The Gangster is now available! With wheels in stead of treads, this heavy truck chassis has a lot of mobility, decent armor, and a nasty gattling gun. Sounds pefectly OP--be aware it isn't cheap to build and requires level 6 to build, so don't think you'll be Fort rushing using these out of the gate. But once you can build them, they are quite a threat to infantry and AirMechs alike.
We have another new unit coming next week, however our primary focus is on bugfixes right now, next up being a deeper balance pass to prepare for finally hitting that "release" button and leaving Early Access! There are always a ton of things we want to do but the game is in a nice stable spot where it makes sense to leave Early Access.
A feature we have been working on but probably won't be finalized for leaving Early Access is our new automated Tournament system. Inspired by Bloodline Champions, we wanted to make it much easier to host weekly tournaments all around the world on a regular and automated schedule. More info on this soon, and we might be running some small and quick tournaments over the next week for testing. This is intended to replace the previous weekly leaderboard race for PvP rewards. It's also possible (but not yet confirmed) that players or Factions will be able to create tournaments specifying their own rules and prizes. We see a lot of really cool things that can come from this.
We love getting bug reports, balance feedback, and whatever is on your mind using the ingame reporting tool! While we can't reply to them, we do read them all and appreciate your feedback. Especially now as we are working down to our final short list of things to do before we fully launch AirMech Strike to the world!
NEW CONTENT
Gangster - fast attack vehicle with a chaingun. Level 6 build requirement.
Protectorate of Justice- pet designed by Liquidsnake3 (Shop variant, can be Gold plated)
Wisdom Guardian- pet designed by Liquidsnake3 (special reserve)
Disco Ball- pet designed by ProProProPro (Shop variant)
CHANGES
Local Player fog now focuses on the watch player, not the local player.
let allies, spectators and replays show cloaked units w/ a min clamp on the cloaking (0.75) as the local player sees themselves
Updated FAQs
increased Missile Silo Marker HP to prevent Striker Sword from destroying it without assistance 3500 > 4500
add even lower quality 4 level, no shadows (Wreckz mode)
reduce default quality for weaker GPUS to 3 and 4 respectively
reword shadow sampling logic for all shaders and quality levels
add gaussian blur passes and offset subpixel sampling in most shadow sampling
update Disco Ball icon
tournament UI work (in progress)
setting up tournament join commands
setting up brackets and qualifiers for tournament
preliminary gamepad support for main menu (work is being done, still not useable)
make invite list background size dynamic
Hide chat during map preview mode
Don't show map preview on tutorial map
Disable tournament billboard in lobby
Update Common Name for Gold VIP Cubes
Some more setup for faction boosts
Update some mini inspect buttons
on unit stealth, don't make completely invisible to spectators and replays
Adding crate sequence back into strike and fixing up timing
BUGFIXES
fix missing checkbox for central asia region
don't refund ability point on extra guardian removal, since this system has long changed and it's a bug/exploit
Fix overlapping "Leave the pit" button
Intro cameras adjusted / all rotation cams replaced
Changed lighting effects to start after intro cams
Some tweaks for for clearing the sample map fixed height when going into tryout/pit
Some misc updates for Wastelands promo
Some fixes for inviting players/adding bots while in "the pit"
Setup "map preview" before pregame loadout choice
put in extra check if spectator for bindings
move around leaderboard menu
Possible fix for loadouts getting copied and saved
fix conflict of activeloadout name for ingame (possible Loadout duplication/swap fix?)
more fixes for lobby slots with different game modes
fixes to lobby slot order, invites, teamswapping
Fix tooltip for sg member icons while in "the pit"
Fix chat in lobby
show ping info for Hong Kong server
Fix assert when scrolling in inventory ui
Disable late glow once crate opening sequence is done
change where backend disconnect messages are logged
change indexes of practice pilots to sync bot adding and training menu
Updating text for SYS_IsOnline and SYS_IsOffline, and adding game tags
updates for traditional chinese language usage
Updated "OpenCrate3D" so that it can be skipped and cleared correctly
Tweeks to the rocketeer to help not get stuck in the air, away from the land.
Some tweaks so that the ingame loadout stuff doesn't touch the "ActiveLoadout" symbol at all
Some more cleanup for ingame loadout stuff
some gnd/air SI force updates to reduce first time visual popping particularly when transforming down to ground mode for the first time
more state initialization to try to address debris position popping
Fix up overlapping text in quests ui
Fix up market listings ui after getting inventory
Some cleanup for mini inspect/unlock dialog
Fix repeat build name label being the wrong unit
Fix gamepad ability ui not clearing correctly
Fix mini inspect info when inspecting something from mail ui
Fix market ui after accepting the terms
Fix going into editor mode from pause menu
Fix "resume" button on pause menu
draw units in the stealth state so you can actually see them at clamped stealth amount for allies/spectators/etc this includes mines
use a ModelMatPresent material on the assassin/InfantrySpy so you can actually see it on the fort/outpost present platform
don't show HpWarnRing or HpCriticalRing when spectating, since these are LocalAM_ symbols which will be 0 index when spectating
Clear some dialog menus when using item from mini inspect dialog
add non-stealthed versions of mine materials so they don't disappear on the unit present platform in forts and outposts
That's all for now. Over the next week we'll be making more annoucements about the exact end of the free Founder's badge window, the end of the Beta Bundle, and the date we will be leaving Early Access. Thanks to everyone who helped along the way, you will find lots of benefits for being counted among those who played the game before the full launch!
The Gangster is now available! With wheels in stead of treads, this heavy truck chassis has a lot of mobility, decent armor, and a nasty gattling gun. Sounds pefectly OP--be aware it isn't cheap to build and requires level 6 to build, so don't think you'll be Fort rushing using these out of the gate. But once you can build them, they are quite a threat to infantry and AirMechs alike.
We have another new unit coming next week, however our primary focus is on bugfixes right now, next up being a deeper balance pass to prepare for finally hitting that "release" button and leaving Early Access! There are always a ton of things we want to do but the game is in a nice stable spot where it makes sense to leave Early Access.
A feature we have been working on but probably won't be finalized for leaving Early Access is our new automated Tournament system. Inspired by Bloodline Champions, we wanted to make it much easier to host weekly tournaments all around the world on a regular and automated schedule. More info on this soon, and we might be running some small and quick tournaments over the next week for testing. This is intended to replace the previous weekly leaderboard race for PvP rewards. It's also possible (but not yet confirmed) that players or Factions will be able to create tournaments specifying their own rules and prizes. We see a lot of really cool things that can come from this.
We love getting bug reports, balance feedback, and whatever is on your mind using the ingame reporting tool! While we can't reply to them, we do read them all and appreciate your feedback. Especially now as we are working down to our final short list of things to do before we fully launch AirMech Strike to the world!
NEW CONTENT
Gangster - fast attack vehicle with a chaingun. Level 6 build requirement.
Protectorate of Justice- pet designed by Liquidsnake3 (Shop variant, can be Gold plated)
Wisdom Guardian- pet designed by Liquidsnake3 (special reserve)
Disco Ball- pet designed by ProProProPro (Shop variant)
CHANGES
Local Player fog now focuses on the watch player, not the local player.
let allies, spectators and replays show cloaked units w/ a min clamp on the cloaking (0.75) as the local player sees themselves
Updated FAQs
increased Missile Silo Marker HP to prevent Striker Sword from destroying it without assistance 3500 > 4500
add even lower quality 4 level, no shadows (Wreckz mode)
reduce default quality for weaker GPUS to 3 and 4 respectively
reword shadow sampling logic for all shaders and quality levels
add gaussian blur passes and offset subpixel sampling in most shadow sampling
update Disco Ball icon
tournament UI work (in progress)
setting up tournament join commands
setting up brackets and qualifiers for tournament
preliminary gamepad support for main menu (work is being done, still not useable)
make invite list background size dynamic
Hide chat during map preview mode
Don't show map preview on tutorial map
Disable tournament billboard in lobby
Update Common Name for Gold VIP Cubes
Some more setup for faction boosts
Update some mini inspect buttons
on unit stealth, don't make completely invisible to spectators and replays
Adding crate sequence back into strike and fixing up timing
BUGFIXES
fix missing checkbox for central asia region
don't refund ability point on extra guardian removal, since this system has long changed and it's a bug/exploit
Fix overlapping "Leave the pit" button
Intro cameras adjusted / all rotation cams replaced
Changed lighting effects to start after intro cams
Some tweaks for for clearing the sample map fixed height when going into tryout/pit
Some misc updates for Wastelands promo
Some fixes for inviting players/adding bots while in "the pit"
Setup "map preview" before pregame loadout choice
put in extra check if spectator for bindings
move around leaderboard menu
Possible fix for loadouts getting copied and saved
fix conflict of activeloadout name for ingame (possible Loadout duplication/swap fix?)
more fixes for lobby slots with different game modes
fixes to lobby slot order, invites, teamswapping
Fix tooltip for sg member icons while in "the pit"
Fix chat in lobby
show ping info for Hong Kong server
Fix assert when scrolling in inventory ui
Disable late glow once crate opening sequence is done
change where backend disconnect messages are logged
change indexes of practice pilots to sync bot adding and training menu
Updating text for SYS_IsOnline and SYS_IsOffline, and adding game tags
updates for traditional chinese language usage
Updated "OpenCrate3D" so that it can be skipped and cleared correctly
Tweeks to the rocketeer to help not get stuck in the air, away from the land.
Some tweaks so that the ingame loadout stuff doesn't touch the "ActiveLoadout" symbol at all
Some more cleanup for ingame loadout stuff
some gnd/air SI force updates to reduce first time visual popping particularly when transforming down to ground mode for the first time
more state initialization to try to address debris position popping
Fix up overlapping text in quests ui
Fix up market listings ui after getting inventory
Some cleanup for mini inspect/unlock dialog
Fix repeat build name label being the wrong unit
Fix gamepad ability ui not clearing correctly
Fix mini inspect info when inspecting something from mail ui
Fix market ui after accepting the terms
Fix going into editor mode from pause menu
Fix "resume" button on pause menu
draw units in the stealth state so you can actually see them at clamped stealth amount for allies/spectators/etc this includes mines
use a ModelMatPresent material on the assassin/InfantrySpy so you can actually see it on the fort/outpost present platform
don't show HpWarnRing or HpCriticalRing when spectating, since these are LocalAM_ symbols which will be 0 index when spectating
Clear some dialog menus when using item from mini inspect dialog
add non-stealthed versions of mine materials so they don't disappear on the unit present platform in forts and outposts
That's all for now. Over the next week we'll be making more annoucements about the exact end of the free Founder's badge window, the end of the Beta Bundle, and the date we will be leaving Early Access. Thanks to everyone who helped along the way, you will find lots of benefits for being counted among those who played the game before the full launch!
Love is in the air (literally) in the world of AirMech--and this year we see the arrival of Valentine Neo as a timed exclusive Variant! New tracers are also available, the Cupid's Arrow, and the return of the Pink Heart and Rainbow Heart exhaust cosmetics.
Introducing THE PIT
If you used the Try Out feature recently, you've seen how you take cosmetics and mechs for a little test run in a mini arena to see what it looks like in game. You might have also found the area to the north that takes you to a combat arena where you can fight things. But you might have also been disappointed to see there wasn't a way to use that mode while in queue.
We saw this as a lost opportunity for anyone waiting in queue. Yes, wait times are way down, but if you are looking for a specific mode, you have high rank and/or are in a part of the world with less players, the wait is never fun. So we decided it should be fun.
Currently in testing, this mode takes you to the Try Out zone, then just head north to enter the Pit. You'll face mini-waves of enemies to clear before new ones spawn. Just a few are there for testing now, but we will add a lot more to keep things interesting.
Love is in the air (literally) in the world of AirMech--and this year we see the arrival of Valentine Neo as a timed exclusive Variant! New tracers are also available, the Cupid's Arrow, and the return of the Pink Heart and Rainbow Heart exhaust cosmetics.
Introducing THE PIT
If you used the Try Out feature recently, you've seen how you take cosmetics and mechs for a little test run in a mini arena to see what it looks like in game. You might have also found the area to the north that takes you to a combat arena where you can fight things. But you might have also been disappointed to see there wasn't a way to use that mode while in queue.
We saw this as a lost opportunity for anyone waiting in queue. Yes, wait times are way down, but if you are looking for a specific mode, you have high rank and/or are in a part of the world with less players, the wait is never fun. So we decided it should be fun.
Currently in testing, this mode takes you to the Try Out zone, then just head north to enter the Pit. You'll face mini-waves of enemies to clear before new ones spawn. Just a few are there for testing now, but we will add a lot more to keep things interesting.
Big things to note are the new abilities for Neo and Osprey. Neo now can do a powerful backstab attack while cloaked, and also has a super-stealth activated mode. Osprey has turned to the dark side and has tuned his nano tool to disassemble enemy units as a weapon! Both are experimental and will get ongoing improvements, fixes, and balanced. Feedback is most welcome.
This patch (and the pre-patch just before) was testing out something requested by members of the community: the removal of level requirements to build the more powerful units. These units generally are very expensive, take a long time to build, and use a lot of upkeep, so their feeling was why restrict them? In the end, I think this would make it so the whole game would have to be toned down. Instead I want to see super units stay super units, and put level requirements back on them. But, it was a fun experiment to do along with the community. We like to try things out sometimes especially if the community can make a strong case for it. This system will be changed back for next patch, so last chance to mess around with it!
Lots of significant changes to server selection process. A few bugs were found that potentially allowed some players to escape the servers they should be assigned to, cascading into bad games for whoever they matched with. We also redid how we calculate the estimated pings, and while we were at it we revamped the region map to provide more detailed feedback on which servers are good, ok, and bad. Click the region icons near the bottom when you are queued in any online game to bring it up.
General Updates:
main menu rework
"Try Me" and "Try On" option added for AirMechs and some cosmetics
pre-game timer is now 60 seconds in solo matches
loadout cycling reduced from 3 to 2 for online and solo matches
made Neo Cloak an activated ability
added a melee sneak attack to Neo's Cloak
Neo will now be slightly visible for the local player when cloaked
Neo rework is still ongoing, so there will be some issues...
improved targeting AirMechs in ground mode with Osprey's Heal Beam
Osprey Heal Beam no longer overheals to power shield. Restore ability now has activated mode which overshields nearby units
Osprey Heal Beam can lifedrain Enemy units. Try it out
this is a work in progress...
right trigger now fires Angel's Railgun when using gamepad
added icons for AirMech heads
Hero units now accept orders
"Challenge" and "Defeat Pilot" Quests updated and re-enabled
added progress bars when hovering over a Quest
reduced level requirements on PvP Quests
AirMech AI will no longer build in the pre-game phase
reduced collision size of medium units
Bomber no longer faces the mouse cursor when bombing
Collection browse mode added back to the Inventory UI
updates and improvements to server browser and latency checking
boost Icons added back into menus and game UI
added support for more Steam currencies
in-game AirMail enabled for all players
removed stray music fades from maps
Bug Fixes:
Angel sniper shot should be working again
Bomber rapid fire rate issue fixed
fix for Neo not being able to shoot after using Backstab attack
multiple crash and desync fixes!
fixed Paladin guns popping when firing while walking, jumping, and throwing
fixed Saucer getting stuck facing North when transforming from air mode
fixed overlapping Ready button in loadout creation UI when in a lobby
fixed VIP Shop filter getting reset when chat is opened
fix for selected AI bots not being the ones that appear when starting a game
fix for Ultimate Moneymaker showing incorrect description text in Strike
fix for opening chat links when in a match and chat is minimized
fix for opening the pause menu during endgame
fixed up "drag to remove" in loadout creation UI, use right-click to remove a unit
fix for Sets menu overlapping Inventory UI
fixed highlight on "Destruction Detail" bar in options UI
fix for hat slot appearing empty in AirMech customization UI
fix for opening the Wastelands Market when the pause menu is opened
fixed old Booster Pack bundles appearing in purchase dialogs
fix for HUD not appearing when restarting a match
fixed "Cancel Invite" for multiple players in a lobby
fix for invisible Neo heads
fix for units getting pushed up onto higher ground
fixed blank preview tab in AirMech inspect dialog
fix for practice pilots being ultra weak
fixed some floating props on Thar and Salt
fixed units not attacking the Fortress on Challenge 3
fix for price buttons not showing up in unlock dialog
fixed Market listing Cancel button overlapping the price
Balance Changes:
Removed in-game level locks from all units (temporary experiment)
Big things to note are the new abilities for Neo and Osprey. Neo now can do a powerful backstab attack while cloaked, and also has a super-stealth activated mode. Osprey has turned to the dark side and has tuned his nano tool to disassemble enemy units as a weapon! Both are experimental and will get ongoing improvements, fixes, and balanced. Feedback is most welcome.
This patch (and the pre-patch just before) was testing out something requested by members of the community: the removal of level requirements to build the more powerful units. These units generally are very expensive, take a long time to build, and use a lot of upkeep, so their feeling was why restrict them? In the end, I think this would make it so the whole game would have to be toned down. Instead I want to see super units stay super units, and put level requirements back on them. But, it was a fun experiment to do along with the community. We like to try things out sometimes especially if the community can make a strong case for it. This system will be changed back for next patch, so last chance to mess around with it!
Lots of significant changes to server selection process. A few bugs were found that potentially allowed some players to escape the servers they should be assigned to, cascading into bad games for whoever they matched with. We also redid how we calculate the estimated pings, and while we were at it we revamped the region map to provide more detailed feedback on which servers are good, ok, and bad. Click the region icons near the bottom when you are queued in any online game to bring it up.
General Updates:
main menu rework
"Try Me" and "Try On" option added for AirMechs and some cosmetics
pre-game timer is now 60 seconds in solo matches
loadout cycling reduced from 3 to 2 for online and solo matches
made Neo Cloak an activated ability
added a melee sneak attack to Neo's Cloak
Neo will now be slightly visible for the local player when cloaked
Neo rework is still ongoing, so there will be some issues...
improved targeting AirMechs in ground mode with Osprey's Heal Beam
Osprey Heal Beam no longer overheals to power shield. Restore ability now has activated mode which overshields nearby units
Osprey Heal Beam can lifedrain Enemy units. Try it out
this is a work in progress...
right trigger now fires Angel's Railgun when using gamepad
added icons for AirMech heads
Hero units now accept orders
"Challenge" and "Defeat Pilot" Quests updated and re-enabled
added progress bars when hovering over a Quest
reduced level requirements on PvP Quests
AirMech AI will no longer build in the pre-game phase
reduced collision size of medium units
Bomber no longer faces the mouse cursor when bombing
Collection browse mode added back to the Inventory UI
updates and improvements to server browser and latency checking
boost Icons added back into menus and game UI
added support for more Steam currencies
in-game AirMail enabled for all players
removed stray music fades from maps
Bug Fixes:
Angel sniper shot should be working again
Bomber rapid fire rate issue fixed
fix for Neo not being able to shoot after using Backstab attack
multiple crash and desync fixes!
fixed Paladin guns popping when firing while walking, jumping, and throwing
fixed Saucer getting stuck facing North when transforming from air mode
fixed overlapping Ready button in loadout creation UI when in a lobby
fixed VIP Shop filter getting reset when chat is opened
fix for selected AI bots not being the ones that appear when starting a game
fix for Ultimate Moneymaker showing incorrect description text in Strike
fix for opening chat links when in a match and chat is minimized
fix for opening the pause menu during endgame
fixed up "drag to remove" in loadout creation UI, use right-click to remove a unit
fix for Sets menu overlapping Inventory UI
fixed highlight on "Destruction Detail" bar in options UI
fix for hat slot appearing empty in AirMech customization UI
fix for opening the Wastelands Market when the pause menu is opened
fixed old Booster Pack bundles appearing in purchase dialogs
fix for HUD not appearing when restarting a match
fixed "Cancel Invite" for multiple players in a lobby
fix for invisible Neo heads
fix for units getting pushed up onto higher ground
fixed blank preview tab in AirMech inspect dialog
fix for practice pilots being ultra weak
fixed some floating props on Thar and Salt
fixed units not attacking the Fortress on Challenge 3
fix for price buttons not showing up in unlock dialog
fixed Market listing Cancel button overlapping the price
Balance Changes:
Removed in-game level locks from all units (temporary experiment)
Happy 2018 everyone! As this is a big year for AirMech we wanted to kick it off with a "Name Your Price" Bundle to celebrate the New Year!
It's a special bundle with both Diamonds and Kudos and you can set any price you want (dependant on regional currency, usually around $1 minimum) and you get it, but only for a very limited time!
As an extra bonus, beat the AVERAGE price paid (it is updated live) and you will get two exclusive New Year's cosmetics: the brand new Celebration Exhaust effect, and the 2018 Holohat!
Since this bundle lets YOU set the price, it is only available ingame--we'd like to offer it on the main Store page if we could.
Join us in chat for plenty of special rolls and celebrations! We just did a great update with new features, fixes, and balance--we'll post that as a seperate patchnotes post shortly.
Happy 2018 everyone! As this is a big year for AirMech we wanted to kick it off with a "Name Your Price" Bundle to celebrate the New Year!
It's a special bundle with both Diamonds and Kudos and you can set any price you want (dependant on regional currency, usually around $1 minimum) and you get it, but only for a very limited time!
As an extra bonus, beat the AVERAGE price paid (it is updated live) and you will get two exclusive New Year's cosmetics: the brand new Celebration Exhaust effect, and the 2018 Holohat!
Since this bundle lets YOU set the price, it is only available ingame--we'd like to offer it on the main Store page if we could.
Join us in chat for plenty of special rolls and celebrations! We just did a great update with new features, fixes, and balance--we'll post that as a seperate patchnotes post shortly.
Another update! First thing you will notice is a new welcome screen with messages of the day and a quick link to patchnotes:
Last night we pushed AirMech Strike Update #252, Build 69114. The new holiday packs/bundles are also live, and the full Christmas event will be on momentarily. Nicholai has arrived and is regularly gifting players in chat with random rolls. A few more surprises are coming very soon...
The next set of changes for loadouts are in and we are getting close to having this done. Now you can use Tab to cycle loadouts (which you setup in the lobby) instantly. You currently cycle through all of your loadouts, but we will be restricting this to 2 or 3 loadouts which you will choose during the pregame. Currently you can still right-click units on the UI to make individual swaps, but this is just meant as a fallback if there are bugs with Tab. You should arrange your loadouts and name them accordingly so that swapping during the match is what you expect. One loadout could be for early game, one for guardians and ordanance, another for late game pushing. Get creative, and give us feedback on how this feels for competitive play.
About those new bundles! We have a ton of Christmas content, and wanted to combine that with Diamonds and Keys to offer some super values just during the holiday season. These will only be around for a short while, going away just after Christmas. Be sure to take a look at what they contain because the value really adds up for these. They have the same Diamonds as you'd get from a normal bundle, but with bonus Keys and lots of rare holiday pets, heads, and other cosmetics.
We're still on track to close out the year exiting Early Access and launching Season 1 of AirMech Strike! Join us in chat for lots of giveaways and fun.
General Updates:
New Welcome screen on startup
Tab instantly switches loadouts ingame
Alternates now save in loadouts properly
3 Special Holiday Bundles added
Do Not Disturb button moved to be easier to access
Mic defaults to push to talk on new accounts (there is a game setting for this)
Move mic status button so you can click on it easier to mute
Gold VIP status now active for anyone with $50 USD (localized) lifetime spend
Another update! First thing you will notice is a new welcome screen with messages of the day and a quick link to patchnotes:
Last night we pushed AirMech Strike Update #252, Build 69114. The new holiday packs/bundles are also live, and the full Christmas event will be on momentarily. Nicholai has arrived and is regularly gifting players in chat with random rolls. A few more surprises are coming very soon...
The next set of changes for loadouts are in and we are getting close to having this done. Now you can use Tab to cycle loadouts (which you setup in the lobby) instantly. You currently cycle through all of your loadouts, but we will be restricting this to 2 or 3 loadouts which you will choose during the pregame. Currently you can still right-click units on the UI to make individual swaps, but this is just meant as a fallback if there are bugs with Tab. You should arrange your loadouts and name them accordingly so that swapping during the match is what you expect. One loadout could be for early game, one for guardians and ordanance, another for late game pushing. Get creative, and give us feedback on how this feels for competitive play.
About those new bundles! We have a ton of Christmas content, and wanted to combine that with Diamonds and Keys to offer some super values just during the holiday season. These will only be around for a short while, going away just after Christmas. Be sure to take a look at what they contain because the value really adds up for these. They have the same Diamonds as you'd get from a normal bundle, but with bonus Keys and lots of rare holiday pets, heads, and other cosmetics.
We're still on track to close out the year exiting Early Access and launching Season 1 of AirMech Strike! Join us in chat for lots of giveaways and fun.
General Updates:
New Welcome screen on startup
Tab instantly switches loadouts ingame
Alternates now save in loadouts properly
3 Special Holiday Bundles added
Do Not Disturb button moved to be easier to access
Mic defaults to push to talk on new accounts (there is a game setting for this)
Move mic status button so you can click on it easier to mute
Gold VIP status now active for anyone with $50 USD (localized) lifetime spend