Mech Engineer cover
Mech Engineer screenshot
Genre: Real Time Strategy (RTS), Simulator, Strategy, Indie

Mech Engineer

Nominate us for The Steam Awards!

The Steam Game Awards nominations are now open and Mech Engineer will take a shot in the "Best Game You Suck At" category.



For your information, Steam describes this category as follows:
“This is the game that rewards persistence, and is not for the faint of heart. It's the toughest game we've ever loved.”

I indeed was planning to make it hard and rewarding. So you could get the joy of experimenting with builds and tactics through trial and error.

Thank you for playing the game!

Update 65 (Ross 154)



Hello!
Thank you for playing the game and leaving your feedback.

Here is this month's changelog:

M:\Modding



  • Create custom world maps with the restored in-game map editor. Press f6 then f10 on the global map screen 1-9 to change the draw type, ENTER to save to a file in your save folder.
  • Choose what sound will your custom weapon play with the new parameter "base_gun[i,17]"
  • Bullets will mimic some of the mechanics of another weapon type with the new parameter "base_gun[i,18]"
  • Control walls default durability with the new parameter in the balance file


I:\Interface



  • Hovering over weapon icons on mechs in engineering, hangar, and battles will show full information about the gun, including fire rate, accuracy, damage, and armor penetration.
  • Improved the visibility of the switch(scroll wheel) for huge weapons in the production menu
  • Various small fixes in RU and ENG localisations


B:\Balance



  • ///Buffs
  • Increased speed of Colubra's energy sphere by 10%
  • Increased power of Colubra's energy sphere by 10%
  • Improved loot in the cities, making it more viable mid-game
  • All walls became 15% more durable
  • Worry a little less about sending ordinary humans into infected maps with a lower chance of infection from 100% to 60% per hit
  • Increased health of the Frog Boss from the Satellite crash site map by 30%
  • ///Nerfs
  • Ballistic projectiles will be 20% more slowed when passing through enemies
  • Increased 5 times the cost of production of all internal components for reactors of the second and third tiers
  • Lowered speed of drone's repair by 15%
  • Rockets will have a delayed activation that will prevent them from exploding when contacting a wall too soon. The delay is constant so huge explosions can still reach your mechs.


H:\Hangar



  • Remember each fallen hero with the new memorial wall in the pilots' menu. Click at the bottom to open it.


C:\Combat



  • Rediscover the Flamethrower and Toxin Sprayer with proper damage-dealing registration
  • The leader of the squad will be a little more responsive to your commands
  • To better show that the enemy's projectiles aren't penetrating the mech's armor they will ricochet
  • Fixed the wrong priority number of enemy turrets. They were marked as Ovums
  • Annoying tornadoes won't spawn too close to your squad anymore
  • You will have time to disable weapons with the removed delay before autopause at the start of the mission
  • Satellite crash site map will have more open spaces


O:\Other_changes



  • Fixed achievement "I SAY KILL THEM ALL". It now should properly count the last kills.
  • Fixed the crash related to mod upload gml_Object_obj_controller_Other_69 (line 58)
  • Ovums' tentacles got a new animation that changes their thickness depending on the length


If your save files are not working correctly or something has broken with this update, please use the oneversionback branch, leave a message in the forums or join the Mech Engineer Discord to get support in the #bugs channel.

Patch



B:\Balance



  • ///Buffs
  • Increased armor for Holo mechs from 1 to 6.
  • Cyborgs will ignore the relation to the squad leader and always obey.
  • ///Nerfs
  • Lowered damage for fire pools made with the fire weapon mod by 20%.


C:\Combat



  • To represent how armor works on bosses, an additional bar of armor value was added under their health bar.
  • Tornado will no longer be able to pick up the orbital gun in its whirl.
  • Turrets should no longer be able to stuck in the walls.
  • Enemy turrets and Ovums that spawn during pause should keep their inertia and continue to move after unpause.
  • Multiple fire pools made by the weapon's fire mod will properly deal damage to the entity at the same time. Before it sometimes didn't count damage if there was more than one pool.


F:\Fixes



  • Fixed crash on the weapon testing screen, caused by too many projectiles.
  • Fixed rare crashes in the volcanic areas.
  • Fixed inability to select mechs in slots 5-8 by clicking on their cards on the interface during battle.
  • Map destructions will be saved only on retreat or defeat. It should lower the save file size and prevent file corruption.
  • For every last save will be created a backup file that should help you restore your save if something corrupts it during rewriting.
  • Fast repair is no longer usable if you don't have enough resources.
  • Fixed game freeze/slowdown for players, who use SteelSeriesGG or similar software. Resulted in slightly changed pilot's voice effects.
  • Railgun should properly display heat from shots on the mech's side stats in the construction table.
  • Fixed wrong time formatting in save file's titles
  • Lowered amount of particles that appear from kinetic projectiles dealing damage to enemies. Too much railgun damage resulted in a decrease in fps.
  • Fixed issue with not saving ammo ratio for mechs.
  • Fixed display for found items after finishing a city mission
  • Fixed the rare chance of the mech turning into a ghost after death if it had damage points before the start of the battle.


M:\Modding



  • The following LUA functions are available within obj_battle_map
    battle_logic
    battle_retreat
    battle_end

  • The following LUA functions are deleted from obj_battle_map
    battle_end_default_mechs_dead
    battle_end_default_win




If your save files are not working correctly or something has broken with this update, please use the oneversionback branch, leave a message in the forums or join the Mech Engineer Discord to get support in the #bugs channel.

Patch

F:\Fixes



  • gml_Object_obj_FUI_render_Draw_0 (line 344) (winning with mods should be possible now)
  • gml_Object_obj_pilot_sheet_Draw_73 (line 24)
  • gml_Object_obj_content_hangar_Step_0 (line 2356)
  • gml_Object_obj_first_menu_Draw_0 (line 63)
  • gml_Object_obj_giant_worm_Step_0 (line 267)
  • gml_Object_obj_piston_item_Step_0 (line 38) can't fix. Don't use the multi-click mouse button on the construction table
  • gml_Object_obj_cabin_item_Step_0 (line 37) can't fix. Don't use the multi-click mouse button on the construction table
  • You no longer lose your mechs and pilots from 5-8 battle slots when moving from the hangar menu.
  • Removed the possibility of endless order disobeying caused by chance. Now pilots can disobey only one time per given order.
  • The priority targets menu from the battle prepare screen should now work as intended.
  • Fixed Steam screenshots feature.
  • Fixed some Operarius stop walking for a short period after unpause.


QoL:\features



  • Added sounds of putting pilots into mechs or back into the list
  • Increased highlight for pilot's perks that you can choose
  • Added sound for repairing district
  • Enemies bullets and rockets will be more visible in darkness
  • Hover over city stats to see which districts influence them
  • The regular battle view will be automatically turned on after entering an enemy base to help you navigate inside it


If your save files are not working correctly or something has broken with this update, please use the oneversionback branch, leave a message in the forums or join the Mech Engineer Discord to get support in the #bugs channel.

Update 64 (Gliese 65) - 1.0 is OUT!

Hello fellow Mech Engineers!

Welcome to the final update for 1.0!
Yes, you have read it right. We have finally made it to 1.0 and I am hugely grateful to everybody who followed and contributed to this incredible adventure.

Thank you so much for playing the game, sharing your feedback, and supporting Mech Engineer, it means the world to me.

Let’s take a look at this month's changelog, it’s definitely a lot:

M:\Modding



  • Added sprite_collision_mask function
  • The following LUA functions are available within obj_battle_map battle_end_default_mechs_dead
    battle_end_default_win
    battle_end_scout_mechs_dead
    battle_end_scout_win
  • Make your own custom map with the help of an example mod that has been published to the workshop


I:\Interface



  • Following an interface overhaul Mech Engineer has been localized into French, German, Polish, Portuguese Brazilian, Simplified Chinese, and Spanish
  • Save slots from the main menu have taken on the appearance of punchcards
  • Mouse over an installed mech, reactor or weapon when using the construction table to view a tooltip message
  • Updated the image for the error message that appears when attempting to place a reactor that has not been properly tuned to better prompt players to assemble and ignite their reactors
  • Turn on the testing chamber for a weapon or mech to hear the pleasant sound of a cathode-ray tube
  • The sound of cogs quietly rotating plays when switching between artillery and order mode during a battle
  • Added an effect for when a module is taken away from the construction table
  • The reload stat in a mech's information sheet will take into account the processor program for accelerated reloading speed of kinetic weapons from available energy (press middle mouse button over a mech to bring up its paper information sheet)


B:\Balance



  • ///Buffs
  • Improved the slow effect of projectile weapons equipped with the slowdown mod on Aries by about 25%
  • Doubled damage from rockets and explosions, but scaling has been lowered to keep explosion size the same
  • Nuclear missile resource cost reduced from 400 Bjorn to 200 and 600 Munilone to 500
  • Increased Toxin Sprayer base damage from 4 to 6
  • Doubled the ammunition capacity of thermal-type weapons
  • Doubled the health of Fulgur
  • Watch out: the purple sword boss Titanus Monstrum has increased turn rate speed while each phase time has been increased by 15%. Caecilia will periodically spawn in when the boss enters its regeneration phase.
  • ///Nerfs
  • Increased the cost of ammunition to go into battle by 10%
  • Doubled time between orders for pilots with low reaction stat
  • Reduced chance of lightning appearing from 75% to 50%
  • Reduced chance of tornadoes from 95% to 75%
  • Reduced the frequency of Fulgur appearance
  • The purple sword boss Titanus Monstrum has also received some nerfs: Colubras and tentacles spawn further away from the head, enemy artillery is less frequent during the scorching gaze phase, missile firing speed has been reduced by 30% and boss health has been cut from 1 million to 500 thousand.


E:\Engineering



  • Excessive use of capacitators to get temperature resistance over 100% (this previously allowed you to freeze your reactor by firing lasers) now has diminishing returns with each subsequent capacitor
  • Cheesing additional resources from disassembling weapons when large weapon creation mode is enabled has been nixed


H:\Hangar



  • Brief descriptions of enemy abilities have stopped disappearing on the global map
  • Increased the passive income of free nuclear warheads from 1 to 2 per week
  • Tired of moving your mechs to the engineering section when you have enough Metallite? Use the quick repair button in the Hangar to fix any amount of damage


C:\Combat



  • All pilots have their own personalized fully-voiced phrases and will scream horribly when you fail a mission
  • Pilots will be more scared when if one of them dies
  • Very high and very low values of stress resistance have less effect on stress during battle
  • Pilots with high free will values will more frequently try to find the best position to shoot from
  • Fixed inconsistencies in some messages when swapping between normal and fullscreen mode during battle
  • Pressing the escape button during battle will pause the game
  • Increased size of missile collision box so they stop flying through small targets at high speeds
  • Operarius scatter around the battlefield when enemy artillery shots land
  • Removed volcanic areas from underground bases


O:\Other_changes



  • Added 15 achievements - can you take out one million Operarius?
  • The number of underground bases that have been destroyed during a mission is properly reflected in the post-mission statistics
  • Interface lightning supports different screen resolutions
  • No more weapon card pop-ups overlapping when mousing over mech weapons
  • Nuking a map cell adjacent to your city previously blocked the player from moving to that cell - you no longer have to skip a day, move elsewhere or capture a different cell to then move into the nuked cell
  • Frequent alt-tabbing in and out of the game during battle should no longer result in the textures for red-colored slowdown zones taking on a weird appearance
  • The crash bug involving empty pilot portraits after a victory has been fixed
  • There used to be a rare game freeze when installing a city for the first time, but it's gone now


If your save files are not working correctly or something has broken with this update, please use the oneversionback branch, leave a message in the forums or join the Mech Engineer Discord to get support in the #bugs channel.

Again, let me share with you my enthusiasm and my gratitude for supporting me all along these wonderful years of development of Mech Engineer.

We can now enjoy the full Mech Engineer experience, together!

Update 64 – 1.0 Release Is Imminent

Hello!

Today we have some incredibly exciting news to share with you and our amazing Mech Engineer community worldwide.

It gives me so much joy to announce that Mech Engineer will be leaving Early Access on May 21st, 2024!
Thank you for all of your amazing support, constructive feedback and energy. The road to 1.0 has been a long one and after many new features added from your feedback, now including 64 large game updates – my vision for the full game is nearing completion.

I also wish to express my gratitude to our supportive and eager Beta test players, who have been jumping in early to test out the new features coming to the game on May 21st for everyone.

The key updates planned for 1.0 include:


  • Fully voiced Mech Pilots
  • In-game localisations added to our existing English + Russian language options.

    • Simplified Chinese
    • German
    • Brazilian Portuguese
    • Polish
    • French
    • Spanish

  • In-Game Achievements
  • Various Quality of Life updates to the interface and more we’ll reveal on May 21st in our full patch notes.


Here are some quick screenshot previews showing off the exciting localisation work, to ensure more players worldwide can jump in and experience the game at it’s best.









Thank you again so much for the continued passion and support as we move to this next phase in our journey. Keep your feedback coming and don’t forget to leave a message in the forums or join the Mech Engineer Discord to get further support.

Update 63 (Sirius)



Hello!
Thank you for playing the game and leaving your feedback.

Here is this month's changelog:

M:\Modding



  • The game can now load multiple mods at the same time and the loading of LUA states has been optimised
  • Because of the updated system, you can't use the live_path variable to get the path. Now the path is stored in mod_info[v_modid]. v_modid is the second argument in every create() function.
  • Removed the create function for obj_pilot_item.lua
  • Removed the shoot function for test_mech.lua
  • test_mech will use the shoot function from obj_ally.lua
  • The maximum amount of Fulgur can be changed with a new parameter in the balance file
  • Fixed a crash related to the presence of the Create function in the Draw event obj_test_mech
  • Fixed copy/paste crash for mod id when updating mod


I:\Interface



  • Resource numbers will start to abbreviate 1000s to a K if they get too high so as to prevent overlaps
  • Tutorial message window increased in size to better fit large texts
  • If the build days in the Production tab are impacted by a debuff, an animated flashing light appears to highlight its importance


B:\Balance



  • ///Buffs
  • The purple sword boss has been made more dangerous: its health has been doubled, its armor increased by 5 units, its turning speed upped by 33%, and its missile fire rate is 25% faster. However, the cost of spawning the purple sword boss has been increased from 600 to 650 biomass.
  • Watch out: Fulgur’s AI and spawn rules have been redesigned.
  • The Sagittarius is more likely to hit you as it will reposition better to avoid walls in its line of sight
  • ///Nerfs
  • Mech dig speed reduced
  • Reduced biomass multiplier for infested zones from 5 to 4
  • Reduced the cost of spawning the red sword boss from 300 to 250 biomass
  • Mech stability is 20% less affected by storms in deserts or map cells inside the mega storm meaning you will not need as much impact resistance to enter a storm


E:\Engineering



  • Bonus fire rate for kinetic weapons from the CPU program has been fixed and works as intended
  • Remove all modules from a mech with one click via the button located on the bottom-left of the construction table


H:\Hangar



  • At the start of the game, a zone of infested cells appears around the golden sword boss, so the red sword boss won't head in its direction
  • The rules dictating the spawning of the sword bosses at the start of a new game have been changed to make it less possible for them to spot your city early
  • See all city locations on the global map at any time
  • Enemy pool rotation updated to change every in-game week, which will lead to players encountering more monsters that they don’t kill frequently (and fewer monsters that they do kill frequently)
  • Cyborgs will remain in the city after completing the endgame mission


C:\Combat



  • When fighting Flos, mechs are less likely to avoid its attacks if they have enough energy shield
  • Fixed kinetic ammo not creating fragments with fragmentation mod during actual battle
  • Mechs stop avoiding Colubra's beam if given a new command, allowing for better control of them
  • See bosses' health all the time in underground bases
  • The Caecilia snake monster can appear in underground bases making for a harder encounter
  • Reduced collision size for missiles, which should reduce the chance of them hitting walls at launch
  • Team up pilots with higher relations in order to improve the ally drone repair perk during combat
  • Ally drone repair no longer repairs all mechs at the same time; they only repair one mech at a time
  • Tornadoes should no longer appear on top of your mechs, but it is still possible to appear right next to them, so be careful
  • Enjoy ten new map variations for each of the ten terrain types, increasing the total of regular maps available to 220.
  • Watch out for the return of enemy turrets: maps with shuttle parts will contain 15 turrets whose type depends on the map terrain


O:\Other_changes



  • Improved descriptions for the processor programs
  • Fixed a bug with mechs disappearing when dragged from the battle preparation screen to the engineering menu
  • Storm effects should no longer mysteriously appear in underground maps
  • Fixed missing text popup in the underground base about nearby bosses
  • Removed the ability to re-launch the shuttle for the endgame cutscene
  • Removed the appearance of Titanus Centipeda in the underground base when re-entering the cell where it was destroyed
  • Lowered the amount of effects generated from dealing high damage to Titanus Centipeda to reduce lag
  • Fixed FPS drops in some rare situations like when too many enemies are grouped together behind a wall and a mech is trying to find the nearest visible target
  • Removed the ability for red sword bosses to spawn on top of special missions and fixed the additional biomass coming from these cells even if the player already cleared them
  • The global map should display coordinate numbers on the global map properly instead of shifting about
  • Pilots should appear on the correct visual layer when clicked and dragged about the screen
  • Alien cults should stop appearing in your city after completing the endgame
  • Updated Castle mech texture for both its research node and combat
  • Updated leg animations for mechs in combat
  • Added four-legged animation for the Castle in combat
  • Fixed red lines of the nuclear strike going outside of the global map screen


If your save files are not working correctly or something has broken with this update, please use the oneversionback branch, leave a message in the forums or join the Mech Engineer Discord to get support in the #bugs channel.

Update 62 (Lalande 21185)



Hello!
Thank you for playing the game and leaving your feedback.

Here is this month's changelog:

I:\Interface



  • The repair minigame has been given icons that represent each pip of damage that needs repairing
  • Increased the visibility of the "Do not show again" checkbox for tutorial popups
  • Mouse over buttons in the post-battle statistics menu to highlight them
  • Banner art showing the terrain of your next battle deployment will look more distinct since the blue-colored animated overlay has been removed


B:\Balance



  • ///Buffs
  • increased frequency of enemy artillery by 20%
  • Operarius health value increased from 12 to 13
  • Biomass growth on map cells with enemy bases increased by 25%
  • Increased the explosive area of effect of enemy missiles by 70%


E:\Engineering



  • Mouse over buttons when configuring a weapon for tooltip descriptions
  • The fragmentation weapon module has been reworked. It no longer reduces the weapon's armor penetration stat. Projectile speed is reduced by 30%. Kinetic projectiles will no longer ricochet with this module if they fail to penetrate enemy armor. If kinetic projectiles penetrate, they will be destroyed to create fragments. Fragments have the same armor penetration as the projectile, instead of half the value as before.
  • Placing wires in the power circuit menu plays a satisfying sparking sound


H:\Hangar



  • Updated stats for the starter set of mechs in the Hangar to make fresh campaign runs slightly easier
  • A new giant boss called Monstrum has appeared; it has its own purple sword icon on the world map
  • Deploy up to eight mechs on missions – scroll through tabs with the wheel on the left in the battle preparation menu.
  • A sound effect will play when dragging and dropping mechs into battle preparation slots
  • Don't be reliant on your favorite squad – some pilots may take the weekends off forcing you to use crew that might not be as experienced
  • When a district gets damaged, it also can kill pilots since they now travel across districts in real-time
  • Always have some components for your city on hand – damage to your city is doubled when you have none
  • Overall game time has been extended to make it more likely to visit unique map cells and encounter bosses. Each new space shuttle part will spawn further away from you.
  • If you manage to reach the endgame by launching the shuttle, and you wish to keep playing, the following happens: scientists are capped at 999, engineers are capped at 25 (or in the form of robots if created beforehand), modules will no longer take up more than one slot in the production queue, and population from the city stats is removed.


C:\Combat



  • Tornadoes disappear after reaching the edge of the map during battle
  • Destroy tornadoes with artillery or missiles – a tornado has a 50% chance to disappear upon contact with an explosion
  • Tornadoes change the flight direction of projectiles they come into contact with instead of shifting them
  • Objects will no longer move inside a tornado when the game is paused
  • The C-RAM aux module for mechs will no longer target enemy missiles behind walls
  • Enemy missiles will create an explosive effect upon contact, much like player missiles. This effect can damage walls, mechs, aliens and tornadoes. They deal less damage underwater.
  • Doubled the duration for how long battle screen notifications stay on screen
  • Stealing resources from Colubra is harder because they only drop them on death, instead of at spawn
  • Maps that start with 50 Ovum will try to maintain that number if the number of Ovum drops below 50 – another Ovum will spawn every three seconds if there are fewer than 50 of them.
  • Underground enemy bases have been updated. You can instantly teleport to another cell if there are no enemies on the map and no bosses near your map cell. In addition, killing the equivalent of the purple sword boss in the center of the labyrinth will be considered a win condition. Doing so will clear this cell on the world map.


O:\Other_changes



  • Robotization research node overhauled: instead of consuming 20% of the city's energy, you are given the ability to manually create engineers in Production
  • Various spelling corrections and grammar changes in the base manual
  • Added a mention of the weapon testing chamber in the base manual
  • Fixed an issue where pilot cabin toy arrangements would disappear after reloading the game
  • Gibs will have different flight speeds when created rather than a default value across the board
  • Clicking RMB to clear away notes from after battle or inspecting pilots should no longer unintentionally leave exclamation marks on the world map
  • For modders: function create() for obj_battle_map script has been moved to the last line, creating the opportunity to change starting values
  • Empty slots between mechs in battle will no longer break the stats interface of all further slots
  • The graphical bug associated with repeatedly saving a mech's paintjob has been squashed
  • Incorrect text alignment issue when exiting from battle to the main menu has been resolved
  • Select single mechs during battle by shift+number – this feature now works as intended


If your save files are not working correctly or something has broken with this update, please use the oneversionback branch, leave a message in the forums or join the Mech Engineer Discord to get support in the #bugs channel.

Patch


  • Tail of Titanus Centipeda should no longer appear on top of your mechs after entering the room from top or bottom in the labyrinth
  • Digging deep should become easier with added percentage damage to walls based on their maximum hp.
  • Pathfinding changed so mechs will be less likely to turn away when reaching the last wall while digging
  • Reduced the width of ballistic projectiles
  • Shooting near walls should no longer be an issue
  • Fixed a game crash associated with the use of the shrapnel weapon mod
  • The picked-up reactor module will be centered on your cursor to avoid problems with its placing
  • Colubra laser will gradually destroy walls instead of instant
  • Fixed missing text in the eng ini file for the ammunition tooltip in battle. [context] battle_ammo=””
  • Added avoiding slowdown zones for AI in x2 time speed up

Update 61 (Wolf 359)



Hello!
Thank you for playing the game and leaving your feedback.

Here is the changelog:

I:\Interface



  • Language mods can use É, Ú, Í, Ó, Á, and Ñ characters that have been added to the game's Latin font
  • Mod support has been added to the game but it is very early in development - a short guide.
  • Resource counters at the top of the screen will update more quickly than before
  • The art for the Castle mech has been given a new look
  • See a mech's loadout with additional info by mousing over icons in the mech card not only during battles but also in other menus
  • Not sure whether you should click on something during combat? Hover your mouse cursor over on-screen elements to see information pop-ups
  • Check your current keybinds by pressing Escape
  • Get more information on your city's needs by hovering your mouse cursor over the stats in Hangar > Calendar
  • Allow cursor to go to another monitor in fullscreen and restrict the aspect ratio from the new launch menu options (previously you had to manually edit a settings config file)


B:\Balance



  • ///Buffs
  • Railgun spread reduced from 4 degrees to 1 degree, improving the accuracy
  • Railgun damage and armor penetration gain from energy has been increased significantly
  • Initial projectile speed of railgun has been doubled
  • Increased the lifetime of explosive shells by 10%
  • Reduced Tentacle mech's weight from 73 to 65
  • Reduced Tentacle mech's base reload time from 4 to 1
  • Explosive ammunition explosion damage doubled
  • The speed limit for projectiles has been removed, which led to low damage and armor penetration when using a mod with increased projectile speed
  • Rocket flight duration has been increased by 10% longer
  • Kinetic and thermal projectiles will properly damage multiple enemies within the same game tick, which leads to increased damage against clusters of enemies
  • Toxin sprayer damage increased from 3 to 4
  • Toxin sprayer projectile speed increased from 7 to 9
  • Removed gun recoil for all energy-dependent kinetic weapons
  • Plasma gun research time reduced from 20 to 14 days
  • Plasma gun projectile starting speed has been increased from 5 to 7
  • Number of scientists required for Tesla node in Research has been reduced from 100 to 50
  • Bjorn cost for a flamethrower has been reduced from 160 to 100
  • Flamethrower production time reduced from 3 to 2 days
  • Toxin sprayer production time reduced from 4 to 3 days
  • Toxin sprayer production cost in Skalaknit has been reduced from 150 to 90
  • ///Nerfs
  • Railgun rate of fire reduced from 200 to 20
  • Railgun weight increased from 24 to 40
  • Railgun energy consumption increased from 30 to 50
  • Railgun base damage and armor penetration has been set to 0
  • Railgun rate of fire no longer depends on energy
  • Increased Plate mech's reload time from 3 to 4
  • Increased Plate mech's weight from 50 to 60
  • Reduced Tentacle mech's base ammo amount from 1 to 0.5
  • Reduced the knockback effect of explosions on Operarius
  • Toxin sprayer spread increased from 5 to 10 degrees, reducing the accuracy
  • Plasma gun production time increased from 4 to 5 days
  • Plasma gun production cost in Munilon has been increased from 110 to 180
  • Research time for Tesla node has been increased from 4 to 8 days
  • Railgun production time increased from 3 to 5 days
  • Tesla weapon production time increased from 3 to 5 days


E:\Engineering



  • Dismantle any items in the production queue to refund resources with the new "Dismantle" button in Production
  • Fixed the bug with armor disappearing after loading a punch card onto a mech that already had armor


H:\Hangar



  • Resource grinders take note: the number of Brucus encounters available within one day persists across multiple encounters for each map type
  • Changed the spawn behavior of red and gold sword icons on the map; they were appearing either too close to the city or to each other, leading to random difficulty spikes at the start
  • Reduced District 4's production of artillery shells from 0.5-1-4-9-16 to 0.5-1-3-5-9


C:\Combat



  • Depth charge research node added for city artillery - destroy enemies and open passages underwater
  • Ovums have been given a tentacle texture that connects them to the ground
  • Desert maps will always be affected by storms, similar to map cells affected by the global mega storm
  • Storms have been upgraded - all objects caught up in storm-afflicted maps will be moved in the direction of the wind for two seconds with a break of 10 seconds
  • Mech AI changed to be less likely to get stuck inside walls
  • Walls get tougher the deeper they are within terrain
  • Watch your step - volcanic meteorites have doubled in size
  • Tundra maps have a snow texture that helps distinguish them visually from others
  • Mechs will more often get into an optimal position for long-range shooting after reaching a destination
  • Tornado size doubled to make them look more scary
  • Both mechs and Operarius will circle inside bigger tornadoes
  • Tornadoes will have a 50% chance of disappearing when changing direction, allowing mechs trapped inside to escape


O:\Other_changes



  • Changed the weights of monsters in the bestiary to make them more believable
  • Various spelling corrections in English localization
  • Fixed a crash related to the Orbital Gun map and Fragellum trying to grapple the gun with their tentacles
  • The rare error in line 2986 may or may not be fixed; let me know in the discord's #bugs channel if it reappears
  • Returning a mech from the Hangar to Engineering should not reset the ammo ratio if the mech has an auxiliary C-RAM module installed
  • Boss health will no longer extend outside the display circle in the regular battle screen view
  • Fixed exploit with an endless buff for energy weapons: swapping weapon modules with another module will no longer save the temporary wiring settings from the weapon test chamber
  • The hospital pipe texture is back; it disappeared due to a bug with cyborg research
  • Improved memory and particle clean up after battles
  • Fixed huge versions of weapons not receiving the correct increase in weight and energy consumption
  • Adjusted the volume of gun sounds and order bark to better hear shots in the distance
  • Corrected text on page 12 of the base manual about the type of damage received after blocking an attack with armor
  • More tutorial popups have been added to the post-mission window and Calendar
  • Fixed a bug with projectiles ignoring targets in front of the mech and teleporting behind them
  • Reduced the number of gib spawns from artillery strikes that was affecting performance (this was purely a visual effect)
  • Titanus Araneus' long range pull attack has been given a tentacle texture



If your save files are not working correctly or something has broken with this update, please use the oneversionback branch, leave a message in the forums or join the Mech Engineer Discord to get support in the #bugs channel.