What a whirlwind these past few days have been! Lots of things have been going great, and a few things not so great. In particular, we feel we dropped the ball when it comes to introducing some parts of the game to new players, ESPECIALLY those who haven't played AirMech before.
A recurring point of feedback is "pay 2 win" or "feels like F2P". We were not getting this kind of feedback from players ahead of leaving Early Access, but we didn't change anything in this area. So we're taking a fresh look to see where we went wrong.
Originally, we made great efforts to remove the premium currency from Wastelands, even though you can use your AirMech Strike account and inventory. This was confusing to players--"where is my stuff?" It tied right into the Player Market, as people owned lots of stuff, and it didn't matter to them which game they were in, they wanted to be able to buy and sell their stuff.
Then players wanted to be able to use their Strike currency to buy things in Wastelands. And also have new exclusive things they could get. Makes sense, so we keep adding stuff. Over time, we added quite a bit, but were not sure how brand new players would see this. So we give anyone who buys Wastelands a big stash of Diamonds--in our minds more than they should need, so they can participate in the fun part of the economy and not have any reason to buy Diamonds. It was suppose to be the best of both worlds.
But as we see, that doesn't come across. And I don't blame players at all--there's so many games that do sketchy stuff with F2P and premium spending. The reason we use a premium currency and not cash is because we do give it out, and there are even Quests that can give some Diamonds. Things that cost Diamonds in Strike are able to drop sometimes in Wastelands.
So we know this is a problem (our recent Steam reviews point this out very well) but we're debating the best way to fix it. We don't want to make a change that "fixes" it but makes the game worse. For example, stripping out all the Diamond things, hiding the Player Market, this would probably help a lot for first impressions, but it would reduce the value to the players--and many existing players would be very upset.
Do we just ban all Parts from the Player Market? How to let the players who would want that part of the game there, but not show it to the rest? It feels like a tricky problem.
We want your help! Suggestions, especially from new players, and also tell us what currently confuses you, or what you figured out over time. We're going through all the reviews (good and bad) gathering feedback, but talking to us here or in the forums is also great.
We'll probably start with some simple things like disabling buying Diamonds for new non-Strike players, maybe making the Player Market show up later, and reconsidering what we allow players to sell on the Player Market. But we want more suggestions please!
Alpha Update #14 - Next stop Beta!
June 22nd is the release of the new AirMech soundtrack created for Wastelands. It is titled WarMech as a compliment to the original, and referencing the WarMechs that are encountered in the Wastelands campaign. We'll do an update when that is live, as there is a bunch of new exclusive content that is unlocked if you buy the album on top of hearing the amazing new music created by Front Line Assembly.
With the release of the soundtrack we also plan to switch from "alpha" to "beta". This means all the major systems will be in place and we move into the mode of finishing the game as we envisioned it. The Alpha Pet will be retired, and a Beta Pet will be the new bonus, and that change will happen soon.
From finishing the game, we can see how much we want to expand it from what players are interested in. What is more important--more missions or more Parts? The dynamic raids are intended to be the dynamic endgame even to keep things interesting. Or should we add the (completely unbalanced and uncontrolled) PvP Arena? Maybe crafting should get a lot more focus for creating new parts and benefits. We're interested in putting more time into things we see players spending time with while playing.
WHAT'S NEW
CHANGES
FIXES
BALANCE
Alpha Update #13 - Looking for a Group
We've been working hard on the latest Wastelands patch and have a lot of new features, bugfixes and even a few easter eggs for you.
Check out the new LFG mode to speed up the grouping process and find new people to stand with you against The Iron Hand. Once the group leader has initiated a mission, group members will now have an accept dialog for coordinating the start of the mission. Give it a try and let us know what you think.
The Wastelands have expanded! There's a new area to the far right of the overworld that caps off the end of the first campaign, something to suit the mood of the final missions.
Below are some of the changes that have been made since our last patch, you can also see detailed notes while in game - click on the version number or the patchnotes button in the pause menu.
See you in the Wastelands!
Changes:
Add pilot abilities to Warrior skills panel
Add 'Neo Stasis Blast Armor Piercing' property to parts that buff Stasis blast damage
Add support for fuel consumption on usage of Helix grenades ability and guided airmode missiles
Add support for energy use on Blade Guardian hits
Add preplace Skyeye units to "Black Hat" mission
Add new line of Plating Structural Parts
Add intro cinematic for aquiring Striker AirMech
Add Northeastern map art
Add Skull Pets
Add Book and Helmet Recipe Icon
Add Pilot animations and model update
Add icons for Stasis Ammo, Saucer Crystals, Saucer Beam and multi-launcher parts
Add Loadout options while in basecamp
Disable in game unit restocking from earned Salvage
Updating VIPShopTicket icon art
Add New 'Craftable' icon in inspector UI
Balance:
Add hp and energy drain back to Osprey on it's drain beam ability usage
Buff enemy AI AirMech unit building speed in higher difficulty levels
Slightly increased the time between enemy unit spawns in "Last Run" mission
Update kudos level up cost for AirMechs
generally reducing at higher levels
Update 'Rapid Missile Loader' legacy parts missile fire speed (mk4 +500% -> +200%)
Increase unit restock price 20%
Increase per player enemy unit buffs in online games
Increase kudos costs required to upgrade the basecamp Hangar
Implement per player enemy unit difficulty scalars in coop games against ai
Give helix grenades the same missile damage buffs that the rockets/missiles have (multilauncher projectiles)
Don't apply difficulty salvage bonus to destroyed allied units
Buff allied and enemy fortress HP in higher difficulty levels
Add an "Epic" repair tool part at L60 for Osprey
Gorgon attack range decreased from 22 to 17
Don't allow Angel's sniper stasis ability to charge up more than 1 shot
AirMech Boost energy use increased from 1.0 to 2.5
AirMech Boost cooldown increased from 0.21 to 0.42
Blade Guardian energy drain from 0.1 -> 0.3
Bugfixes:
Fix issues with Helix grenade damage calculation and rebalance DPS per council feedback.
Fix persistence of pilot point allocation
Fix angel sniper stasis shot ability not triggering correctly on F3/keyboard activation
Show "watch" ui when clicking on the "BaseComms" structure in the basecamp
Refresh lobby unit supply count after restocking
Fix visibility issues for simple group members in lobby
Fix terrain tiles on "Black Hat" that would sometimes have a black line when flying around
Fix unit stack count display not updating in multiplayer games
Fix unit selector in loadout customization UI in Wastelands
Fix team color mapping on the minimap in coop games (allied outposts sometimes shown as red on the minimap)
Fix pilot portrait getting into a bad state when you leave lobby
Fix loadout selection/customization in Wastelands lobby
Fix loadout loading on "Strike Force" mission
Fix for potential game desync on death with scrappers active
Fix for "Running on Fumes" sometimes not appearing as completed after a Victory
Fix floating assets near southern Outpost on "Sierra Pass"
Fix end game defeat messages spamming if fort is destroyed on "Iron Duel"
Fix bug report ui from popping behind the pause menu
Fix blank button when in a group and you hover over an sg member card
Potential fix for stuck unit recycling state
Fix display on minimap of neutral outposts to be grey
Added missing Gothic Saucer and head to the Collection Sets
Add terrain height tracking on Bomber Mantis strike projectile to improve it's usability on sloped terrain
Add Fall Crate to Crates Inventory Set
Timing fixes for the "Boss Unit" spawns on "Shoulders of Giants"
Timing fixes for TankHeavy spawns in "Snowfall"
Misc:
Swap bunkered Brutes in Angel of Death mission for Butchers
speed up selection of explosive vs bombard skill usage
Space out Vulcan spawn times on "Crossroads", so they don't spawn ontop of each other
Remove outposts form Scrapyard. Improves friendly AI logic.
Reduce the HP Bonus for new StrPlt parts, removed Armor Bonus, added DamageReduceBonus
Reduce Service Level of themed shops to a max of 10
Potential fix for inactive AI on "Shoulder of Giants"
Pilot can no longer boost. Only jump
Move bug report button into settings menu
Fixing timing of first outpost captured story bits in "Strike Force" mission
Adding pilot cape customization slot
Adding sun rays to shop selection, removing outlines
Add Camera intro transitions
update fx fire direction for non-airmech collision targets when firing. Makes fire tracer fx look more connected/to their target being damaged
Tweak AI to not get stuck trying to select units. Don't sit there trying to build defenses for the outpost when it have nothing valid to build.
make airmech grenades (helix) properly scale their blast damage against various target type (mult modifiers)
fix stasis shot chance on by default (was on in testing, should have been removed)
Don't aim while transforming. Fixes some animation jitter when tranforming.
cleanup and reduce multilauncher use fuel consumption rates
Adjust sniper shot to not shoot over outposts and forts.
Adding Void Recipe Icons for airmechs
Add scissors plans
Add recipes/plans for fine scrap and alloy so new craftable ui will trigger on them
Add recipes for econ/tax books
Add recipe/plan for void eagle
Add plans for hellstorm brute and devastator
Add Memo pad Plans
Add Kettle corn recipe setup
Add Hellstorm Hatty and Haat recipes
Add crafting recipe for Void skull
Add clickable version number to open Patch notes
Angel's statis shot now effects flying units
Stubbing in display of more info on unit mouse over
Alpha Update #12 - Parts
New items, more power! We've added new series of items including the Protector Helm, Comm Link types, Cloak Charger, new ammo types and more.
Check out the details below.
General Updates:
Adding offensive and defensive command module parts
Adding melee damage to Neo Cloak Charger (primary) parts
Adding 'Hammer Stasis Time' modifier to Hammer Charger parts
Adding 'EMP Stasis Time Bonus' modifiers to Neo Parts
Adding 'Protector Helm' parts
Adding 'Reaper Assault' Helm parts
Adding addition ammo parts, and new 'Stasis Ammo' legendary parts
Adding a legendary/epic properties for parts
Adding additional engine parts to fill level gaps
Adding Void Eagle nanoforge formula
Adding Void Shot Tracers to Void Collection Set
Update waves on "Running on Fumes" to include units that attack the player's fortress
Update unit attack waves on "Angel of Death" mission
Update Terrain on "Angel of Death" mission
Right clicking on market item will show all items by that seller
Add 'Craftable' icon and tooltips on item inspect
Balance:
Buff damage numbers (x3) on Bomber Mantis Plasmids parts. Add an 'Epic Mantis Plasmids' part
Buff Bomber Bomb parts and add an 'Epic Advanced Bomb' part
Buff Bomber blades parts (2x damage) and add 'Epic Slayers Blades' l60 part
Slightly increased the time between enemy unit spawns in "Last Run" mission
Seeker hit points increased from 950 to 1150
Jammer move speed increased from 3 to 6
Gemini shot damage decreased from 100 to 80
Gemini carry weight decreased from 1300 to 1150
Gemini build time decreased from 8.0 to 7.5
Gemini build cost decreased from 7000 to 6000
Gemini aim turn rate increased from 80 to 95
Gangster upkeep increased from 1 to 2
Gangster HP decreased from 1600 to 1375
Blade Guardian can now hit targets while in air mode
Armadillo hit points increased from 850 to 950
Bugfixes:
Fix total wave display on "Running on Fumes" displaying 10 total waves instead of 9
Fix the Victory audio being played twice when completing "Last Stand"
Fix some floating assets in the "Site 52" missions
Fix right click inspect in vendor ui after inspecting a bundle
Fix for missing enemy units on minimap in some Wastelands missions
Fix bomber bombs ability charging & energy usage when used with a part/modifier that boosts charge speed.
Fix for Neo EMP triggering cooldown but not EMP attack/effect on triggering close to transform transition
Fix horns on Blue Skull pet
Fix honor badge trailing space
Fix for diamond bundles showing up in collection wish list
Fix cleanup of do not disturb state on the client
Fix barrel spin for Nexus Warthog robot mode
Don't toggle chat box if pressing enter while writing a mail message
Clear mini inspect dialog when you try to market list something
Alpha Update 11 - Progression
Head over to your basecamp to try out the new progression features, drop points into the new 'Commander' skill paths to get the most of your AirMech. The two additional skill tree paths are in development. We've also added two item slots to allows you to equip more gear for an additional boost to your stats. The shops have been updated to have a selection of these new items so keep an eye out in when selling off those piles of scrap.
Here are some of the improvements made over the last few mini-patches, check out the in-game patch notes for more details.
General Updates:
BlackOps Skins now drops when completing the AirMech missions on Doomsday
Two additional Items can now be equipped when clicking on the Base structure and going into Skills Upgrade
New Parts for Osprey's Drain Beam, Heal Nova, and Restore Abilities
Add new Pepper Unit to "Iron's End" Shop
Adding seasonal themed shops
Nanoforge and Scrapper can now be purchased from "Valley Low" Shop
Adding Loadout Slots for purchase in Wastelands Shops
Show bonus stats for AirMech Variants when setting up parts
Support for re-buying parts in shops
Merge selling dialog into main market window
Add more use tips for how to sell on market window
Add icon shortcuts for inventory/market/friends to info tab
Gameplay improvements to "The Bigger They Are" mission
Gameplay improvements to "Site 52 Alt" mission
Art pass on "Shoulders of Giants" and "Heavy Metal" maps
Bug fixes:
Fix for abilities not updating when entering Warthog in "Spray and Pray" mission
Fixes to various windows focus/close states
Fix not being able to create market listing
Fix some ability trigger input not respecting cooldown buffs on Saucer teleport
Fix for missions "Death March" and "Fuel Shortage" not working correctly when played in Co-op
Fix for "Death March" Wave Cannon health not depleting when capturing Outposts
Fix for Angel triggering loop cooldown state without loop actually happening when done during transformation to air mode
Fix reclaimable body destruction piece for Gangster and Jackal
Alienware Head for AirMech Strike
This may or may not be interesting to you, but we are currently doing a key giveaway with Alienware Arena for an exclusive cosmetic head--the Alienware Head:
This code can only be used in AirMech Strike because it has a Shop and Wastelands doesn't. At some point, we'll add a way to enter codes in Wastelands, but since the Strike and AMW accounts are linked, if you install/run Strike and use the code there, you'll get the contents of the Alienware Arrival pack in Wastelands too. (not a duplicate, it's a shared account)
The Boosts don't work in Wastelands, just Strike, but the other things you might be interested in.
It's just a free extra, no big deal, I just wanted to post about it to verify that yes they do appear in AirMech Wastelands if claimed. You can go here to get it:
http://airme.ch/AlienwareArrival
Or go to Alienware Arena and browse the Giveaways. This not a paid promotion on either side--just a mutually beneficial bonus for their audience and our players to help spread the word of AirMech.
If you are in Strike and are wondering where to enter the code, click Shop, and then look in the lower left:
http://store.steampowered.com/app/206500/
Alpha Update 9 + 10, lots of updates
The last two updates (we push these out every couple days) cover a lot of ground, everything from changes to equipping parts, finalizing jump values, MoneyMakers having a purpose again....and a ton of general bugs fixed. Feast your eyes on this list:
General Updates:
rebalanced some legacy parts
new Warthog and Paladin parts added
no longer allow multiple ammo parts to be equipped at the same time
removed AirMech and unit outlines while spectating
added Hangar upgrade tutorial to the Basecamp
Outposts and Moneymaker now increase unit stack regen rate
balance tweaks to jump and glide for mechs
tweaks to enemy waves on Fuel Shortage and Death March
removed option to hide Global chat from Settings
convoy only moves after acquiring the Osprey on Escort
tweaks for Void Striker effects
moved Keys to Scrap 'n Buy Bazaar (meant for veteran players who want them)
overhauled Escort to be a convoy mission
Bug Fixes:
fixed Saucer having considerably more armor than other mechs
fixed a bug that prevented some missions from ending on higher difficulties
fixed equipping multiple ammo parts (Angel sniper ammo is allowed with other ammo parts)
fixed mission objectives not clearing after abducting units on Harvest
fixed a timing issue with mission objectives on A Helping Hand
fixed some bugs with the Basecamp tutorial
fixed civilian cars getting stuck on each other
fixed not being able to pick up abducted units
fixed getting stuck firing Helix missiles after transforming
fixed a bug that prevented the player from entering the >Osprey on Escort
fixed units getting stuck in cargo after abducting on Site 52
fixed being able to destroy enemy units after defeat if using explosive rounds
fixed map mission info above spectator minimap and added difficulty
fixed civilian cars giving orders to the player's units on The High Road
fixed being able to blow up AirMechs in AirMech Unlock missions
fixed Harvest not ending if certain units were abducted
fixed civilian cars giving orders to your infantry on The High Road
fixed skipping the intro on The High Road
fixed collision for some props on The High Road
fixed showing the destroyed AirMech's image in respawn UI when playing coop
fixed some more crash bugs
Alpha Update #8, Bugfix dump!
Build 68542 was pushed live and has some nice fixes. Our crashdump system is now able to report back problems in a more useful way, so we can get reports and fix crashes without players needing to say anything. If you do crash, it helps us if you launch the game once more before finishing playing so it can send us the crash data.
Desyncs are another thing that we have automatic reporting for, so now with the game being played by more people, combinations of things are popping up that cause desyncs but we are able to squash them quickly.
This is more of a hardcore player thing, but Void Mechs have been updated/fixed to be able to gain levels now. They gain XP as you do, and cannot be leveled up any other way. They are quite powerful, but have one major drawback--when they are destroyed they will lose levels! You really really don't want to die. Currently the loss of levels is not implemented, as we are still discussing how many levels you will loose. Somewhere between reset back to level one and 5 levels probably.
General Updates:
Added support for displaying holiday/event items at the Irons End Sales Shop (in anticipation of Christmas events)
moved mission dialog to the Info chat tab instead of Global
added new missile parts for Striker and Helix
some tweaks to Helix grenades
Bug Fixes:
various crash and desync fixes
fixed opening a Shop panel and the Player Market at the same time
fixed overlapping text in faction UI
fixed difficulty fog not getting reset for party members when starting a match
fixed a fence prop that just didn't want to break
fix for equipping cosmetic items in multiple loadouts
exiting Stay Low without completing it no longer triggers the World Map tutorial
fixed Samson's victory dialog on Blockade
fixed a group of Bomber Drones that refused to attack on Field Command
fixed a cooldown speed modifier that made Helix fire rockets and grenades and ridiculous speeds
fix for blank tooltips in Recent Loot UI
fixed the respawn image to show the mech you chose to respawn as instead of the destroyed mech
Big Update Catchup Notes
We put our patchnotes ingame but have been bad about updating them here, so we're changing our update process to sync up the ingame patchnotes with putting it here, so it's easier to see what we have been working on without going ingame.
We have a new build coming later tonight, and fresh patchnotes at that time.
-CarbonJames
Update #7 - Build 68488 November 28th, 2017
Another update in the Wastelands! Glad to have all the feedback from our Early Access players. Thanks for that, it's much appreciated.
General Updates:
added multiple sets of additional Power Core parts
Don't allow "inventory" and "recent loot" UI to be open at the same time
Added a "select all" button for "recent loot" UI
Some fixes for new quick sell UI in shop
Buff allied and enemy fortress armor by difficulty armor factors
added destroyed forts icon on the Minimap
Add teamcolors for VacScrapper unit
Add some new Head part icons
update 'out of energy' UI icon
fix missing Saucer Deathray beam parts not showing up in 'fire sale plaza'
add Osprey heal beam parts to 'mile high supply depot'
rebalance legacy DPU ammo weapon/armor piercing stat
reduce too high 'charge speed bonus' on legacy agile hammer parts. To be more in line w/ new parts
Rebalance to Angel Sniper rifle and ammo parts to be more competitive with other AirMechs
Update Paladin Hammer Charge Up speed bonus to also increase the Hammer projectiles velocity and catch speed
Team colored weapon swipes
Bug Fixes:
Fixed a bug where you can go to locked nodes after switching difficulty
Fix for rendering issue on 3 player coop hud
Fix loading player made maps in Wastelands (map editor is still an early work in progress)
Cancel build order from AI forts when they are destroyed
Fix shop items appearing in market
Fix loss conditions for "The Bigger they Are" when playing in a Coop session
Update loss conditions on "Black Hat" so when played on Coop, mission ends when all players die
Fixup loss condition on "Fuel Shortage" mission
fix broken system notification system (used by various systems in game to cover async transitions, like spectate a game, lagging player, etc)
various bug fixes to the spectator UI, game browser and launch dialog
Show map name/difficulty when spectating
Update #6 - Build 68373 November 27th, 2017
We need to patch both Strike and Wastelands to fix a bug with loadouts being wiped when swapping between versions.
General Updates:
unit stacks no longer regen for expensive units
increased build time for Uber
rearranged some later missions and shops
added abduction resistence to Devastator units on Heavy Metal
added new parts and balanced some legacy parts
rebalanced Gothic Goliath
Bug Fixes:
fixed some crashes
fixed a desync on Harvest
fixed jumping while in sniper stance
fixes for pilots transforming in the Basecamp lobby
fixed some dialog timing issues on A Safe Route
fixed Vulcan not moving to the AirMech when deployed
fixed some unpathable terrain on Vale
fixed being able to queue units in some missions that do not allow it
Update #5 - Build 67891 November 15th, 2017
General Updates:
updates/rework on mouse aiming
increased armor piercing for some boss units
added some props on Spray 'n Pray to keep the pilot from falling off of some cliffs
added some hint arrows to the generators on Stay Low
added voice over for various missions
reduced the range of Helix grenades
lock map nodes based on selected difficulty
improved loot drops from Colossus units
added Saucer unlock mission and parts
added XP progress bar on player portrait card
reduced the frequency of bomb drops on Escort
reduced energy cost for self-repair and increased heal rate
gamepad compatibility for Helix
balance tweaks for AI AirMechs
Bug Fixes:
fixed missing arrow in Hangar tutorial
fixed Field Guide opening with a hidden tab
fixed private/faction symbols for market listings
fixed shadow issues near extraction point on Run 'n Gun
fixed some floating props and mismatched tiles on The Bigger They Are
fixed some floating trees on Vale
fixed clicking on a node to enter the mission lobby
cleaned up some badges
fixed kill notification message for the Iron Hand Walker
fixed not being able to access AirMech customization if you're the pilot in a lobby
fixed loot dropping on Run 'n Gun (there shouldn't be any drops on this mission)
fixed Spray 'n Pray so that players can't walk around the ravine
fixed holding right-click when using the Angel's rail gun
fixed receiving invites while in a solo game
cleaned up some collision issues in lobbies
fixed Valley Low Depot node so mechs don't collide with it
fixed some missing icons in the Hangar
fixes for difficulty selection UI
fixes for ability chargeup indicator persisting
AirMech Wastelands is now available as Early Access!
Valve was working overtime and approved the game for release on Thanksgiving (see previous update) much to our surprise, so we're moving ahead with launching into Early Access with our Alpha build.
Launching during a Steam Sale is probably crazy right? That's normal for us. The game is already a lot of fun and very stable, but we need to get more live testing of the interaction with AirMech Strike.
We've talked about this before, but if you are just joining us we have another game which is the PvP focused F2P version of AirMech. It is a different experience, but the core of the game (transforming mechs that build and move around units) is the same, so we are sharing accounts for the two games. That means if you are an existing AirMech player, stuff from there will show up for you in Wastelands, and the reverse is also true. It's really nice to not have to start over, but it definitely made things a bit more complex for us to sort out, and that is why we need an Early Access phase.
We don't expect Early Access to last that long, however it depends on player feedback. We're locking in scope and shifting to fleshing out content, polish and bug fixing ahead of the 1.0 release, so your voice definitely counts right now.
Please use the ingame bug/feedback system without hesitation, ask others in chat--we're glad to have more voices to help shape the future of AirMech Wastelands!