Hey folks! We've just made the Airship Commander 0.3 release LIVE!
The build notes:
New: Destroy Capital Ship scenario. Spawn from your own Warhawk, traverse the battlefield, and destroy the three critical hit locations on the enemy capital ship. Anti-CapShip and Anti-Airship missiles now available. Anti-CapShip gun: Man portable weapon that paints critical locations on the enemy CapShip to destroy with missile (keep on target for 5 seconds to fire). Point Defense gun: Man portable weapon that paints incoming Anti-Airship missiles to destroy with point defense projectiles (just touch target to fire). Bird gun: Man portable weapon that can be used to destroy robo-birds flying around airship. Rowboat Pointer: Used to designate the target of raiding rowboats (moved off player gaze) Tooltips added to Steering, Altitude, Map, Waypoint, Gun, Change Deck, and Option props. Chaperon Toggle: Toggle the VR chaperon on and off. Tooltip Toggle: Toggle the tooltips between proximity, always on, and always off. Red Navy faction added for Destroy Capital Ship scenario (Raptor, Vulture and Warhawk). Mirror match! Added Drop Bombs prop for motion tracked controllers to the lower deck of the raptor. Robo-Birds now emit feathers on death.
Better: Change Deck props now require "use" to work instead of just touch (trigger). Altitude prop moved closer to Steering prop to reduce pointless teleporting. Steering, Altitude, Map and Waypoint props now a single mesh with atlased texture to reduce draw calls. Waypoints can now spawn multiple squadrons with a delay between each. Airships can now spawn other squadrons (Warhawks). Updated flag art. Collision with Capital Ships is an insta-kill. New art for CapShip cannon projectiles. Map Prop now removes all controller/keyboard text if using motion tracked controllers. All city block verts optimized roughly 25%. Removed countless unnecessary objects, pointless components and other (minor) performance and memory drains. Vultures tenancy to aim over the Osprey's hull fixed. Explosion volume for missiles and CapShip ordnance increased. Updated CapShip in Mission 3 to use new assets (though it's friendly so nothing much changed gameplay wise). Adjusted handle collision for Map Prop. All exhaust now persist their source dying for a modest duration (airships, missiles, falling crew).
Fixed: Fixed when the player spawns at very high or very low altitude, any altitude changes are inconsistently applied. Highlight on touch for Change Deck prop works better after the first use. Quit lever on Map prop works. Returns to Mission Select on any scenario other than Mission Select. Quits if on Mission Select.
Known Issues: All guns require motion tracked controllers. Console-style controller support will follow this release. Horizon/city z-fighting for mission 3 Vessels lost their night lights for mission 5 Auto campaign mission advancement on Map Prop off by 3. Bloom currently disabled, but an option toggle will follow this release.
Thanks as always for your interest in Airship Commander. It only gets better from here!
Hey folks! We've just made the Airship Commander 0.3 release LIVE!
The build notes:
New: Destroy Capital Ship scenario. Spawn from your own Warhawk, traverse the battlefield, and destroy the three critical hit locations on the enemy capital ship. Anti-CapShip and Anti-Airship missiles now available. Anti-CapShip gun: Man portable weapon that paints critical locations on the enemy CapShip to destroy with missile (keep on target for 5 seconds to fire). Point Defense gun: Man portable weapon that paints incoming Anti-Airship missiles to destroy with point defense projectiles (just touch target to fire). Bird gun: Man portable weapon that can be used to destroy robo-birds flying around airship. Rowboat Pointer: Used to designate the target of raiding rowboats (moved off player gaze) Tooltips added to Steering, Altitude, Map, Waypoint, Gun, Change Deck, and Option props. Chaperon Toggle: Toggle the VR chaperon on and off. Tooltip Toggle: Toggle the tooltips between proximity, always on, and always off. Red Navy faction added for Destroy Capital Ship scenario (Raptor, Vulture and Warhawk). Mirror match! Added Drop Bombs prop for motion tracked controllers to the lower deck of the raptor. Robo-Birds now emit feathers on death.
Better: Change Deck props now require "use" to work instead of just touch (trigger). Altitude prop moved closer to Steering prop to reduce pointless teleporting. Steering, Altitude, Map and Waypoint props now a single mesh with atlased texture to reduce draw calls. Waypoints can now spawn multiple squadrons with a delay between each. Airships can now spawn other squadrons (Warhawks). Updated flag art. Collision with Capital Ships is an insta-kill. New art for CapShip cannon projectiles. Map Prop now removes all controller/keyboard text if using motion tracked controllers. All city block verts optimized roughly 25%. Removed countless unnecessary objects, pointless components and other (minor) performance and memory drains. Vultures tenancy to aim over the Osprey's hull fixed. Explosion volume for missiles and CapShip ordnance increased. Updated CapShip in Mission 3 to use new assets (though it's friendly so nothing much changed gameplay wise). Adjusted handle collision for Map Prop. All exhaust now persist their source dying for a modest duration (airships, missiles, falling crew).
Fixed: Fixed when the player spawns at very high or very low altitude, any altitude changes are inconsistently applied. Highlight on touch for Change Deck prop works better after the first use. Quit lever on Map prop works. Returns to Mission Select on any scenario other than Mission Select. Quits if on Mission Select.
Known Issues: All guns require motion tracked controllers. Console-style controller support will follow this release. Horizon/city z-fighting for mission 3 Vessels lost their night lights for mission 5 Auto campaign mission advancement on Map Prop off by 3. Bloom currently disabled, but an option toggle will follow this release.
Thanks as always for your interest in Airship Commander. It only gets better from here!
Dirty Bomb will be in maintenance at 18:00 UTC on Wednesday, December 14th for approximately 2 hours. There will be a client and server update, but there should be minimal server downtime.
When:
London (UTC): 18:00 - 20:00
Los Angeles (PST, UTC-8): 10:00 AM - 12:00 PM
Sydney (AEDT, UTC+11): 5:00 AM - 7:00 AM, December 15th
What:
Dirty Bomb servers and client will be updated with Dirty Bomb's Holiday Update
Dirty Bomb will be in maintenance at 18:00 UTC on Wednesday, December 14th for approximately 2 hours. There will be a client and server update, but there should be minimal server downtime.
When:
London (UTC): 18:00 - 20:00
Los Angeles (PST, UTC-8): 10:00 AM - 12:00 PM
Sydney (AEDT, UTC+11): 5:00 AM - 7:00 AM, December 15th
What:
Dirty Bomb servers and client will be updated with Dirty Bomb's Holiday Update
-Added a new level to the game. (Access it by running through the green door in the keypad level). -Improved over 46 textures for the new levels
Sewers_2
-Fixed a note disappearing after it's used.
Sewers 2_1
-Removed a wooden bridge that was next to a concrete bridge.
Sewers 3: -Fixed the water not making noise when the player is hit. (Lighting) -Fixed the game not restarting the level. (Exit1) -Fixed the water not making noise when the player is hit. (Latin) -Fixed the water not making noise when the player is hit. (Exit2) -Fixed the water not making noise when the player is hit. (Exit3) -Fixed an issue causing 2 eaters to roam the sewers (All versions) -Entering the correct code on the keypad now removes the player from using it automatically.
Sewers 4_2: -Redid the lighting. -Added a new puzzle (Water versions) -Fixed the roar behind the door as soon as the player starts playing. -Added the sparkle system to objectives. -Added sparkle system to the consumables. -Added sparkle system to the phone. -Fixed the boiler room door not being heard in the distance. -Fixed the roar behind the door playing twice. -Fixed the speak from the eater looping. -Fixed the first part of the level being too small for the camera. -Fixed one of the corridors being too low. (Player could see the end of the world) -Reduced the fade time in the transition from 2.8 -> 2.6 -Fixed the water not hurting the player (Water versions) -Adjusted The Eater's spawn rotation so he leaves the room easier when the key is picked up. -Fixed the vibrating sound looping when Thomas is saved. -Fixed a note having the old highlight system. -Various collision issue fixes. -Added bubbles to the water. -Added fizzing sounds. -Minor corrections in the overall level layout.
-Added a new level to the game. (Access it by running through the green door in the keypad level). -Improved over 46 textures for the new levels
Sewers_2
-Fixed a note disappearing after it's used.
Sewers 2_1
-Removed a wooden bridge that was next to a concrete bridge.
Sewers 3: -Fixed the water not making noise when the player is hit. (Lighting) -Fixed the game not restarting the level. (Exit1) -Fixed the water not making noise when the player is hit. (Latin) -Fixed the water not making noise when the player is hit. (Exit2) -Fixed the water not making noise when the player is hit. (Exit3) -Fixed an issue causing 2 eaters to roam the sewers (All versions) -Entering the correct code on the keypad now removes the player from using it automatically.
Sewers 4_2: -Redid the lighting. -Added a new puzzle (Water versions) -Fixed the roar behind the door as soon as the player starts playing. -Added the sparkle system to objectives. -Added sparkle system to the consumables. -Added sparkle system to the phone. -Fixed the boiler room door not being heard in the distance. -Fixed the roar behind the door playing twice. -Fixed the speak from the eater looping. -Fixed the first part of the level being too small for the camera. -Fixed one of the corridors being too low. (Player could see the end of the world) -Reduced the fade time in the transition from 2.8 -> 2.6 -Fixed the water not hurting the player (Water versions) -Adjusted The Eater's spawn rotation so he leaves the room easier when the key is picked up. -Fixed the vibrating sound looping when Thomas is saved. -Fixed a note having the old highlight system. -Various collision issue fixes. -Added bubbles to the water. -Added fizzing sounds. -Minor corrections in the overall level layout.