The community team is releasing build 1.0.4 with some content and quality of life updates that should improve your experience in Midair. PeTtY, jEstEr and hobb have worked hard to get this patch out, so tell them “Thank you” if you see them in a server!
New Feature: Force to Team/Spectate
To help server admins manage servers for casual and organized play, server admins can now force someone to a team or to spectate. These new options are available to server admins in the player list menu.
Prototype Map Updates
Updated with steeper terrain and replaced flag stand with the one from Brynhildr. Flag to flag distance is 320m.
Replaced flag stand wheel with rock platform and moved them closer together. Flag to flag distance is 275m.
New Community Maps
The volunteer community team is releasing two new maps: Hazardous and HillRange. For more details read on.
Community map with bowl terrain and raised flag stand from Outpost99. Flag to flag distance is 380m. There’s no “walking it in” with this flag stand, you’ll need to work together.
Community map with rolling hills terrain and floating stand. Flag to flag distance is 360m. To the keen eye there are new routes to be found amongst the rolling hills between the floating flag bases.
Added a team-only ‘Sorry’ to voice bind menu. Now you can apologize to those caught in your splash damage.
Dot Reticle larger
Larger version of the dot reticle has been added.
Bracket Reticle added
New bracket reticle has been added. Check out the design below.
1.0.4 Full Patch Notes
Server admins can force a player to switch teams or move to spectator
Team voice bind for ‘Sorry’ added as VVS
Dot reticle larger
Bracket reticle has been added
LCTF-TwilightGrove – Terrain replaced with higher hills, flag stand replaced, and spawn points adjusted
LCTF-Craters – Flag stand replaced and moved forward, spawn points adjusted
Added prototype map LCTF-Hazardous
Added prototype map LCTF-HillRange
Work has begun on reinstating the services API that supports several features in Midair
Dev tags will again be shown for developers who join a server
Stats are now being collected again but are not yet displayed in the client – this will come in a future release
The 220.127.116.1115 patch contains some content and Quality-of-Life updates. Dev Log #25 will explore these features, available for download now. As always, a big thank you to the community members who are actively working on releasing these great features for the community: PeTtY, Hobb, JEstEr, Implosions.
New Feature: Reticle options
Under game settings players will now be able to choose from a range of styles and colors in order to better suit their individual play style.
New Feature: Flag Distance
Ever wonder how far flags were from you? There is now an option to display a flag distance indicator (in meters). By default this setting is off, to enable it look under Game Settings.
New Prototype Maps
Craters is a new community LCTF map borrowing art assets from Howling Spires.
Twilight Grove was previously an unreleased prototype map that has been tweaked for LCTF.
18.104.22.16815 Full Patch Notes
Flag distance indicator is now an available option in Game Settings
Reticle options have been added to the Game Settings
The jump height for Light Armor has been increased by 10% to make it easier for new players
Welcome to Midair message is now hidden after the first view
With the addition of an audio alert and an on-screen message, it’s now very obvious when the overtime tie-breaker round starts.
It’s been a while! There’s a few new developments with Midair (mostly good news!) and a slew of new changes in today’s patch. Let’s jump in.
New Community Development Effort
The kind folks over at Bittah.com have been long-time supporters of Midair. They’ve run tournaments both before and after launch, launched tools for fans, and hosted servers for the AUS region. A couple of months ago they approached us to contribute what they could toward Midair’s development and we’ve figured out a way for them to do that. Today’s patch is a mix of work from the remaining Archetype team and the community at Bittah.com (mostly them) to bring some new features, new content, and bug fixes/quality-of-life changes to Midair. We are super excited to have them working on new stuff for you all and look forward to seeing what they’ll come up with next.
New Feature: Overtime
Server admins will now have the ability to enable overtime. By default this setting will be off. When enabled, if scores are tied at the end of end of normal playing time 5 extra minutes will be added to the timer. First team to cap in overtime will win the game.
New Prototype Maps
MiniTolar is a new community map based on a smaller version of Tolar with a small art pass.
Exposure is a new community map based on a smaller version of Hypothermia with a bit more art and reoriented bases.
Snarx is a new community map with a new flag stand concept.
DayFlare is everything you loved about NightFlare, but in the daytime!
ClusterRail is returning from retirement with some art updated/added.
WombatIsland is a new community map featuring rolling hills and a classic terrain style.
Map Quality-of-Life Updates
This build includes a few handfuls of QOL updates to maps, the UI, and more.
1.0.2 Full Patch Notes
Server admins will now have the ability to enable overtime (Default is OFF) – When enabled, if scores are tied at the end of end of normal playing time 5 extra minutes will be added to the timer and the first team to cap in overtime will win the game
In order to reduce upkeep costs, we’ve prepared the client to disable some Midair service features, affecting Match History and developer in-game tags
Removed Matchmaking UI element since this is no longer on the immediate roadmap
Added prototype map LCTF-Snarx
Added prototype map LCTF-MiniTolar
Added prototype map LCTF-WombatIsland
Added prototype map LCTF-Exposure
Added prototype map LCTF-DayFlare
Re-Added prototype map LCTF-ClusterRail
Some spawn points adjusted to improve movement immediately after spawn
Front right spawn point moved up onto hill
Fixed some spawn points that were facing odd directions
Moved some spawn points to improve movement immediately after spawn
Slightly lowered the rocks in the middle of the map to fix a map hole
Fixed a spawn point that was in the air on both teams
Closed off the CTF base
Added missing windows to the tower at the Blue base
Removed CTF Inventory stations
OOB Grid extended
Spawn points adjusted
Fixed a spawn point that was in the air
Rotated some spawn points to face the action
No longer sunset to improve visibility and encourage playing the map more often
Bases updated to modern art assets with a more open flag stand
Added back into rotation with an art pass
Removed Base for Kryosis LCTF Stand
Lighter version of DayFlare
Fixed terrain hole that allowed players and flags to fall through the map
https://www.playmidair.com/wp-content/uploads/2017/06/MA_logo_800-300x61.png00Midair Adminhttps://www.playmidair.com/wp-content/uploads/2017/06/MA_logo_800-300x61.pngMidair Admin2019-01-10 20:22:412019-01-17 13:23:44Dev Log #24 - New Community Development Effort, 1.0.2 Patch Notes
We’ve been working on a 22.214.171.12441 patch that includes some new content, performance improvements, and fixes that is LIVE as of this post. Let’s take a look at what we’ve delivered this patch and stick around to the end to read up on where Midair development is at now that we’ve been in the market for several weeks.
New Weapon: Sticky Launcher
The Sticky Launcher fires a four-round burst where each projectile can stick to a wall and detonates on its own timer. The player also has an option to hold the trigger down and let go to detonate all projectiles at the same time.
This is very useful for laying traps for enemies or explode bursts in the air to try and chip down pursuing enemies. The sticky projectiles can be destroyed if a certain amount of damage is done to them, giving cappers a chance to clear them if they’re used for stand defense.
The Sticky Launcher is a ton of fun and is now available in CTF, TDM, and Rabbit with a plethora of new skins. Owners of the Manaborn Game Pass will have the Sticky unlocked by default.
Brynhildr Visual Overhaul
Bryhildr is one of our most popular prototype maps and has been visually reworked and added to the official map rotation for CTF, LCTF, and Rabbit. We’ll let the visuals speak for themselves.
We’ve managed to improve FPS performance in larger player count scenarios. The performance changes and fixes seem to improve FPS by roughly 10-20% in early testing. More details on these improvements in the full patch notes below.
Movement Tutorial Interior Overhaul
We’ve updated the visuals and some gameplay elements in the movement tutorial interiors to better reflect our art style and make it easier for new players to navigate more difficult obstacles. Check out some examples of the changes below.
126.96.36.19941 Full Patch Notes
Increased size of text in a few areas and size of selection info widget
Increased size of profile widget at bottom right
Upped the distance for dynamic shadows to make it easier to gauge player distance from the terrain
Made the characters and weapons bigger in the Loadout Screen they more easily viewable
Changes to vote kick – no longer support vote ban, kick is a shorter temporary ban
Added server config options for the minimum players required to start a vote kick and the amount of time that a player will be kicked for
Added Sticky Launcher
Fires 4 consecutive shots as soon as player fires
Projectiles stick to whatever they hit including players and vehicles
Trigger can be held down to engage an 8 second timer, then release within that window to explode the projectiles (will auto-explode at end of timer)
When fired, projectiles have a 0.5s arming timer before they can be detonated
Projectiles are destructible and have 220 health
Each sticky projectile deals 100 damage that can stack with others, but there is a sharp explosion radius fall-off relative to the Ring Launcher or Grenade Launcher
Fixed a bug that was causing chaingun bullets to linger in the air if they did not hit the ground
Reduced UMG visibility binding costs by first checking for visibility in functions that are most expensive
Character animation calculations simplified when character isn’t rendered
Main menu widget bindings are no longer evaluated when not shown
Character IK should no longer run when they’re seated in a vehicle
Stopped character mesh from updating its transform multiple times in a single tick
Unrendered characters’ bones aren’t updated
At low effects detail level, certain emitters are disabled making the explosion a less complex effect
Fixed loadout list incorrectly warning users that items in the loadout were locked
Fixed floating spawns on CTF-Outpost99
Adjusted the Kryosis front left spawn
Attempted to fix a hang on load issue
Fixed issue where mapvote was skipped if match ended via RconEndMatch without override map set
Fixed a bug that was causing the console to stay closed during pauses
Fixed problems with map voting relating to false UI information
Brynhildr art overhaul
Changed the material for the Desert terrain to add some visual differentiation
Updated terrain on HowlingSpires
Full overhaul of Movement tutorial interiors
Outpost99 – removed the old Prototype Map tag from loading screen
Brynhildr – Updated loading screen
Movement Tutorial – Updated loading screen
Added a red OOB grid to Orbital to better communicate map boundaries
Added TDM-Reservoir and LCTF-Reservoir
A Note on Midair’s Future
Hey everyone – Chris here.
When we set out to build Midair we had a vision for the future of the jetpack shooter/FPS-Z genre. We partnered with you, the community to do our best to make that a reality. We committed to delivering a product that we could be proud of that pushed the genre forward while introducing freedom of movement to another generation of gamers. Using mostly volunteer resources and a extremely small budget relative to other FPS titles we released Midair into a heavily competitive FPS market with heavy hitters like Overwatch, Fortnite, and PUBG. We also had some release-day/week issues we didn’t catch in testing that took the wind out of our launch sails. But even when those issues were resolved, there were lingering fundamental issues that made it difficult for new players and other key market segments to get into and adapt to Midair’s gameplay. On paper Midair shouldn’t have gone as far as it did, but through the determination of the team and the support of you, the community, we’ve managed to release something that we’re proud of that is a lot of fun.
After a month of being in the market Midair has seen a pretty steep decline in concurrent player counts. There’s no denying that this is not what we or you were hoping for. The unfortunate reality is that the current player counts are not enough to sustain full time development on Midair with paid employees or contractors. We’ve already begun slimming down our team and spend on Midair development, and we are still figuring out a path forward on further production. What we do know is that scope and speed of development are going to be significantly reduced in the short term and the team composition will be switching to fully volunteer-based.
The good news is several developers on the team have already committed to maintaining and improving Midair going forward. We’re also inviting the community to volunteer their time and energy in helping to keep Midair updated for players who want to enjoy the game long-term. If you are interested in volunteering your skills and time, please reach out to us at [email protected]
In the immediate future we’ll be focusing on getting any remaining content we were working on out the door, particularly our rewards for Kickstarter backers. More info on this as we have it.
Thank you to everyone who supported us in this journey and we hope you continue to enjoy Midair for a long time despite the slower pace of development.
This is our first Dev Log since release and we wanted to give you a look ahead at what we’re going to be working on and drop the latest hotfix patch notes for your consideration.
Release and Looking Ahead
A week after release we’ve been excited to see so many people loving the gameplay in Midair. We’ve also seen a lot of players running into consistent UX issues and painful bugs that need to be addressed. On day 1 we had issues with server stability and unlock issues. We issued an immediate hotfix and were able to remedy the server crashing in particular. This hotfix did not, however, fix all of the issues with the unlock system – we’ll chat about that in a minute. After the stability issues were nailed down, we were able to better gather feedback and listen to both the praises and criticism regarding our user experience and Midair’s gameplay. Here’s what we’ll be focusing on in the immediate future based on your feedback:
User Interface Improvements – You’ve told us that the interface for interacting with the game is not good enough. You’ve been heard. We’re on it. In particular we’ll be focusing on the loadouts screen which is causing a lot of pain for users. Our aim will be to simplify the interface and make more obvious what gametype restrictions are and how they impact your loadout. We’ll start with some quicker improvements and work our way to a larger redesign in the future.
The Tutorial Isn’t Doing Enough – We’ve seen players struggling with the tutorial. Particularly, we’ve seen areas where our instructions can even be counter-intuitive to the best and easiest way to play. We’ll be working on communicating the information players need to be successful in better ways that make more sense to new players.
The Movement Needs Work – While we’ve spent a good amount of time making the core of the physics feel good, for many new players in particular it’s very difficult to get up and running fast. Veterans of jetpack shooters tend to be the quickest to adapt to the new movement in Midair, but we can all agree that we need plenty of new players having fun early on to keep Midair healthy. In addition, there are some issues with the movement at the high-end of gameplay where players are able to go a little too far with some of their routes that take advantage of some of the imperfections in the movement system. We’ll be taking a look at these as well.
We Need More Options to Moderate Players and Servers – There are admins patrolling the servers who are also available on Discord, but it’s not enough to stop griefing and hacking all the time. We’ll soon be giving you the tools to deal with troublesome players including muting particularly talkative ones. We’re also examining solutions to start combating hackers as well.
We’ll be getting to work on these quickly, so stay tuned! In the meantime, let’s jump into the Hotfix Highlights.
Here are some of the improvements and fixes we’re making in the 1.0.1 hotfix.
Unlock/Skill Points Bug Fix
Players have been running into issues with our unlock system not awarding unlocks they’ve chosen while also removing their skill points. The good news for these players is your progression is not lost and we believe we’ve solved the issues underlying the problem. You should be able to jump in and unlock everything you need with all of your skill points immediately as soon as the hotfix is live.
Vote Kick and Ban
We’ve added the ability for you to vote kick players who are griefing, have questionable names, or are hacking. Improvements will be coming to the Vote Kick feature but for now, you can vote kick players by heading to the Player List menu.
Escape the Escape Menu
We fixed a particularly annoying bug that caused the Escape menu to stack on top of itself instead of closing when ESC was pressed after opening the menu. This will just close the dialog now.
Deployables and Vehicles on Flags
Deployables and vehicles can no longer be placed or parked directly on flags. Deployables should simply not deploy and vehicles will start taking damage.
Toggle Skate is now available in the Controls menu under “Main” to make what was a hidden configuration file setting more accessible by players who don’t poke around in that stuff.
Quick Tutorials Update
We saw players running into issues with tutorials so we’re going to test opening up the level requirements associated with them. This means anyone can skip the tutorial if they’d like and jump straight into a server. For now this will fast-track anyone to level 3 if they join a server directly after launching the game as a new player.
We think we fixed the issue players were having with alt-tabbing hanging their game. Please let us know if you still encounter this!
Thank you to Katabatic for helping us track down a fix for this issue.
1.0.1 Hotfix Patch Notes
Note: These also include some line items from the day 1 hotfix.
Increased temporary ban timer on Official servers to 48 hours
Improved server stability and performance
Added vote kick/ban
Deployables can no longer be deployed on flags and Vehicles take massive damage when near flagstands
Toggle skate is now accessible on the main section of the Controls menu
Updated instructions to the movement tutorial that teaches players about horizontal jets by jetting around a wall
Removed the level 3 requirement for playing multiplayer (for now, players will be fast-tracked to level 3 if they join a server)
Reduced game volume by 50% when unfocused as a potential fix for the alt+tab hang
Fixed some serious unlock issues that resulted in players not being able to unlock anything while still spending skill points (no progression was lost)
Fixed a bug that caused the Escape Menu to stack on top of itself instead of closing when Escape was pressed after opening the menu
Fixed holes in the terrain near the base on Iratus
Fixed an issue that was causing the sprays menu to show no scrollbar
Fixed an issue that was causing the red notification icon to show over the Customization tab