Genre: Real Time Strategy (RTS), Simulator, Strategy, Indie
Mech Engineer
Attention humans!
I'm alive, and still working on the game. Got sick, but recovered. The next update will include mod support and a lot of changes.
Thank you for your attention!
Patch
Armadillo should attack mechs more frequently with its new AI balances
Fixed a rare game crash when fighting Flos
District 15 no longer allows you to do missions indefinitely. Instead, the mech will be able to do two missions in one day.
Mechs will no longer try to evade enemy attacks if they are in the process of completing new position command
Also updated the demo version with the latest features and fixes from the current update.
Update 60
Hello! Thank you for playing the game and leaving your feedback.
Here is the changelog for August 2023:
I:\Interface
Added a mouse icon underneath the arrow in the end-of-day stats menu
Dispose of end-of-day information reports by right-clicking on them
Compare the number of AUX mech modules between mechs when you select a mech in the Production menu
Middle mouse click a mech in Engineering or in the Hangar to bring up a detailed information report about the model, such as reload times for each ammo type on the mech (right click to dispose of the report)
Enjoy a scrunching up sound when disposing of information reports
Added a picture of a drill to page 32 of the base manual
Added monster icons for Brucus and Ovum to the bestiary
The descriptions for research nodes DRONE, CYBORGIZATION and ATOMIC BOMB have been changed to better describe their mechanics
Base manual has been updated to include information not previously mentioned, more specifically: mechs will not shoot through allies, power circuits raising the base reactor temperature for mechs, how mech evasion and stability works, and fire rate reduction during melee attacks
Changed the order in which additional mech menus are mentioned in the manual to match the sequence in the UI
District descriptions have been updated to fix some grammatical errors
Plus sign at the top left of a weapon module in the weapon list will show you if it has unspent points
See the current mod installed in weapons when they are inside a mech on the construction table, without removing them from the mech
B:\Balance
///Buffs
Counter rocket module will add some kinetic ammunition
Sagittarius attack range has been doubled
Mechs will dig walls at twice the speed when the battle speed is also doubled
Reduced toxin sprayer research time from 20 days to 5 days
Fire pools created by the flamethrower have the weapon's initial damage instead of its end damage
Reload time modifier for mech model "Holo" reduced from 4 to 2
Increased the speed and duration of energy spheres from Colubra in infested map cells
Decreased the lifetime decay rate of enemy kinetic projectiles
Tripled the number of underwater currents
///Nerfs
Increased flamethrower research time from 2 days to 5 days
Lowered the initial amount of armor layers
Removed endgame armor from the starting item pool
Fire weapon module will create fire pools with 20% less damage
increased fire damage reduction per point of enemy armor from 5% to 10%
Added damage reduction for underwater fire created by the fire weapon module
Reduced the starting number of engineers by 30%
Projectiles from weapons without a slow module will cause a slow debuff at 20% less effectiveness
Operarius armor and health is tripled in infested areas instead of quadrupled
Additional reactor overcharge module multiplies overheat time debuff instead of stacking the debuff, which will greatly increase it the more you have it
Bonus effect from District 15 on the number of engineers per day lowered from 3 to 2
E:\Engineering
REACTOR OVERCHARGE research node moved to the beginning of the research tree - the additional reactor overcharge module can be accessed by all reactors after research is complete
Set specific min/max engagement distances for each enemy type via the new menu to the right of the construction table when a weapon is placed there. For example, this will allow you to completely stop mechs from firing at certain enemy types that are out of effective range, or are too heavily armored to take damage from a particular weapon, so that mechs do not waste ammo or overheat.
Added a limit to maximum repair cost based on the mech's cost
Added an element of randomness for the optimal value of the damage repair cost, removing the ability to calculate the exact number of clicks required for optimal value
NEEDLE BULLETS and TORPEDOES research nodes changed - you will need to add these as weapon modules via the construction table in order to use them in underwater battles
ROBOTIZATION research node has been moved to allow access to cyborgs sooner
H:\Hangar
The following changes have been made to the city: District 17 has lost its food and spare parts bonuses and depends on District 18; District 40 depends on District 18, and a fully-upgraded District 15 will remove maintenance after battles for mechs
Changed the depth for minesweeper numbers on the world map, so you could see them over the mega storm
All world map scan layers will show you bosses that are near your city, so the player always knows when danger is close
A warning report will appear after skipping a day if bosses are near your city
Bolster your city assault squads with cyborgs via the new CYBORG SQUADS research node
C:\Combat
Tornadoes can be redirected by a rocket blast
Colubra will destroy walls with its laser beam instead of firing over them
The tutorial text telling the player how to control mechs will persist for two more battles before disappearing
Added a transparent minimap to full-screen mode that includes a display of the camera's position
Buttons in the battle menu will highlight when you mouse over them
The special Bunker map cell now contains additional information about the huge weapons menu
Improved the visibility of enemy turret attack range by adding internal stripes
Added a message about unavailable artillery after trying to select it when it is unavailable
Added enemy artillery in caves in the form of digging from the ground
Increased turret attack priority radius by 20% from its attack radius
The camera will always appear near your mechs at the start of a mission
Boss HP has reappeared in the standard battle screen view
O:\Other_changes
A settings config file is now available to manually edit (by default on Windows: C:\Program Files (x86)\Steam\steamapps\common\Mech Engineer\data) allowing you to keep the aspect ratio and lock the mouse cursor to the window - settings for these in-game will be added at a later date
Tutorial settings are saved between play sessions
Added transparency to target in the mech test chamber
Various text corrections made to Research
Limit set on the maximum stats of pilots when they are training in real-time
You can no longer pick up a pilot and a mech at the same time in the Pilots menu
Buttons will no longer overlap information reports when the latter is clicked on
The construction table used to show incorrect reload times - this has been fixed
Mechs in the mech test chamber used to be able to perform simultaneous reloads without the necessary processor program - this ability has been removed
You can no longer craft huge weapons until the technology is obtained from the special Bunker map cell
City legs cannot be infinitely improved anymore
Fixed a bug with the inability to reach the end of the weapons list if there are too many of them
Loud weapon sounds should no longer play at the start of each battle
Explosions change terrain textures and cause additional effects against walls
Mechs will no longer automatically reload unequipped ammo at doubled battle speed
Players should no longer accidentally select a mech when disabling weapons in battle
Pilots with higher stats will no longer take more time to make decisions between orders
Overlapping commands occasionally caused rare cases of disobedience by pilots - this was unintended
The underwater modifier will no longer persist after closing the weapon test chamber
Ovums spit out more large shards on death than before
Added tentacle animation for Fragellum's attack
Watch out: Fulgur have stopped spawning at the edge of a map cell meaning they no longer die instantly
Particle creation for volcanic artillery during a pause now works as intended
The starting tile of a labyrinth map cell should no longer spawn the player in next to enemies
Colubra weren't interacting correctly with fire and explosion effects - this has been changed
Colubra should gradually remove the slow debuff when attacking mechs
Colubra energy balls will no longer cause particle buildup while paused
Sagittarius used to be stationary but its AI behavior has been given a nudge
The incorrect destruction of walls by Titanus Centipeda in the maze map cell has been addressed - it was previously causing pathing problems for AI even if there were no more walls
Added adaptive direction for Titanus Centipeda when spawning in a maze based on past movement and mech position, so its tail won't appear on top of mechs
Enemies should no longer regenerate armor when battle is paused
Fixed persistence of slow zone grid over walls causing incorrect pathfinding after destroying walls
Walls on the right and bottom edges of a map cell are no longer endless
Various visual improvements - in particular when picking up nuclear reactor modules, when moving the city and how some textures appeared incorrectly at different resolutions
Changed names for monsters in the credits to correspond to the bestiary
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 59 (Luhman 16)
Hello! Thank you for playing the game and leaving your feedback.
Here is the changelog for July 2023:
I:\Interface
Buttons that you can interact with in the launch menu light up when you mouse over them
Added a tooltip popup for tutorial lever #2 in the launch menu
Tutorial popups and the base manual include mentions of the following: drawing paths for mechs and drill usage, the ability to disable weapons, and debuff effects to weapons while underwater
Additional damage from fire is visible when testing weapons
Updated the pilot phrase system for the latest AI changes so that they shout out more appropriate phrases
The medal placement system has been reworked, allowing you to place them anywhere on a pilot's card (they will stick to the frame automatically)
B:\Balance
///Buffs
When allocating stat points to weapons on the construction table, initial points given to both accuracy and reduced energy consumption now have greater effect, with diminishing returns kicking in as more points get allocated
Stat increase from a weapon's size will be calculated before stat point allocation, meaning larger weapons will get better effects from allocated stat points
Toxin sprayer weapon damage increased from 2 to 3
Thermal damage is reduced by 5% per point of armor instead of the damage amount being divided by a target's armor value e.g. 10 damage vs 10 armor will deal 5 damage because 10 x 5% = 50%; previously the calculation would be 10 thermal damage divided 10 armor = 1 damage dealt. This change increases the potential damage output against targets with low armor.
The weapon mod that adds fire will only reduce armor penetration and add weight
///Nerfs
Toxin sprayers and plasma guns are less effective underwater after fixing the debuff to projectile lifetime while submerged
Reduced damage buff from weapon stat allocation by 9%
Reduced penetration buff from weapon stat allocation by 18%
Reduced rate of fire buff from weapon stat allocation by 18%
Each weapon mod now adds a percentage weight increase to the weapon (ranging from 10% to 30%)
Reduced rate of fire of toxin sprayer from 500 to 250
increased the total number of engineers required for mech repair by 20%
Reduced bonus staff number growth per level of District 16 by 1 (engineers from 4 to 3 per level, scientists from 5 to 4 per level)
E:\Engineering
Mechs placed in the testing chamber will use a maxed-out pilot's stats
"ROBOTIZATION" node added to Research, which adds 100 engineers but takes 20% of your city's energy
"CYBORGIZATION" node added to research, which adds the ability to transform your human pilots into cyborgs. Cyborgs are always ready to deploy and always have 75 in Reaction and the C.B.S. Test stats. Cyborgs are not affected by Stress and take half the damage human pilots do. Cyborgs can regenerate HP quickly without going to the hospital, and cure infections in one day. However, cyborgs cannot gain experience, levels or talents.
H:\Hangar
Golden sword bosses will remain still, instead of performing random movements when neither the city nor red sword bosses are near it
Pilots will change their facial expression after selection from the pilot list if stress resistance is lower than 50
C:\Combat
Destruction within maps will persist across multiple encounters due to a new save system
Mechs are better at digging, walking and waiting thanks to changes to their AI
Mechs will turn toward the cursor if there are no enemies in sight
Ammo that is not being used by a mech in battle has been hidden from sight
The flight speed of an Operarius after an explosion depends on the explosion's damage
Operarius are less likely to get stuck on walls or clip into them
Set a new default priority target "Ovum" for your mechs in the slots near the "battle" button
Watch your six in cave maps - the darkness is much harder to see through
Artillery strikes reduce enemy armor and cause explosive damage
Select one mech at a time with the new default hotkey combination of Shift + 1, 2, 3 or 4. Alternatively, select all mechs at once by pressing 5.
O:\Other_changes
The free will control slider should no longer mysteriously disappear during battle
Fixed a couple of issues related to selecting things when the mouse was pressed or released while off screen during battle
Textures will now clear when quitting during a battle in order to stop memory leakage caused by frequent saving and loading
Fixed pilot head bobbing when the mech is standing still or the game is paused
Fixed issue with pilot stats going over their limits and rolling over to much lower values
Added restriction on cooling the reactor so that the temperature cannot go infinitely negative
The text of a pilot's talent description should no longer end up hidden under a pilot's stats comparison
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 58 (Barnard's Star)
Hello! Thank you for playing the game and leaving your feedback.
Here is the changelog for June 2023:
I:\Interface
Environmental icons have been added to the temperature slider in the mech test chamber to better understand performance in those conditions
A new tutorial window will appear when accessing the pilot's menu for the first time
Your mouse cursor's position is now highlighted as well as any relevant elements, such as when assembling a mech via the construction table
The dropdown animation for the base manual and bestiary has been given a speed boost
With the second tutorial switch enabled from the game's main menu, tooltips will now appear on some interface elements on mouseover. Such elements currently include the construction table for mechs and reactors in Engineering, a few tooltips in Production, and the city district upgrade menu.
A description for ammo distribution has been added to the armor menu
B:\Balance
///Buffs
Increased the influence of the pilot's C.B.S. skill on a mech's stability regeneration in battle by five times
Increased mech stability regeneration by 25%
///Nerfs
Doubled the rate of oxygen loss that can occur during underwater battles
Reduced the movement speed bonus from stability regeneration by five times
E:\Engineering
Test mechs faster - reactors now start at 50% of the reactor temperature in the test chamber
The armor menu for mechs can now use the save/load punchcard system and can remember melee, self-destruct and energy shield parameters
The formula for mech stability regeneration rate has been changed slightly - the regen is now affected by a percentage of its lack of stability. In addition, all mechs start recovering stability from zero at roughly the same speed.
The evasion module has been reworked: stability regeneration has been buffed while the weight and armor penalties have been removed
H:\Hangar
Pilots can now add random toys to their cockpits at a 0.1% chance every day
Enjoy the wiggling effect for toys and medals when holding pilot cards with the mouse
Several changes have been made to the enemy's biomass economy
A red sword appears on the world map only when infested cells accumulate a huge amount of biomass and have noninfested cells near them
A red sword will search for the cell with the lowest biomass without infestation and move toward it
Map cells with infestation give a 5x increase to biomass growth
Standard biomass growth in labyrinths has been reduced by 50%
Ovums will now give a biomass growth
The random infestation spread at the start of the game has been removed
A golden sword moves randomly only if there are no red sword bosses in 12 cells close
C:\Combat
Order your mechs to take tactical paths you have drawn by pressing and holding RMB on the battle screen while paused. Mechs that have a melee ability will dig through walls if ordered along these paths.
Prevent any weapon from shooting by clicking on the weapon icon in the mech's card. You can also see which icon holds which weapon with a small popup after the mouse hovers over it.
Research the new flechette ammunition node in the research tree to more effectively use kinetic weapons underwater
Fully repairing a mech hull via drones in battle will now stop oxygen loss
Knock back small bugs with the mech melee option
Blocking an enemy melee attack with the melee option now returns 15% stability
Added lighting effect to kinetic projectile death with shrapnel mod
O:\Other_changes
Fixed wrong production menu name in different places
Updated tutorial art for the Calendar sub-tab
Updated tutorial art for the Engineering tab
Updated tutorial art when installing mech
Fixed an issue with mech selection if the cursor was outside the battle screen
Removed speed reduction during x2 speed in battles to avoid issues with the new path drawing system
Fixed mech bomb explosion animation
The layout of city elements has been changed slightly for better navigation
Added more details about the Battle interface to the base manual
Added a simple lighting effect to the border of energy shields in battle
Fixed an issue with adjusting the volume of both sliders via mouse wheel when hovering over any part of the top panel
Fixed highlighting of module categories when hovering over them when a mech's additional menus are open
Fixed crash regarding last mech death after a boss's death
Fixed crash when an allied turret is hit by an enemy's energy waves
Minor fixes in the winning text about Lagrange points
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 57 (Rigil Kentaurus and Toliman)
Hello! Thank you for playing the game and leaving your feedback.
Here is the changelog for May 2023:
I:\Interface
The Bestiary is now available - review intel on enemy alien forces by clicking the monster icon next to the Hangar tab
The construction table in the Engineering tab now lights up to better indicate where to drag and drop a mech, weapon, or reactor
Toggle the tutorial on or off inside the game in the Escape menu
Additional information in the tutorial popup will inform you about weapon customization when installing a mech into the construction table for the first time
One of the battle screen filters now reduces the sensitivity of lighting in battle, which stops the screen from being washed out when firing strong energy weapons
S:\Sound
Added sounds for the railgun, teslagun, plasmagun and corrosive gun
B:\Balance
///Buffs
Increased enemy turret rate of fire by 80%
Increased enemy turret ammo capacity by 100%
Increased Ovum's health from 1000 to 3000
Increased Ovum spawner (from labyrinths) armor from 7 to 22
Increased Titanus Araneus damage from 10 to 24
Increased railgun armor penetration from 3 to 4
Increased railgun rate of fire from 150 to 200
Increased resource cost of deploying Kinetic weapons in combat (Bjorn from 6 to 8, Skalaknit from 3 to 4)
Increased Kinetic shell duration by 1% for every 5 damage
Increased resource cost of deploying Explosive weapons in combat (Bjorn from 11 to 15, Skalaknit from 6 to 8)
Increased resource cost of deploying Thermal weapons in combat (Bjorn from 12 to 20)
Increased penalty for sending mechs into battle from District 62 from 20 to 25 for every level the district remains unupgraded (zero penalty at max level)
Increased the maximum number of city repair brigades from 3 to 5
///Nerfs
Lowered Titanus Araneus claw damage to systems from 15 to 10 per attack (its armor penetration is still infinite)
Area of effect for Titanus Araneus claw attack has moved slightly - you should no longer take damage when behind its back
Reduced Colubra's starting damage to shields
Reduced Colubra's additional damage over time to shields
Reduced Ovum's armor from 22 to 0
Reduced Gammarus damage from 24 to 15
Flos now have 0 armor when attacking
Reduced enemy turret armor penetration from 8 to 6
Halved the reload speed of enemy artillery
Increased the minimum distance for the enemy's artillery to shoot
Reduced increased duration for the reactive projectile mod from 3 to 2
Kinetic projectiles will slowly lose speed and duration for each second spent inside enemies
Reduced the total amount of all Explosive ammo by ~15 %
Reduced system damage from the sunbeam weather effect from 2 to 1
Reduced number of damaged districts from a giant's attack from 10 to 5
E:\Engineering
The Particle Emitter has been added to the arsenal. It launches a self-guided projectile that creates bolts of lightning along its trajectory that deal massive damage. Its damage also depends on supplied energy. Uses the Explosive ammo type.
Energy weapons have been reworked - now all weapons that depend on supplied energy heat up the reactor with shots
Processor programs saved to a mech punch card will no longer be forgotten
Adjust the available ammo ratio for a mech by clicking the shield icon when a mech is on your construction table
Damaged text on mechs will now no longer overlap with the program numbers
The power circuits switch is now more visible in a mech's electricity menu
H:\Hangar
Open the whole research tree by fully upgrading District 17 in the city menu
Tutorial now highlights the pilot menu for a better navigation
Starting a fresh save file will now only spawn two giants: one red and one gold. The world will also have a random spread of infested terrain cells.
If you start on a city cell you will auto pickup a clue, instead of losing one as before.
Colored squares have been added next to the city stats to better indicate the colors of the graphs
C:\Combat
The experimental orbital Earth defense gun map has been added. It contains one new boss: Glyptodont which bears miniguns. The map also has one huge defense turret that can be captured, and a new weapon, the Particle Emitter, which is rewarded for killing the boss.
The rocket barrage processor program now fires projectiles at the maximum rate of fire, instead of a one-time shot, for optimization reasons
Explosion animation and damage over time now depend on the source of the damage
Duration of fire zones now depends on the source of the damage
Size of fire zones now depends on the source of the damage
Explosions can now knockback Operarius
Napalm projectiles now slow down faster the closer they are to disappearing
Check how much a mech's systems have been damaged by mousing over the mech on the battle screen
A mech's damaged systems icons now appear on top of each mech card during battle
Allied turrets can now be damaged in the same way as mechs as by enemies
Find and activate allied turrets on city maps
Picking up a resource during battle will highlight the resource panel to show that it's been added
Doubled cabin heat from reactor overheating - pilots will now be more likely to be damaged by reactor overheating if cabin safety stat is low
Colubra act differently on infested maps - every few seconds they will launch a huge energy ball across the map at visible mechs. Colubra's energy dome also will not disappear until it has dropped to 25% of its total health, instead of disappearing at 75% on other maps.
O:\Other_changes
Slowdown zones now render to one texture with a different sprite
Broken cabin now can be spotted by the cracked glass effect inside the pilot's window
Pilots shake their heads when they are panicking or the mech is walking fast
Added laser particle and size-increasing effect for the Colubra attack
Brucus now properly displays the turrets on its back
Rockets now have a particle trail effect
Fire zones and fire attacks now emit fire particles
Slight performance improvement by turning off unnecessary calculations during battle
Increased FPS during battle by getting rid of the second camera
Fixed similar colors for the first four graph lines when viewing city stats
City components obtained during a mission now correctly display
The game should no longer crash when using more than one anti-missile system platform
Water particles no longer endlessly stack when the game is paused
Fixed a slight darkening of the map when minimizing and expanding the game during battle
The frog boss no longer counts as a Gammarus in the final game score
Fixed the spawn of resources by Titanus Centipeda when fleeing from it to another cell in the labyrinth
Fixed a bug with not displaying the influence of the mech speed acceleration program on the displayed characteristics in various places
Mechs will now continue to move diagonally over long distances
You can no longer click the volume sliders after switching to fullscreen mode during battle
The wrong tutorial popup no longer appears when accessing the mech test chamber
Fixed a bug with not applying the projectile lifetime mod in the weapon testing room
Fixed a bug with not applying the energy mod in the weapon testing room
Fixed a typo in the underwater turbine research description
Fixed formatting of Russian text in the manual for the first page
Fixed displayed reload cooldown count
It should now be easier to drag and drop a reactor inside a mech
Fixed incorrect mention of available menus in the tutorial
Fixed issue with capturing cells not clearing infestation
Fixed issue with rendering minesweeper numbers on the map under infested cells - now you can properly see the numbers
No more double clicking when changing mechs on the construction table after fixing a bug involving the second camera
Added algorithm to automatically display mech resists in the components menu to fix incorrect numbers
it is recommended to start a new save or continue an old one in the oneversionback branch.
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 56 (Proxima Centauri)
Hello! Thank you for playing the game and leaving your feedback.
Here is this month's changelog:
S:\Sound
Added sounds for the flamethrower and small laser gun
Added sound when mousing over research tree nodes
Added sound when pressing the BATTLE start button
Added text typing sounds for the post-battle statistics screen
E:\Engineering
Test your mech builds in different environments and temperature conditions on the construction table before deployment - click the crash test dummy icon next to SEND to access it
Use the camera movement keys(WASD) and LMB in the mech test chamber to move and fire your mech, reposition the target with MMB, adjust the temperature with the slider, and switch to underwater conditions via the droplet button
Previews of the resource needed for dispatching mechs to battle are now visible in UI (weapons mod menu and mech construction menu) – resources are only spent once dispatched to battle
H:\Hangar
See how your city's stats have changed over the last ~20 days via the Calendar menu - a third stop on the dial has been added
With this new submenu you can:
Get info on recently damaged districts
See differences in resources and city stats compared to the past day
View changes in pilots, science, and engineering teams
Check how many components are in production
Find out which research projects are in progress
Mouse over each stat entry on the right side to individually highlight its production graph
C:\Combat
Switch to and from full screen during battle by pressing T on your keyboard (this can be rebound in the loading screen menu at launch), or by clicking the dotted square icon below the combat display
Reloading is now visualized via a bar above a mech's reactor temperature gauge
Cursor lines on the combat display no longer disappear from view when zoomed out
B:\Balance
///Buffs
Increased basic armor for the Triangle mech from 2 to 4
Increased basic move speed for the Triangle mech from 0.2 to 0.3
Increased impact resistance for the Triangle mech to 95%
Reduced Triangle mech cost in Munilone from 564 to 464
Engineer and science teams are no longer capped at 700 and 500 respectively
The special Bunker map now additionally gives you 100 engineers and 80 scientists upon completion
Lightning shooters' AI has been altered - they will try to escape properly after firing
Starting pilots' stats are now always the same
///Nerfs
Weapon size now doubles the cost of sending it into the battle
Giant Centipede boss now shoots rockets at strict angles to its body
Lightning shooters no longer get stuck inside each other
Mech eaters no longer get stuck inside each other
Energy shooters ("flowers") no longer get stuck inside each other
O:\Other_changes
Slight performance improvement now that swarms no longer repeatedly call a shader
Fixed the incorrect display of a mech's stress bar on the battle screen
Fixed an issue with not clearing up weather effects in some situations
Fixed the opacity for some text on the battle screen
Fixed an error where the Calendar would default to Monday when saving and loading a file
Added text to the manual stating that mountains stop your city from advancing to a cell with mountains
Hello! Thank you for playing the game. Here is a new changelog format:
S:\Sound
Added sounds for minigun, tank gun, both missile launchers, fast laser, and artillery. They should be clearly heard even with a large number of shots thanks to a new sound system for combat.
W:\Weapon_Test_Bench
Simulate underwater combat conditions by clicking the droplet button
Test how armor penetration works by changing the dummy's armor with the up and down arrows
Try the thick wall with the new section in the type switcher, to see how bullets work inside enemies
Explosions and effects will now render correctly in the test bench and cut outside of it
Minimum and maximum distances are now properly visualized by circles and lined zones
Test fire a single shot every five seconds with the 1 toggle in the controls
C:\Combat
Select all mechs at once by pressing ` (backtick) on your keyboard
You will now see a visual cue inside the battle screen when a combat order has been completed
Your mechs now check their pathfinding around slowdown zones if the length to travel is not twice the regular path
Mechs equipped with missiles will now check whether they are within 16 pixels of a wall before firing to avoid causing self damage
B:\Balance
///Buffs
Armor reduction by white type weapons increased from 0.01 with 50% chance to 0.01 with 100% chance of applying
Armor reduction from all weapons now also applies when it's penetrating armor
Increased base swarm health from 11 to 12
Underwater bugs should be easier to kill now that armor penetration values for ballistic weapons are rounded to the nearest whole number when compared with enemy armor
///Nerfs
Power consumption of the first laser increased from 35 to 40
Fast laser's weight increased from 22 to 24
Armor reduction by blue type weapons decreased by 10 times
Armor reduction by red type weapons decreased by 2.5 times
Slow debuff from all weapons is now 5% less effective
Reduced base swarm armor from 4 to 3
The first 10 days should be easier now that the cost of creating eggs for the swarm economy increased from 20 to 30
O:\Other_changes
Values in the combat viewer, manual, and weapon test screen have been fixed
Fixed the visual bug with the rate of fire point strip on weapon cards
Fixed the visual bug with keeping storm and ocean particles on the map after a battle
Fixed the visual bug with resource caterpillars leaving their corpses after fleeing the map
Ocean currents should no longer move enemy hordes when the game is paused
Minor fixes to a leader's behavior when holding a position
Values on reactor cards now round to the nearest whole number
Aux mech module list should now scroll properly
Fixed minor lighting visual bugs during a pause
Fixed display of weight for some additional mech modules on the weight layer
Fixed display of energy consumption for some additional mech modules on the energy layer
Performance improved by changing all vertex drawings in the battle to raster
For players with multiple monitors, the game will attempt to keep your mouse cursor within the game window when set to full screen mode
Fixed wrong bookmark links in the book Optimized minimap rendering Added slow minimap updates for the trail effect Reduced the intensity of the lighting system Fixed the old display of the characteristics of the reactor system in the reactor card Added extra lighting clear at changing maps Improved lighting texture clearing in battle Reduced biomass distribution rate Fixed bugs in the biomass distribution algorithm Added cleaning of the particle systems when going to the main menu and back Fixed auto-pickup not working on the win condition Fixed translation errors in the repair drone description Fixed wrong mouse position when using eyedropper in windowed mode Fixed rare game crashes related to rocket lighting Fixed game crash when exiting a map with a storm Fixed incorrect texture sizes in windowed mode when dimming or starting battle animations Changed the name of the reactor System to Heating Resistance Fixed incorrect text formatting of system modules for nuclear reactor Fixed incorrect mech parameters in research text Fixed a bug with not repairing the last point of damage when using a repair drone on allied mechs by the special talent Fixed armor texture overlay for centipede boss Fixed centipede texture flickering while paused Fixed FPS drop when mechs explode at the edge of the map
Changed the mech destroyed notification Added low health indicator for pilots Added a ping around a destroyed mech if it's not tied Added resource spawns for each giant centipede link Added a new city menu when cults appear in the city Added the ability to distribute special troop units across districts, clearing them of cultists and protecting the district from future attacks Once per day, each district with a cult reduces its condition by one level Once per day, each district with a cult infects two other districts, preferring districts with lower. If an area with a special troop is chosen, the cultists lose the battle Hints about finding cultists are displayed on the left side Added sounds for finding cultists and calling an assault team Added an algorithm for pulling the rammer out of the walls Added an algorithm for pulling the stingray out of the walls Improved the attack behavior of the stingray to let it retreats sometimes Added radio sounds near areas that have accessibility Added district selection sound Added different sounds when hovering over a district depending on whether it has a special function Increased weapon machine gun power consumption to 5 Increased machine gun damage to 8 Reduced machine gun fire spread to 10 degrees Weather effects now appear only from the edges of the map Reworked movement rules for weather effects Added an indicator about enemy artillery if it is outside of the camera Added a repair bot icon to the mech card Added dependence of the amount of each ammunition type on the percentage of the number of each weapon type in the mech Increased the amount of all ammo by 25% Highlighted the commander's skills Highlighted the commander's slot Updated control buttons in the standard menu Improved visibility of the controls button Added blinking for district 62 mentioning when sending mechs Updated the damaged districts popup menu. Now it is displayed as cards for each district.
If your saves are not working correctly or something is broken, use oneversionback branch.
Added an additional target check when trying to shoot crab/centipede bosses Added clarification about armor reduction in the manual for the red weapon type Improved description of damage types in the manual Added mention of friendly fire in missile descriptions Added armor menu description to the manual Updated armor menu texture Reworked the pilots' section in the manual Updated outdated pilot's diehard talent description Fixed a minor mistake in the description of the tutorial pop-up about battle controls Fixed loading the last characters from the keyboard when starting to rename a pilot Fixed being able to change the names of several pilots at the same time Added clarification about how the evasion work to the manual Added clarification about the blue wire in power circuits to the manual Added clarification about the power and radius of the energy shield and its dependence on free energy to the manual Fixed inconsistencies in the name of mech hit points in different places Added calculation of the hit points debuff to the hit points parameter on the construction table Fixed incorrect display of the hit points debuff in the repair menu Increased the frequency of updating the inscription about the influence of district 56 on the speed of components production Added mention of district 23 to the text about passive income Increased daily income by 10% Increased the starting amount of resources by 10% Added flashing notification about the low amount of city components Changed the text color of special functions of districts Changed the type of display of district stats, showing stats after the upgrade Changed the color of the mentioning district 62 in the send squad window Added more description of the city interface to the manual Repeated the mention of how to finish the mission in the manual Added display of the reactor system operation order Changed the display of the reactor's system parameter to show that it has only one direction Fixed incorrect values in the display of internal calculations of the fusion reactor system Changed the button to call the manual Fixed quick access notes not appearing when entering the hangar from the engineering Added description about the map card to the manual Added the display of the influence of the evasion module in the mech weight menu Fixed enemy artillery animation playing while paused Added smoke effect when enemy artillery falls Fixed snakehead beam aiming while paused Updated force field texture and animation Fixed bug with being able to fast clear red cells in the labyrinths Added melee shooting with a trigger rate based on the pilot's reaction
If your saves are not working correctly or something is broken, use oneversionback branch.