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Alliance and 1.4.9 Release Notes, Testing Tonight!
Alliance Beta (For Open Period)
Special Abilities (official name TBD) are new class specific unlockables designed to give each class more strategic options and create impactful gameplay moments. Normally unlocked via playing Alliance matches as each class, we’ve unlocked all of them for your perusal. Like the ultimates in other games, careful strategic planning and usage of these abilities can dramatically change the tide of battle. Emit an electrical blast to disrupt enemy components as an Engineer, trigger ship mechanisms to speed reload all the weapons with larger clips as a Gunner, unlock the engine’s true power for a devastating forward ram as a Pilot, and many more. If you go to the Character Loadout screen, you’ll find a new ability slot for every class. Once you equip one, you can use it in match like you would use other class specific skills with the 5 key. The ability has long cooldowns, so use it wisely!
The Arashi faction is not in the game yet, and we have our own ideas of what changes need to be made for the next iteration of this ship, but we’d love to hear your feedback as we embark on the next iteration. The Stormbreaker’s engines, scavenged and retrofitted from larger ships, provides extreme acceleration that’s perfect for skirting enemies. The asymmetric design speaks to Arashi’s make-it-work philosophy and finding gems in the rough.
The primary objective now is to destroy the enemy resource drills. Barges will heal your base, but they are not required for victory. After you destroy the last drill, you’ll need to wipe the remaining enemies off the map or survive and defend your base for 5 minutes! Good luck.
With all the new objectives and ways to fight in Alliance, we created a new tutorial segment specifically designed to illustrate new the Alliance mechanics, such as destroying the drill, capture barges from enemy ships, depositing barges, and battling the enemy outposts. Captain Morrison returns to guide you on this new training mission.
Resources will now come into play. Each territory has a set number of resources. Conquering a new territory will add that territory’s resources to your factions’ coffers. Each faction has a Resource Goal, and once a faction has reached their goal (aggressor) a War will be initiated. The factions will be split into two alliance, the first is seeded with the aggressor and the second will be seeded with a faction of the system’s choosing. Remaining factions can then vote for which alliance they want to support. The faction with the highest % of votes towards an alliance will win the vote and go to the alliance of their choosing. When War starts, each alliance has a new Resource Goal to complete. Once that is reached, the War will end with a winner and a loser. To supplement territory resources, Missions are still available. Each Mission has different objectives (e.g. conquering specific faction’s territories) and has different rewards. Look through the Missions and attempt to complete those are that are beneficial to your faction, or block others from completing from theirs. Wars could be won and lost with Missions!
The call to adapt the maps was made, and we’ve heeded the call. First up is a KotH of Anglean Raiders. Dive into the breach and try this brutal capture point map.
General
Squid
General
[ 2016-11-03 00:48:10 CET ] [ Original post ]
Are you ready?
Starting Monday November 7th, the new new patch hits and war comes to Icarus, but we need people to test it out before hand! We're doing a massive testing call tonight at 9 pm eastern, 1 AM GMT (we believe with the daylight savings.)
This is to give us an opportunity to look through all the new UI, systems, and exciting features we're putting in and make sure there's no major break points. Please come join us test and if you don't have access to the dev app get your key here!
Find the full notes below!
New contents:
Alliance Beta (For Open Period)
- Special Ability System
Special Abilities (official name TBD) are new class specific unlockables designed to give each class more strategic options and create impactful gameplay moments. Normally unlocked via playing Alliance matches as each class, we’ve unlocked all of them for your perusal. Like the ultimates in other games, careful strategic planning and usage of these abilities can dramatically change the tide of battle. Emit an electrical blast to disrupt enemy components as an Engineer, trigger ship mechanisms to speed reload all the weapons with larger clips as a Gunner, unlock the engine’s true power for a devastating forward ram as a Pilot, and many more. If you go to the Character Loadout screen, you’ll find a new ability slot for every class. Once you equip one, you can use it in match like you would use other class specific skills with the 5 key. The ability has long cooldowns, so use it wisely!
- The Stormbreaker
The Arashi faction is not in the game yet, and we have our own ideas of what changes need to be made for the next iteration of this ship, but we’d love to hear your feedback as we embark on the next iteration. The Stormbreaker’s engines, scavenged and retrofitted from larger ships, provides extreme acceleration that’s perfect for skirting enemies. The asymmetric design speaks to Arashi’s make-it-work philosophy and finding gems in the rough.
- Infiltration
- The ship in the first match lobby slot is the VIP. The VIP must survive at all costs and is the only one who can infiltrate enemy refineries that are scattered through the map. Infiltrate each refinery by flying near it while teammates defend the infiltration process. After all refineries have been dealt with, the VIP, escorted by teammates, must escape at the very end of the map.
- Survival & Survival Mini
- Basic but vicious survival lives up to its name. Go through 8 or 5 waves of objectives ranging from drill destruction, VIP targeting, boss battles, and more!
- Defense 2.0
The primary objective now is to destroy the enemy resource drills. Barges will heal your base, but they are not required for victory. After you destroy the last drill, you’ll need to wipe the remaining enemies off the map or survive and defend your base for 5 minutes! Good luck.
- Alliance Tutorial
With all the new objectives and ways to fight in Alliance, we created a new tutorial segment specifically designed to illustrate new the Alliance mechanics, such as destroying the drill, capture barges from enemy ships, depositing barges, and battling the enemy outposts. Captain Morrison returns to guide you on this new training mission.
- New Faction Leader Influence
- New Unlock more attacks on the world map
- War!
Resources will now come into play. Each territory has a set number of resources. Conquering a new territory will add that territory’s resources to your factions’ coffers. Each faction has a Resource Goal, and once a faction has reached their goal (aggressor) a War will be initiated. The factions will be split into two alliance, the first is seeded with the aggressor and the second will be seeded with a faction of the system’s choosing. Remaining factions can then vote for which alliance they want to support. The faction with the highest % of votes towards an alliance will win the vote and go to the alliance of their choosing. When War starts, each alliance has a new Resource Goal to complete. Once that is reached, the War will end with a winner and a loser. To supplement territory resources, Missions are still available. Each Mission has different objectives (e.g. conquering specific faction’s territories) and has different rewards. Look through the Missions and attempt to complete those are that are beneficial to your faction, or block others from completing from theirs. Wars could be won and lost with Missions!
- Integrated World and Faction Progression
- Compiled History and Lore
- King of the Hill: Frostbite Occupation
The call to adapt the maps was made, and we’ve heeded the call. First up is a KotH of Anglean Raiders. Dive into the breach and try this brutal capture point map.
- Vs. AI in Practice
- Skyball 2.0
- Removed defensive spawns to combat easy turnovers that turned into incredibly long matches, and revised spawn locations overall
- Increased winning points to 3 (from 2)
- 20 minute timer for all matches. Team with the most points at the end of 20 minutes will win (if less than 3 points). If there is a tie between the two teams at 20 minutes, a 5 minute sudden death round will commence. During sudden death, the first team to score wins. Furthermore, captures are instantaneous during sudden death.
- New Alliance & PS4 Compatible UI (Work in Progress)
- Birthday Goggle giveaway
- Celebratory Fireworks
- Birthday cakes provided in our birthday theme
Changes:
General
- Unity 5.4 Upgrade
- Improves stability and performance for all platforms
- Mac OSX 10.7 is no longer supported
- DirectX11 is the default mode
- Updated Workshop client (engine and video options)
- Allow captain priority entire squadron, and make it more forgiving to mark planes
- Ram killing planes no longer counts in stats
- Tweaked Anglean player ship mesh for wider room for the back engines
- Spectator - HP bars of NPC enemies being attacked by players should now be visible
- Auto display enemy health
- Tweaked collider to Arashi player ship
- Tweaked particles for planes destructions
- Enemy physics more responsive to disables
- Always Spot bosses
- Changed Merchant boss ship's weak points around instead of its sails
- Display enemy health when crew damages enemy ship
- Tweaked texture particles for polish
- Female Yesha Hat receives hair color changes
- Barge capture more obvious and consistent
- Shrike: metal pillars are removed near heavy guns to avoid character animation clipping
- Crusader: adjusted collisions Better decision making and targeting of player by bosses
- Tweaks to higher difficulties to emphasize more coordination and responding to threat instead of bigger meat shields
- Retrieve game mode escalates faster and has better initial enemy spawning to prevent too-fast matches
- Reduced number of objectives in Assault game mode
- More fine tuned hull and component health scaling on convoys and bosses based on # of player ships in match for additional dynamic difficulty
- Difficulty and threat level across bosses should feel more similar
- Pilot tutorial: countdown to reach area starts when ship starts moving instead of when player mounts the helm
- Gunner tutorial won’t remind you not to shoot the balloon when the mortar damages it with AOE
- Wilson’s Notes expanded
Balance:
Squid
- Increased hull armor to 335 (from 230) so that it requires an additional rebuild hit with the Spanner
- Decreased hull health to 450 (from 950) to address complaints about tankiness and maintain the design goal of “nimble but weak”
- Gun arcs more forward to emphasize weapons platform design
- Lower side guns turned forward by 5 degrees (-45 to -40, 45 to 40)
- Top side guns turned forward by 10 degrees (-50 to -40, 50 to 40)
- Decreased forward and vertical maneuverability to increase attack commitment, but same rotation maneuverability to maintain close range effectiveness
- Top forward speed decreased to 26m/s (from 28)
- Forward acceleration decreased to 3.5m/s2 (from 4.25)
- Vertical acceleration decreased to 4.75m/s2 (from 7.5)
Fixes:
General
- The engine upgrade fixes some major threading/rendering issues that manifested as:
- “Stuttering” framerate (seemingly random periods of lower framerate)
- Low framerate plus low resource (GPU and CPU) usage
- Lower framerate and stability as more matches are played in a single session
- [LINUX] Missing tray icon
- [LINUX] Missing UI elements
- Restored missing Devil's Eye/Alleron lightmaps
- Flickering textures on building (parous glen)
- World map Icons stick around after territory flips
- Traveller theme on merchant ship isn't using cubemap lighting shader
- Devil's eye lod and mat was pink
- Missing map colors
- Misplaced main engine on boss ship
- "against your faction" warning stuck on screen
- In World Progression, the foggy fade gradient on the sides of the map screen prevents players from clicking mission buttons
- Added planer mesh for the chandelier on Magnate
- Main base UI health bar does not line up with the weakpoints
- Different ship flickers in ship menu when player completes match
- Escape pods not spawning
- When in Faction Screen, the territory markers in Battle are still showing in the back
- MasterBase Stages needs specific colliders for the weakpoints to be targeted inside of the shell
- Mispositioned Fire Control FX
- You can attack drill before it lands on Defense
- Clean Up Navigation Meshes for All Coop Ships & Some PvP Ships Under Components
- Laser gun's ray goes through target
- Unlocking territories on faction map adds one point per click
- Odd visuals for faction territory
- Missing textures for player freight ship in wrought lod
- Missing fire Particles on Heavy guns
- Missile Circus: mismatch between server and client paths
- Damage smoke was too white
- Missing flyby sound on the boss beam gun
- Faction avatars lack lighting when choosing to switch factions through the skirmish mode menus
- OSX memory crash/corruption
- The needle of the gas mortar jumping out without animation while reload
- Lightning gun missing unpredictably
- Crash on exit
- Decoration of Traveller theme blocks view on Crusader in third person
- Crusader fade out/in on the engine
- Rubberbanding on Crusader between the heavy guns
- War chest size is 0 before playing for the faction
- Armor kit and fail safe displaying swapped skill upgrade descriptions
- Masterbase mini. Fixed z fighting and reverse normals
- SFX volume slider has no effect on lens gun sounds
- Figureheads placed at the helm on Corsair
- Flickering Damage States every time the hull was shot
- Player receives negative progression score after losing an Alliance match
- The last drill doesn't show up in Defense
- Crusader + traveller theme carpet placing issue
- Crusader top left and right light guns placed slightly above the floor
- Crusader navigation mesh is causing AI to get stuck
- Balloon tube missing on Crusader and Magnate
- damaged Magnate rope clipping
- Crusader + fortress theme barbed wire placing issue
- Stormbreaker AI path issues
- Initial spawns can overlap on some maps
- In lobby, switching to spectator may change class
- Match end screen "team" tab doesn't get highlighted by default
- Startup crashes in some cases
- FPS lock not working when window is minimized
- AFK when you are in end match screen and there is nothing you can do to end it
- Engine volume differences
- Getting stuck when jumping down at the ladder on Spire
- Last shot of a Heavy Carronade has no firing effect
- Crew form system message typo
- The target dummies do not attack you at the end of the Engineering tutorial
[ 2016-11-03 00:48:10 CET ] [ Original post ]
Guns of Icarus Online
Muse Games
Developer
Muse Games
Publisher
2012-10-29
Release
Game News Posts:
99
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🕹️ Partial Controller Support
Very Positive
(8246 reviews)
The Game includes VR Support
Public Linux Depots:
- guns-linux new [0 B]
- GoI:O Workshop Tool: Linux [0 B]
- Guns of Icarus Online Co-Op Linux [0 B]
Guns of Icarus Alliance Pre-order
Get early access to Guns of Icarus Alliance DLC before official release! To help us test and follow the development, please email us at feedback@musegames.com with your steam receipt. Help us make Alliance the best it can be!Guns of Icarus Alliance is the PvE Expansion DLC and is now available for Pre-order. From a single pilot to as many as 16 players can unite in their battle for the wasteland, completing objectives in all new PvE/Co-op game modes like capturing cargo or destroying drilling platforms. You just need to grab your friends and go. Choose a faction and unlock their special costumes, weapons, and airships as each victory brings your faction one step closer to their ultimate goal of reshaping the world.
Guns of Icarus Online
Hop aboard a steampunk airship with friends and play as Gunner, Engineer, or Pilot. Gun down dirigibles, repair your way out of danger, pilot the ship into combat. Are you a decisive Captain or dutiful Crew? Teamwork is required to survive the skies of the premier airship combat game: GUNS OF ICARUS ONLINE!Raising the stakes on team-based PvP combat with an emphasis on strategic competition and truly cooperative play, Guns of Icarus Online is the best airship-to-airship combat game that’s all about teamwork, tactics, and fast-paced action. With a good ship and the right crew, you can conquer the skies!
Key Features
- Richly crafted steampunk/dieselpunk-inspired world
- Genre-busting gameplay with strategy, navigation, shooter, and time-management elements
- Pick a role to suit your play style: Pilot, Gunner, or Engineer
- Choose your airship and its weaponry to execute the perfect strategy as a Captain
- Form a group with up to 3 other friends and crew a ship together
- Integrated voice chat keeps you in constant contact with your teammates
- Diverse ship classes and tons of weapons to choose from with realistic flight and projectile physics
- Massive air battles with up to 32 players in a match
- Multiple game modes including Deathmatch, VIP, King of the Hill, and Crazy King
- Rise in the ranks! Earn titles and cosmetic items as you progress
- Achievement system fully integrated with Steam achievements
- Balanced, competitive matches reward strategic, skillful play, not level grinding
- Show off your style with a wide range of cosmetic options in the in-game store with an amazing dye system
- Support Workshop for hats, goggles, and ship decals
- 1st person and 3rd person camera modes
- Custom games with spectator mode for streaming and tournament play
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