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Movement, Mass, and Mice... in 3211!

Posted by dunkelza , 07 April 2017 · 1,818 views

Movement, Mass, and Mice... in 3211!

Hey Undergrounders & Alpha Backers!
We have a very, very important set of changes for you to test!
We are experimenting with new movement numbers to add a feeling of weight and smoother turning for mouse users.

 

In addition this should help with dogfighting, especially 1v1.

 
Please test this as soon as you can and tell us what you find in this Feedback Thread.
Thank you!
-The Team

 

Build 3211 is a hotfix for 3207 that made some fixes.
Build 3207 is a hotfix for 3198 that adjusted the movement again and made other changes.
Build 3198 is a hotfix for 3196 that adjusted the movement numbers back toward the original values.

 

Things to Test:

  • MOVEMENT -
    • Rotational acceleration has been increased.
    • Translational acceleration has been decreased.
    • If you play with a mouse, we recommend making sure Mouse Inertia is enabled (Settings [Gear] > Controls > Advanced Options).
  • SURVIVAL -
    • We have removed the flypaper from some of the mining rocks that was causing some bots to get stuck.
    • Bots now all self-destruct at the end of a stage.
  • TRAINING -
    • Improvements to flow.
    • Fixes to certain objectives that could be prematurely completed and block further progress.
  • MULTIPLAYER MENU should now notice if there is no match of the selected type.
  • DOOR FRAMES - Square frames should now have collision again.




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Tougher Survival, Better Training, Pretties, and MORE in 3178!

Posted by dunkelza , 27 March 2017 · 1,480 views

Tougher Survival, Better Training, Pretties, and MORE in 3178!

Hey Undergrounders & Alpha Backers!
We have a brand new test for you!
We've reworked our training mission, added new difficulty to Survival mode, tweaked some stats, made some menus prettier, and generally done awesome stuff we need you to try out!
Note: 3178 is a hotfix for 3175.

 

 
Please test this as soon as you can and tell us what you find in this Feedback Thread.
Thank you!
-The Team

 

Things to Test:

  • SURVIVAL -
    • Added more, tougher spawn waves for additional stages past 20.
    • Added a special version of the AI.
    • Gave Incendius his homing missiles back.
  • TRAINING - Substantially reworked. Our original narrator has been fed to a møøse. Mynd you, møøse bites Kan be pretti nasti...
  • We apologise for the fault in the patch notes. Those responsible have been sacked.
  • MENUS -
    • Added a multiplayer mode splash screen before the Match Browser. Dive directly into whichever game mode your heart desires.
    • Server browser interface has been updated to be a bit cleaner. Only functionality change is that the quick match button has been moved to the new MP menu.
    • Added color images for the game modes to replace the old white outlines.
  • WEAPONS -
    • Plasma balls are now more plasmier.
    • Låser bølts are now møøch fäster.
    • We apologise again for the fault in the patch notes. Those responsible for sacking the people who have just been sacked have been sacked.
    • Laser bolts are now slower.
  • GAME MANUAL - Our game manual threads have been redone. Please give them a look in case we pulled a Drunkelza.
  • CHA-CHING! - Kills are now more prominently displayed to the player who scored the kill.
  • INTRO VIDEO - Bohemian Rhapsody has disappeared.
  • MEET THE SHIPS - The first three videos in the "Meet the Ships" series have been added. You can find the Meet the Ships menu with videos for the Wasp, Panzer, and Shaman in the Drone Bay.
  • Respawn menu should no longer appear for players who died just before the end of a match.
  • Survival matches should now terminate correctly once the last living player leaves.
  • Fixed some compression artifacting on region icons
  • Energy recharge zones in Micro Tycho should no longer block shots
  • NEW - We fixed a couple typos in the new Survival stages. Thanks for the help, folks!
  • NEW - Added an extra step to hopefully prevent people from getting stuck on a black screen after the Meet The Ships videos.




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This Coming Darkness, Ship Stat Changes, and MORE in 3021!

Posted by dunkelza , 20 January 2017 · 1,087 views

This Coming Darkness, Ship Stat Changes, and MORE in 3021!

Howdy, Undergrounders & Alpha Backers!
We have a very important test for you!
This build is our trial of unbaked dynamic lighting as a possible performance improvement (and download size shrinker!). We need you to compare your frame rates and play experience in both versions of Valor as soon as you can!
We've also got some changes to ship stats, two different difficulty settings for Vs. AI, and more!

 
Please try this stuff out as soon as possible and give us your thoughts in this Feedback Thread.
Thank you! Thank you! Thank you!
-The Team

 

Things to Test:

  • VALOR_DYNAMIC - This is a test version of Drakona's Valor map that uses dynamic lighting instead of baked lighting. Please try both versions of Valor and compare your framerate and performance. This version supports Anarchy, Team Anarchy, and Conquest. This version does not support Vs. AI. Attempting to play Vs AI in Valor_Dynamic will result in the match immediately ending.
  • QUAD LASERS - These are now spread out to different hardpoints on the ships.
  • SHIP STATS - Changes were made to these ships:
    • MINING - The lower-end mining ships should see more ore when mining, as will the Auger.
    • AUGER - Got a small armor boost at the cost of hauling capacity
    • GOLIATH - Got much sturdier
    • PANZER - Exchanged some cargo capacity for more room for Vulcan ammo
    • PREDATOR - Can now pitch faster, bringing its rotation in all directions more in line
    • SHAMAN - Mines more efficiently (in addition to better ore production)
    • WARLOCK - Now runs faster in a straight line due to losing weight in the cargo department
    • WASP - Also swapped out some hauling for armor
  • VS AI DIFFICULTY - We now have TWO difficulty settings for Vs. AI. It is currently only enabled in single-player mode.
    • TRAINEE
    • HOTSHOT
    • Most Incendii have been removed from the spawn tables, as they were in there before they gained their full boss status.
    • Test Flight will always show up as Trainee.
    • Survival will always show up as Hotshot.
  • MINING MASER - Damage done by the mining laser is once more attributed to the owning player.
  • WARLOCK - Potential fix for the jitter thing. Please test this.




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Grandfather Frost, Plasma Mountains, and MORE in 3010

Posted by dunkelza , 13 January 2017 · 500 views

Grandfather Frost, Plasma Mountains, and MORE in 3010

Happy New Year, Undergrounders & Alpha Backers!
We've got a release candidate build for you with some great new stuff!
Thank you so much for your help with the last build, and this one has some very important changes, a cool (get it?) map by Goznik, and a bunch of other changes we need your help to test!

 

 
Please try this stuff out as soon as possible and give us your thoughts in this Feedback Thread.
Thank you! Thank you! Thank you!
-The Team

 

Ch-ch-changes:

  • DEAD MOROZ - Goznik's map has been given the beautification treatment using Kaji's gorgeous new modular space station pieces. Please be on the lookout for any problem spawns, weird collisions, or holes in the geometry.
    • Dead Moroz is also using a different lighting methodology, so we'd like to hear about framerates and performance, too.
  • PLASMA - Apparently, the plasma shots had way too much fruitcake and egg nog over the holidays! While they are back to being green, they're a little sensitive about being called "blobs" right now. Are they big and beautiful, or do they need to go on a diet? They also now cast light onto nearby walls.
  • AFTERBURNER - New fuel management technology now allows your ship's main engines to fire for as little as one-half second, a 50% improvement in control! However, acceleration is no longer as punchy as it was. In addition, fuel consumption per second has increased such that each discrete boost still consumes one fuel unit. (Thanks Slysolid)
  • PROXIMITY MINES - Also binged on holiday food and got larger. Their trigger zone is the same size, just the visual changed.
  • SHIP SKINS - We removed the emissiveness (glow) of the base ship materials. This should make the "tron lines" pop a lot more, especially in the dark, and we think that'll look cool. We want to make sure that ships are still easy to pick out against the environment, but should also provide some opportunities to hide in darker areas.
  • RECHARGE ZONES
    • A defunct mesh was present on some recharge zones and it could block shots. This has been removed.
    • An audio cue has been added to indicate charging in progress. This is a low humming sound.
    • Certain recharge zones in some whitebox maps should no longer be granting health or missiles.
  • TURRETS - They used to have anger management issues regarding freshly-spawned ships. Allies can no longer be targeted when spawning inside turret line-of-sight. (thanks Inspades)
  • VS AI - We're experimenting with bringing the difficulty down on Vs AI to be less imposing for new players. Play on Valor to see this easier mode. We do plan on bringing back the current version of Vs AI soon as a difficulty option. (Thanks defcon_x)
  • LASERS - Laser bolts are now a mesh particle instead of a sprite (thanks Inspades). They are also larger. (Thanks Rangers!)
  • HOLIDAY 2016 - All of the holiday stuff should now be removed.
  • MAC & VIDEO - An issue that was causing video failures on the Mac should now be fixed, so the game is once more playable on Mac.
  • SCOREBOARD
    • Departed players should no longer mess up the end-of-match score rankings. They can also no longer be reported as the winner.
    • When returning to the drone bay after a match, there is now a status window reporting that your client is waiting for the scoreboard. The standard drone bay UI is no longer accessible while this process occurs.
  • ENERGY TRANSFERER - No longer ignores line-of-sight.
  • FUSION - Fusion bolts now cast light onto nearby walls.
  • WELCOME MESSAGES - They have returned from the purgatory of not being implemented in the new HUD!
Fixes in 3010:
  • DEAD MOROZ - We closed the secret escapes to outer space in the map.
  • BAMM - Ships can no longer get under certain floor panels in the upper section. (thanks, Phyrex!)
  • PROJECTILE REPLICATION - Projectiles were previously only being replicated to players within a certain (but not small) distance, which would result in projectiles appearing out of thin air when two ships fire at each other from across, say, the main room in Colosseum. This is no longer the case. Projectiles will now always be replicated to the client. This change only affects network play. (thanks, Phyrex!)
  • TRAINING MISSION - We've gotten a lot of great feedback on our first draft of the training mission. Because of this, we don't see it as fit for purpose for the time being, so it has been disabled until we give it another pass. (Wingman can not apologize enough for his crappy voice acting).




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Spy Games, Fat Miners, and Moving Pictures in 2937!

Posted by dunkelza , 20 December 2016 · 1,487 views

Spy Games, Fat Miners, and Moving Pictures in 2937!

Hi, Undergrounders!
We've got a release candidate build for you with some great new stuff!
We really appreciate your help testing last week's build! We're still hammering away, making the game better!
Build 2937 is a hotfix for 2928.

 

 
Please try this stuff out as soon as possible and give us your thoughts in this Feedback Thread.
Thank you! Thank you! Thank you!
-The Team

 

New Changes (For both 2928 and 2937):

  • ENERGY TRANSFERER - The Warlock can now siphon energy from enemy ships and transfer energy to friendly ships by stealing their disposable capacitors.
  • SENTINEL ORB - The Predator can drop this gadget to provide radar coverage of an area to the whole team. You can only have two active at one time.
  • SCRAMBLER - The Shaman and Predator can both drop this gadget to jam radar and disable Sentinel Orbs in an area. You can only have one active at one time, and they last 60 seconds unless destroyed.
  • INTRO VIDEO - We have a NEW video! We hope you enjoy it! Feel the love!
  • BAMM - More ore added, plus even more just for the Corporate War game mode.
  • MINER MAYHEM - The Miner should now have a harder time phasing through walls and escaping the map. Miner pickup radius increased, drag distance decreased, and drop position synced to carrying ship's gadget bone.
  • DEACTIVATOR - After the UCIA cited Aisha for the Warlock's ability to steal Boyd Ulbrick's pet rock, the Warlock's Deactivator tool can no longer steal from other ships. It can still steal deployed gadgets (laser grids, mines, etc., plus the new ones).
  • SHIELD ORBS - All PVP game modes (Anarchy, Corp War, etc.) should now no longer have random shield powerups on all maps. PVE (Vs. AI, Survival) modes should still have them.
  • AFTERBURNER - Now looks cooler when you use it, and the acceleration has been kicked up, getting you to speed much quicker.
  • GAMEPAD - Default mappings for roll and tool/gadget have been swapped.
  • FIELD-OF-VIEW - Better fitting of corners of the HUD.
  • SINGLE PLAYER - End-of-game splash screens have been added for single-player, including Training.
  • NETWORKING - Net performance improved for beam tools.
  • ORE FUSER - Blocks now dissolve like other mining blocks.
  • WARLOCK - No longer starts with a turret, but can steal them and use them.
  • MATCH LOBBY - Issues with player counts should finally be resolved.
  • TRAINING - Final two bots should no longer be lacking the "I" part of "AI". You can also now respawn.
  • GADGETS - Turret, Sentinel, and Scrambler given explosions (less terrible explosion in the former case)
Other Stuff to Test:
  • TRAINING - We've gotten some great feedback on this, do you have any more?
  • VALOR - Different mining blocks and ...?
Known Issues:
  • DEAD MOROZ - This map is still in transition for beautification. You can play around in it, but it is not ready for full testing yet.




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Training? Wut? Yup. (2898)

Posted by dunkelza , 15 December 2016 · 1,143 views

Training? Wut? Yup. (2898)

Howdy, Undergrounders!

 

Thank you so much for your help testing all the builds that went into "Jingle" and its hotfix last week!

 

You are all making a huge contribution and helping us to make the best possible game!

 

 
We hope you'll be able to test this stuff out and let us know your thoughts in this Feedback Thread.

 

Thank you so much for all your hard work!

 

-The Team

 

New Changes:

  • TRAINING - We've made some changes to the Training mission. Is it ready for prime time (new users)?
  • VALOR - Different mining blocks and ...?




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Help us test Release Candidate 2864!

Posted by dunkelza , 07 December 2016 · 795 views

Help us test Release Candidate 2864!

Hey there, Undergrounders!

 

You folks did a great job with our last release candidate and found some important stuff!

 

Thanks to you, we threw a Pixley at it and have a new release candidate for you to try out.

 

 
Please give this a try as soon as possible (we want to go to Production ASAP) and be sure to leave detailed feedback in this Feedback Thread.

 

Thank you so much for all your hard work!

 

-The Team

 

Changes from 2835:

  • HOLIDAY MADNESS - Some of these have been updated. The turkey has been sent back to Thanksgiving.
  • HUD -
    • SHIELDS AND ENERGY - Partial segments that represent overcharge no longer leave gaps at the top of the meters, so an overcharged meter is always full - Thanks, defcon_x!
    • 2D HUD - Removed angularity to remove all the aliasing. Most panels scaled down a bit.
    • No longer erroneously comes up when opening menus while dead
    • Missile Lock warning now longer gets stuck on when dying while locked on to.
    • The radar in the 2D HUD should no longer end up in weird places on some configurations
  • BAMM - Corporate War and Miner Mayhem added, along with mineable rocks
  • COLOSSEUM - Corporate War added, along with mineable rocks
  • VALOR -
    • The tunnel leading to the Mega has been clogged up with mineable scrap bricks
    • All shield orb spawners have been moved to Vs. Bots only. Please let us know how Valor plays without shield spawns compared to before.
  • APOPHIS - has an assortment of rocks for miners to dig into, as well
  • RAMA - mineable scrap bricks added
  • MANUFACTURER - Now complains at you when you don't have enough ore
  • OPTIONS - Fixed bug where Max FPS and Render Scale options wouldn't apply immediately and required a restart
  • SCOREBOARD - Linux users should no longer have to alt-tab to get mouse control in the end-game scoreboard
  • TOOLS AND GADGETS - Tool and Gadget priorities have been adjusted to make more sense. Specifically, the Shaman's Healing Tool and Energy Converter are now adjacent. Also, the turret is auto-selected as your current gadget if you pick one up.
  • LASER GRID - Invisible Laser Grids should really be dead for realsies now.
  • DEACTIVATOR - Deactivator beam now correctly latches onto turrets. Turret now correctly shows up on the Deactivator display.
  • MATCH LENGTH - Maximum times for matches are now configurable! Default is 1 hour.
Other things to test:
  • HOLIDAY MADNESS - A lot of assets in the game have been changed to give a bit of holiday flavor.
  • SHIP SELECTION - Ship selections are now remembered by the game client. The respawn menu now auto-selects your previously-selected ship (so hitting Enter or the A button will spawn you in that ship immediately), and your last ship used will already be selected in the drone bay when returning from a match.
  • HUD -
    • CHAT - Should no longer break when clicking in 3D mode. Will now show up in 2D mode.
    • METERS - Segmented meters should no longer have ghost segments when changing from over 100% to under 100%.
    • MISSILE LOCK - Should no longer haunt you for the rest of your life. Halloween is over.
    • MISSILE COUNT - Fixed a bug where Concussion Missile count was shown for other missiles.
  • DESTRUCTIBLES - Grates and crates will now break consistently. This is at the cost of in-progress fractures.
  • JOYSTICKS
    • BINDING - We believe we've fixed an issue some users were having with joystick bindings.
    • SENSITIVITY - Should now maintain consistent validity.
  • POWER-UPS
    • MATERIALS - The material shaders used on many power-ups have been simplified to help with performance.
    • SOUNDS - The Yellow Key, Red Key, Smart Missile, and Equipment Pack should now have proper pickup sounds.
  • MISSILES
    • HARDPOINTS - Goliath & Wasp had some hardpoints outside the ship collision, meaning that sometimes missiles detonated on launch. These have been moved to help prevent this.
    • LOG - A minor code issue was causing excessive logging when shooting some missiles in network play. This has been rectified.
  • TOOLS - Fixed a bug where cycling through tools in reverse would sometimes skip the Ore Fuser in the rotation.
  • TURRET - Turret now has auto-select priority
  • ROCKS - Mining rocks have been added to Mobius, Charon, and Apophis. More maps with rocks coming soon!
  • BAMM - Performance improvement pass.
  • OPTIONS MENU - Clicking outside the Audio or Graphics windows should no longer break input.
  • MISSION TIMER - Now can display times in excess of an hour.
  • GOLIATH - Now needs to earn its ore the hard way.
  • SUICIDES - Now count as negative kills on your score.
  • CORPORATE WAR - No longer grants team score for kills.
  • SPECTATOR MODE - Possible fix for chase cam cycling.
  • RADAR
    • CAPTURE ZONES - Inactive capture zones should no longer show team affiliation.
    • INCENDIUS is such a badass boss that he gets a giant, always visible diamond on the radar.
    • ICONS - Reduced size to reduce clutter.
Known Issues:
  • Mining rocks look a little same-y at the moment




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We need YOU to test Release Candidate 2835!

Posted by dunkelza , 02 December 2016 · 1,084 views

We need YOU to test Release Candidate 2835!

Good Morning, Undergrounders!

 

We hope you ate well last week because we're rolling out even more cool stuff for Descent: Underground!

 

This build is a release candidate, so we need you to test hard and fast. Plenty of opportunity to burn off those extra calories! We want to get the "Ugly Sweater" Panzer out to Production ASAP, after all. Posted Image

 

 
As always, please be sure to leave detailed feedback in this Feedback Thread.

 

Thank you all for your support and for the many ways that you work with us to make the game better!

 

-The Team

 

Things we need you to test:

  • HOLIDAY MADNESS - A lot of assets in the game have been changed to give a bit of holiday flavor.
  • SHIP SELECTION - Ship selections are now remembered by the game client. The respawn menu now auto-selects your previously-selected ship (so hitting Enter or the A button will spawn you in that ship immediately), and your last ship used will already be selected in the drone bay when returning from a match.
  • HUD -
    • CHAT - Should no longer break when clicking in 3D mode. Will now show up in 2D mode.
    • METERS - Segmented meters should no longer have ghost segments when changing from over 100% to under 100%.
    • MISSILE LOCK - Should no longer haunt you for the rest of your life. Halloween is over.
    • MISSILE COUNT - Fixed a bug where Concussion Missile count was shown for other missiles.
  • DESTRUCTIBLES - Grates and crates will now break consistently. This is at the cost of in-progress fractures.
  • JOYSTICKS
    • BINDING - We believe we've fixed an issue some users were having with joystick bindings.
    • SENSITIVITY - Should now maintain consistent validity.
  • POWER-UPS
    • MATERIALS - The material shaders used on many power-ups have been simplified to help with performance.
    • SOUNDS - The Yellow Key, Red Key, Smart Missile, and Equipment Pack should now have proper pickup sounds.
  • MISSILES
    • HARDPOINTS - Goliath & Wasp had some hardpoints outside the ship collision, meaning that sometimes missiles detonated on launch. These have been moved to help prevent this.
    • LOG - A minor code issue was causing excessive logging when shooting some missiles in network play. This has been rectified.
  • TOOLS - Fixed a bug where cycling through tools in reverse would sometimes skip the Ore Fuser in the rotation.
  • TURRET - Turret now has auto-select priority
  • ROCKS - Mining rocks have been added to Mobius, Charon, and Apophis. More maps with rocks coming soon!
  • BAMM - Performance improvement pass.
  • OPTIONS MENU - Clicking outside the Audio or Graphics windows should no longer break input.
  • MISSION TIMER - Now can display times in excess of an hour.
  • GOLIATH - Now needs to earn its ore the hard way.
  • SUICIDES - Now count as negative kills on your score.
  • CORPORATE WAR - No longer grants team score for kills.
  • SPECTATOR MODE - Possible fix for chase cam cycling.
  • RADAR
    • CAPTURE ZONES - Inactive capture zones should no longer show team affiliation.
    • INCENDIUS is such a badass boss that he gets a giant, always visible diamond on the radar.
    • ICONS - Reduced size to reduce clutter.
Known Issues:
  • MANUFACTURER - No warning comes up if the Manufacturer fails due to insufficient ore. Also, its HUD icon isn't very good.
  • Opening and closing the scoreboard while spectating can re-enable the HUD with your dead ship's values
  • Mining rocks look a little same-y at the moment




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Behold the power of 3D... in 2804!

Posted by dunkelza , 22 November 2016 · 2,579 views

Behold the power of 3D... in 2804!

Howdy, Undergrounders!

 

You folks have been rock stars with the testing! Thank you so much!

 

Now we have some more cool stuff to try out!

 

 
As always, please be sure to leave detailed feedback in this Feedback Thread.

 

Thank you for your support and for all the ways that you help!

 

-The Team

 

New things we need you to test:

  • HUD - The HUD is now fully 3D to better support VR and provide more sense of depth in 2D. This meant making some changes to the way information is displayed.
  • RADAR - Objectives should appear as squares, hostiles as triangles. Turrets do not show on radar.
  • TYCHO - The Micro Tycho and Tycho Mining maps have been unified, ending many years of division between those two great nations. To celebrate, they're holding a Miner Mayhem match.
  • EQUIPMENT PACK - The proliferation we saw in Production should now be a thing of the past.
  • MINING - The old mining rocks have been replaced with a new, heat-based system.
    • All ships are now better at mining than they were, and the gap between the best (Auger) and worst (Typhoon) has narrowed. Most ships (sorry, Auger) will consume less energy while mining, and all will mine faster.
    • The new mining rocks will drop anywhere from 0 to 2 ore apiece. The Auger, Goliath, Warlock, and Wasp will generally have the best ore drops.
  • SURVIVAL - Crates now drop keys far, FAR less frequently. Instead, you'll need to kill Incendius! Replacing many of the key drop are Equipment Packs, which means that Wasps and Warlocks don't have to bring a Goliath along to replace turrets.
  • TURRET - Now does its best to face the same direction as you when it is first dropped.
  • VIRTUAL JOYSTICK - Fixed a logic issue.
  • GRATES - Grates now use the same destruction system as mining rocks.
Known Issues:
  • MANUFACTURER - No warning comes up if the Manufacturer fails due to insufficient ore. Also, its HUD icon isn't very good.
  • Missile lock warning can get stuck on
  • Victory Points in Corporate War may not add up to team score
  • Opening and closing the scoreboard while spectating can re-enable the HUD with your dead ship's values
  • Cycling allies in spectator mode broke again, though opening and closing the scoreboard seems to be able to fix this
  • Rare issue exists where a center-HUD meter may be at its full value, but the segments do not fill the entire meter
  • Mining rocks look a little same-y at the moment
  • Players can occasionally spawn on the wrong side in Tycho.




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More new stuff to test in 2772

Posted by dunkelza , 11 November 2016 · 1,639 views

More new stuff to test in 2772

Rock on, Undergrounders!

 

Thank you for the awesome testing you've done! We hope you've been enjoying the last Production build.

 

But now it's time to roll up the sleeves again- we have a new batch of stuff for you to test!

 

 
Please be sure to leave detailed feedback in this Feedback Thread.

 

New things we need you to test:

  • EQUIPMENT PACK - Using the Manufacturer, Goliaths can now consume ore and energy to build Equipment Pack powerups (This replaces the Concussion Missiles from the previous iteration). At present, this will replace an expended Turret for a Wasp or Warlock. In the future, it will restock certain other special gadgets on other ships. For now, the powerup will appear as a turret with a purple frame, but this will change in the future.
  • CORPORATE WAR - The "Tycho Mining" map is a test bed for this grand game mode. Mine ore, transport it back to your base, and keep the other team from doing the same thing! Tycho Mining, while based on Micro Tycho, features some changes that affect how you can get to certain places.
  • TURRET - Thanks for all the feedback! We've made the following changes to make the Deployable Turret more effective: Increased health; Increased fire rate; Increased number of shots before expiration; Increased turn rate; Can replenish Turrets with the Equipment pack, so you don't have to die to get more
  • INCENDIUS - Incendius now has higher shield and hull strength. In addition, Incendius will now spawn with companion bots when fighting multiple players.
Other things we need you to test:
  • TURRET - The Wasp & Warlock can drop a Turret gadget. It faces in the direction you were looking when you dropped it, with some limitations based on the angle of the surface "below" you that it lands on. You can only have one active turret at a time- if you drop a new one, the old one will self-destruct.
  • MANUFACTURER - The Goliath can now consume ore and energy to build Concussion Missile Equipment Pack powerups with the new tool, the Manufacturer. This is the first test of this tool. In addition, the Auger and Shaman can create Energy or Shield pickups, but you'll need to grab a Goliath's ore drops for them to work or play Corporate War to grab ore for yourself.
  • HALLOWEEN - Pursuant to a C&D filed by Tom Turkey & Co., et al, we're in the process of removing the Halloween themed stuff from the game. The ship skins are as of yet unchanged. However, since ol' Tom is being such a jerk, we aren't putting in any Thanksgiving stuff. Take that you grumpy ol' bird!
  • INCENDIUS
    • Incendii now shoot fireballs (its weapon is called the Incinerator). While these "burn" at a lower temperature than plasma blobs, the increased mass of material means they do about the same damage.
    • Each Incendius will now only spawn once in Survival boss waves, and they will now drop a key. Further balance changes forthcoming regarding its promotion to full boss status.
  • TRAINING MISSION - the Training Mission has been expanded somewhat to include energy recharge zones and other minor principles. Voice-over audio has been added. Some text prompts have been simplified. Text prompts moved to the top of the screen.
  • CHARON - Doors' locked state should now correctly replicate their unlock state.
  • BAMM - Bots in Vs AI should no longer fly and shoot backwards.
  • SETTINGS - Framerate limit, vertical sync, and shadow quality config has been adjusted to be applied more consistently, after an engine change reordered setting application priority.
  • DEACTIVATOR - The Deactivator has been reworked to emulate the Shaman's healing tools' lock-on functionality. It retains its short range and has a smaller functional angle than the Shaman's tools.
Known Issues:
  • MANUFACTURER - No warning comes up if the Manufacturer fails due to insufficient ore. Also, its HUD icon isn't very good.
  • TYCHO MINING - Uses the old, assaultingly bright materials used in older versions of Micro Tycho. This will be fixed before it goes to Production.
  • MINING - Rocks may, very rarely, incompletely break apart and not release ore.








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