Wings and Rudders re-worked - We've gone back to the drawing board and given planes some much-needed love; making them viable in the game once more. We've updated how they work and added new functionality including camera controls and vertical take-off and landing (VTOL) For a complete break-down of the improvements, read our recent Dev Jam.
New wings and rudders art, vfx, animations, and audio
Speed Boosting - You wanted more speed, we've given you more speed. We've removed the global speed cap and changed the way speed works in Robocraft. For more information on the new Speed Boost system, read the Dev Jam.
You can see the base speeds and speed boost % for all movement parts below. (please note that there are changes to what was originally published and these are highlighted in red)
*When we published our Speed Boost Dev Jam (#14), some players were concerned that increasing your base speed was more efficient than stacking speed boosts. For example, adding a small Rudder on a Mech gave a higher overall speed increase than simply adding an epic Thruster.
Our short-term solution for this is to reduce the amount of base speed increase for hybrids so that a Mech would prefer a thruster over a rudder. We have reduced it by quite a bit for now (20 times from the previous value). Hopefully in the future we will find a more permanent solution to make the base speed increase more noticeable for hybrids.
IMPROVEMENTS:
Robot Mass, Base Speed, and Speed Boost % now displayed in the robot information panel
Updated PLAY screen messaging for Megabots - making it clearer and consistent on which game modes are locked/unlocked for Megabots.
Visual improvements to the Megabot thumbnail icon in both the garage bay and CRF
Mech Legs and Tank Tracks now have health boost bonus
BALANCE CHANGES:
Light Cube Health Boost reverted back to 0.05%
Sprinter Leg Perseus mass changed from 1900 to 1225
Wings and Rudders carry mass decreased
BALANCE CHANGES UPDATE 17:20 (UTC+1):
Reduced accuracy for both Aeroflak weapons while they are in the air
BUG FIXES:
Fixed some of the visual bugs which caused new garage bay thumbnail images to display incorrectly
Fixed a bug which prevented Monster Wheels from reaching their advertised maximum speed
Fixed a bug which prevented the CRF search filters from working as expected
Fixed a bug which caused the robot info widget to not reposition correctly when a player joined or left a custom game while in Edit Mode
Fixed a visual bug which failed to display the CPU bar correctly in the robot info widget when a player's robot reached the max 10k CPU
Fixed a bug which prevented the Bat Wings/Rudders from reaching the same speed as their regular counterpart
Fixed a bug which made player names appear detached from their robots in battle when playing at 4K resolution
Replaced a missing visual asset on the Thunderbolt Propeller
Fixed supernova camera on Hellion Crater and Gliese Lake in Custom Games
Fixed a bug that incorrectly displayed health boost values in empty garage bays
Jump/hover heights are now more accurate
Fixed a bug which prevented the music from playing in Custom Game Pit modes on all maps
Fixed a bug which causes the potential CPU used segment to remain in the Robot info panel if a block/part is selected but not placed on the robot
Light Cubes 'circuitry' now glow blue as originally intended
Wings and Rudders re-worked - We've gone back to the drawing board and given planes some much-needed love; making them viable in the game once more. We've updated how they work and added new functionality including camera controls and vertical take-off and landing (VTOL) For a complete break-down of the improvements, read our recent Dev Jam.
New wings and rudders art, vfx, animations, and audio
Speed Boosting - You wanted more speed, we've given you more speed. We've removed the global speed cap and changed the way speed works in Robocraft. For more information on the new Speed Boost system, read the Dev Jam.
You can see the base speeds and speed boost % for all movement parts below. (please note that there are changes to what was originally published and these are highlighted in red)
*When we published our Speed Boost Dev Jam (#14), some players were concerned that increasing your base speed was more efficient than stacking speed boosts. For example, adding a small Rudder on a Mech gave a higher overall speed increase than simply adding an epic Thruster.
Our short-term solution for this is to reduce the amount of base speed increase for hybrids so that a Mech would prefer a thruster over a rudder. We have reduced it by quite a bit for now (20 times from the previous value). Hopefully in the future we will find a more permanent solution to make the base speed increase more noticeable for hybrids.
IMPROVEMENTS:
Robot Mass, Base Speed, and Speed Boost % now displayed in the robot information panel
Updated PLAY screen messaging for Megabots - making it clearer and consistent on which game modes are locked/unlocked for Megabots.
Visual improvements to the Megabot thumbnail icon in both the garage bay and CRF
Mech Legs and Tank Tracks now have health boost bonus
BALANCE CHANGES:
Light Cube Health Boost reverted back to 0.05%
Sprinter Leg Perseus mass changed from 1900 to 1225
Wings and Rudders carry mass decreased
BALANCE CHANGES UPDATE 17:20 (UTC+1):
Reduced accuracy for both Aeroflak weapons while they are in the air
BUG FIXES:
Fixed some of the visual bugs which caused new garage bay thumbnail images to display incorrectly
Fixed a bug which prevented Monster Wheels from reaching their advertised maximum speed
Fixed a bug which prevented the CRF search filters from working as expected
Fixed a bug which caused the robot info widget to not reposition correctly when a player joined or left a custom game while in Edit Mode
Fixed a visual bug which failed to display the CPU bar correctly in the robot info widget when a player's robot reached the max 10k CPU
Fixed a bug which prevented the Bat Wings/Rudders from reaching the same speed as their regular counterpart
Fixed a bug which made player names appear detached from their robots in battle when playing at 4K resolution
Replaced a missing visual asset on the Thunderbolt Propeller
Fixed supernova camera on Hellion Crater and Gliese Lake in Custom Games
Fixed a bug that incorrectly displayed health boost values in empty garage bays
Jump/hover heights are now more accurate
Fixed a bug which prevented the music from playing in Custom Game Pit modes on all maps
Fixed a bug which causes the potential CPU used segment to remain in the Robot info panel if a block/part is selected but not placed on the robot
Light Cubes 'circuitry' now glow blue as originally intended
We've taken flight and have headed skywards at supersonic speeds with our Aerofoils Update. In this, our latest update, we've given the Wings and Rudders movement parts some much needed-love and have completely re-worked them. We've also removed the global speed cap on all movement parts and added a new Speed Boost system which allows your robots to travel faster than ever before!
We've taken flight and have headed skywards at supersonic speeds with our Aerofoils Update. In this, our latest update, we've given the Wings and Rudders movement parts some much needed-love and have completely re-worked them. We've also removed the global speed cap on all movement parts and added a new Speed Boost system which allows your robots to travel faster than ever before!
You want speed, we’re giving you speed. More speed than ever before in Robocraft. Yes, we’ve completely reworked how speed works by adding a new Speed Boost system which comes with a couple of new stats in the HUD as shown in the image below:
GLOBAL SPEED CHANGES
We’ve removed the ‘global-speed-cap’, so there is no arbitrary global limiter to speed anymore
Adding more mass no longer reduces your Top Speed (it still adds inertia and momentum so it still affects your acceleration and deceleration but does not reduce Top Speed)
We’ve removed ‘Diminishing returns’ on Movement Parts too as it was no longer relevant
Hybrids no longer move at the speed of the slowest part, i.e. Wheels + Tanks will move faster than before as the wheels actually make the tanks faster
BASE SPEED + SPEED BOOST %
Each type of Movement Part (i.e. Wheels, Hovers, Tanks, etc.) has a Base Speed and a Speed Boost
The Base Speed is the speed it goes by default
The Speed Boost adds a % extra speed to all parts in your Robot
Think of it like the Health Boost system, but for speed
All parts of the same type (i.e. Wheels) have the same Base Speed, but the higher rarities have more Speed Boost (so the biggest wheels go fastest, as they do now)
Thrusters and Propellers have the lowest Base Speeds but by far the highest Speed Boost (per CPU spent)
Speed Boost is applied in the direction of travel, so if you have loads of Thrusters pointing forwards and none backwards, you will go faster forwards than you do backwards (same applies to sideways and up and down too)
Both Base Speed and Speed Boost stats are shown updating in real-time as you add and remove parts during Build Mode
Previously, if you’d built a wheeled Robot with some of the largest wheels and then added some small wheels, the small wheels would have reduced your top speed.
With this new system the small wheels will not reduce your top speed so you are free to add them without compromising your Robot - go build that battle dragster if you wish
HYBRIDS
Previously if you built a hybrid the Robot would have moved at the speed of the lowest common denominator (i.e. slowest part)
For example, a Wheel and Tank hybrid would have moved at the speed of the Tank Track
The new system generates a ‘weighted average’ speed based on the amount of CPU spent on each type of part, so adding Wheels to your Tank makes the Tanks go faster
This works with all combinations of movement part (except Thrusters and Propellers, see below)
THRUST AND PROPELLERS
Still apply all the same forces they did before, so you can use them for increased agility etc.
Propellers still deliver massively higher forces than Thrusters, but have less Speed Boost per CPU and have a spin-up-time as they always have
Propellers apply their Speed Boost bi-directionally
Thrusters and Propellers have lowest Base Speed but highest Speed Boost per CPU spent
Unlike other Hybrids, adding Thrusters and Propellers does not reduce your overall Base Speed, i.e. your average Base Speed does not reduce when you spend CPU on Thrusters
SOME OTHER THINGS
Tank Tracks and Mech Legs will now have Health Boost incorporated to compensate for their reduced speed
Carry Mass is still applied to the parts ability to ‘carry mass’, i.e. you will not be able to lift an aircraft with your Wings if you have more Mass than your Wings are able to carry. Same applies to Hovers, Rotors and Rudders
NEW STATS
With the removal of ‘adding mass reduces your top speed’ Wheels and Sprinters got a big buff. Also, with huge new maximum speeds being achievable with the additional of Speed Boost we’ve had to make some changes to the Base Speeds. Our goal is to add loads more depth into the build system and loads more freedom and diversity without elevating the net average speed massively in game (we expect some elevation but don’t want it to go too far). With that in mind, here are the numbers you can expect on release day (although there may be some late changes, this is what they are at the time of writing):
NOTE: There are changes to what was originally published and these are highlighted in red
PS: Megabots with thousands of CPU spend on Thrusters can go really silly fast, so enjoy :)
Thanks for reading!
Mark, Game Director, Freejam
UPDATE (26/07/17): When we published our Speed Boost Dev Jam (#14), some players were concerned that increasing your base speed was more efficient than stacking speed boosts. For example, adding a small Rudder on a Mech gave a higher overall speed increase than simply adding an epic Thruster.
Our short-term solution for this is to reduce the amount of base speed increase for hybrids so that a Mech would prefer a thruster over a rudder. We have reduced it by quite a bit for now (20 times from the previous value). Hopefully in the future we will find a more permanent solution to make the base speed increase more noticeable for hybrids.
You want speed, we’re giving you speed. More speed than ever before in Robocraft. Yes, we’ve completely reworked how speed works by adding a new Speed Boost system which comes with a couple of new stats in the HUD as shown in the image below:
GLOBAL SPEED CHANGES
We’ve removed the ‘global-speed-cap’, so there is no arbitrary global limiter to speed anymore
Adding more mass no longer reduces your Top Speed (it still adds inertia and momentum so it still affects your acceleration and deceleration but does not reduce Top Speed)
We’ve removed ‘Diminishing returns’ on Movement Parts too as it was no longer relevant
Hybrids no longer move at the speed of the slowest part, i.e. Wheels + Tanks will move faster than before as the wheels actually make the tanks faster
BASE SPEED + SPEED BOOST %
Each type of Movement Part (i.e. Wheels, Hovers, Tanks, etc.) has a Base Speed and a Speed Boost
The Base Speed is the speed it goes by default
The Speed Boost adds a % extra speed to all parts in your Robot
Think of it like the Health Boost system, but for speed
All parts of the same type (i.e. Wheels) have the same Base Speed, but the higher rarities have more Speed Boost (so the biggest wheels go fastest, as they do now)
Thrusters and Propellers have the lowest Base Speeds but by far the highest Speed Boost (per CPU spent)
Speed Boost is applied in the direction of travel, so if you have loads of Thrusters pointing forwards and none backwards, you will go faster forwards than you do backwards (same applies to sideways and up and down too)
Both Base Speed and Speed Boost stats are shown updating in real-time as you add and remove parts during Build Mode
Previously, if you’d built a wheeled Robot with some of the largest wheels and then added some small wheels, the small wheels would have reduced your top speed.
With this new system the small wheels will not reduce your top speed so you are free to add them without compromising your Robot - go build that battle dragster if you wish
HYBRIDS
Previously if you built a hybrid the Robot would have moved at the speed of the lowest common denominator (i.e. slowest part)
For example, a Wheel and Tank hybrid would have moved at the speed of the Tank Track
The new system generates a ‘weighted average’ speed based on the amount of CPU spent on each type of part, so adding Wheels to your Tank makes the Tanks go faster
This works with all combinations of movement part (except Thrusters and Propellers, see below)
THRUST AND PROPELLERS
Still apply all the same forces they did before, so you can use them for increased agility etc.
Propellers still deliver massively higher forces than Thrusters, but have less Speed Boost per CPU and have a spin-up-time as they always have
Propellers apply their Speed Boost bi-directionally
Thrusters and Propellers have lowest Base Speed but highest Speed Boost per CPU spent
Unlike other Hybrids, adding Thrusters and Propellers does not reduce your overall Base Speed, i.e. your average Base Speed does not reduce when you spend CPU on Thrusters
SOME OTHER THINGS
Tank Tracks and Mech Legs will now have Health Boost incorporated to compensate for their reduced speed
Carry Mass is still applied to the parts ability to ‘carry mass’, i.e. you will not be able to lift an aircraft with your Wings if you have more Mass than your Wings are able to carry. Same applies to Hovers, Rotors and Rudders
NEW STATS
With the removal of ‘adding mass reduces your top speed’ Wheels and Sprinters got a big buff. Also, with huge new maximum speeds being achievable with the additional of Speed Boost we’ve had to make some changes to the Base Speeds. Our goal is to add loads more depth into the build system and loads more freedom and diversity without elevating the net average speed massively in game (we expect some elevation but don’t want it to go too far). With that in mind, here are the numbers you can expect on release day (although there may be some late changes, this is what they are at the time of writing):
NOTE: There are changes to what was originally published and these are highlighted in red
PS: Megabots with thousands of CPU spend on Thrusters can go really silly fast, so enjoy :)
Thanks for reading!
Mark, Game Director, Freejam
UPDATE (26/07/17): When we published our Speed Boost Dev Jam (#14), some players were concerned that increasing your base speed was more efficient than stacking speed boosts. For example, adding a small Rudder on a Mech gave a higher overall speed increase than simply adding an epic Thruster.
Our short-term solution for this is to reduce the amount of base speed increase for hybrids so that a Mech would prefer a thruster over a rudder. We have reduced it by quite a bit for now (20 times from the previous value). Hopefully in the future we will find a more permanent solution to make the base speed increase more noticeable for hybrids.
When we released Wings and Rudders - a long time ago now - we had hoped for players to be flying around the skies in beautiful futuristic airplanes conducting dogfights, bombing runs, anti-air, all that cool stuff. It didn’t pan out that way. The advantages of lateral movement provided by Helicopters and Thruster drones have generally meant that they perform better than airplanes in the air for the kind of gameplay we have in BA (Battle Arena) and TDM (Team Deathmatch).
So, we went back to the drawing board on Wings and Rudders. Our goal was simple - to make airplanes viable. For a type of Robot to be ‘viable’ there must not be a better kind of alternative Robot at a specific skill.
Q: What skill do we want Wings and Rudders to be able to do that separates them from every other type of aircraft in Robocraft and makes them better at that skill than Drones or Copters?
A: Speed, speed, speed. LIke Wheels on the ground, we want Airplanes to be the clear cut fastest thing in the air at the same time as being able to carry a decent amount of Health Boost on board.
GOALS
So, let's establish some goals:
Must feel and look like flying a futuristic airplane
Be easy to build so many can enjoy them, but have tons of depth in building for the pro-builders
Be easy to fly so many can enjoy them, but reward the best pilots who control them best
Have Vertical Take-Off and Landing (VTOL), better suited to our maps
Be able to stop on capture points
Be the fastest aircraft type in Robocraft by a significant margin
Work with Camera controls as well as Keyboard controls
Remain stable when you lose a Wing or Rudder in combat but have plenty of redundancy
As many existing airplanes as possible should still fly
SELF-PROPULSION
The new Wings and Rudders have built-in Propulsion
They tilt down towards the ground when you push SPACE so you can take off vertically
You can stop mid air and they will tilt towards the ground to provide vertical thrust
They tilt forwards so you can reverse (they are airplanes from the future after all)
We have completely reworked how Thrusters and speed works in the game introducing a new Speed Boost system and removing any caps on speed - more on that in another Dev Jam (if you watched Friday’s livestream you will have seen something on this)
They are incredibly fast on their own, but adding Thrusters makes them faster, and the more Thrusters you add, the faster you go - i’ve clocked 500 mph on a Robot
with just Wings, Rudders and tons of Thrusters (not very viable in combat, but a lot of fun)
CONTROL SYSTEM
We’ve reworked the way you fly airplanes too
Best analogy for the way they fly now is if Copters drive like Hovers that go up high in the sky, Airplanes are like Cars that go up high in the sky
Steer right and your airplane banks hard right and begins a clockwise turning circle (like steering a car in the air), hit Space and your airplane does a steep incline, the banking and elevating is handled for you so you can focus on your target and teamwork
Slow down and your aircraft goes into a hover, you have amazing control over your speed
Reverse and you reverse like a car; the banking, elevating, and hovering is covered for you (the are airplanes from the future after all)
Now, I know that the description above is going to alarm those that like flying planes - it is a controversial change for you guys for sure - but I can promise you that we have invested tons of time trying many prototypes out and when you get used to this new way of flying as a plane in Battle Arena you will hopefully appreciate the change and I am very confident you will see tons more players taking to the air in airplanes after this goes live
There are loads of little subtle tricks and moves you can pull off that require a bit of practice and skill that are made possible by the in-built propulsion
You can easily stop and hover on a capture point, fly fast towards a mountain top and stop there and rest just on top of it, then dive down the front real fast and make a bombing run. Stop behind cover, tons of combat moves that weren’t possible before - the main thing they can’t do that Copters can do is strafe sideways
Camera controls work very well with this new control system, steering with the mouse and camera works well and effortlessly. I think it works best with ‘Tilt’ disabled so you can look down at the ground to bomb targets, but it does work with tilt enabled as well and you can literally fly planes by simply holding ‘W’ and steering with the camera if you want to
BUILD TRICKS
You get different turning characteristics the closer you put the Wings to the left and right of the COM
You get different elevation characteristics the closer you put your Wings to the forward and aft of the COM
Rudders help you to turn sharper and faster, and the distance from the COM displays different turning characteristics
Rudders work better as Rudders and Wings better as Wings
You get better force from the propulsion and strong turning and elevation from the larger wings and they carry more mass, so more Health Boost, but as before the smaller Rudders are easier to conceal and fit on and protect, so there is a pro and con to give you build complexity to play with
Wings and Rudders no longer add ‘drag’
Wings and Rudders placed facing backwards in Drone mode still provide some Angular and lateral stability but do not provide lift or propulsion force
Anyway, we really hope you love the new Wings and Rudders and stay tuned for the details on the Speed Boost system tomorrow.
When we released Wings and Rudders - a long time ago now - we had hoped for players to be flying around the skies in beautiful futuristic airplanes conducting dogfights, bombing runs, anti-air, all that cool stuff. It didn’t pan out that way. The advantages of lateral movement provided by Helicopters and Thruster drones have generally meant that they perform better than airplanes in the air for the kind of gameplay we have in BA (Battle Arena) and TDM (Team Deathmatch).
So, we went back to the drawing board on Wings and Rudders. Our goal was simple - to make airplanes viable. For a type of Robot to be ‘viable’ there must not be a better kind of alternative Robot at a specific skill.
Q: What skill do we want Wings and Rudders to be able to do that separates them from every other type of aircraft in Robocraft and makes them better at that skill than Drones or Copters?
A: Speed, speed, speed. LIke Wheels on the ground, we want Airplanes to be the clear cut fastest thing in the air at the same time as being able to carry a decent amount of Health Boost on board.
GOALS
So, let's establish some goals:
Must feel and look like flying a futuristic airplane
Be easy to build so many can enjoy them, but have tons of depth in building for the pro-builders
Be easy to fly so many can enjoy them, but reward the best pilots who control them best
Have Vertical Take-Off and Landing (VTOL), better suited to our maps
Be able to stop on capture points
Be the fastest aircraft type in Robocraft by a significant margin
Work with Camera controls as well as Keyboard controls
Remain stable when you lose a Wing or Rudder in combat but have plenty of redundancy
As many existing airplanes as possible should still fly
SELF-PROPULSION
The new Wings and Rudders have built-in Propulsion
They tilt down towards the ground when you push SPACE so you can take off vertically
You can stop mid air and they will tilt towards the ground to provide vertical thrust
They tilt forwards so you can reverse (they are airplanes from the future after all)
We have completely reworked how Thrusters and speed works in the game introducing a new Speed Boost system and removing any caps on speed - more on that in another Dev Jam (if you watched Friday’s livestream you will have seen something on this)
They are incredibly fast on their own, but adding Thrusters makes them faster, and the more Thrusters you add, the faster you go - i’ve clocked 500 mph on a Robot
with just Wings, Rudders and tons of Thrusters (not very viable in combat, but a lot of fun)
CONTROL SYSTEM
We’ve reworked the way you fly airplanes too
Best analogy for the way they fly now is if Copters drive like Hovers that go up high in the sky, Airplanes are like Cars that go up high in the sky
Steer right and your airplane banks hard right and begins a clockwise turning circle (like steering a car in the air), hit Space and your airplane does a steep incline, the banking and elevating is handled for you so you can focus on your target and teamwork
Slow down and your aircraft goes into a hover, you have amazing control over your speed
Reverse and you reverse like a car; the banking, elevating, and hovering is covered for you (the are airplanes from the future after all)
Now, I know that the description above is going to alarm those that like flying planes - it is a controversial change for you guys for sure - but I can promise you that we have invested tons of time trying many prototypes out and when you get used to this new way of flying as a plane in Battle Arena you will hopefully appreciate the change and I am very confident you will see tons more players taking to the air in airplanes after this goes live
There are loads of little subtle tricks and moves you can pull off that require a bit of practice and skill that are made possible by the in-built propulsion
You can easily stop and hover on a capture point, fly fast towards a mountain top and stop there and rest just on top of it, then dive down the front real fast and make a bombing run. Stop behind cover, tons of combat moves that weren’t possible before - the main thing they can’t do that Copters can do is strafe sideways
Camera controls work very well with this new control system, steering with the mouse and camera works well and effortlessly. I think it works best with ‘Tilt’ disabled so you can look down at the ground to bomb targets, but it does work with tilt enabled as well and you can literally fly planes by simply holding ‘W’ and steering with the camera if you want to
BUILD TRICKS
You get different turning characteristics the closer you put the Wings to the left and right of the COM
You get different elevation characteristics the closer you put your Wings to the forward and aft of the COM
Rudders help you to turn sharper and faster, and the distance from the COM displays different turning characteristics
Rudders work better as Rudders and Wings better as Wings
You get better force from the propulsion and strong turning and elevation from the larger wings and they carry more mass, so more Health Boost, but as before the smaller Rudders are easier to conceal and fit on and protect, so there is a pro and con to give you build complexity to play with
Wings and Rudders no longer add ‘drag’
Wings and Rudders placed facing backwards in Drone mode still provide some Angular and lateral stability but do not provide lift or propulsion force
Anyway, we really hope you love the new Wings and Rudders and stay tuned for the details on the Speed Boost system tomorrow.
Join Robocraft's community manager LeftofNever and Andy on this week's Robostream where they will be joined by game director Mark Simmons for an exclusive first look at the forthcoming Aerofoils update.
We will be showing off a special build of the game; giving you an exclusive sneak peek at how the aerofoils will work when they're released in our next update. We'll also be revealing a few other bits and bobs too. Mark will be taking a few of your questions too so make sure you're joining us over on Twitch.
In addition to the look at aerofoils, we'll be giving away a few promo codes and revealing the first part of the code for the 1x Lifetime Premium we're giving away to one lucky viewer. As usual, we'll be playing a few games too including the latest Elimination Battlegrounds BRAWL, and some custom games too.
If you want to increase your chances of playing alongside the team in one of their Custom Games, please ensure that you’ve joined the ‘Robostream’ chat channel in the game. To join the chat channel follow these instructions:
Log into Robocraft
Click the mouse pointer inside the chat entry widget
Type: /join Robostream
Press enter
One of the custom games they’ll be playing will be ‘Emoji Battles' (in celebration of World Emoji Day earlier this week). For this you must be using one of 'aaaa777' brilliant Emoji robots as the base of your robot. You'll need to put movement parts and weapons on it; remembering to keep it under 2,000 CPU.
The fun starts at 16:00 (UTC+1) on Friday 21/07/17
Join Robocraft's community manager LeftofNever and Andy on this week's Robostream where they will be joined by game director Mark Simmons for an exclusive first look at the forthcoming Aerofoils update.
We will be showing off a special build of the game; giving you an exclusive sneak peek at how the aerofoils will work when they're released in our next update. We'll also be revealing a few other bits and bobs too. Mark will be taking a few of your questions too so make sure you're joining us over on Twitch.
In addition to the look at aerofoils, we'll be giving away a few promo codes and revealing the first part of the code for the 1x Lifetime Premium we're giving away to one lucky viewer. As usual, we'll be playing a few games too including the latest Elimination Battlegrounds BRAWL, and some custom games too.
If you want to increase your chances of playing alongside the team in one of their Custom Games, please ensure that you’ve joined the ‘Robostream’ chat channel in the game. To join the chat channel follow these instructions:
Log into Robocraft
Click the mouse pointer inside the chat entry widget
Type: /join Robostream
Press enter
One of the custom games they’ll be playing will be ‘Emoji Battles' (in celebration of World Emoji Day earlier this week). For this you must be using one of 'aaaa777' brilliant Emoji robots as the base of your robot. You'll need to put movement parts and weapons on it; remembering to keep it under 2,000 CPU.
The fun starts at 16:00 (UTC+1) on Friday 21/07/17