We have released a Beta update for Counter-Strike 1.6. Changes in this update are: <ul><li> Added new "-mousethread" command line option, if set we poll the mouse position in another thread running at 100hz by default, to get better movement accuracy. Set the "m_mousethread_sleep" cvar to the number of seconds to sleep between mouse polls to change this rate <li>Added "cl_filterstuffcmd" cvar, when set to 1 this enables stricter checking of commands the game server can execute on your client <li>When m_customaccel is set scale mouse sensitivity when zoomed in, this now matches the path when not using custom accel <li>Make the spray list alphabetical order and enforce unique entries <li>Set the update rate to 102 if we are clamping to its max value <li>Fixed MOTD context menu to have localization strings for available options and for make back/forward work <li>Fixed screenshot and snapshot when running in "-nofbo" mode </ul>
We have released a Beta update for Counter-Strike 1.6. Changes in this update are:
Added new "-mousethread" command line option, if set we poll the mouse position in another thread running at 100hz by default, to get better movement accuracy. Set the "m_mousethread_sleep" cvar to the number of seconds to sleep between mouse polls to change this rate
Added "cl_filterstuffcmd" cvar, when set to 1 this enables stricter checking of commands the game server can execute on your client
When m_customaccel is set scale mouse sensitivity when zoomed in, this now matches the path when not using custom accel
Make the spray list alphabetical order and enforce unique entries
Set the update rate to 102 if we are clamping to its max value
Fixed MOTD context menu to have localization strings for available options and for make back/forward work
Fixed screenshot and snapshot when running in "-nofbo" mode
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On February 26th, we will announce the next batch of games and software titles from Steam Greenlight to be offered Steam distribution agreements. Keep voting and telling your friends--help us pick the next batch.
Fixes and Optimization - Fixed a small difference in vertical positioning of gun interaction boxes between client and server (previously you could get kicked off the gun unexpectedly in edge cases) - Projectiles that detonate due to damage no longer cause friendly fire. - Spectators: Opening the menu in spectator mode no longer resets your position - Spectators: Fixed interest management issue that could cause guns or engines to disappear from ships near the edge of the map or in cloud cover. - Optimized most level and ship assets to reduce vert count, texture size, and draw count where possible. Should improve frame rate, particularly on low-end machines.
Community - Revamped forum is going live! The new expanded forum uses a more traditional layout and is connected directly to your in-game account. -- Log in using the email address and password you used to register with the game -- Modify your email address, password, and newsletter preferences from the “Game Account” tab -- New International forums added with French-, German-, Japanese-, and Russian-language boards and wikis
- Call for video submission! Show off how and why you fly in a 2 min short video, and add another 2 minutes of you and your crew in game. All for a chance to win a one-of-a-kind Guns of Icarus Online bullet USB. http://gunsoficarus.com/community/blog/we-want-to-hear-from-you/
Fixes and Optimization - Fixed a small difference in vertical positioning of gun interaction boxes between client and server (previously you could get kicked off the gun unexpectedly in edge cases) - Projectiles that detonate due to damage no longer cause friendly fire. - Spectators: Opening the menu in spectator mode no longer resets your position - Spectators: Fixed interest management issue that could cause guns or engines to disappear from ships near the edge of the map or in cloud cover. - Optimized most level and ship assets to reduce vert count, texture size, and draw count where possible. Should improve frame rate, particularly on low-end machines.
Community - Revamped forum is going live! The new expanded forum uses a more traditional layout and is connected directly to your in-game account. -- Log in using the email address and password you used to register with the game -- Modify your email address, password, and newsletter preferences from the “Game Account” tab -- New International forums added with French-, German-, Japanese-, and Russian-language boards and wikis
- Call for video submission! Show off how and why you fly in a 2 min short video, and add another 2 minutes of you and your crew in game. All for a chance to win a one-of-a-kind Guns of Icarus Online bullet USB. http://gunsoficarus.com/community/blog/we-want-to-hear-from-you/
Balance - Adjustments to objectives and goals for numerous achievements -- Note: if you were in progress on a goal that has been adjusted downward so that you meet the new target, you might see that achievement automatically complete on login. Already completed achievements are not affected by any changes. - Changes to fire and fire-related equipment: -- Maximum fire charge count increased to 20 (from 16) -- 8 charges required to disable guns (guns will glow red when 8 charges are reached) -- Fires deal base 8 damage per second; each charge deals an additional 2 fire damage per second -- Fire damage multiplier against mechanical parts reduced to 0.25 (from 0.8) -- Fire damage multiplier against armor increase to 0.5 (from 0.4) -- Chemical Spray: extinguish power 2, makes component immune to additional charges for 12 seconds, causes 6 seconds of repair cooldown -- Fire Extinguisher: Extinguishes all charges, causes 10 seconds of repair cooldown -- Reminder: Fire-fighting tools bypass repair cooldown to extinguish fires but do not cancel them -- Banshee Rocket has 12% chance to apply 3 charges on direct hit, 30% change to apply 1 on AoE as well -- Dragon Tongue has 13% chance to apply 1 charge per particle (13 particles per second) -- Incendiary Rounds adds a separate 10% chance to apply 1 charge on hit to all weapons.
- Typhon Flak Cannon: -- Arming time of 1 second; does not apply area damage until ~240m -- Damage is split evenly between direct and area (so it will deal half damage under arming distance)
- Mercury Field Gun -- Decreased piercing damage (from 100 to 75) -- Increased projectile drop (from 12 to 15 m/s^2)
- Hellhound Heavy Twin Carronade -- Increased spread (from 2.5 degrees to 6)
- Banshee Rocket Carousel -- Increased direct and area damage (from 15/20 to 20/25) -- Added chance to cause fires (12% chance of 3 charges on direct hit, 30% chance of 1 charge on area hit) -- Decreased spread (from 5 degrees to 3) -- Reduced burst area radius (from 14 to 8)
- Dragon Tongue Light Flamethrower -- Increased damage per particle (from 3 to 4) -- Reduced chance to add fire charge per particle (from 25% to 13%)
- Artemis Light Rocket Launcher -- Decreased area radius from 4 to 3 -- Decreased direct damage from 80 to 60 -- Increased area damage from 70 to 120
- Other skills: -- Tar Barrel clouds slightly larger (by about 30%) -- Lochnagar Shot: rate of fire reduction change to -25% (from -15%), spread reduction increased to -100% (from -90%), rotation speed penalty increased to -100% (from -95%) -- Lesmok Rounds: rotation speed penalty changed to -40% (from -30%) -- Doubled the number of hits required to rebuild guns and engines
- Squid received small boost to armor, from 200 to 220 (Charged Rounds + Field Gun now requires 2 shots to destroy full Squid armor)
- Other damage type changes: -- Explosive damage multiplier against armor reduced to 0.3 (from 0.5) -- Flechette damage multiplier against armor increased to 0.5 (from 0.2) -- Flechette damage multiplier against hull health decreased to 0.2 (from 0.3)
- Reduced damage dealt by sandstorms (from 7 to 5 shatter damage per second)
Balance - Adjustments to objectives and goals for numerous achievements -- Note: if you were in progress on a goal that has been adjusted downward so that you meet the new target, you might see that achievement automatically complete on login. Already completed achievements are not affected by any changes. - Changes to fire and fire-related equipment: -- Maximum fire charge count increased to 20 (from 16) -- 8 charges required to disable guns (guns will glow red when 8 charges are reached) -- Fires deal base 8 damage per second; each charge deals an additional 2 fire damage per second -- Fire damage multiplier against mechanical parts reduced to 0.25 (from 0.8) -- Fire damage multiplier against armor increase to 0.5 (from 0.4) -- Chemical Spray: extinguish power 2, makes component immune to additional charges for 12 seconds, causes 6 seconds of repair cooldown -- Fire Extinguisher: Extinguishes all charges, causes 10 seconds of repair cooldown -- Reminder: Fire-fighting tools bypass repair cooldown to extinguish fires but do not cancel them -- Banshee Rocket has 12% chance to apply 3 charges on direct hit, 30% change to apply 1 on AoE as well -- Dragon Tongue has 13% chance to apply 1 charge per particle (13 particles per second) -- Incendiary Rounds adds a separate 10% chance to apply 1 charge on hit to all weapons.
- Typhon Flak Cannon: -- Arming time of 1 second; does not apply area damage until ~240m -- Damage is split evenly between direct and area (so it will deal half damage under arming distance)
- Mercury Field Gun -- Decreased piercing damage (from 100 to 75) -- Increased projectile drop (from 12 to 15 m/s^2)
- Hellhound Heavy Twin Carronade -- Increased spread (from 2.5 degrees to 6)
- Banshee Rocket Carousel -- Increased direct and area damage (from 15/20 to 20/25) -- Added chance to cause fires (12% chance of 3 charges on direct hit, 30% chance of 1 charge on area hit) -- Decreased spread (from 5 degrees to 3) -- Reduced burst area radius (from 14 to 8)
- Dragon Tongue Light Flamethrower -- Increased damage per particle (from 3 to 4) -- Reduced chance to add fire charge per particle (from 25% to 13%)
- Artemis Light Rocket Launcher -- Decreased area radius from 4 to 3 -- Decreased direct damage from 80 to 60 -- Increased area damage from 70 to 120
- Other skills: -- Tar Barrel clouds slightly larger (by about 30%) -- Lochnagar Shot: rate of fire reduction change to -25% (from -15%), spread reduction increased to -100% (from -90%), rotation speed penalty increased to -100% (from -95%) -- Lesmok Rounds: rotation speed penalty changed to -40% (from -30%) -- Doubled the number of hits required to rebuild guns and engines
- Squid received small boost to armor, from 200 to 220 (Charged Rounds + Field Gun now requires 2 shots to destroy full Squid armor)
- Other damage type changes: -- Explosive damage multiplier against armor reduced to 0.3 (from 0.5) -- Flechette damage multiplier against armor increased to 0.5 (from 0.2) -- Flechette damage multiplier against hull health decreased to 0.2 (from 0.3)
- Reduced damage dealt by sandstorms (from 7 to 5 shatter damage per second)
Content - New gameplay trailer released - New maps: -- Fight over Firnfeld 3v3 Deathmatch (based on Anglean Raiders) -- Battle on the Dunes 3v3 Deathmatch -- Canyon Ambush 3v3 Deathmatch -- Northern Fjords 3v3 Deathmatch - New achievements, and level cap raised to 10 - New hats in the store
Features - First release on Linux! (Awaiting Steam for store integration to go live) -- Known issues: black patches on some ships at some angles, antialiasing does not yet work -- this build, while stable, is primarily intended to collect feedback from the community
- Added automatic AFK detection: kicks players from a match after 2 minutes with no input - Added a “Go AFK” button in Options that allows you to temporarily replace yourself with an AI and resume later. (Will still be removed after 5 inactive minutes) - Added effects to indicate buffed and fireproofed components - Added hotkeys in Sandbox map (Practice) to toggle AI on/off, damage your ship, and light your ship on fire -- You may need to manually bind these keys in the Options menu, or reset your bindings to default to get their default bindings (this is a known bug with our keybinding system) - Tutorial text is much more detailed and context-sensitive, including explanation of various tools - Gun tooltip UI in ship customization changed to a more graphical design for clarity - Guns now gradually lose functionality as they are damaged (like engines and the balloon) -- Time between shots and time to reload increases linearly with damage, up to 150% normal -- Rotation speed decreases linearly with damage
Map Changes - New spawn logic to combat “spawn camping.” Please report any issues with screenshots of the map screen and the map you were playing to feedback@musegames.com - Adjusted spawn points to support new logic - Reduced “Scrap on the Dunes” point limit to 800
Content - New gameplay trailer released - New maps: -- Fight over Firnfeld 3v3 Deathmatch (based on Anglean Raiders) -- Battle on the Dunes 3v3 Deathmatch -- Canyon Ambush 3v3 Deathmatch -- Northern Fjords 3v3 Deathmatch - New achievements, and level cap raised to 10 - New hats in the store
Features - First release on Linux! (Awaiting Steam for store integration to go live) -- Known issues: black patches on some ships at some angles, antialiasing does not yet work -- this build, while stable, is primarily intended to collect feedback from the community
- Added automatic AFK detection: kicks players from a match after 2 minutes with no input - Added a “Go AFK” button in Options that allows you to temporarily replace yourself with an AI and resume later. (Will still be removed after 5 inactive minutes) - Added effects to indicate buffed and fireproofed components - Added hotkeys in Sandbox map (Practice) to toggle AI on/off, damage your ship, and light your ship on fire -- You may need to manually bind these keys in the Options menu, or reset your bindings to default to get their default bindings (this is a known bug with our keybinding system) - Tutorial text is much more detailed and context-sensitive, including explanation of various tools - Gun tooltip UI in ship customization changed to a more graphical design for clarity - Guns now gradually lose functionality as they are damaged (like engines and the balloon) -- Time between shots and time to reload increases linearly with damage, up to 150% normal -- Rotation speed decreases linearly with damage
Map Changes - New spawn logic to combat “spawn camping.” Please report any issues with screenshots of the map screen and the map you were playing to feedback@musegames.com - Adjusted spawn points to support new logic - Reduced “Scrap on the Dunes” point limit to 800