Midair Free-to-Play is now LIVE! Invite your friends and come check out all the action in Midair. Visit our store on steam to take advantage of the Manaborn Game Pass which allows you to unlock all armor types, weapons, vehicles, packs, augments, and all future gameplay – forever!
It’s taken a village to build Midair from concept to full-fledged game, and we couldn’t have done it without all of you. Special thanks to our Kickstarter backers for believing in Midair’s vision, our contributors that have been a special part of Midair, and the Private Testers who volunteered their free time to make Midair as bug-free as it can be!
Read on for the v1.0.0 Patch Notes.
Release Update v1.0.0 Patch Notes
[TOP USER ISSUE] First pass on reload forgiveness: if a player throws a hand grenade or switches weapons close to the end of a reload, the reload will complete instead of reset – This is a first step toward a more broad solution and we will continue to monitor the feedback on this
Jetting up walls is now more forgiving
We added a ton of new cosmetics to the store!
Cosmetic item names are now more human-readable and color coded to their rarity
Cosmetics are now sorted by ownership and rarity
Temporarily (possibly permanently) removed the wall and glass pane from the Shooting Tutorial as we saw this was an incredibly common area where players were confused and stuck
Lowered the HUD element for the Score Feed
Changed “Use/Buy Progression Pass” to say “Use/Buy Manaborn Game Pass”
Lowered points received for capturing the flag from 1500 to 1000
The first default loadouts in all game modes now include only the default unlocks to help improve the new player first loadout experience
Temporarily removed Arena due to some quality issues that cropped up as we neared release – it will return soon!
Updated Plasma display textures
Updated Warden display textures
Added console key to controls settings to better support non-US keyboards – default is “~”
The loading screen now closes automatically
Smoothened out the kill cam
All Armors have had a small boost to bonus jets during low-speed scenarios to help folks get off the ground a bit easier
Improved user experience for the Manaborn Game Pass: dialog pops up and warns player of the action they are about to take. Once used, a loading spinner will show up while the service works to grant the items. Disappears when finished.
Increased the server list auto-refresh time to 120s (was 30s) and up to 150s (up from 45s) when a server was selected
Fixed an issue where players would lose skill points due to desync with the server
Fixed floating spawns on Iratus
Fixed a client crash that was occurring when players used a spray on certain surfaces
Fixed a bug that was causing the Manaborn Game Pass to not work if the game was closed before Steam granted items
Fixed a bug that was causing player preview models to disappear if players switched from the Loot menu to the Loadouts menu
Fixed a bug that was causing the Loot menu to show a notification regardless of whether or not new loot was available
Fixed a bug that was causing all items in the Loadouts menu to appear locked on first start of the game
Fixed a grammatical error in the message printed for base asset protection
Fixed a bug that was allowing the notification icons in the menus to receive clicks, which resulted in players not opening the tab they were intending to
Fixed wrong sounds on the Equip button in the loadouts menu for hover over and press
Fixed a bug that resulted in the letter “w” being in the title of every weapon (Whoops)
Fixed a bug that was causing the hotkey for repair pack to not be shown on the HUD
Fixed a bug that was causing the skins menu to always show the default skin as the selected skin for weapons and armors
Fixed a server crash that was caused by players disconnecting while having done assist damage to a player who then died after the first player disconnected
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 Admin2018-05-03 16:09:192018-05-03 16:09:19Welcome to the Midair Free-to-Play Launch!
Check out the brand new Midair Free-to-Play Release trailer on YouTube, Steam, or watch it below. And in case you missed it, be sure to check out Dev Log #21 with all of the details on the 0.32.0 patch that went live earlier this week. See you all in Midair on May 3rd!
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.
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).
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.
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 5 (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.
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.
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.
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
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
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
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
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
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
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
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!
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!
Proxies, we are moving quickly toward our release target and with this major update comes a host of great content and improvements. Midair is really coming together and we can’t thank you enough for being a part of the process. Your feedback and the efforts of the private test group have been invaluable in getting us to the place we are now, where we’ll be at release, and where we’ll go post-launch.
From the Archetype Team to you: Thank you.
Now let’s dive in.
If you see community member Sin loitering around Discord with a red name and a “Developer” tag, please report him to a nearby moderator. Actually wait…don’t. We need him. He’s our new QA Manager who now operates along side Jon Osc (Immie [can you stop changing your name please?]).
We’ve got plenty of new features and content for you to sink your teeth into. Here’s a look into the new content now available in Build 0.31.0.
Autumnal Returns as Orbital
If you’re familiar with our Arena gametype, you’re probably remembering the map Autumnal left us last build. Well it’s returning in a big way in 0.31.0. We’ve given it a complete art overhaul and now it has a new name: Orbital. Let’s take a look at this amazing map which is staged between the clouds and outer atmosphere on a giant space elevator.
This open-air arena features an array of rooms, structures, and catwalks that can be used in different ways to control the map.
After suiting up, head out the back to take a defensive posture, quickly run through the front for a frontal assault, or sneakily head down to the lower level and mount a surprise attack from below.
We’re really excited about this map and hope to get some good feedback from you on how it plays.
New Weapon: The WARDEN
The WARDEN is an energy-based weapon that locks on to close targets and drains them of their shields and energy while slowly doing damage. It was initially a tool used during early experiments on mana-based proxy soldiers in order to keep errant proxies in line, but was found to be useful on the battlefield as well. While it’s not very useful at securing kills on its own, it is a valuable tool for controlling the flow of a fight during critical moments.
Armor and Weapon Skins Have Arrived!
We’re super excited to introduce Armor and Weapon Skins in this build. Like REALLY excited. The skins look great and we think you’ll like them too. You can equip a different set of skins for each loadout using the new Appearance button above the character and weapon models.
We’re releasing 5 skins per weapon and 2 skins per armor as limited test of the system. Eventually we’ll be moving these skins back behind the Steam Store and Steam Inventory, but for now enjoy mixing and matching to your heart’s content. Here’s how they look in action:
The first skins available for release are as follows…
The names are subject to (and likely will) change. Have cool skin ideas? Post in Discord!
This build is the build that keeps on giving. Welcome to Team Deathmatch (TDM) folks. We’re releasing this game mode as a more straight-forward way for new players to get acquainted with the game before jumping into a full-fledged CTF game. Jump in and kill and spawn and kill and spawn and kill and spawn. First to 50 wins the game (configurable via the server admin config settings). We also plan to use this as a warm-up mode for matchmaking in the future, so expect to see a lot more TDM!
The first maps available for Team Deathmatch are:
As a quick note, there are likely some gameplay issues with this first draft, so let us know how you think it should change.
New Blaster Feature: Charged Burst
The Blaster can now be charged by holding down and releasing the fire button, which expels a flurry of blaster bolts (up to a max of 10) that can quickly chew through enemies. Each charged blaster bolt does less damage than a single-shot bolt, but what it lacks in quality it makes up for in quantity.
Ever wonder what the person who killed you was doing immediately after they struck the final blow? Look no further than the death cam.
We’re aware of some balance issues with this first pass but expect to resolve them soon.
With each build we’re adding new content and the sounds that come with that content, but we’re also improving the audio feel of the game. To this extent, in 0.31.0 new ambient sounds have been added to CTF-Reservoir, CTF-Tenebris, and LCTF-Kryosis and brand new sounds have been made for the Water and Sentinel turrets. There are a few other improvements here and there as well.
New Invisibility and Repair Effects
We’ve done a new pass on the Invisibility Stealth augment and the Repair Tool. They look a lot better, check them out:
Engineer Charge Pickups
As the beginning step for an expansion and rework of the Engineer pack, we’re introducing a new feature that allows an Engineer to gain Engineer charges while picking up dropped ammo capsules. The Charge Regen augment recharge rate has been decreased (meaning it’s slower) by about 11% (roughly 1 additional second per charge) to help offset the impact of the new feature while we continue to work on the expanded Engineer pack.
Server Performance Fixes
We discovered about halfway through this build cycle that there were serious server performance issues related to the Dedicated Server build. Essentially a UE4 bug was causing our server process to constantly max out an entire core of the CPU at 100%. This likely took the form of increased or regular instances of lag spikes on every server. In order to immediately respond to the issue we shut down roughly half of our official servers to help lighten the load. In this build we are releasing a fix for this issue which should improve or eliminate player lag attributed to this issue over the last month or so. When you’re playing, please take note if the lag issues continue to happen or if they are resolved after this build.
0.31.0 Patch Notes
Added a new game mode: Team Deathmatch (TDM)
Added new Repair Effects
Added new Cloak Effects
Added new Death Camera
Server-side demos have been fixed so if you know the right server admin you can get a demo to play back for your montage!
Tank Balance Pass
Increased the power of the tank thrusters to make it more agile
Modified handling a bit to help the tank better handle the increased speed
Increased the downward angle the tank can fire at to help with dealing with close-range targets
Engineer Pack has been modified as a first step to further expansion and balance tweaks:
Ammo pickups now give a charge to Engineers
Reduced Engineer Charge Regen rate by 1 second per charge (now 10s for a single charge instead of 9s)
Reduced energy cost of the Blink augment by 25% from 40 to 30 to continue to improve its viability
Increased FOVs in the Tailgunner and Bombardier seats of the Bomber
Added weapon skins (Blood, Bronze, Camo, Danger, Midnight) for all weapons
Added armor skins (White, Midnight) for all armors
Increased Base CTF base spawn timer 20% from 5 to 6 seconds
New Customize menu within the UI containing Loadouts and Progression sub-menus
The “Give All” button in the Progression UI now unlocks everything instead of just giving max level
Added 3rd person flag catch animation
Added new weapon: WARDEN which drains the targets energy and does a small amount of damage
Blaster now has a charge-up mechanic that allows it to fire similarly to a shotgun
Missile Launcher balance changes to try and increase its viability while also keeping it manageable to deal with:
Missile Launcher damage increased from 120 to 160
Missiles are now possible to shoot down
Heat is now generated and lost more slowly across all armor types making it slower to reach the lock threshold and slower to leave it
Increased max speed of the Missile projectile by 16% help it catch fast targets
Ring Launcher now does extra damage to all vehicles compared to before
Mortar now does extra damage to air vehicles and the tank compared to before
Reduced Chaingun bloom slightly to make it more effective against longer-range targets which is currently more common in Base CTF
Sightly increased speed of Mortar projectile
Slightly increased speed of Tank Shell projectile
Reduced Repair Gun’s damage to enemies from 100% to 80% of repair rate
Increased arming time of Concussion Grenades by 33% from 1.5s to 2.0s to make it less oppressive/consistent
Increased visual effect of the Concussion Grenade to better represent actual explosion radius
Reduced camera shake when hit by air fighter projectile
Reduced the impulse from the Mortar Shell explosion by 44% to reign in the bouncing around effect it has on players and flags
Added ambient sound to LCTF-Kryosis
Added ambient sound to CTF-Tenebris
Added ambient sound to CTF-Reservoir
Deployable Water and Sentinel Turrets now have custom sounds
Added sounds for leveling up
Added new Grenade Launcher reload sounds
Added door sounds to the shooting tutorial
Optimized LODs for deployables
Optimized LODs for base assets
Added particle LODs for: Ring Launcher, Grenade Launcher, Concussion Grenade, EMP Grenade, and Mortar Effects
We discovered a significant performance issue related to the chaingun and have deployed a partial fix – full fix coming soon
Fixed a crash when players would try to pickup a pickup which didn’t exist
Fixed a bug that caused deployable turrets to fire at a slower rate than intended
Fixed an issue where missiles were unable to be shot down
Fixed a bug that allowed all deployables to be placed on water
Added a new map: AR-Orbital (rework of AR-Atumnal)
Reworked the base and flag stand on LCTF-Elite
Reworked large portions of the terrain on CTF-Iratus
Added TDM-Minora, TDM-Crashsite, TDM-Outpost99, and TDM-Orbital
Added several servers back now that the CPU usage issue has been fixed
Converted some official servers to only play TDM maps
TDM CPanel settings and their defaults coming soon:
Post Match Length=20
Min Players To Start=2
Make sure you are keeping your MapList.ini up to date with map changes as maps or game modes are added, removed or renamed. For example, make sure you add AR-Orbital back into your arena rotation and make sure the previous name AR-Autumnal has been removed.
Also, be sure to add some or all of the TDM supported maps to your MapList.ini if you want players to be able to vote that game type on your server. Supported maps are:
BUG: In TDM the Engineer can deploy invincible deployable inventories
BUG: There are two “Midnight” skins for the Ring Launcher
On The Horizon…
We’re going to have an increased rate of updates coming out between now and release that will be adding new features to help our new player experience, add polish to some sorely needed areas, and improve performance. To better support this, we’re shifting gears a bit away from content production and toward these final goals. We’ll still be releasing new content, just a little less of it than the past few builds. Once we get beyond release, we’ll swing back into content generation mode!
This next month is going to be fun and exciting, so we hope you’ll join us for the ride! Jump in the game and start a pub or join a PUG on Discord. Let’s get some blood flowing and features tested as we head out of Early Access and into Midair’s 1.0 release. This is a great opportunity to make a big impact on the game before it hits the world in a big way.
Enjoy the 0.31.0 patch and we’ll see you in Midair!