few percent to pulling all players who have not made a choice on which location to deploy at (it can be a lot!).



  • New Unlock more attacks on the world map

Factions can coordinate to spend their well earned Coins to unlock additional attacks against factions of their choice.  When enough Coins are invested, the system will choose a new location to unlock.  Be careful!  The more actions you have on the world map also means your efforts will be spread thinner as well so make sure to coordinate.





  • War!




Resources will now come into play.  Each territory has a set number of resources.  Conquering a new territory will add that territory’s resources to your factions’ coffers.  Each faction has a Resource Goal, and once a faction has reached their goal (aggressor) a War will be initiated.  The factions will be split into two alliance, the first is seeded with the aggressor and the second will be seeded with a faction of the system’s choosing.  Remaining factions can then vote for which alliance they want to support.  The faction with the highest % of votes towards an alliance will win the vote and go to the alliance of their choosing.


When War starts, each alliance has a new Resource Goal to complete.  Once that is reached, the War will end with a winner and a loser.


To supplement territory resources, Missions are still available.  Each Mission has different objectives (e.g. conquering specific faction’s territories) and has different rewards.  Look through the Missions and attempt to complete those are that are beneficial to your faction, or block others from completing from theirs.


Wars could be won and lost with Missions!

  • Integrated World and Faction Progression

The world and faction menus are one click away, and with the new UI, you’ll be able to access these menus from the lobby! Apply war loot, devise strategy, and talk to your faction from any lobby or menu.

  • Compiled History and Lore

After the war, we will be compiling everyone’s actions and using the information to create unique lore entries for a player-wide history book.  Flip through its pages to find the exploits of factions, clans, and players.


Here is a snippet of the previous alpha test, a short tidbit of what to expect:


From the compiled records of the Traveling Historian—


There are days when the people can relax without fear of conflict, but those days are often few and far between.  The power in the world are shifting and the new factions are arising to take it for themselves.  The rugged Anglean Republic gained tide after tide of supporters and began to wreak havoc in the central plains against the Fjord Baronies.  The Baronites were overwhelmed by the incessant onslaught of sure numbers and had no choice but to defend their territories by the teeth.  After losing many lands to the fur-cloaked marauders, the Fjord Baronies managed to hold their ground and stem the tide of defeat as the Angleans lost their momentum and by investing in fortifications like armored walls and bulwarks.  The Anglean Republic had spread itself thin.


Across the narrow channels to the east, a small but extremely well organized contingency of Chaladonians led their forces against the Mercantile Guild in the south.  The Order of Chaladon was able to break into the mainland due to their superior leadership to contest on Anglean and Baronite lands.  The islanders continuously assaulted key locations in all surrounding factions.  A push like this may have tipped the scales to war but the unexpected happened.


In the 11th hour, the Mercantile Guild managed to scrap together their weakening forces to retrieve valuable caches of weaponry, coin, and information from enemy factions.  The Guild was once again rich with their regained their lands.  They advanced back into the mainland to challenge the Angleans, Baronites, and Chaladonians.


When the war broke…


The last few pages of this account were lost so we’ll never know how the war played out (okay, there was no war in the alpha but let’s play pretend).  We’ll have to wait for the next installment to see who wrests the seat of power this time around.


Skirmish

  • King of the Hill: Frostbite Occupation




The call to adapt the maps was made, and we’ve heeded the call. First up is a KotH of Anglean Raiders. Dive into the breach and try this brutal capture point map.



  • Vs. AI in Practice

Novice AI made a huge splash during our last patch with many vet players wanting to fight against our in-human captains and crews. We’ve unlocked the ability to fight these AI ships in practice mode.  Please note that matches in Practice will not count towards player progression, as Practice is a safe zone for people to learn and hone skills. Enjoy the destruction of AI!




  • Skyball 2.0




  • Removed defensive spawns to combat easy turnovers that turned into incredibly long matches, and revised spawn locations overall
  • Increased winning points to 3 (from 2)
  • 20 minute timer for all matches.  Team with the most points at the end of 20 minutes will win (if less than 3 points).  If there is a tie between the two teams at 20 minutes, a 5 minute sudden death round will commence.  During sudden death, the first team to score wins.  Furthermore, captures are instantaneous during sudden death.


General


  • New Alliance & PS4 Compatible UI (Work in Progress)

In this beta period, we’re testing a new UI that spans across all Guns of Icarus products (Skirmish and Alliance) that have allowed us to increase information density and functionality, and will allow us to have full controller support and target new platforms in the future.  We’ve streamlined primary and secondary navigation, incorporated a number of ease of use changes that you’ve requested, and audited navigation for controller ease of use and compatibility.  We’ve also made information hierarchy clearer.  For example, on the main screen, people would only have to make a selection between the PvE Alliance and the PvP Skirmish, and they can enter the play screen right away.  With the new design, we were able to place map and mode objectives on the lobby, so people will have clearer ideas of what the mission objectives are before they start the match.  The chat display is also cleaned up, making identification of different statuses and channels hopefully easier.




The UI is still work in progress, in that it has not gone through a final Steampunk embellishment pass.  The alignment of chat and social panels is also shifted from left to right to accommodate the updates we’ve made to the navigation scheme.  We’re looking for your help during this open period to test drive the new UI and give us lots of feedback, so we can work on remaining issues and continue to improve upon it.  Thanks!





  • Birthday Goggle giveaway
  • Celebratory Fireworks
  • Birthday cakes provided in our birthday theme




 

Changes:

General


  • Unity 5.4 Upgrade


    • Improves stability and performance for all platforms
    • Mac OSX 10.7 is no longer supported
  • DirectX11 is the default mode
  • Updated Workshop client (engine and video options)


Alliance Beta (For Open Period)


  • Allow captain priority entire squadron, and make it more forgiving to mark planes
  • Ram killing planes no longer counts in stats
  • Tweaked Anglean player ship mesh for wider room for the back engines
  • Spectator - HP bars of NPC enemies being attacked by players should now be visible
  • Auto display enemy health
  • Tweaked collider to Arashi player ship
  • Tweaked particles for planes destructions
  • Enemy physics more responsive to disables
  • Always Spot bosses
  • Changed Merchant boss ship's weak points around instead of its sails
  • Display enemy health when crew damages enemy ship
  • Tweaked texture particles for polish
  • Female Yesha Hat receives hair color changes
  • Barge capture more obvious and consistent
  • Shrike: metal pillars are removed near heavy guns to avoid character animation clipping
  • Crusader: adjusted collisions
    Better decision making and targeting of player by bosses
  • Tweaks to higher difficulties to emphasize more coordination and responding to threat instead of bigger meat shields
  • Retrieve game mode escalates faster and has better initial enemy spawning to prevent too-fast matches
  • Reduced number of objectives in Assault game mode
  • More fine tuned hull and component health scaling on convoys and bosses based on # of player ships in match for additional dynamic difficulty
  • Difficulty and threat level across bosses should feel more similar


Skirmish

  • Pilot tutorial: countdown to reach area starts when ship starts moving instead of when player mounts the helm
  • Gunner tutorial won’t remind you not to shoot the balloon when the mortar damages it with AOE
  • Wilson’s Notes expanded


 
Balance:

Squid


  • Increased hull armor to 335 (from 230) so that it requires an additional rebuild hit with the Spanner
  • Decreased hull health to 450 (from 950) to address complaints about tankiness and maintain the design goal of “nimble but weak”

Mobula

  • Gun arcs more forward to emphasize weapons platform design


    • Lower side guns turned forward by 5 degrees (-45 to -40, 45 to 40)
    • Top side guns turned forward by 10 degrees (-50 to -40, 50 to 40)
  • Decreased forward and vertical maneuverability to increase attack commitment, but same rotation maneuverability to maintain close range effectiveness


    • Top forward speed decreased to 26m/s (from 28)
    • Forward acceleration decreased to 3.5m/s2 (from 4.25)
    • Vertical acceleration decreased to 4.75m/s2 (from 7.5)

Fixes:

General


  • The engine upgrade fixes some major threading/rendering issues that manifested as:


    • “Stuttering” framerate (seemingly random periods of lower framerate)
    • Low framerate plus low resource (GPU and CPU) usage
    • Lower framerate and stability as more matches are played in a single session
  • [LINUX] Missing tray icon
  • [LINUX] Missing UI elements


Alliance Beta (For Open Period)


  • Restored missing Devil's Eye/Alleron lightmaps
  • Flickering textures on building (parous glen)
  • World map Icons stick around after territory flips
  • Traveller theme on merchant ship isn't using cubemap lighting shader
  • Devil's eye lod and mat was pink
  • Missing map colors
  • Misplaced main engine on boss ship
  • "against your faction" warning stuck on screen
  • In World Progression, the foggy fade gradient on the sides of the map screen prevents players from clicking mission buttons
  • Added planer mesh for the chandelier on Magnate
  • Main base UI health bar does not line up with the weakpoints
  • Different ship flickers in ship menu when player completes match
  • Escape pods not spawning
  • When in Faction Screen, the territory markers in Battle are still showing in the back
  • MasterBase Stages needs specific colliders for the weakpoints to be targeted inside of the shell
  • Mispositioned Fire Control FX
  • You can attack drill before it lands on Defense
  • Clean Up Navigation Meshes for All Coop Ships & Some PvP Ships Under Components
  • Laser gun's ray goes through target
  • Unlocking territories on faction map adds one point per click
  • Odd visuals for faction territory
  • Missing textures for player freight ship in wrought lod
  • Missing fire Particles on Heavy guns
  • Missile Circus: mismatch between server and client paths
  • Damage smoke was too white
  • Missing flyby sound on the boss beam gun
  • Faction avatars lack lighting when choosing to switch factions through the skirmish mode menus
  • OSX memory crash/corruption
  • The needle of the gas mortar jumping out without animation while reload
  • Lightning gun missing unpredictably
  • Crash on exit
  • Decoration of Traveller theme blocks view on Crusader in third person
  • Crusader fade out/in on the engine
  • Rubberbanding on Crusader between the heavy guns
  • War chest size is 0 before playing for the faction
  • Armor kit and fail safe displaying swapped skill upgrade descriptions
  • Masterbase mini. Fixed z fighting and reverse normals
  • SFX volume slider has no effect on lens gun sounds
  • Figureheads placed at the helm on Corsair
  • Flickering Damage States every time the hull was shot
  • Player receives negative progression score after losing an Alliance match
  • The last drill doesn't show up in Defense
  • Crusader + traveller theme carpet placing issue
  • Crusader top left and right light guns placed slightly above the floor
  • Crusader navigation mesh is causing AI to get stuck
  • Balloon tube missing on Crusader and Magnate
  • damaged Magnate rope clipping
  • Crusader + fortress theme barbed wire placing issue
  • Stormbreaker AI path issues


Skirmish


  • Initial spawns can overlap on some maps
  • In lobby, switching to spectator may change class
  • Match end screen "team" tab doesn't get highlighted by default
  • Startup crashes in some cases
  • FPS lock not working when window is minimized
  • AFK when you are in end match screen and there is nothing you can do to end it
  • Engine volume differences
  • Getting stuck when jumping down at the ladder on Spire
  • Last shot of a Heavy Carronade has no firing effect
  • Crew form system message typo
  • The target dummies do not attack you at the end of the Engineering tutorial
Community Announcements - Keyvias
Are you ready?[ Starting Monday November 7th, the new new patch hits and war comes to Icarus, but we need people to test it out before hand! We're doing a massive testing call tonight at 9 pm eastern, 1 AM GMT (we believe with the daylight savings.) This is to give us an opportunity to look through all the new UI, systems, and exciting features we're putting in and make sure there's no major break points. Please come join us test and if you don't have access to the [url=http://steamcommunity.com/groups/GoIEC]dev app get your key here[/url]! Find the full notes below! [h1]New contents:[/h1] Alliance Beta (For Open Period) [list] [*]Special Ability System [/*] [/list] [img]https://lh6.googleusercontent.com/eOJpU8zoZQLnTMfaTK93-3AOICVkvUIEi0R0eIo6DZdmWAhkNeENhiXoXNCdWyiF0X8BsMd79ZGqzmjFaOSvNkHBYMj13W3FCmyAcIO10l3O2Jo5FAaRjBBjGKPgZX9D9q7qbjN_[/img] Special Abilities (official name TBD) are new class specific unlockables designed to give each class more strategic options and create impactful gameplay moments.  Normally unlocked via playing Alliance matches as each class, we’ve unlocked all of them for your perusal.  Like the ultimates in other games, careful strategic planning and usage of these abilities can dramatically change the tide of battle.  Emit an electrical blast to disrupt enemy components as an Engineer, trigger ship mechanisms to speed reload all the weapons with larger clips as a Gunner, unlock the engine’s true power for a devastating forward ram as a Pilot, and many more. If you go to the Character Loadout screen, you’ll find a new ability slot for every class. Once you equip one, you can use it in match like you would use other class specific skills with the 5 key.  The ability has long cooldowns, so use it wisely! [list] [*]The Stormbreaker [/*] [/list] [img]https://lh3.googleusercontent.com/RZtqSeXBTD-K5Z7Ha2SedmRZjuWz57440YerrCNGUY7cBBlJBx533BfCZe1kxzy1LI7-7aR08Wjcg4D25fROlDSYH1gv4CK2cFGwvDuWz5_cbtmnkrw_9ygmev-b0iNXuamNdGaJ[/img] The Arashi faction is not in the game yet, and we have our own ideas of what changes need to be made for the next iteration of this ship, but we’d love to hear your feedback as we embark on the next iteration.  The Stormbreaker’s engines, scavenged and retrofitted from larger ships, provides extreme acceleration that’s perfect for skirting enemies.  The asymmetric design speaks to Arashi’s make-it-work philosophy and finding gems in the rough. [list] [*]Infiltration [/*] [/list] [img]https://lh3.googleusercontent.com/JPpBceljXDbh3w6axANw4tNd61n8F3_1-7Y5A91SXlrVVx-rAXfzZZruPk8S2398fK-m-uYYRxzvKO74OET5x8RzWQ7kwNrOtD9q_CjoLWnOQ-4f7YoApG9jaaQFz_kV8bLZqQdH[/img] [list] [*]The ship in the first match lobby slot is the VIP.  The VIP must survive at all costs and is the only one who can infiltrate enemy refineries that are scattered through the map.  Infiltrate each refinery by flying near it while teammates defend the infiltration process.  After all refineries have been dealt with, the VIP, escorted by teammates, must escape at the very end of the map. [/*] [/list] [list] [*]Survival & Survival Mini [/*] [/list] [img]https://lh4.googleusercontent.com/nm0G2dm1ogZNupYfj1K1I893t5d01k6XW38udyzg0TpePDeYdMJrfkXARKF_N__cihVWuImu7lh_qyERtBA3Qxzp9rLHZvcr42xg6pilD6etcVi5mPSu4-IOwlZzBz9s6W8ZVywi[/img] [list] [*]Basic but vicious survival lives up to its name. Go through 8 or 5 waves of objectives ranging from drill destruction, VIP targeting, boss battles, and more! [/*] [/list] [list] [*]Defense 2.0 [/*] [/list] [img]https://lh6.googleusercontent.com/lB8ud-i02P5R9DoIQkDsD5iJI5A-EyQaRniwye8sehTUNfRbWJtWOW5N6JT9JF8GnusQKCc8U35TlJNx6Ojp8_ly1g7qIDWZXMWh5gGCRVMuLvlVJO3hmFWTrxvkuxW3vwqU01ti[/img] The primary objective now is to destroy the enemy resource drills.  Barges will heal your base, but they are not required for victory. After  you destroy the last drill, you’ll need to wipe the remaining enemies off the map or survive and defend your base for 5 minutes!  Good luck. [list] [*]Alliance Tutorial [/*] [/list] [img]https://lh4.googleusercontent.com/4qWEYqBiopznXehz-M8FEi_hhT0TYB7W6nM6vJjGL7T1ugkLWhTNUl0AjkEI_CbN7PdUj8G8Nf0BaUpYgxhqjPj1CNrfTVL-3WfLcxyjJgin0MW0c1Mn5g45OzAR50el-RQo1VJj[/img] With all the new objectives and ways to fight in Alliance, we created a new tutorial segment specifically designed to illustrate new the Alliance mechanics, such as destroying the drill, capture barges from enemy ships, depositing barges, and battling the enemy outposts.  Captain Morrison returns to guide you on this new training mission. [list] [*]New Faction Leader Influence [/*] [/list] Players that earn the most efforts over a period of time will become leaders of their faction. We’ll be using an accelerated version of this time period for testing purposes.  Leaders unlock the ability to set Rally Points at the location they are currently deployed at.  As more and more leaders coordinate to rally at the same territory, their faction gets War Effort buffs.  These buffs range from a few percent to pulling all players who have not made a choice on which location to deploy at (it can be a lot!). [list] [*]New Unlock more attacks on the world map [/*] [/list] Factions can coordinate to spend their well earned Coins to unlock additional attacks against factions of their choice.  When enough Coins are invested, the system will choose a new location to unlock.  Be careful!  The more actions you have on the world map also means your efforts will be spread thinner as well so make sure to coordinate. [img]https://lh3.googleusercontent.com/Gpo4N1L4RjXfgbtZb0Dz-ftufAYD58V2W9klb8LlKjmMwOLAatwocfhH8_J1zqiv1EJx4kYiLZl-J205nf5HM4n1NNBmzjVL-t4X9-NWtmQUua6n9IWSTpMzA-VYrm672UiLmtYC[/img] [list] [*]War! [/*] [/list] Resources will now come into play.  Each territory has a set number of resources.  Conquering a new territory will add that territory’s resources to your factions’ coffers.  Each faction has a Resource Goal, and once a faction has reached their goal (aggressor) a War will be initiated.  The factions will be split into two alliance, the first is seeded with the aggressor and the second will be seeded with a faction of the system’s choosing.  Remaining factions can then vote for which alliance they want to support.  The faction with the highest % of votes towards an alliance will win the vote and go to the alliance of their choosing. When War starts, each alliance has a new Resource Goal to complete.  Once that is reached, the War will end with a winner and a loser. To supplement territory resources, Missions are still available.  Each Mission has different objectives (e.g. conquering specific faction’s territories) and has different rewards.  Look through the Missions and attempt to complete those are that are beneficial to your faction, or block others from completing from theirs. Wars could be won and lost with Missions! [list] [*]Integrated World and Faction Progression [/*] [/list] The world and faction menus are one click away, and with the new UI, you’ll be able to access these menus from the lobby! Apply war loot, devise strategy, and talk to your faction from any lobby or menu. [list] [*]Compiled History and Lore [/*] [/list] After the war, we will be compiling everyone’s actions and using the information to create unique lore entries for a player-wide history book.  Flip through its pages to find the exploits of factions, clans, and players. Here is a snippet of the previous alpha test, a short tidbit of what to expect: From the compiled records of the Traveling Historian— There are days when the people can relax without fear of conflict, but those days are often few and far between.  The power in the world are shifting and the new factions are arising to take it for themselves.  The rugged Anglean Republic gained tide after tide of supporters and began to wreak havoc in the central plains against the Fjord Baronies.  The Baronites were overwhelmed by the incessant onslaught of sure numbers and had no choice but to defend their territories by the teeth.  After losing many lands to the fur-cloaked marauders, the Fjord Baronies managed to hold their ground and stem the tide of defeat as the Angleans lost their momentum and by investing in fortifications like armored walls and bulwarks.  The Anglean Republic had spread itself thin. Across the narrow channels to the east, a small but extremely well organized contingency of Chaladonians led their forces against the Mercantile Guild in the south.  The Order of Chaladon was able to break into the mainland due to their superior leadership to contest on Anglean and Baronite lands.  The islanders continuously assaulted key locations in all surrounding factions.  A push like this may have tipped the scales to war but the unexpected happened. In the 11th hour, the Mercantile Guild managed to scrap together their weakening forces to retrieve valuable caches of weaponry, coin, and information from enemy factions.  The Guild was once again rich with their regained their lands.  They advanced back into the mainland to challenge the Angleans, Baronites, and Chaladonians. When the war broke… The last few pages of this account were lost so we’ll never know how the war played out (okay, there was no war in the alpha but let’s play pretend).  We’ll have to wait for the next installment to see who wrests the seat of power this time around. Skirmish [img]https://lh6.googleusercontent.com/HrhSJlxAI0gscST3CRs_CegZMC6CxD4XFKoGW0cJrlk6JI1ZpKAwi1PHJDi9PLhtVWeB4pcYvo-PqIhqJ49KBX_bz9hx8rQL9kBVS4esn7HKKsI8SHDR47wYdVS_zkGownSXVdeG[/img] [list] [*]King of the Hill: Frostbite Occupation [/*] [/list] The call to adapt the maps was made, and we’ve heeded the call. First up is a KotH of Anglean Raiders. Dive into the breach and try this brutal capture point map. [list] [*]Vs. AI in Practice [/*] [/list] Novice AI made a huge splash during our last patch with many vet players wanting to fight against our in-human captains and crews. We’ve unlocked the ability to fight these AI ships in practice mode.  Please note that matches in Practice will not count towards player progression, as Practice is a safe zone for people to learn and hone skills. Enjoy the destruction of AI! [list] [*]Skyball 2.0 [/*] [/list] [img]https://lh4.googleusercontent.com/zjm2Y_d513h3SC3MffYS7O8O5K96AW87Xj4AE4Ihl3st3fcjcjczusK1Wi9UUkc62ZgjapKMgJf1flvbuw61ZYksUqGvzCFt7jPL0l4rQ_iwmIYbhL12P9G6Dn_q93ZsCHnzXEHQ[/img] [list] [*]Removed defensive spawns to combat easy turnovers that turned into incredibly long matches, and revised spawn locations overall [/*] [*]Increased winning points to 3 (from 2) [/*] [*]20 minute timer for all matches.  Team with the most points at the end of 20 minutes will win (if less than 3 points).  If there is a tie between the two teams at 20 minutes, a 5 minute sudden death round will commence.  During sudden death, the first team to score wins.  Furthermore, captures are instantaneous during sudden death. [/*] [/list] General [list] [*]New Alliance & PS4 Compatible UI (Work in Progress) [/*] [/list] In this beta period, we’re testing a new UI that spans across all Guns of Icarus products (Skirmish and Alliance) that have allowed us to increase information density and functionality, and will allow us to have full controller support and target new platforms in the future.  We’ve streamlined primary and secondary navigation, incorporated a number of ease of use changes that you’ve requested, and audited navigation for controller ease of use and compatibility.  We’ve also made information hierarchy clearer.  For example, on the main screen, people would only have to make a selection between the PvE Alliance and the PvP Skirmish, and they can enter the play screen right away.  With the new design, we were able to place map and mode objectives on the lobby, so people will have clearer ideas of what the mission objectives are before they start the match.  The chat display is also cleaned up, making identification of different statuses and channels hopefully easier. The UI is still work in progress, in that it has not gone through a final Steampunk embellishment pass.  The alignment of chat and social panels is also shifted from left to right to accommodate the updates we’ve made to the navigation scheme.  We’re looking for your help during this open period to test drive the new UI and give us lots of feedback, so we can work on remaining issues and continue to improve upon it.  Thanks! [img]https://lh5.googleusercontent.com/2QmKmqGas2Lhn55JNlLNXM5A8DNpqn5eOYYE055zrElVBvOBaHT7uxCED0_phN54ROgMzLI0Q4duZuau0Rp9HU7-2dvVcg5e0gDYuEsbIaF9cf0sC-bfXT4cx5DDRRSyISNV6C7w[/img] [list] [*]Birthday Goggle giveaway [/*] [*]Celebratory Fireworks [/*] [*]Birthday cakes provided in our birthday theme [/*] [/list]   [h1]Changes:[/h1] General [list] [*]Unity 5.4 Upgrade [list] [*]Improves stability and performance for all platforms [/*] [*]Mac OSX 10.7 is no longer supported [/*] [/list] [/*] [*]DirectX11 is the default mode [/*] [*]Updated Workshop client (engine and video options) [/*] [/list] Alliance Beta (For Open Period) [list] [*]Allow captain priority entire squadron, and make it more forgiving to mark planes [/*] [*]Ram killing planes no longer counts in stats [/*] [*]Tweaked Anglean player ship mesh for wider room for the back engines [/*] [*]Spectator - HP bars of NPC enemies being attacked by players should now be visible [/*] [*]Auto display enemy health [/*] [*]Tweaked collider to Arashi player ship [/*] [*]Tweaked particles for planes destructions [/*] [*]Enemy physics more responsive to disables [/*] [*]Always Spot bosses [/*] [*]Changed Merchant boss ship's weak points around instead of its sails [/*] [*]Display enemy health when crew damages enemy ship [/*] [*]Tweaked texture particles for polish [/*] [*]Female Yesha Hat receives hair color changes [/*] [*]Barge capture more obvious and consistent [/*] [*]Shrike: metal pillars are removed near heavy guns to avoid character animation clipping [/*] [*]Crusader: adjusted collisions Better decision making and targeting of player by bosses [/*] [*]Tweaks to higher difficulties to emphasize more coordination and responding to threat instead of bigger meat shields [/*] [*]Retrieve game mode escalates faster and has better initial enemy spawning to prevent too-fast matches [/*] [*]Reduced number of objectives in Assault game mode [/*] [*]More fine tuned hull and component health scaling on convoys and bosses based on # of player ships in match for additional dynamic difficulty [/*] [*]Difficulty and threat level across bosses should feel more similar [/*] [/list] Skirmish [list] [*]Pilot tutorial: countdown to reach area starts when ship starts moving instead of when player mounts the helm [/*] [*]Gunner tutorial won’t remind you not to shoot the balloon when the mortar damages it with AOE [/*] [*]Wilson’s Notes expanded [/*] [/list]   [h1]Balance:[/h1] Squid [list] [*]Increased hull armor to 335 (from 230) so that it requires an additional rebuild hit with the Spanner [/*] [*]Decreased hull health to 450 (from 950) to address complaints about tankiness and maintain the design goal of “nimble but weak” [/*] [/list] Mobula [list] [*]Gun arcs more forward to emphasize weapons platform design [list] [*]Lower side guns turned forward by 5 degrees (-45 to -40, 45 to 40) [/*] [*]Top side guns turned forward by 10 degrees (-50 to -40, 50 to 40) [/*] [/list] [/*] [*]Decreased forward and vertical maneuverability to increase attack commitment, but same rotation maneuverability to maintain close range effectiveness [list] [*]Top forward speed decreased to 26m/s (from 28) [/*] [*]Forward acceleration decreased to 3.5m/s2 (from 4.25) [/*] [*]Vertical acceleration decreased to 4.75m/s2 (from 7.5) [/*] [/list] [/*] [/list] [h1]Fixes:[/h1] General [list] [*]The engine upgrade fixes some major threading/rendering issues that manifested as: [list] [*]“Stuttering” framerate (seemingly random periods of lower framerate) [/*] [*]Low framerate plus low resource (GPU and CPU) usage [/*] [*]Lower framerate and stability as more matches are played in a single session [/*] [/list] [/*] [*][LINUX] Missing tray icon [/*] [*][LINUX] Missing UI elements [/*] [/list] Alliance Beta (For Open Period) [list] [*]Restored missing Devil's Eye/Alleron lightmaps [/*] [*]Flickering textures on building (parous glen) [/*] [*]World map Icons stick around after territory flips [/*] [*]Traveller theme on merchant ship isn't using cubemap lighting shader [/*] [*]Devil's eye lod and mat was pink [/*] [*]Missing map colors [/*] [*]Misplaced main engine on boss ship [/*] [*]"against your faction" warning stuck on screen [/*] [*]In World Progression, the foggy fade gradient on the sides of the map screen prevents players from clicking mission buttons [/*] [*]Added planer mesh for the chandelier on Magnate [/*] [*]Main base UI health bar does not line up with the weakpoints [/*] [*]Different ship flickers in ship menu when player completes match [/*] [*]Escape pods not spawning [/*] [*]When in Faction Screen, the territory markers in Battle are still showing in the back [/*] [*]MasterBase Stages needs specific colliders for the weakpoints to be targeted inside of the shell [/*] [*]Mispositioned Fire Control FX [/*] [*]You can attack drill before it lands on Defense [/*] [*]Clean Up Navigation Meshes for All Coop Ships & Some PvP Ships Under Components [/*] [*]Laser gun's ray goes through target [/*] [*]Unlocking territories on faction map adds one point per click [/*] [*]Odd visuals for faction territory [/*] [*]Missing textures for player freight ship in wrought lod [/*] [*]Missing fire Particles on Heavy guns [/*] [*]Missile Circus: mismatch between server and client paths [/*] [*]Damage smoke was too white [/*] [*]Missing flyby sound on the boss beam gun [/*] [*]Faction avatars lack lighting when choosing to switch factions through the skirmish mode menus [/*] [*]OSX memory crash/corruption [/*] [*]The needle of the gas mortar jumping out without animation while reload [/*] [*]Lightning gun missing unpredictably [/*] [*]Crash on exit [/*] [*]Decoration of Traveller theme blocks view on Crusader in third person [/*] [*]Crusader fade out/in on the engine [/*] [*]Rubberbanding on Crusader between the heavy guns [/*] [*]War chest size is 0 before playing for the faction [/*] [*]Armor kit and fail safe displaying swapped skill upgrade descriptions [/*] [*]Masterbase mini. Fixed z fighting and reverse normals [/*] [*]SFX volume slider has no effect on lens gun sounds [/*] [*]Figureheads placed at the helm on Corsair [/*] [*]Flickering Damage States every time the hull was shot [/*] [*]Player receives negative progression score after losing an Alliance match [/*] [*]The last drill doesn't show up in Defense [/*] [*] Crusader + traveller theme carpet placing issue [/*] [*]Crusader top left and right light guns placed slightly above the floor [/*] [*]Crusader navigation mesh is causing AI to get stuck [/*] [*]Balloon tube missing on Crusader and Magnate [/*] [*]damaged Magnate rope clipping [/*] [*]Crusader + fortress theme barbed wire placing issue [/*] [*]Stormbreaker AI path issues [/*] [/list] Skirmish [list] [*]Initial spawns can overlap on some maps [/*] [*]In lobby, switching to spectator may change class [/*] [*]Match end screen "team" tab doesn't get highlighted by default [/*] [*]Startup crashes in some cases [/*] [*]FPS lock not working when window is minimized [/*] [*]AFK when you are in end match screen and there is nothing you can do to end it [/*] [*]Engine volume differences [/*] [*]Getting stuck when jumping down at the ladder on Spire [/*] [*]Last shot of a Heavy Carronade has no firing effect [/*] [*]Crew form system message typo [/*] [*]The target dummies do not attack you at the end of the Engineering tutorial [/*] [/list]
Community Announcements - Keyvias
Squid changes, skyball changes, and more being tested right now!

Hello everyone,

Mayday Friday is back after its hiatus and we have a lot going on! As you've noticed we have an entirely new game mode that has a tournament coming up where you can win exclusive titles and eight copies of the game!

That's not all that's happening though, we are testing some new changes in the dev app. You can see them all here and get in on the action! Squids, mobulas, and Skyball will never be the same again!

Coming up is what our team is working on and our player of the week!

Alex:
Has been tracking down performance issues that were introduced when we upgraded to Unity 5.2, and investigating what we can do to fix them.  Also prototyping a couple of new Alliance weapons for the remaining factions.

Tom:
Working on Ambush and prototyping the new class Special Abilities for Alliance.

Eric:
Prototyping new guns for yesha and arashi.

Jerry:
Working on new UI. See a special sneak peak here

Matthew:
Press outreach, store marketing audits, and testing.

Last and never least, our player of the week!
Congrats to Deargdue for winning a free item of his choice.
He's been an awesome player with suchs applauds as:
"Player went above and beyond instructing crew."
"Worked well with the team"
Community Announcements - jerry
Fixes:

- Mighty Pirate voice pack on helm/off helm repair commands swapped
- Mighty Pirate voice pack missing store description
- On second match of region, map is broken (white)
- AI routes going through components
- Partial fix to missing UI elements on Linux (more complete fix in the works)
- VIP rules description was updated
- Skyball’s "ball captured" text at start of next game
- Top part of certain texts cut off
- Collider from preventing hull fixing on Squid
...

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