After a minor delay due to holidays, some bug squishing, and the Pre-Alpha Proving Grounds tournament (which was a fantastic success) we’re back with our second Midair Dev Log!

General

We’ve expanded our team again! Robbie unfortunately needed to part ways as he had unexpected personal issues to attend to, but to replace him we’ve brought on Devlin and Jamal who are joining our team to help with our programming and coding efforts moving forward. Devlin will be focusing on gameplay features and Jamal will be focusing on integrations and other various tasks. These two are already making a big impact and you will see the results of their work in the coming months. We are always looking for more artists and coders, so if you think you can help the Midair dev team, please be sure to send us an email: [email protected].

Community

Pre-Alpha Proving Grounds

Midair’s first community run draft tournament has officially come to a close, with Sea Turtles taking first place. We want to thank everyone who watched, participated and especially those who organized; SwordFish, TrueAspects, Gheist, MoDSec, Absolute (Kellogs), Fixious, Pumpelche, the Softlocke Productions crew: Kronic, Joneskies and Cursive, and all the captains and players. These guys worked incredibly hard to make it a great success and all of us at Archetype had a great time watching/playing.

TeamSpeak 3

As we are coming to the middle of December, we are making preparations to take down the TeamSpeak 3 server and fully transition to Discord. If you have any thoughts or feedback for how you think we can make Discord better, please drop them in this thread and we’ll do our best to accommodate them.

Production

Our developers have buckled down to bring you patch 0.21.0, which features some highly requested bug fixes, modified and updated icons/UI changes, new maps and map tweaks, and one of our most significant additions to date: the all-new Pack & Augment System!

You can find more specifics about the full patch notes, as well as more information about the Pack & Augment System below. If you’re an Instant Access backer/supporter, this patch is available NOW on Steam.

Patch Notes – 0.21.0c

Bug Fixes

Fixed – Base Inventory no longer breaks user input in offline mode

Fixed – Ignitus loading issue

Fixed – Audio popping in a lot of scenarios where sounds get cut off

Fixed – Medium character not ragdolling

Fixed – Fighter color is now consistent when rejoining match

Fixed – Fighter IFF gray when rejoining, but colored previously (IFF color is based on occupancy, grey when unoccupied, and is more consistent now)

Fixed – Shields not flashing on base and deployable assets when taking damage

General

New – Pack & Augment System

New – Implemented a Temporary Ban system where banned players cannot immediately rejoin servers

Change – IFFs now reflect team colors rather than Enemy vs Friendly colors when spectating a player from the first person

New – Icons for Railgun, Mortar, Blaster, and Grenade

Maps

New – More LCTF variants of CTF maps added (Verdant and Tenebris)

New – Added LCTF-Crucible, prototype map

New – Added CTF-Deathbowl, a faux-TDM map

Updated – Exhumed changed to a night map

Updated – Ingonyama revisions

Updated – Kryosis revisions

Updated – DayHike revisions

Updated – Verdant performance optimizations

Removed – LCTF-GrassyLT2 and LCTF-Arch

Pack & Augment System

Our pack system was overhauled with new functionality where packs can be augmented for specific characteristics in the form of active and passive abilities in addition to their normal basic function. The following document represents the currently implemented augments but does not necessarily represent all of the augments or packs that will exist once the system is completed. We’ll be looking to you, the community for great feedback and more ideas, so try out the new system and send your feedback our way in the forums.

Selecting a pack opens up the opportunity to select a primary and secondary augment path. Augments denoted with (A) represent augments that are activated with the push of a button. Otherwise, (P) denotes passive benefits from augments.

Kinetic Pack

This pack archetype is built to affect player movement and energy.

Primaries

(A) Boost – Boost forward

(P) Energy Regen – Increased Energy Regen

Secondaries

(P) Vertical Boost – Increases vertical thrust when taking off from ground

(P) Ground Regen – Faster energy regen on ground

(P) Weaponry – Weapons that use energy use less of it

Stealth Pack

This pack archetype is designed for players who want a stealthy option for base assault.

Primaries

(A) Cloak – Renders user invisible to other players but visible to sensors and uses energy while activated

(A) Sensor Jam – Makes player invisible to sensors and uses energy while activated

Secondaries

(P) Buddy System – Extends active effect in a bubble around the player that affects teammates

(P) Patience – Decreases rate of active energy usage

Arsenal Pack

This pack archetype is designed to enhance player firepower and sustainability.

Primaries

(A) Resupply – Resupply 25% of missing ammo pool with 30 second cooldown

Secondaries

(P) Reload – Increased reload speed

(P) Resupply 2 – If “Resupply” checked, then give unlimited ammo without cooldowns and this disables the active effect of “Resupply”

Aegis Pack

This pack archetype is intended to give players a way to support the team and base in various ways.

Primaries

(A) Shield – Creates a shield around the player that reduces damage by consuming energy instead of health as long as energy is available

Secondaries

(P) Buddy System – Temporarily applies a small shield to allies in the area

Repair Pack

This pack archetype is intended to give players a way to repair assets and heal teammates.

Primaries

(A) Repair Tool – Fired like a weapon when equipped, consumes energy to repair assets or teammates in a short range

Secondaries

(P) Ground Regen – Faster energy regen on ground

That’s all for this dev log! Next time we’ll go over our priorities and some progress notes on the next patch.