Community Announcements - Keyvias
Many new players, many new experiences, and a lot of new data!

Hello everyone,

A huge thanks to everyone who took part in and gave feedback for the December Alliance Open Session.

Also a big welcome to everyone from our Steam notification and feature. It was great to have so many new pilots, engineers, and gunners experience Alliance.

In total, over 35,000 players came in throughout the week to fly in our skies. Between all those players, a total of almost hundred thousand hours of Alliance were played, making this open period our largest one yet!

If you enjoyed Alliance, be sure to pre-order to be one of the first one in and if you email us at http://mailto:feedback@musegames.com with proof of purchase we’ll give you a code to come test with us on the weekend.

The Good

The introduction of the faction leader message provided some amazing tactical choices with allegiances being signaled to all players. It was great to see the interest and passion from faction leaders in trying to take over the world. We got to see 4,370,500 coins used on the world map to help wage war. In addition, coin usage rate has gone up noticeable, now to 65%, with overflow down to less than 20%.

We also were happy with the positive responses to our two new heavy weapons.  The Cavitation gun and Heavy Mine launcher were used to great effect, and the feedback we got on them will help us hone in their message.

Balance and win rates on different maps and modes also improved and were closer to our expected values, but we need continue to work on these to make sure players are experiencing success when they’ve earned it. Again, watching players play throughout the week was amazingly helpful. The common mistakes and maneuvers gave us better ideas on how to craft the player experience.

The Alliance soundtrack was ready for your enjoyment, along with the pre-order special item!  The next step is to have it properly display and configured on Steam, so stay tuned!


The “Needs to Improve”The faction map, while improved in many ways that both the data and feedback showed us, still needs more work. Most importantly, the leader needs more communications and impact while the non-leaders need more reason and push to get involved.

Some of our plans of attacks are map actions to be weighted more in leadership attainment. Overflow and system assigned passive resources would also be directed towards leadership designated locations. We are also exploring more in game communication tools for leadership.  Some other ideas we’re exploring are achievements and bonus rewards for faction alignment and synergy with leadership. Playing in matches with leaders could also be rewarded.  We’re looking at daily and period missions for individual players to learn rewards and bonuses, and a stronger notification on milestone achievements as well as faction world involvement.  For everyone who did his or her best to unite and provide us with feedback, the recorded experiences, ideas, concerns, and thoughts were invaluable in helping to craft the next and improved experience, which we’ve already planned for and are taking actions on.

While other game modes are tracking well during the open period and at MAGFest, Retrieve is unfortunately still an issue. Oblivion Approach exploit is plugged, Thornholt Crest exploit is still an issue that needs to be resolved asap.  Survival is playing tough, likely a bit too tough.  Normal difficulty setting is also playing a bit too tough for intermediate players, which we’ll need to tune.  Transition from Novice difficulty to Normal is also too steep, and we’re making adjustments as well.  Assault and longer form Survival play length could be improved slightly as well, but we’re getting closer.

Ships wise, the Skirmish ships’ successes and win rates are situational, but the latest novice setup and ship loadouts we set seemed to have yielded good results.  Of the faction ships, Stormbreaker was the best performing ship, but the other ships performed surprisingly well.  We’ll be looking at adjustments to the Corsair and Shrike, and a bit on the Magnate to bring them up a bit more.


What’s missing?
The final Alliance player and faction progression and rewards we withheld so that we could have everything unlocked for people to help us test.  Before release, we’ll introduce it to the Alliance experience. Because we already have historical progression data, we’re reasonably confident that the pacing won’t be too off.

More modes and more maps, even while we show off new maps and modes in each test session, there are new and unique game modes being tested internally. We’re really excited to get these into player hands in the development app as soon as we feel they give a consistent experience.  The Yeshan faction ship and enemies are also close to ready for player testing in the development app.  We’ll again prioritize everyone who backed us and pre-ordered for testing.


The Skirmish Front



We’re continuing Wild Week! After a test of tank spire that didn’t pan out, we’re calling on players to say exactly what they’d like to see for this idea that was proposed to us to try, probably will never see the light of day, but if you’d like to try random, goofy idea, for fun, have your voice be heard here!

To stress, the Tanky Spire, previous trifecta-squid, and whatever comes next in Wild Week are not massive plans to change skirmish, but an opportunity to listen to our community and give them a chance to try the random things they’ve thought about for the past 4 years. We hope you enjoy the experiments with an open mind and embrace the fun of the failures and successes.


Lore Recap

The cold swept through from the northwestern front with devastating effect.  The Anglean Republic, learning from their previous missteps, were able to gain key territories in record time.  Bolstered by a horde of zealots, who were fevered by newly discovered Ancient ruins, the Angleans made their way south to meet the Fjord Baronies and Mercantile Guild with unstoppable force.  The esteemed Zero Zero Zero Zero (215,816 effort; 29,899 coin) was able to lead self-financed armies into enemy territories with brutal efficiency.

The Fjord Baronies and Mercantile Guild were affronted from both sides.  Literally squeezed by the Angleans in the west, and the Chaladonians in the east, the two factions came to an uneasy alliance in order to defend against the unfavorable odds.  Eranok (110,807 effort), who controlled the vast Baronite armies, and financed by the aristocratic family of Jeff Bridges (13,560 coin) parlayed with the Mercantile Guild’s most respected trade federation run by TikoXi (278,466 effort; 33,198 coin).

In the end, however, another alliance was formed that overshadows all others.  Unexpectedly, the Order of Chaladon once again found themselves in friendly relations with the Angleans.  Despite their opposed worldviews, another union came to fruition when Order operatives Omnipresent Oatmeal (136,335 effort) and DIehard.zero (18,775 coin) brought word of an Anglean truce to the council.  Perhaps it means fundamental differences can be overlooked in the search for peace.

But such faith needs to be put aside since war reopened wounds across the earth.  Countless millions died, the central plains may never look the same again.  It will take time for the factions to rebuild with a total of 4,370,500 coin spent on Conscription (7,240 units) and training Cadets (8,038 units), and the building of Palisades (2,041 units) that now scar the land.  The future will surely bring about new alliances if war were to spill across the land once more.
Community Announcements - jerry
Alliance Beta will end in two hours (4am EST, 9am UTC). System will restart in another hour.
Community Announcements - [Muse] Bubbles
Hi everyone!

Servers will be down shortly and be back up in about an hour. In honor of Steam's Daily Deal featuring and the extension of the Alliance Loyalty Reward, we're taking Alliance back up for people to play in a bit, and it'll last through the weekend.

http://store.steampowered.com/app/209080/
http://store.steampowered.com/app/252590/

Thanks so much, enjoy, and Happy New Year!
Howard aka Bubbles
Announcement - Valve
Today's Deal: Save 75% on Guns of Icarus Online!*

In addition, owners of Guns of Icarus Online will get 33% off the upcoming Guns of Icarus Online Alliance Expansion until January 6th at 10AM Pacific Time.

Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!

*Offer ends January 6th at 10AM Pacific Time
Dec 23, 2016
Community Announcements - Keyvias


Happy Holidays everyone!

We’ve been working hard at Muse HQ to get prepared for our next test phase with a bunch of new content and some major balance changes to make a much smoother Alliance experience. Two massive heavy weapons are coming to the skies including the very requested Heavy mine launcher! We also have a screenshot contest we’re really excited to invite everyone to.

This session will be shorter than last starting on December 27th and ending January 3rd, so make sure you get in early and leave your mark on the history of Icarus.

Follow along to See all the notes and see the requirements for our Screenshot Contest!


New content/features:
Alliance Beta (For Open Test Period)




  • The Heavy Remote Mine Launcher sends a storm of high powered explosives into the sky, daring any to get near them.




  • The Heavy Cavitation Gun fires a singularity, piercing ships and pulling them closer to their destruction.

    [/*]
  • Added alliance specific loadouts
  • Added leader icon for chat
  • A notification appears for officers and leader when player applies for their clan
 
General




  • Pietro’s veil (male & female) — As a token of appreciation for those who have supported us early. Every pre-order of Alliance will come with this mask
  • Up/down arrow in chat rotates over your sent messages
  • Dead ships are marked on scoreboard
  • On respawn map, the spot is marked where your ship was destroyed
Changes:
General
  • Modified visibility rules to prevent visible from ships popping out of existence in dust clouds
  • Social icons’ optimizations
  • Team tab moved to last in sequence at match end screen
  • Changed mines’ description to less confusing
  • AI that are set to 'shoot only' repair the guns they are on
 
Alliance Beta (For Open Period)
  • Increased the margin for the in match objective text
  • Visual solution for not shooting at barge and friendly outpost
  • Assault Enemy Goal Per Player Count
  • Match-end UI: war chest full warning display
  • Fade in and out AI airship spotted lens flares
  • All faction resource goals are now visible on the world map resources panel
Fixes:
General
  • Mighty Pirate using wrong lines while on helm
  • Player popup buttons sometimes don't work
  • AI switching guns between each other
  • Map edge gust at low altitudes on Dunes
  • Old thumbs up notification is back
  • No sound feedback when clicking on ship's name to check loadout in lobby
  • 5:4 Scaling too high on menu ui, social panel overlap
  • Blocking players will obscure their name text with the background
  • Player profile popup issue with scoreboard
  • Match chat cut off and overlap on 4:3
  • Vet Matches option on matchmaking menu missing text
  • City Hunter 4v4 initial spawn issue
  • Clan missing levels
  • Blue team's 1st captain title is sometimes wrapped and truncated
  • Start screen callout text overlaps images
  • Long descriptions for costumes get cut off
  • Removing clan members from clan list does not immediately show them as removed
  • Improved CPU utilization, particularly for large matches.  Should result in better framerates for many systems.
 
Alliance Beta (For Open Period)
  • Defense was not counting the boss in its "Kill all enemies" end goal
  • AI boss and bases not firing guns
  • Chaladon and Fjord baronies description on faction select screen gets cut off
  • Footer menu items misaligned
  • No boss spawn on survival boss wave
  • Hitches/slowdowns when bosses and large groups of airships spawn
  • Erratic rotation for map icons
  • Reinforcement buttons popping up on world map refresh
  • Pressing ESC while looking at a specific territory brings you back to main screen instead of the full map
  • Faction Icon Display in faction selection not displaying properly
  • Hear Charging sounds for longer distances
  • Typo in "Mechanized Rebuild” skill name
  • Laser effect is shortening when it hits your own ship
  • Faction leaderboard ordering was reversed
  • Laser sound effect doesn't clean up
 
Alliance Screenshot Contest

We want the community involved in showing off the game in the best way possible. The images you send in will be used to market the game and make up map screenshots (that you see when selecting a map.)


Rules:
  • All images must be from no-UI spectate.
  • Images must express the feel and scope of the map, ships, or game mode.
  • Contributors can submit as many or few maps (game modes) as they wish.
  • Contributors can submit up to three screenshots per map.
  • Screenshots should be 1920 resolution in png file format.
  • Recommend graphics settings. Have to decide if we want to limit the field of view options as well as preferred postprocessing/film grain.
  • Screenshots must be sent to feedback@musegames.com with the map name as the file name. paritian_rumble1.png for example. Include ingame name.
  • Ends January 3rd
  • Images will be used to promote the game and may show up in marketing materials.
Categories:
  • Maps. Showcases the features of the map itself. Ships and battles may be included, but should not be the main feature of the screenshot. At least 3/4 of the screenshot should be background. Avoid prominent decals and players
  • Ships.
  • a. Pristine: Showcase the ships in the best way possible. Try to keep the shot clear of chem, armor, and buff, and other effects.
  • b. In Action: Show the ships giving or taking hell.
  • AI
  • a. Capital (boss) ships: Show these beasts as they truly are. Try to express the scale of these ships.
  • b. Front line: Give the other ships some love as well. Or hate. Whatever you prefer. Just make it a good shot.
  • Players: Show your fellow players at their finest, in their finest.
Rewards:

Names in credits as contributing 'photographers'.


A Muse made item from the store.


Title: Shutterbug
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!
...

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