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Steambirds Alliance News

Fledgling Flamingo Foveae



Last week was a huge update where we rolled out the new skill and trade systems. These big new features also came with a healthy dose of bugs and issues, so we’re moving up the next update to this week to deal with some of that.


Skills
  • Hotfixed an issue where the wrong level number was used for skills
  • Improved the interface for multiple skill loadouts
  • Some minor skill balancing/tweaks
  • Fixed issue where some stat mods (like max steam) could affect others (like xp)
  • Fixed some other “minor” skill-related bugs, like lasers not working with reduced range, or skills not doing what they say they do



Trade
  • Improvements to text, layout, notifications and navigation
  • Knob icon on the fee toggle buttons to show they can be adjusted
  • Add trade related labels to the item info popup



Dynamic Difficulty


We’re also rolling out a more general-purpose dynamic difficulty scaling system. As with the previous system, the new system adjusts the effective health of enemies to compensate for more players. The adjustment is fairly gentle, so it’ll still always be better to have more players, but you (hopefully) won’t just be able to steamroll the bosses with a very large group. The old system was an experiment, limited to just bosses, whereas the new system rolls this out to all enemies (with different parameters, depending on the enemy). Over the coming weeks we’ll be tweaking these parameters, adjusting them to be a better experience all round. Let us know if you notice any enemies that seem unpleasantly or drastically stronger or weaker after the update.

Storage Warehouse
  • Fixed an issue with equipped from storage
  • Fixed issue with storage filtering/sorting
  • Fixed issue when double clicking on the grid
  • Fixed toggle buttons losing clicks on toggle area




Content
  • Elemental weapon balancing:
    • Buffed: Life Ender I / II / III
    • Nerfed: Wattson's Fury I / II / III
    • Buffed: Poison Pulser I / II / III
    • Nerfed: Lightning Laser I / II / III
    • Buffed: Railgun I / II / III
    • Nerfed: Ice Spear I / II / III
    • Buffed: Sprinkler I / II / III
    • Nerfed: Lightning Bug I / II / III
  • Basic wasps T1-10 rebalanced so strength increase is more linear



Polish and Bugfixes
  • Store: Variants, paints and trails now have an additional layer of options after purchasing to instantly equip or put into storage.
  • Optimized an issue that was causing significant server lag and lots of memory allocation (up to 1GB!) when some players with very large inventories joined the server.
  • Fixed “objective complete” sound playing every second for item quests
  • Remove a debug dialogue bark from Meowza
  • Reduce damage threshold to qualify for loot, so it’s easier to get loot when you’re not able to do as much damage.
  • Fixed some more smaller errors and exceptions

Elaborate Egret Eggs



This update is a huge one, with 2 new large features: a completely new skills system and a secure trading system. Let’s have a look at what those are about and what other changes are abound…

Pilot Skills

For quite some time, we’ve had a placeholder system for pilot skills. We are in the middle of replacing it with a new skill system that should lead to far more interesting plane builds! We have a bunch of things we want to accomplish with this revamp:

1. Make each death part of a bigger journey: For many players, each plane death can feel like a complete loss. You play an little action game, you die and start over from scratch. What we want is for you to feel like each plane is part of your bigger journey and dying in a good plane gives your pilot a leg up the next time around.

2. Give players something to plan for/around: The previous skill system randomly gave you skills so there wasn’t really any ability to look ahead. You should be able to say “Hey, that skill looks cool. I really want to unlock that.” And then go for it.

3. Chunky, meaningful skill decisions: The old +1% bonuses just weren’t very interesting. We’d love people to pick skills that make a substantial impact on how they play the game.

Our first pass on Pilot Skills
So, we’ve removed the old upgrade interface you get when your plane explodes and replaced it with the entirely new Pilot School interface. Here’s what’s different:

The Timeline: Along the left hand side the screen is the timeline of your pilot career. This part is still WIP, but it will eventually show every date you’ve achieved each rank. These will be actual time, so you can track your progress over the entire period you play Steambirds.

Skill groups: To the immediate right of the timeline are the skill groups. A skill group is a cluster of multiple skills, but you can only ever pick one skill out of the group. A skill group must be unlocked by reaching a specific pilot rank so you won’t be getting access to everything all at once. Skill groups can have addition requirements like reaching level 20 on a specific plane class, so there’s a good chance that eventually we’ll move the requirements for plane unlocking into this UI as well.

Individual skill info: The details of a skill are shown to the right of the skill groups.
  • Requirements: Many skills are only activated if you are flying a specific class or have equipped a specific item. For example, there’s a set of skills that are active when you are flying the Hog. And a different set that are active when you have equipped a shotgun.
  • Powers: Most skills buff the plane in some way, boosting damage, reducing cooldowns, increasing shielding, etc. Some are only active in specific situations like right after a kill or if your health gets low. Some skills involve trade offs where they buff one area, but nerf another.
  • Skill level: You can spend skill points (that you earn by ranking up your pilot) to learn and incrementally upgrade a specific skill. Skill points are limited and you can’t upgrade everything, so choose carefully.


Pilot Rank and other info: All the way to the right is your pilot name, rank and info on how much more pilot XP you need to attain the next rank.

Respecing: Right now respecing which skills are active is completely free. We may change that in the future, but this is the current plan, and we hope to stick with it unless we observe that it is negatively impacting the game in some way.

Accessing the Pilot school in the Rebel City: If you have spare skill points to spend or you want to respec your pilot skills, there’s a new building in the Rebel City that will bring up the pilot skill UI.

State of the new system: A steampunk contraption just rolling out of the garage
The Pilot School is incomplete and experimental, but we are sharing it early so that you can give it a try.
  • Due to the magnitude of the change, all pilot ranks are wiped. So you can start again from rank 1 and climb the ladder. We’ve significantly increased the frequency of ranks, so you’ll be ranking up and getting those skill points much faster.
  • Not all the skills are in: We plan to roll out new skills for each plane class and each weapon in future updates.
  • Existing skills are not balanced: We only have a first pass on skills implemented, and we’re trying to explore the system and be creative (as opposed to being conservative and rolling out something less exciting that is more likely to be totally functional on the first try.) Some skills will be OP. Some will just be annoying. We need your help identifying broken combinations of skills, and skills that are just plain bad. We also want to hear from you which skills are amazing and make the game better!
  • UI feedback on when specific skills are active is weak: Right now we have some icons that show up when a skill is working. If it is confusing to use, please let us know.
  • Multiple skill loadouts: you can purchase additional skill loadout tabs (from the store). These will let you save various respecs and quickly select them when choosing to fly a different plane. We see this as a nice-to-have convenience feature, similar to options available in games like League of Legends.




Future plans
Our next big effort is balancing the current skills and fixing discovered issues as they come up. We’ll also be slowly adding new skills categories. Please don’t get attached to any one specific skill since they’ll likely change a bit as we have time to live with them and react to feedback.

What we’d love to hear from you:
  • Overall impressions: What do you think of the new skill system? Does it hit the goals we were aiming for?
  • Balance issues: Tell us where the system is broken.
  • Ideas: What would you like to see for new or improved skills?


Secure Trade

We are also adding the first version of a secure trade system in this release. It also isn’t complete, but here’s what we are aiming for:

1. Fun negotiation between friends and strangers. Trade should be a small conversation, not just a transaction.

2. A secure, stable part of the game. The game should handle the security and every transaction should be reliable. The economy shouldn’t explode due to bad economy design, real money trade (RMT) or duping.

3. Social gifting. You still should be able to help a friend. Money isn’t everything.

Our first pass on trading
We listened to your feedback (you can read the previous discussion here: https://community.steambirds.com/forums/threads/261) The result is something that looks a lot like a traditional barter window. With a couple key adjustments:

  • You can trade gold for items. You can still trade items for other items, but if you want to top off the trade, you can also include gold directly in an offer. Our hope is that players who play for free will be able to sell goods for gold and thereby gain access to gold they may not have been able to afford.
  • To minimize scams and RMT there is a transaction fee. This is only on high-value goods and can be paid in either gold
  • or* scrap. We’ll be actively tuning the fee as we balance the economy. I wouldn’t get too worried about the exact numbers we’re using in this update since it is likely that they will change (possibly many times) in the future.
  • Most common goods (Tier 8 and below) have no fee. You can still gift useful items to your friends. And gold itself has no fee when gifted to another player.




How to use the trade system Initiating a trade:
  • Type /trade . You can also select the other player from your Friend List and select trade from the menu.
  • The other player will see a trade circle emerge around you signaling that you want to trade with them. This isn’t visible to anyone else. If you leave the circle, the trade request is canceled.
  • Only if the other player chooses to enter the trade circle, will trade request be accepted. Hopefully this is a bit less spammy than your typical trade request pop up.


Making offers
  • The trade UI appears and you both can now add up to 4 items to your offer by selecting one of the empty + squares. You can also add gold as part of your offer.
  • For high value items, you’ll see a trade transaction fee calculated. Either player can pay this fee. Or you can split the fee. The fee can be paid in either gold or scrap.


Accepting the offer
  • There are two accept buttons, once for each player.
  • Both players must hit accept for the trade to go through.
  • If anyone makes a change to their offer, the buttons are deselected to prevent mistakes or fraud.


Those are the basics of trade. Give it a shot and tell us what you think.

Content and Art
  • Duster uses standard armor and abilities like spin attack are now inherent to the plane.
  • Patched small XP farming vector with Brother Bomber
  • Removed Phoenix health regen
  • Fixed Geckelston wandering
  • Fixed Ambassador wandering
  • Nerfed Ambassador’s unshielded phase
  • Light vfx polish
  • Alternate backgrounds on some bosses


Polish and Bug Fixes
  • Fixed a bug where you could not fly until you pressed escape (connected to application focus)
  • Fixed dungeons generating overlapping rooms
  • Fixed visual popping of enemy units by extending the network cutoff range
  • Fixed some minor errors
  • Minor performance optimizations


Music & Sound
  • Quest dialog audio for new mission, cancel, fail, complete
  • New overworld area sting
  • Boss death dialogs play boss defeated sting
  • Music ducking. Various effects turn down the music so the mix is clearer.

Dandy Duck Down



This week’s update delivers on the usual swathe of big and small improvements, including many tweaks and changes to bosses and some music to listen to while you’re fighting them! We’re also introducing a very bubbly new alpha trail, as with the other alpha trails it will be dropping for a limited time only!

Unfortunately we won’t have a livestream this week, but not to fret: we’ll be back to our regular schedule next week.

Art
  • Polish on the lowlands environments
  • Some new portraits for the Pharaoh, treasure, and radar
  • Fixed bug where blue paint had the wrong icon


Content
  • Lots of boss changes:
    • High Priestess Tiffany: Added new final phase move where Tiffany will inhale nearby mice, added some smoky swarmer enemies as general harassers and counter-attack.
    • Doomsday: Added angry airhorn animation during nuke attack and death for dramatic effect!
    • Dr Geckelston: Added final phase where he charges at you and sends clones of himself.
    • Phoenix: Lots of edits to fire patterns to make more interesting, removed an awkward shield state, made the forward guns less useless, added "fire beak"
    • Notra: Added counter-attack that is triggered by shield phases, changes to bullet patterns and signalling
    • Ambassador: Made weakness-period evasions take up a larger space
    • Noble Politician: Made Bribe minions more aggressive
    • Pharaoh: Made laser pyramid look cooler
    • Ra Mechanism: Big changes to movement patterns. New large planet that shoots shock waves
    • Poison God: Made body longer on phase 1 and 2.
    • Frozen Horror: Minor fire pattern changes, improved visuals.
  • Fixed broken Vault quest objective
  • Fixed Cyclopus sniping exploit




Polish and Bugfixes
  • Improved events and news list by only showing recent news and adjusting the ordering
  • Change bandit maneuver to teleport forward instead of into aim direction.
  • Fixed a bug with rank badges/stars, where the wrong star might sometimes be shown
  • Added missing outline to tutorial instructor
  • Fixed storage keyboard issues and input capture bugs
  • Made storage mouseovers behave more like players expected.
  • Added item swap functionality to storage


Audio
  • Boss music!
  • Audio pass on bosses: Ambassador, Poison God, The Frozen Horror, High Priestess Tiffany, Cyclopus, Lobbyist, Lazer the Host, Dr Geckelston, Phoenix, Noble Politician, Doomsday


Other
  • More improvements to the build server and processes
  • Improved monitoring of some weird/anomalous situations
  • Work continues on the skill system, and if everything goes according to plan you might see some exciting news next update.

Curious Curassow Cere



A notable change this update: we’ve added an alternative weapon slot to every plane! If you have a favourite secondary weapon for a plane, you can now equip it in this slot and quickly switch to it by pressing Q (rebindable). This slot is attached to your plane, not a part of your shared cargo.

But that’s certainly not the only change in this update...

Art


Progress on the trailer continues, and is just waiting for some features we’re working on to get in so we can show them off too. The big update in art this week is that many of the bosses now have custom portraits! Now you can put a face to the pilots of those boss planes that haunt your nightmares; the brothers Rei, Jinn, and Kai, Doctor Notra, High Priestess Tiffany, the enigmatic Meowza, and more will be staring you down in game whenever they have something to say!

Content
  • Updated boss and group leader item drop rates for low to mid-tier areas:
  • Bosses are now guaranteed to drop next tier items, while enemy group leaders no longer drop next tier items.
  • Increased rewards on the Vault/Dig quests (since they take longer to complete):
    • 2 additional boss UR gun drops - "God Beam" and "The Spitting Cat"
    • Higher chance of getting T9 items
    • Better overall rewards
  • Updated White Spider's fire patterns
  • Chariot Judge: Added new attack phase for final racer, cleaned up some movement issues, lots of minor tweaks to make it more interesting
  • Improvements to mission start and complete conditions for The Vaults
  • Fixed broken Riot Ender hitbox


Storage Improvements
  • Side-by-side view for storage menu, with your cargo and storage in one view.
  • Robust position persistence through special case item swaps.
  • Buy more storage button re-added with side-by-side view.
  • Basic item move functionality.
  • Prevented item info popup conflicting with context menu - context menu no longer strangely positioned off to the right.
  • Other fixes:
    • Item info not showing
    • Removed discard option
    • Backend communication errors
    • Menu stack bugs
    • Issue with plane inputs being captured after menu is closed via mouse




Polish and Bugfixes
  • Added pilot rank to chat and a few other places. Now you can proudly display your rank to others
  • Additional key binding slots for emotes - you can bind more emotes to keys! Remember to select the emote you want from the emotes menu and change the relevant key binding to suit your setup.
  • Chat input improved, and added more useful help commands ‘/help` and `/help_all`
  • Small improvements to currency buying menu
  • Fixed mouse wheel behaviour in a lot of the UI


Audio
  • Audio/VFX pass: Kai, Jinn, Rei, White Spider, Chariot Judge, Doomsday
  • The Arena and The Elder Arena now have horns signalling waves and crowds cheering
  • Music now plays in the Overworld and dungeons! (Boss music also coming soon!)


Other
  • Removed extra old news
  • Improvements to our build server to better support our 2nd-tier beta servers (coming soon)
  • Pilot skills are still in development, but progress is coming along and it’ll be in an update before you realise it...

Battle Budgie Broods



We’re back this update with a bumper number of content tweaks and changes. You’ll have to dig into the list below, but hopefully there’s something for everyone! Behind the scenes, work on the new skills system is still underway. We’ll have more info on that coming up soon, but right now you can come hang out on the weekly stream and hear more about skill and what we’re working on next.

Another exciting thing we’ve been working on is a new 3rd tier of servers. Once this is completed, we’ll have the “production” set of servers that normally everyone plays on; a set of “test” servers, only accessible to devs, where we test new features in secrecy (can’t have the cats seeing what we’re up to!); and a new “staging” or “beta” set of servers. This last set of servers is where we’ll start testing new updates before we roll them out to production. We can’t guarantee it’ll be stable, and it will almost certainly break in some interesting ways, but this will be the way to get access to the bleeding edge of Steambirds Alliance dev. More details on this coming soon!

Content
  • More exclusive limited-time trails. Get them now, before they disappear forever!
  • Added Saturday “Special Missions” for Dark Steel
  • Added new dungeon quests for the Vaults and the Dig
  • Slightly increased drop rates for some dungeons and bosses
  • Added DPS treasure boxes to lower tier dungeons. These drop better loot based on DPS output in a time period, so you’ll need to be stronger than the baseline to qualify for the special loot.
  • Added dynamic difficulty to the Dig
  • Improved XP rewards for lower level dungeons
  • Fixed daily events so there’s no missing days in 5-week months
  • Added a spawn room to the Iron Lair
  • Added poison resist to the White Spider
  • Removed attack from White Spider that could force players out of loot range
  • Fixed Thief Idol direction
  • Fixed bug where beach text was blank
  • Fixed Undertaker I icon
  • Removed level 1 drops from the Dig
  • Fixed Life Ender and Frost Dagger fire patterns
  • Fixed Damage On Tracer Bubbles III
  • Fixed Elemental Sword Rarity Display


Polish/Bug Fixes


  • Polish: storage menu is now grid-based! We’re still working on some more improvements to this interface, but it’s already a whole lot better than before. At a glance you can see a lot more items in storage and there’s a nifty filtering menu so you can really narrow down to just the items you need.
  • Dungeon starting should be improved a lot now, so hopefully no more issues there! But if there are some weird issues, then you’ll get a “refund” once-off dungeon key you can try use again later.
  • A variety of server performance improvements




Other
  • Made it easier for admins to fix things for players if something goes wrong
  • Bomb dungeon audio pass