Topic: Midair – Patch Notes


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  • #1034
    Amministratore del forum

    Greetings Proxies,8

    We’ve been working on a 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.

    Build Highlights

    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.

    Performance Improvements

    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. 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

    Bug Fixes

    • 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

    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.


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