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 Post subject: Update 4.0.2 - LIVE BETA
 Post Posted: Wed Apr 26, 2017 5:33 pm 
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Update 4.0 - LIVE BETA
26-4-2017

Update 4.0 is live now for everyone!

Awesomenauts is going free to play on May 24th!
And update 4.0 lays the groundwork for this transition. Here’s what this means for Awesomenauts.

Level up your profile and 'Nauts
Unlock all sorts of goodies and tools by leveling up both your profile and character level!

Awesomepoints and Droppod Parts
You get them by playing! Awesomepoints will allow you to purchase all 'Nauts, future and present. Droppod Parts are used to unlock sweet, sweet droppods. Awesomepoints are also used for buying certain profile portraits!

Unlock new Nauts by playing or purchasing
You can unlock new Nauts either with Awesomepoints or by purchasing them. This means that if you play a lot, you can get all Nauts without buying anything. If you want to get Nauts quickly, you can buy them individually on Steam, or purchase the All Nauts Pack.

The All Nauts Pack
Buy this pack once to get all Nauts immediately, including any Nauts that will be released in the future (several new ones are in development already!). Getting the All Nauts Pack will also get you the Golden Lonestar Skin!

Goldstar skin
This new Lonestar skin is part of the All Nauts Pack.

Get both Starstorm and Overdrive to get the All Nauts Pack for free!
Anyone who owns both the Starstorm and Overdrive expansions automatically gets the All Nauts Pack, including all future Nauts and the Goldstar skin. Complete your collection now with this great deal! On May 24th the Starstorm and Overdrive expansions will be removed from the Steam store.

Existing players keep what they had
All existing players will automatically have the 20 characters that are currently part of the base game unlocked. If you own Starstorm or Overdrive, then those characters will also be unlocked. All including their items and killing sprees. This might look a little weird for existing players, since all characters will start at level 0, but will already have items and killing sprees unlocked even though those are normally unlocked at levels 1, 2, 3 and 6.

Customise your profile
Flaunt your skills with the rarest medals and unlock many different portraits! You can find both portraits and medals in your new Profile page! Go check it out.

Acquire new droppods!
Spend your hard-earned Droppod Parts on gorgeous new droppods.

Co-op vs bots!
Unite with friends and strangers in our all new co-op versus bots matchmaking queue! (Note that this mode might put you with bots during the beta period, since there won’t be a lot of new players until we actually go free to play on May 24th.)

Special collector rewards
As a thank you for your ongoing support, we're giving legacy players these exclusive medals, and more!
-Founder: Owned Awesomenauts before May 24th, 2017
-Vanguard: Played Awesomenauts during or before the Free to Play launch period
-Collector: Owns the All Nauts Pack

A brand new overhauled tutorial
This new tutorial better explains how to play Awesomenauts and gives newcomers a better grasp on the game..

Recruitment
Recruit a friend and reap the rewards! Or get recruited and receive Raelynn for free!

View Nauts, items, skins and droppods in the Armory
The Armory gives an overview of all characters, skins, droppods and announcers. Here you can unlock them and check them for more info. Here you can try Nauts before unlocking them in a special test arena. The Armory also contains a nifty little feature that has been requested a lot: you can see all upgrades and skills for all Nauts here!

Reporting
The in-game menu now contains a new option to directly report verbal abusers, griefers and cheaters to us.

More awesome special effects
-Added heat distortion and shockwave effects to a bunch of skills, including Clunk’s Explode, Coco’s Ball, Penny’s Pulse, Skølldir’s Bash, Ted’s Airstrike, Voltar’s Healbot and Yuri’s Time Warp.
-Pimped the visuals of a bunch of skills, including Ayla’s Evil Eye, Coco’s Blaze and Voltar’s Techno Synaptic Wave.
-Distortion and blur effects cost some additional performance, so you can disable them using the new setting “Advanced effects” in the Graphics subsection of the Settings menu.

Scoreboard overhaul
-Overhauled the scoreboard graphics
-Added an option to see your teammate’s health and respawn time at all times
-Ping is now shown differently: each player now has an icon that shows their own average connection quality (previously the number showed only their connection with you, so all five numbers were about you, which confused a lot of players). To see the exact ping with you specifically you can hover over the icon (this shows the same number is before).

Pre-match door
This door in the base gives players a chance to check out their shop items before heading into the game and takes loading speed out of the equation - this means the match now starts with all players on equal footing.

General
-Pressing F1 in character select or during gameplay now shows info on the character’s skills
-Intro video is now only shown the first time you start the game. If you want to view it again later on you can start it from the menu.
-Fixed that the loading screen for Practice/Custom matches showed the map-specific loading screen for 1 second and then switched to the generic space image.
-Fixed that it was impossible to get the “No might can stop this oil can!” achievement.
-Adjusted AI that replaces leavers to teleport when safe, and also disappear for true bot replacement after 30 seconds (in case it gets stuck somehow).
-Fixed that the gun arm of a Naut was sometimes behind the bottom part of a turret while their body was in front of it.
-Since the new player profile is entirely stored in the cloud, you now need an internet connection to start the game. You can still play botmatches and local coop: you only need that internet connection at startup.

Bots
-Fixed that Easy-level Coco bot would buy upgrades right from the start rather then wait like the other bots.
-Raelynn bot no longer uses the Snipe ranged upgrade to detect long distanced enemies, since she was too good at offscreen kills.

Starstorm
-Fixed that the blue shop was slightly more to the left than intended.

Audio
-Slowwolf announcer now has more lines for more variation, and has separate lines for when a top or bottom turret is under attack.

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Ix
-Fixed that Ix was able to cast Psionic Bond while using Refract.

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Jimmy and the LUX5000
-Fixed that the Nano Repair Bots lifesteal hitbox was inconsistent with the Rattle Smash hitbox.

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Max Focus
-Fixed that sometimes Brutalities of the Kraken Unveiled’s end projectile would trigger twice.

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Skree
-You are no longer locked out of Totem of Power and Lightning Rod while casting Sawblade.
-Fixed that Ceremonial Mask would not trigger when continuously using Lightning Rod.

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Vinnie & Spike
-Red Bandana, weaken reduced from 25% to 15%.
-Red Bandana, price reduced from 170 to 160 solar.

Map editor: Functionality
-Buttons can now automatically trigger after a specific game time, which can be defined per button.
-Animations can now be timed based on game time (so they can be synched with the new Button feature above).
-You can now choose whether Pickups affect Awesomenauts and/or creeps.
-Button: split pressableByPlayers into pressableByHumanPlayers and pressableByBotPlayers. Buttons with the old setting still work and are automatically converted to the new one.
-Shinified the graphics of HideAreas by adding particles and shinies.
-Can now hide Texture objects using Buttons. Settings relevant to Texture visibility have been moved to the end and are now named hiddenByHideArea, hiddenByButton and opacityWhenHidden. The opacityWhenHidden setting goes from 0 to 1 (instead of the old 0 to 255). Old Texture objects still work and are automatically converted when loaded.
-Added new BlendMode options to Texture objects that allow them to blur and distort objects behind them. Warning: using lots of these or really big ones is a real performance killer, use with care!
-The behaviour nodes isButtonPressed, isButtonReleased and isButtonDown can now check more types of input using the actionButton parameter. Leave it at ABT_NONE to keep using the previously existing parameter button.

Map editor: Fixes
-Tileset backgrounds now also have a version for when playing on Low backgrounds quality.
-Removed the Ribbit art that was in the backgrounds of the template maps when played on Low backgrounds quality.
-Fixed that disabled PlayerStartPositions were not correctly disabled if droppods were enabled in Custom Game Settings.
-Fixed that PlayerStartPositions would always be enabled at the start of a match, even if a Button should disable them right away.
-Fixed that objects had a 50% chance of responding one frame too late to the Button object influencing them.
-Fixed that in rare cases DamageArea and Animation would consider a Button pressed while other objects would not, or vice versa, particularly in combination with setting reactionSpeedBackward to 0 in the Button.
-Fixed that AffectAreas would ignore turning off hasDefaultParticles if customUpgradeToGive was set.
-Fixed a rare crash that occurred when deleting a button after renaming it.

Map editor: HUD
-Map editor is now opened with F7 instead of F1.
-CreepTurner objects are now partially transparent, making it possible to see what's behind them while editing.
-Modded textures are now automatically reloaded when they are overwritten or added while in the map editor (this currently works only in OpenGL on Windows, so not on Mac/Linux and not in DirectX). There’s a new button that can be used to disable this functionality temporarily when desired.
-Objects like Buttons that only show in the editor now have a subtle fade towards the center to make them easier to distinguish when lots of them overlap.
-AssetsBrowser now remembers what search text was last typed for this asset type.

AI editor
-The StartCameraSequence block now uses cameraHeights instead of cameraWidths. This fixes that playing on a different aspect ratio would change the height instead of making you see further horizontally like during standard gameplay. Existing AIs might need to be updated to work correctly now. Note that you can set all heights to 0 to achieve neutral heights.



Update 4.0.1
28-4-2017

General
-Fixed that turret health had been decreased by 20%. Turrets now have their correct health values back.
-Fixed that you couldn’t chat during the victory/defeat screen.
-Fixed that sometimes the Creeper Clunk Skin was incorrectly locked.
-Reworked Slowwolf Announcer to hopefully fix that he sometimes didn’t unlock. If you had this problem then please let us know if it is fixed now.
-Fixed that queue times for co-op vs bots were way too long. It’s now the intended 2 minutes.
-Fixed that co-op vs bots matches used only one map (Ribbit IV).
-Visually improved the droppod backgrounds for players with a Low background quality setting.
-Fixed team colour and the neutral colour for the custom game bomb when using the ‘explode on death’ setting.
-Improved visual clarity of the profile level 50 medal.
-In the player status dock, the health of the blue team is now blue when colourblind mode is on.
-When the game has trouble receiving end of game progress information, the game now waits for a maximum of 2 minutes after the game to retrieve that info and show you your rewards.

Progression
-The XP needed to level your account from level 0 to 1 has been decreased from 480 to 315
-The XP needed to level your account from level 1 to 2 has been increased from 495 to 550
-The XP needed to level a character from level 0 to 1 has been decreased from 400 to 315

Menus
-Fixed that featured matches didn’t show in the Watch menu.
-Fixed some cases where global chat sometimes randomly disappeared (seems like it still happens sometimes, let us know if this happens to you and in what situation).
-Recruitment code now correctly displays on Linux.
-Fixed an issue where pressing back on controller in character select while matchmaking would cause the leave game popup to not be controllable for 5s.
-Safe to leave message moved up so it isn’t blocked anymore by the exit menu button in the ingame menu.
-When a naut is already unlocked it will not show the discount label anymore.
-When you have selected a character that has less than a minute of total play time, the profile stats screen now shows “0” instead of displaying incorrect values for the “per minute” stat in each stat category.
-Fixed that in some occasions the progression bar in the armory kept counting up and resetting.
-Fixed that the tutorial character GG7 kept talking during popups that should silence him.
-Fixed a typo in the prestige medal descriptions.

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Chucho Krokk
-Teamcolour is now being displayed properly on Chucho's sticky bomb.
-The tiny sticky bomb, from the Trick-Up-Your-Sleeve upgrade, should now play it's entire animation instead of resetting after starting.

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Gnaw
-Fixed that fertilizing Weedlings would play the heal sound rapidly.

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Jimmy and the LUX5000
-Fixed that the Nano Repair Bots lifesteal would proc multiple times for multiple hit targets.

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Sentry
-Activating Black Hole Sun will now always use the skin’s appropriate voice.



Update 4.0.2
5-5-2017

General
-Fixed short freezes once every 5 seconds that some players were experiencing.
-Smoothened camera movement in second half of first tutorial level

Menus
-UI layout has been rearranged in the profile stats screen.
-Fixed an issue in which you would enter character select and the character grid would not show.
-Fixed an issue where the chat would shut down after selecting a portrait or medal.We are aware that there are still issues with chat disappearing in combination with use of the medal/portrait selection screen.
-The in-game prompt to take a look at the skill help popup will no longer be shown if your controls aren’t set up to have a button bound to opening this popup.
-Fixed that the F1 menu would show wrong text lines on the blue team for certain nauts.
-Golden duck medal is now legendary.
-Prestige level 10 medal is now legendary.
-Fixed missing localisation for the tooltip on the Activate Droppod button.
-Double arrow removed when using controller in overview mode in armory naut browser.
-Blocked slider bars are now easier to control with a controller (in Custom Games settings).
-Armory now remembers whether you last viewed characters in overview mode or in normal mode.
-Backstories with short stories won’t interfere with the controller location anymore.

Sorona
-Fixed Sorona bottom turret health, these were changed accidentally in 4.0.

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Chucho Krokk
-Shoot voice lines now trigger more consistently across all skins.

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Jimmy and the LUX5000
-Fixed that the heal numbers for Nano Repair Bots were negative instead of positive.

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Professor Yoolip
-Using the Remote Controlled Whisk upgrade will now correctly show the size of the damage area.

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Skree
-Fixed that Ceremonial Mask was able to proc multiple times in quick succession.

AI editor
-StartCameraSequence now plays the camera movement much more smoothly.


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 Post subject: Re: Update 4.0 - LIVE BETA
 Post Posted: Wed Apr 26, 2017 5:40 pm 
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Awesome, but three years late

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 Post subject: Re: Update 4.0 - LIVE BETA
 Post Posted: Wed Apr 26, 2017 5:42 pm 
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 Post subject: Re: Update 4.0 - LIVE BETA
 Post Posted: Wed Apr 26, 2017 5:43 pm 
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Free to play, awesome!

My only concern is the lack of any kind of cheat protection in game. Awesomenauts can be hacked with the simplest tools sadly. This could be a huge problem.

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Last edited by narol1990 on Wed Apr 26, 2017 5:53 pm, edited 1 time in total.

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 Post subject: Re: Update 4.0 - LIVE BETA
 Post Posted: Wed Apr 26, 2017 5:46 pm 
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FishmanDerp wrote:
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I was wondering that as well.
Looks like a combination of Star Lord and Rocket Raccoon.


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 Post subject: Re: Update 4.0 - LIVE BETA
 Post Posted: Wed Apr 26, 2017 5:46 pm 
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Volya wrote:
Awesome, but three years late

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 Post subject: Re: Update 4.0 - LIVE BETA
 Post Posted: Wed Apr 26, 2017 5:49 pm 
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Great :thumb: I hope it'll expand the playerbase in a big and lasting way.

...I expected a bigger balance patch though :shrug:

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 Post subject: Re: Update 4.0 - LIVE BETA
 Post Posted: Wed Apr 26, 2017 5:57 pm 
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Stop with the "it's too late" nonsense. Game just entered new era and you'll see huge influx of new players with proper advertising after live beta (front page on Steam shop in May?).

Progression system, f2p model, level editor - you guys deserve a huge thank you for supporting this title for so long and bringing awesome features. This is even more impressive when you consider how small Ronimo Games is.

Kudos to the whole team :worship:

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 Post subject: Re: Update 4.0 - LIVE BETA
 Post Posted: Wed Apr 26, 2017 6:00 pm 
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ted/yuri/voltar on starstorm
now i remember why i stopped playing


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 Post subject: Re: Update 4.0 - LIVE BETA
 Post Posted: Wed Apr 26, 2017 6:03 pm 
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Well, it is what other people and I have been pushing for, the big breakthrough that was needed from the long-standing "release a small bit of new content and balance every few months" paradigm.

Is it late? Maybe.
Is it too late? Who knows, but it's certainly not like the game was truly flourishing or anything, so I'm glad this is finally happening.

In any case, it is a risk - it's either going to propel the game into greatness, or it's going to plunge it into eternal darkness from which there is no escape - but I'd say it's better than it floating in its weird little limbo bubble, even though Ronimo's paychecks may disagree with me on that.

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