AirMech - InsaneFirebat
Our pricing experiment continues! As you may have noticed, we're running a test where all the Kudos prices for things have been dramatically reduced. Do new players enjoy it more when they can more easily unlock units, mechs, and parts? We'll find out I guess! Note that during this test we have disable rebuying and selling these things on the Market. But feel free to take advantage of it and complete your collections--and let your friends know this is a great time to get their collections started.

We felt it would be nice to make a card in honor of Leonard Nimoy after his passing. We call it live long and prosper, as he did. The card will be available for a limited time and then retired.

Plus, and I hope you're sitting down, we have just added Orange Contrails to the Shop--try to contain yourself! Apologies for not offering the full range of colors earlier, we're going through and trying to correct that. There's also Blue if that's your thing, and we added a more common version of the MeMo Pad called simply the Kill Pad, so we can make the MeMo one Ancient.

Nicholas has been hard at work improving various particle effects (on top of making those sweet new contrails and tracers) and Matt has been busy tearing the guts out of the level loading. We've been investing considerable effort getting the game ready to be able to send maps down from the server. Which doesn't sound that interesting until you hear that Dan has been spending more time getting the Editor in shape! Watching Matt and Dan work on this stuff is like two sides of a bridge that are going to meet in the middle. I'm super excited that we're almost there!

To top it all off, a ton of balance changes have been handed down from the AirMech Council. See the details below, but I think we're getting to a good spot reacting to player feedback with the recent patches. Still reading? Be sure to follow us on Twitter, where you might catch a glimpse of the new AirMech in development....

General Updates:
  • Collectable Live Long and Prosper card in memory of Leonard Nimoy
  • Kill Pad Pet added to the shop, counts up your kills
  • MeMo Pad is now Ancient, can only be made by crafting
  • Orange Contrails added to the Shop
  • Blue Contrails added to the Shop
  • right-clicking bot difficulty now cycles the other way
  • new Hangar background art (work in progress)
  • missile debris tweaks
  • tweaks to artillery shell particle effects
  • updated impact particles for bombs
  • neutral unit spawns changes on Duel
  • more work on in game editor/sandbox mode
  • new destruction effects for some AirMechs (Striker and Helix) when on the ground

Bug Fixes:
  • some fixes to muzzle flash effects

Balance Changes:
  • changes to radar range for many units
  • Jumper reload time decreased from 3 to 2.5
  • Joker shot damage increased from 10 to 11.32
  • Rebel armor increased from 60 to 65
  • Stinger build time decreased from 11 to 8
  • Dinger build cost decreased from 10000 to 9500
  • Dinger hit points increased from 1000 to 1100
  • Blaster Guardian shot damage increased from 3 to 4
  • Cheap unit alternate hit points modification increased from -14% to -7%
  • Cheap Bucky missile damage modification increased from -20% to -15%
  • Cheap Rebel shot damage modification increased from -20% to -15%
  • Swift Rebel move speed modification increased from +7% to +13%
  • Fine unit alternate build time modification decreased from +20% to +5%
  • Rapid Arty range modification increased from -10% to -8%
  • Neutral Credit Box recycle value decreased from 20000 to 6000
AirMech - InsaneFirebat
Our pricing experiment continues! As you may have noticed, we're running a test where all the Kudos prices for things have been dramatically reduced. Do new players enjoy it more when they can more easily unlock units, mechs, and parts? We'll find out I guess! Note that during this test we have disable rebuying and selling these things on the Market. But feel free to take advantage of it and complete your collections--and let your friends know this is a great time to get their collections started.

We felt it would be nice to make a card in honor of Leonard Nimoy after his passing. We call it live long and prosper, as he did. The card will be available for a limited time and then retired.

Plus, and I hope you're sitting down, we have just added Orange Contrails to the Shop--try to contain yourself! Apologies for not offering the full range of colors earlier, we're going through and trying to correct that. There's also Blue if that's your thing, and we added a more common version of the MeMo Pad called simply the Kill Pad, so we can make the MeMo one Ancient.

Nicholas has been hard at work improving various particle effects (on top of making those sweet new contrails and tracers) and Matt has been busy tearing the guts out of the level loading. We've been investing considerable effort getting the game ready to be able to send maps down from the server. Which doesn't sound that interesting until you hear that Dan has been spending more time getting the Editor in shape! Watching Matt and Dan work on this stuff is like two sides of a bridge that are going to meet in the middle. I'm super excited that we're almost there!

To top it all off, a ton of balance changes have been handed down from the AirMech Council. See the details below, but I think we're getting to a good spot reacting to player feedback with the recent patches. Still reading? Be sure to follow us on Twitter, where you might catch a glimpse of the new AirMech in development....

General Updates:
  • Collectable Live Long and Prosper card in memory of Leonard Nimoy
  • Kill Pad Pet added to the shop, counts up your kills
  • MeMo Pad is now Ancient, can only be made by crafting
  • Orange Contrails added to the Shop
  • Blue Contrails added to the Shop
  • right-clicking bot difficulty now cycles the other way
  • new Hangar background art (work in progress)
  • missile debris tweaks
  • tweaks to artillery shell particle effects
  • updated impact particles for bombs
  • neutral unit spawns changes on Duel
  • more work on in game editor/sandbox mode
  • new destruction effects for some AirMechs (Striker and Helix) when on the ground

Bug Fixes:
  • some fixes to muzzle flash effects

Balance Changes:
  • changes to radar range for many units
  • Jumper reload time decreased from 3 to 2.5
  • Joker shot damage increased from 10 to 11.32
  • Rebel armor increased from 60 to 65
  • Stinger build time decreased from 11 to 8
  • Dinger build cost decreased from 10000 to 9500
  • Dinger hit points increased from 1000 to 1100
  • Blaster Guardian shot damage increased from 3 to 4
  • Cheap unit alternate hit points modification increased from -14% to -7%
  • Cheap Bucky missile damage modification increased from -20% to -15%
  • Cheap Rebel shot damage modification increased from -20% to -15%
  • Swift Rebel move speed modification increased from +7% to +13%
  • Fine unit alternate build time modification decreased from +20% to +5%
  • Rapid Arty range modification increased from -10% to -8%
  • Neutral Credit Box recycle value decreased from 20000 to 6000
AirMech - InsaneFirebat
A special treat for you in this patch--the fan-favorite "ZobaMech" game mode has started to be fleshed out into an actual option in AirMech! We'll see where it goes based on feedback, potentially making custom maps and adding features. Currently you are penalized for being in the air (with damage) and everyone spawns at max level and all abilities maxed. Your Fortress will lose damage when someone on your team dies.

The Full Force cards are finally craftable! The MeMo Pad can be made by putting all of them plus some Book Glue in the Nanoforge. It's a very unique pet that required new code--it's actually a kill counter that goes up to 10.

We're continuing to move features into the ingame editor, so if you have access to the Sandbox/Editor mode be sure to give it a try!

General Updates:
  • more hearts on Heart Exhaust
  • moved custom game options near the ready button
  • Red Envelope description updated
  • add a socket to the bottom right outpost on Spiral
  • added NavMesh and wireframe buttons to the editor and initial unit placement/creation
  • make Companion Cube roll like dice pets
  • Zoba-Mech added as a Custom PvP option

Bug Fixes:
  • potential crash & desync bug fix
  • fixed striker sword idle sound loop on destruction

Balance Changes:
  • artillery deflection range changed to 10 - 26; same for all artillery units
  • change Brute to ingame level 4 required
AirMech - InsaneFirebat
A special treat for you in this patch--the fan-favorite "ZobaMech" game mode has started to be fleshed out into an actual option in AirMech! We'll see where it goes based on feedback, potentially making custom maps and adding features. Currently you are penalized for being in the air (with damage) and everyone spawns at max level and all abilities maxed. Your Fortress will lose damage when someone on your team dies.

The Full Force cards are finally craftable! The MeMo Pad can be made by putting all of them plus some Book Glue in the Nanoforge. It's a very unique pet that required new code--it's actually a kill counter that goes up to 10.

We're continuing to move features into the ingame editor, so if you have access to the Sandbox/Editor mode be sure to give it a try!

General Updates:
  • more hearts on Heart Exhaust
  • moved custom game options near the ready button
  • Red Envelope description updated
  • add a socket to the bottom right outpost on Spiral
  • added NavMesh and wireframe buttons to the editor and initial unit placement/creation
  • make Companion Cube roll like dice pets
  • Zoba-Mech added as a Custom PvP option

Bug Fixes:
  • potential crash & desync bug fix
  • fixed striker sword idle sound loop on destruction

Balance Changes:
  • artillery deflection range changed to 10 - 26; same for all artillery units
  • change Brute to ingame level 4 required
AirMech - InsaneFirebat
Update #200 - Build 33178, February 10th, 2015

It's hard to believe we're at update number 200--or maybe it's not for those who have been following our progress over the years. Continuing our revamp of old systems that just don't make sense anymore, we've turned our attention to the Hangar. It's midway through the redo, but seems stable enough to release for feedback and bug hunting. Things like Unit selection haven't been started yet, as we want to improve that quite a bit too.

Currently the loadout save slots still work for the entire army configuration, but we are considering revising that. Having the units have their own loadout set, and the mech have it's own feels like it would make more sense. In this design, each base AirMech class will have saved loadouts for the Parts, and changing a skin won't change your Parts as it does now. We've stubbed in a bit of this new UI but it doesn't function yet.

We're also testing out the idea of having "Pro" AirMech loadouts that don't have the current level requirements for Parts. Every Pro loadout will have 100 points from the start, and won't gain any more. These will be the loadouts you use for PvP to ensure a level playing field. This also will let us uncap the PvE Loadouts which can get more and more Parts and keep the current level progression.

AirMech Frames is something we've been preparing the art for a while now. Each AirMech class has 7 Frame components, and you will be able to combine them (in the future) and also use them for special Nanoforge conversions. We'll be detailing that more in a future patch, but we're going to start dropping them so that people have them in hand once we are ready to go live with the changes.

General Updates:
- updated Hangar UI
- AirMech frames starting to drop
- improve referral entry/dialog for new players
- various performance optimization work
- new art for team color tiles
- descriptions added for leaderboard badges

Bug Fixes:
- various pathing bugfixes
- update end game messaging when spectating
- some performance improvements to 'high' graphics quality setting
- fix friend icons in the friends dialog (for solo ingame and lobby states)
- bugfix for spamming start when going into a survival match
- fixed air DPS on stat cards for T99 and T45

Balance Changes:
- fix Bucky missile range (after missile speed reduction)
- Ratchet Heal Rate: 50 -> 45
- Ratchet Armor: 75->70
- Honeypot Armor: 65 -> 75
AirMech - InsaneFirebat
Update #200 - Build 33178, February 10th, 2015

It's hard to believe we're at update number 200--or maybe it's not for those who have been following our progress over the years. Continuing our revamp of old systems that just don't make sense anymore, we've turned our attention to the Hangar. It's midway through the redo, but seems stable enough to release for feedback and bug hunting. Things like Unit selection haven't been started yet, as we want to improve that quite a bit too.

Currently the loadout save slots still work for the entire army configuration, but we are considering revising that. Having the units have their own loadout set, and the mech have it's own feels like it would make more sense. In this design, each base AirMech class will have saved loadouts for the Parts, and changing a skin won't change your Parts as it does now. We've stubbed in a bit of this new UI but it doesn't function yet.

We're also testing out the idea of having "Pro" AirMech loadouts that don't have the current level requirements for Parts. Every Pro loadout will have 100 points from the start, and won't gain any more. These will be the loadouts you use for PvP to ensure a level playing field. This also will let us uncap the PvE Loadouts which can get more and more Parts and keep the current level progression.

AirMech Frames is something we've been preparing the art for a while now. Each AirMech class has 7 Frame components, and you will be able to combine them (in the future) and also use them for special Nanoforge conversions. We'll be detailing that more in a future patch, but we're going to start dropping them so that people have them in hand once we are ready to go live with the changes.

General Updates:
- updated Hangar UI
- AirMech frames starting to drop
- improve referral entry/dialog for new players
- various performance optimization work
- new art for team color tiles
- descriptions added for leaderboard badges

Bug Fixes:
- various pathing bugfixes
- update end game messaging when spectating
- some performance improvements to 'high' graphics quality setting
- fix friend icons in the friends dialog (for solo ingame and lobby states)
- bugfix for spamming start when going into a survival match
- fixed air DPS on stat cards for T99 and T45

Balance Changes:
- fix Bucky missile range (after missile speed reduction)
- Ratchet Heal Rate: 50 -> 45
- Ratchet Armor: 75->70
- Honeypot Armor: 65 -> 75
AirMech - InsaneFirebat
Update #199.1 - Build 32962, February 5th, 2015

Just a minor update to fix some bugs and add in a new "Very Low" graphics setting. We updated and improved the original 3 settings, but underestimated the number of people with older hardware. We didn't want to leave them unable to play with 60fps, so we added a new setting just for that. Note that the game looks pretty terrible with no shadows! Only use it if you really need to. AirMech runs great on most computers as it is.

General Updates:
  • new 'Very Low' graphics setting (disables shadows)

Bug Fixes:
  • fixed unit/ability hotkeys display
  • fix position of compose message box for accounts that can't attach stuff to mails
  • fixed a tutorial bug which allowed players to be out of view during the capture demonstration
  • fixed a rare desync bug
AirMech - InsaneFirebat
Update #199.1 - Build 32962, February 5th, 2015

Just a minor update to fix some bugs and add in a new "Very Low" graphics setting. We updated and improved the original 3 settings, but underestimated the number of people with older hardware. We didn't want to leave them unable to play with 60fps, so we added a new setting just for that. Note that the game looks pretty terrible with no shadows! Only use it if you really need to. AirMech runs great on most computers as it is.

General Updates:
  • new 'Very Low' graphics setting (disables shadows)

Bug Fixes:
  • fixed unit/ability hotkeys display
  • fix position of compose message box for accounts that can't attach stuff to mails
  • fixed a tutorial bug which allowed players to be out of view during the capture demonstration
  • fixed a rare desync bug
AirMech - InsaneFirebat
Update #199 - Build 32904 February 4th, 2015

Happy Year of the Goat everyone! The Chinese celebrations have so much character to them that time and time again players really enjoy them. We gave them Christmas, and they give us New Year's events with fun themes--12 different animals, and fun things like Red Envelopes. So much stuff to give out!

We're also switching out the gift with purchase to something fitting the New Year theme--the Silver Ram Head! Named silver to represent wealth, we almost renamed it since it is only silver for the blue team--that's right, it has full teamcolor support! And if that wasn't enough, it also gives +5% Kudos when worn ingame! What skin do you think will go best with it?

The new Decay map continues to get tweaks to make it more playable, and the basic editor features should be restored now so you can at least mess around a bit in Sandbox mode.

General Updates:
  • update render quality settings for in game shadows
  • some various particle effects updates

Bug Fixes:
  • fixes to editor mode (still under development)
  • smooth spectator camera movement improvements
  • various fixes to the new Decay map
  • fix so left and right mouse buttons can be remapped
  • some bug fixes to squad movement
  • fixed name links in outgoing mail
  • fixed XP award on Baloom and Hero

Balance Changes:
  • Bombs cost: 1200 -> 1400
  • Bucky missile speed: 19 -> 15
AirMech - InsaneFirebat
Update #199 - Build 32904 February 4th, 2015

Happy Year of the Goat everyone! The Chinese celebrations have so much character to them that time and time again players really enjoy them. We gave them Christmas, and they give us New Year's events with fun themes--12 different animals, and fun things like Red Envelopes. So much stuff to give out!

We're also switching out the gift with purchase to something fitting the New Year theme--the Silver Ram Head! Named silver to represent wealth, we almost renamed it since it is only silver for the blue team--that's right, it has full teamcolor support! And if that wasn't enough, it also gives +5% Kudos when worn ingame! What skin do you think will go best with it?

The new Decay map continues to get tweaks to make it more playable, and the basic editor features should be restored now so you can at least mess around a bit in Sandbox mode.

General Updates:
  • update render quality settings for in game shadows
  • some various particle effects updates

Bug Fixes:
  • fixes to editor mode (still under development)
  • smooth spectator camera movement improvements
  • various fixes to the new Decay map
  • fix so left and right mouse buttons can be remapped
  • some bug fixes to squad movement
  • fixed name links in outgoing mail
  • fixed XP award on Baloom and Hero

Balance Changes:
  • Bombs cost: 1200 -> 1400
  • Bucky missile speed: 19 -> 15
...

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