Dev Log #21 – Build 0.32.0 Highlights, Patch Notes, and More!

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Welcome to Dev Log #21, Proxies!

As usual, we have a TON of fresh changes to discuss and plenty of animated GIFs showing them off. The 0.32.0 update is LIVE as soon as you see this blog.

Build Highlights

New Skins, Jet Trails, Voice Packs, and Sprays!

We’ve spent a lot of time adding a ton of new cosmetics, including new weapon and armor skins. In addition, we have now introduced jet trails, voice packs, and sprays! Check out the details below.

Sprays are used by pressing Q as default. We have a lot of fun ones and some things like flags so you can represent your country with style! Equip both Sprays and Voice Packs in the “Voice & Spray” section of the Customize menu.

In general we want you to find all of the great skins we have through the chests and sales in the Store, but for now here’s a peek of a brand new Legendary skin coming soon that is using the Orange Pixel Jet Trail!

Loot Chests and Item Rarity

Basic and Gold Chests are now unlockable by progressing through the leveling system, participating in promotions, and events or other activities in the game. Each chest will award multiple cosmetics of varying rarities depending on their type.

  • Basic Chest: 2 cosmetic unlocks with a chance to get Common, Uncommon, Rare, and Legendary rarity items
  • Gold Chest: 3 cosmetic unlocks with a 100% chance to get at least a Rare item and a much higher chance to get a Legendary item

Here’s how the rarity system breaks down:

  • Common: Cool cosmetics including sprays and weapon skins that you are most likely to get when opening Loot Chests
  • Uncommon: Even cooler sprays, weapon, and armor skins but they’re a bit more rare than Common cosmetics
  • Rare: Voice packs, jet trails, and higher quality weapon skins and armor skins
  • Legendary: Complete reworks of weapons and armors (will eventually contain some very impressive jet trails and voice packs)

The Item Store and Inventory on Steam

Now live this build is the Midair Item Store on Steam! We’ll be rotating skins in and out of the store so keep your eye on it to grab that skin you’ve always wanted or to see the latest content as we add it to the game. The item images themselves should be updated before release, but the best place to check out the appearance of your cosmetics is always in-game.

Anything you purchase, unlock, or earn will now be visible in your Steam Inventory page. This means you can take your progress with you wherever you log in to play Midair or check out new cosmetics you’ve earned or purchased. If you ever feel the need to buy cosmetics you see in your Loadout Screen, it’s easy to go straight to that page in the store. Note: Some of the item icons are currently in flux but will all be in on release. If you see any missing or wrong icons, please report them to us!

XP, Level, and Skill Point Overhaul

In preparation for release, we overhauled the XP, leveling, and skill point systems to be closer to the final version. Here are some of the major elements that have changed:

XP and Levels

We mentioned for a while that the level cap would be increasing beyond the first 50 levels we introduced originally. In 0.32.0 the level cap is now 200 (up from 50) with the gameplay-related unlocks maxing out at level 60. We’ve also changed the rate levels are earned by adjusting the XP needed. The result is that you will gain levels a bit faster, there are just more of them with more levels of rewards. Players are also now required to complete the two Tutorial missions before playing in a server. In addition, the Grenade Launcher and the Kinetic Pack with Boost are now the first two unlocks that are available to help players learn how to use the system and understand the importance of Packs.

Manaborn Game Pass (Formerly “Progression Pass”)

The Progression Pass is now called the Manaborn Game Pass! We’ve also changed how its function works to accommodate the new progression system and improve the user experience for purchasers of the pass. A button now exists at the top of your Unlocks screen that allows you to either Buy or Use the Game Pass depending on if you own it or not. When you use the pass, it will unlock all gameplay unlocks (this currently takes up to several seconds to visually show the change). You can now only use this ONE time and activating it will be permanent. You can also only use this while NOT in a server or the tutorials.

In addition, the Game Pass is now detached from the leveling system. This means if you use the Game Pass at level 1, you will stay at level 1 but will have all of the gameplay unlocks available. The reason for this change is to let players unlock all of the chests at the early levels along with everyone else. Previously this would start players at level 50 where it took longer to progress through each level. In the future we’ll have an indicator that shows when players in your game have used the progression pass so you can identify players will all of the unlocks.

Skill Points and Gameplay Unlocks

Gameplay unlocks now require different amounts of skill points to unlock depending on their type to better indicate their value to players and give more options when unlocking:

  • 3 Points: Weapons, Armors, Packs, and Vehicles
  • 2 Points: Throwable Items, Primary Augments, and most Deployables
  • 1 Point: Secondary Augments, and more niche Deployables

The Skills tree received a small visual pass and a quick re-arrangement for Engineer as well (read on for more details about Engineer changes).

Level Rewards

We’ve modified how skills work, so each level will grant between 0 and 2 skill points (mostly 1 and 2) to accommodate these changes. In addition, we’ve added Loot Chests that will be awarded every other level starting at level 4 (the first level after the tutorial). If a level awards you 0 skill points, this for sure means you’re getting a rare Gold Chest that level.

Scoring Overhaul

We’ve taken a pass at our scoring system to better reward players for their contributions in each gametype. The scoring changes are numerous and include a new HUD UI element (toggleable in the new settings menu Game tab) that informs you every time you do something of value.

Here are some of the highlights from the scoring changes, all of which are subject to change after we see how it feels (this is a long list):

  • Score values have been increased quite a bit – before we were using single or double-digit values for scoring but we’ve added a couple digits to give us more fine-grained control over scoring
  • Flag Captures are now 1500
  • NEW: Flag Grabs are now 25
  • Flag Returns are now 100
  • Player Damage that leads to a kill is between 10 and 90 points
  • Last Hits on a kill are worth 10 (stacks with player damage points)
  • Assists on a kill are worth (stacks with player damage points)
  • Damaging the Flag Carrier when it leads to a kill is between 20 and 130 points
  • The killing blow on a Flag Carrier is 20 (stacks with player damage points)
  • An assist in killing the Flag Carrier is worth 10 (stacks with player damage points)
  • Destroying an Inventory Station is worth 75
  • Destroying a Base Sensor or Base Turret is worth 150
  • Destroying a Generator is worth 250
  • Destroying Deployable Inventory, Sensor, or Turret is worth 50
  • Damaging a vehicle that leads to a kill is worth between 10 and 90 points
  • Last Hits on a Vehicle are worth 10 (stacks with vehicle damage points)
  • Assists on a Vehicle are worth 5 (stacks with vehicle damage points)
  • Vehicle passengers killed because of your last hit are worth 50 each (stacks with Vehicle Last Hits/Assists and Vehicle Damage, but extra Player damage is NOT applied)
  • Vehicle passengers killed because of your assist are worth 20 each (stacks with Vehicle Last Hits/Assists and Vehicle Damage, but extra Player damage is NOT applied)
  • If you are piloting a vehicle and one of your gunners gets a kill, you will get 75 points
  • Enemies killed within a period of time after being sensed by you or your deployable sensors (aka “Sense Assists”) are worth 10
  • When teammates use deployable inventories you’ve deployed, you earn 20 points
  • Repairing assets is worth 10 per second
  • Damaging Teammates is worth -5 points every 25 HP
  • Teamkills are worth -20 (stacks with Team damage)

With all of these changes we’re hoping that more of the roles that are important in the game will get more time to shine and be rewarded for their efforts in roles outside of flag play and killing.

Engineer Rework

The Engineer has been reworked to add more variety to the role so players can choose more about the style of Engineer they want to play. We’ve added several augments as part of this rework, so let’s get into it.

General

The Engineer pack now has one fewer charge than before for each armor. This means the Light Armor now has 1 charge (was 2), Medium Armor has 2 charges (was 3), and the Heavy Armor now has 3 charges (was 4). This change was made to better balance the augments we’re introducing this patch and provide more decision-making to Engineers as they determine how to adjust their play styles and strategies.

Charge Regen (Primary – Passive)

The Charge Regen primary augment is largely staying the same, although you’ll see it’s less useful in all situations now as we get into more of the available augments.

+1 Charge (Primary – Passive)

Engineers can choose to have one extra charge to deploy more or additional types of deployables. If you want to deploy turrets in Light Armor or an inventory station in Medium Armor, you’ll need this augment. This augment is primary, so it’s competing with the Charge Regen. Do you choose versatility or in-field sustainability?

Charge Pickup (Secondary – Passive)

The first of the two secondary augments is Charge Pickup. Using this augment will give two Engineer charges every time the user picks up an ammo nugget from the ground.

Engineer Tool (Secondary – Passive/Active)

In this build we’re also introducing the Engineer Tool which is an Engineer-equippable Repair Tool. Currently this is an exact copy of the existing Repair Tool in the Repair Pack but it will soon be differentiated. Press your Pack button once to see your Engineer’s deployer menu, then press it again to pull out the Engineer Tool (or press the Engineer tool button in the menu).

Updated Visuals: Tank Projectile, Vehicle Pad, and Rabbit Flag Stand

We think these visual upgrades are pretty cool so here are a few screenshots of the new artwork!

New Tank Projectile Effects

New Vehicle Pad

New Rabbit Flag Stand

Go take a look in-game and let us know what you think!

New Loading Screen Functionality

As a quick note, we’ve added a new loading screen that you’ll need to click on to move through to the map. If you stay on that screen for too long the server will stop you from joining and require you connect again.

0.32.0 Patch Notes

Here are the full patch notes for Build 0.32.0, available NOW.

General

  • Scoring Overhaul (See Build Highlights)
  • Progression System Overhaul
    • Gameplay levels have been expanded to a maximum of 200 (up from ~42)
    • Experience requirements per level have been adjusted across the board
    • Unlocks now require different amounts of skill points to better convey their value and allow us more fine-grained control over progression (Armors, Weapons, Packs, Vehicles are 3; Items, Primary Augments are 2; Secondary Augments, Weapon Slots are 1)
    • Levels now reward variable numbers of skill points
    • The first two levels and first set of skill points earned now must be spent in a specific order (Grenade Launcher then Kinetic Pack) to help convey important gameplay info like Packs
    • The Kinetic Pack bonus unlock has been changed from Energy Regen to Boost since Boost is a more easily conveyed concept to new players
    • Players now earn XP after 5 minutes of gameplay instead of 10
  • Unlocks System Overhaul
    • Progression is now connected to Steam Inventory
    • Progression pass available for players who have bought the game before release – players can choose to use this or not, but using it is permanent
    • Players are now required to complete the Movement and Shooting tutorials in order to achieve Level 3
    • Servers tab is now locked for players below Level 3
    • Vehicle unlock nodes are now diamonds
    • Increased the size of the Pack unlock nodes to better indicate their importance and hierarchy
    • Changed the Weapon Slot unlock nodes to have the same shape as the Armor unlocks (a shield shape)
    • When jumping to the Unlocks screen after pressing the lock icon or “Unlock” button in the Loadouts screen, a button will show letting you quickly jump back to your loadout
    • Give All, Give 500, and Give Level buttons removed
    • General visual changes to the Unlocks screen
  • Made the spam filter more aggressive
  • Kill Star Rating system tweaked
    • Ring Launcher kills should now give more stars than before
    • Chaingun now awards up to 2 stars based on distance
  • The appearance tab now has two sections: Skin and Jet FX
  • Added loading screen that requires player input to continue into the map
    • Little moving proxies in the bottom right indicate loading
  • Added Loot button to main menu where players can open chests
  • Added chests that can contain skins for weapons, skins for armors, sprays, jet trails, and voice packs
    • Currently obtained through levels only
    • Two chest types: Basic and Gold
  • Added lots of new weapon and armor skins across all rarities – go unlock chests and keep an eye on the store!
  • Renamed White and Midnight skins to Alabaster and Obsidian
  • Each cosmetic section now has its own scrollbar instead of one huge one
  • Added Steam Store Functionality and added a Store button to the main menu
  • Adjusted jet trail positioning for all armor types
  • Updated tool tips for vehicles in the progression menu
  • Updated the intro message players receive when starting the game and arriving at the menus
  • Player IFFs no longer get cut off when on the top edge of the screen
  • Scoreboard now shows map name and server information in the top left of the screen
  • Added TDM to leaderboard
  • Added TDM to match history
  • Added Sprays, now equippable from the “Voice & Spray” menu under “Customize”
  • Added a “Game” settings tab where we’ll be putting game settings like disabling the score text or changing how your spectator cam behaves
  • Made the Unlock button in the progression tree a darker shade of grey to make it easier to read

Gameplay, Weapons, and Items

  • Engineer Pack Rework
    • Adjusted default maximum charge for each armor: Light=1; Medium=2; Heavy=3
    • Added Primary Augments: Charge Regen and +1 Charge
      • Charge Regen allows players to regenerate their charges
      • +1 Charge adds an engineer charge to the maximum for your selected armor
    • Added Secondary Augments: Charge Pickup and Engineer Tool
      • Charge Pickup replenishes 2 charges when a player picks up an ammo capsule from a dead player
      • Engineer Tool allows the player to have a repair tool in their loadout for repairing friendly assets
  • Bomber Changes
    • Main cannon projectile speed increased 10% from 4000 to 4400
    • Minimum damage increased 100% from 25 to 50
    • Added bloom of 1.0 on the tail gun
    • Tail gun fire rate increased 20% from 0.15 to 0.12
  • Increased Boost cooldown from 1s to 6s to make it a little less useful in all situations
  • Increased lifetime of ammo capsules on the ground ~17% from 30s to 35s to make them more useful for Engineer Charge Pickup
  • Removed Invisibility augment from Medium armor
  • Blaster changes
    • Improved the feel of single-shot fire
    • Single-shot damage reduced 14% from 35 to 30 (charged burst remains the same)
    • Single-shot bolt projectile size increased from 0 to 2.0 meaning it now has a cross-section that can hit targets, making it easier to hit players
    • Charged-shot bolt projectile size increased from 0 to 3.0 making it 50% bigger than the single-shot projectile
    • Charged Blaster bolt damage increased 5.5% from 18 to 19 (max damage of 190 instead of 180)
    • Charged Blaster bolt radius increased 66% from 3 to 5 to make each shot more likely to hit its target
    • Charge time per shot decreased 25% from 0.2 per shot to 0.15 per shot
    • Decreased fire interval 20% from 0.15 to 0.12
  • Railgun balance changes
    • Railgun initial projectile speed reduced 25% from 2000m/s to 1500m/s
    • Weaponry augment energy reduction bonus reduced 40% from 25% to 15%
  • Adjusted Mortar Projectile effects to be more consistent in its visuals when hitting targets
  • Adjusted Grenade Launcher explosion effects to appear closer to gameplay reality
  • Adjusted Ring Launcher explosion effects to appear closer to gameplay reality

Audio

  • Added new sounds to the Repair Gun for “turn on” and “turn off”
  • Added new sound for picking up the Repair Gun from walls
  • Added voice packs (unlock these through chests or purchase in the store!)
  • Added sounds to the Motion Sensor: deploy, activity detected, and idle
  • Cleaned up reload sounds for the Chaingun
  • Adjusted sounds for the Concussion Grenade
  • Added sounds to most UI buttons
  • Added new ambient music to the main menu
  • Updated sounds for the logo intro when starting the game
  • Removed an unintentional sound that was playing at the end of the intro movie

Bug Fixes

  • Fixed a bug that was causing the death camera to affect players’ spawn orientation
  • Fixed a bug that was causing servers to default to the first map in the voting list instead of choosing a random map if no one voted
  • Fixed a bug that was causing an empty hand to stick out in front of a player if the first slot in their loadout was empty
  • Fixed a bug that was causing the Warden animations to not play on other players’ screens
  • Fixed a bug that was causing the Repair Gun to damage unoccupied vehicles
  • Fixed a bug that was causing the weapon switch sound to play twice over itself
  • Fixed a bug that was allowing players to select boost or blink augments in their loadouts for LCTF
  • Fixed a bug that caused the warden audio to cut out when targeting a player
  • Fixed a bug that allowed deployable inventories to become invincible in TDM
  • Fixed a bug causing end match voting to show the wrong text in the title
  • Fixed the Light Armor “Midnight” skin having white arms in first person
  • Fixed a bug that was causing players to be randomized onto teams in Rabbit
  • Possibly fixed an issue that was causing servers to hang, leaving players stuck at the loading screen – please report this if you see it!
  • Fixed the “Official Server” star designation in the server browser so it should no longer be inconsistent

Maps

  • Fixed an invisible bump in the HowlingSpires vehicle hangar
  • Updated the splash screens for Elite, Iratus, and DesertedSands
  • Fixed a floating spawn point on Kryosis
  • CTF-Reservoir
    • Fixed 2 small terrain holes near flagstands
    • Fixed an invisible collision bump on the Blue side flagstand
  • Brightened the lighting on AR-ReactorCore
  • Removed collision on the Orbital beams
  • Updated the visuals of the Rabbit platform
  • Updated the visuals for the vehicle pad
  • Fixed 3 bad spawn points on Crashsite that were rendering players unable to spawn

Tutorials

  • Added ammo pickups to the Shooting tutorial
  • Fixed a bug where the door on the shooting tutorial was opening when the first section was left incomplete

To Our Testers…

We wanted to throw out a sincere THANK YOU to our Private Testers for their help over the last few months. They’ve been showing up after work or school and helping us rigorously test our game. Sometimes things slip through the cracks but they help catch 99% of the issues that crop up during development and we couldn’t be more thankful that we have them helping out during the production of Midair. This last build in particular was a huge rework of a lot of systems to get the Steam Inventory Service and a lot more in the game, and they helped troubleshoot and catch a ton of issues. Some testers put in dozens of hours per week to make sure everything works great. If you see a tester, thank them for helping out!

If you’re interested in helping out as a Private Tester, please reach out to Sin or Jon Osc on Discord!

Midair Free-to-Play Release Date: May 3rd

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Greetings Proxies!

Today we are happy to announce the official Midair Free-to-Play release date:

Thursday, May 3rd

Midair has come a long way from its Kickstarter campaign, and in two weeks we’ll be releasing it to the world as a free-to-play title! We’re hard at work adding as many features, quality of life improvements, and bug fixes as we can to get the game to its v1.0 state. You’ll likely see a couple builds between now and then with the first including many of the major features we need for release, and a second focusing primarily on bug fixing.

We need your help!

This is a big moment for Midair and you all as well. You’re here now because you’ve supported us in the ways that you can and it’s been a big help. This is the time where we need a big push from all of you to get as many players as you can in and playing for release. We’ll be pushing hard as well to get the word out and we’re also working on ways to reward you for your help, so keep an eye on the blog for more details.

Upcoming Build Teaser

It’s been a while since our last dev log, so before we sign off, here’s a quick teaser of something neat coming in the next build: Jet Trails!

There are plenty more updates to show, but we’ll leave that information for the coming dev log!