Genre: Real Time Strategy (RTS), Simulator, Strategy, Indie
Mech Engineer
Patch
Fixed engineers not coming back after producing armor layers
If you have less than 500 engineers you can edit your save file path ->
C:\Users\USERNAME\AppData\Local\Mech_Engineer\data\f_save_slot_(1,2,3) Opens with any text editor
change value res_staff to 500 res_staff="500.000000"
Update 43
Old saves may not work properly due to the new armor system Please continue the old save in the oneversionback branch
Changed the menu for adding passive armor. Now it has layers Reduced mechs armor Added layers to the component menu to order Added click effects for buttons in the pilots' menu Added pause at the start of the battle Added an initial mandatory battle to defend the city Added mentioning of manual in the tutorial Added damage effectiveness percentage for each weapon type in the statistics menu Added slider to control AI parameters during combat (free will) Reduced Snakehead damage against Energy Shields by 20%
Optimized position search for AI mechs. Must remove micro-freezes. Optimized the light algorithm for maps with a lot of walls Optimized the frequency of calling the pathfinding function for mechs
Fixed some monsters temporarily freezing when unpaused Fixed reloading while paused Fixed dealing explosion damage while paused Fixed non-disappearing parts of explosion effects
Update 42
Recommended to start a new save. To continue old saves use oneversionback branch.
Fixed missile description in the testing menu Fixed the description for the pilot's repair ability Fixed the description of the first laser study Fixed the error description of installing an unpowered reactor Fixed highlighting of two lists in the reactor menu Fixed being able to use district upgrade when none is selected Fixed the wrong display day of component production in the calendar Fixed incorrect mouse display when returning to the start menu when playing in a window Fixed a bug with extra characters while changing mech name Fixed the appearance of slow zones near the start of the mission Fixed stuck numbers for the end-day results menu Fixed different names for the walking city Improved display of city characteristics Improved the display of shortcuts for quick navigation to research and districts Improved the information content of the task Improved the display of artillery shells Improved mechs AI behavior Improved switch texture Improved tutorial for painting menu Improved reactor placement tutorial description Improved description of nuclear missile research Improved the information content of the menu for launching nuclear missiles Improved highlighting of menus when mouse hovering over a slot Improved weapon placement tutorial description Improved the texture of the construction table Added highlighting of suitable slots for a second after picking up a module Added button exit click animation for tutorials Added blueprint load buttons highlighting Added button highlighting for additional mech menus Slightly increased the distance between the module slots of the first reactor Added clarification about the need to have dismantled reactors to load the mech blueprint Added a tutorial window when opening the city districts screen Added an explanation about the production of resources in the city Snakehead energy shield collision fixed. Now rockets should work inside. Added an explanation about calendar hover icons Removed the display of the direction of giants' movement in the map layers except for the danger layer Changed the sound of chains Added sound when hovering over pilots in pilots menu Added sound when hovering over mech card in the hangar Added automatic pickup of resources from a basic map after killing a Snakehead (not sure if it works) Added a fusion reactor as loot for a map with a fallen satellite Added small shadow for modules Added small shot particle effects Changed part of the lighting algorithm. Max fps is lower but more stable Minor changes to light texture display settings. Maps have become a little darker. The game beginning menu has been changed. Now the hangar opens first when you start a new save Closed the parameter switching menu until the city is set Added coordinate grid for the global map Added translucent slots for pilots next to mech cards in the hangar Added wires texture between pilot and mechs Removed the count and record of destroyed turrets in the mission results Added a caption about the map legend Added an icon to the map when trying to move a city to an occupied cell Added click sounds for buttons in the hangar in the map layers menu Added a hint about the need to select a pilot skill Added area dependency highlighting in the city menu Added order setting direction highlighting when a radio button is pressed in the components menu Removed copying of the picture when loading the fur scheme The question mark in the exit menu can now turn the tutorial on and off Added change of time to less when clicking on a busy pilot
Update 41
Increased spread of resources near the center in labyrinths Added reload animation (fill bar) Added small animation of changing the characteristics of the city Added animation of the weapon testing menu Added typing sound for the intro Added line break sound for the intro Added sound for the city menu button Replaced square rendering to drawing a square sprite for the global map Turned off drawing in the research menu if it is not open (woah) Improved wall drawing algorithm Improved dynamic light rendering algorithm Improved the display of giants on the global map Added a display of the last movement direction of giants on the global map Added chance of storm effect on the desert maps Updated all utility icons in the research menu Added display icons of the highest resists of mechs in the components menu Added highlight when hovering over research
Fixed incorrect positioning when returning mechs to a mission after retreating in a maze on a blue cell Removed terrain effects from mazes Fixed fire effects disappearing on pause Removed cars Removed walking sounds Fixed not-saving of some researched weapons in components Fixed maze path selection when returning mechs to a mission Fixed a rare incorrect map creation when entering a labyrinth Fixed crash when leaving labyrinth from not starting exit(probably) Fixed Rammers getting stuck in walls Fixed incorrect text for some modules in component order
Increased firing distance for Soldiers Added size buff for swarm in labyrinths, like in storms Removed mech knockback when stability is completely lost Increased the effect of upgrading the communications district on reload time between orders Added order reload time dependence on the number of selected mechs Increased radius and attack range of the snakehead Increased slow removal speed for the snakehead Updated the closest target search script for mechs. The load on the CPU has slightly increased but it should exclude cases of not choosing available targets, with the nearest enemy behind the wall. Changed the way the old flamethrower works to create fire surfaces New Weapon: Toxic Pulverizer. Creates pairs that last a long time but deal low damage Tentacle now reduces mech's stability and only at 25% starts dragging it The gold giant serpent now creates copies of itself when it devours other giants The speed of all mechs is now almost the same and has increased slightly Old mech speed values now increase stability regeneration speed Decreased passive stability regeneration buff Stability no longer regenerates a second after taking damage Now spawners constantly appear on red cells in the labyrinth Removed the limit on the number of bugs in the maze Added plasma gun research and order option Added toxic weapon research and order option Increased the cost of producing parts for the city Reduced the cooling bonus for extra. cooling module Added a display of HP stages on the walls with a sprite Increased turret damage up to 8 Restricted spawner movement outside the battle room Added stopping spawner movement during the pause Added a clickable button on the battle menu to change the camera control mode Added freezing particles while paused Removed biomass number from cards
Update 40
The update may be not stable. Tested it a lot for a week, but I'm still not sure, because of the amount and size of code changes. The previous update is in "oneversionback" branch.
Added sound when mouse hovering over main buttons Added sound on mouse movement Added sound when scrolling sliders Added sound when spending resources Added sound when hovering over a module card Added sound for research screen movement Added sound for research screen zoom Added sound "REEE" for unable to select research Added sound to navigation labels in the book
Added labels text to the victory screen Added overall stats display to the defeat screen Added an effect when the reactor overheats in the construction menu Added ability to place marks with the right mouse button on the global map Added description of the mechs stats displayed in battle to the book Added description of additional camera movement to the book Improved the display of the quick repair menu in the hangar (icon) Added mentioning the shield bar from the construction menu to the book Reduced by 20% the time of extra activities of pilots Added mentioning of evasion to the book Reduced the trigger area for moving mechs from the hangar to the assembly room Added slight effect of spitting eggs by a resource caterpillar Added turret highlighting effect Improved visibility of the reloading animation Changed how enemy turret radiuses are displayed Added additional text to the battle screen about mechs are not selected Added effect for a projectile with the pilot's crit bonus Added more specific description of the reactor system modules to the book Moved available cells rendering layer to the background on the global map
Fixed a bug with sounds when the reactor is installed Fixed bug with being able to fire when out of ammo while reloading another weapon Fixed not being able to issue individual orders at the start of a battle during x2 time Fixed walls moving outside the weapon testing room Fixed the inscriptions on the cabin cards in the Russian version Fixed the display of artillery shells in the hangar Fixed medal type change after picking it up
Added different turrets radius to AI mechs for firing priority calculation Added weak armor regeneration (0.01) to almost all enemy creatures Reduced damage to armor with ballistic weapons by 10 times when not penetrating (now 0.01) Increased the chance of taking damage when overheating Removed enemy artillery in the first 5 days Lowered the temperature of the wasteland Slightly Increased the maximum temperature of the first reactor with better modules Reduced the total research time to receive the atom reactor by 8 days. Focused research on its branch will now take 20 days. Increased the time to research the thermonuclear reactor by 8 days. Increased rocket ammo reload time by 4 times Added the ability to save and load mech blueprint Reduced enemy energy projectiles by 25% Increased the mechs shield regeneration rate by 10% by its maximum size Increased the resource pickup time by double Decreased stability recovery bonus from free weight by half Added passive stability recovery bonus Pilots CBS now affects stability not as a percentage depending on free weight, but as a plus bonus The bonus from the amount of stability has been inverted. Now the more it is, the faster it recovers. Added a small global delay for special monsters to spawn during combat Map difficulty (number of monsters and turrets) is no longer tied to the number of the day The maximum number of monsters now depends on the number of labyrinths nearby and it is the maximum on the labyrinth map Additional biomass distribution system on the global map Each cell on the map can contain a biomass resource Each cell on the map contains its own values of spawners and turrets Each labyrinth cell produces a certain amount of biomass At the end of each day, each cell gives 15 percent of its biomass to one neighboring cell that has less of it. Then each cell spends 5 biomass to create 5 spawners. Max 30 Each cell then spends 5 biomass to create 5 turrets. Max 20 Spawner and turret values are now saving during the battle Added saving legs damage for giants when attacking continually on the same day Increased snake health and damage Reduced snake armor Reduced spawner armor Spawners health increased Increased the retreat radius of spawners when losing half health Slightly increased mech stability reduction when hit by enemy projectiles Increased mech stability reduction by slowdown areas Changed tornado mechanic to pulling inside
Discord: https://discord.gg/TXJckyg5uD
Patch
Fixed random crashes caused by new camera controls code Fixed wrong calculating for pilots position when you give medals
Update 39
Added alternative camera controls in the combat (Numpad 7 to activate. Then Numpad arrows +page up/down) Removed the display of the danger value (the number of labyrinths next to the cage) during the battle Added additional effect on rocket explosion Added an effect to the death ray Added additional particle effect for tornadoes Added underwater map effect Updated undercurrent effect (now it's a circle) Added minor display of the firing radius of enemy turrets resource tracks can no longer drop turrets indefinitely Added a restriction on the use of the pilot during some of his activities Added game speed change on [O] [P] keys Needs a lot of testing for incorrect timings. This is a possible option to change the speed of combat for convenience. Acceleration is ineffective. Added the ability to reward medals. Decorative thing Added minor performance improvements for ballistic and missile weapons Added displaying the amount of artillery ammunition in the hangar Improved win animation (still WIP) Added background ambient between music tracks Added a minor update to the description of the controls in the battle section of the book Added small animations for reactor and motor module slots
Increased Wasteland temperature to 125 Reduced Desert temperature to 149 Map temperatures are moved to separate constants (may help in the future) Taking damage from overheating is now a 50% chance - mech pilot skill divided by 2 Increased overheat damage by one Reduced the number of turrets at the start of the game Changed the attack range for tentacle turrets and rocket turrets Replaced ballistic turrets with tentacle turrets in mountains Added additional resources on each map next to the boss Snakehead. Removed the limitation for repairing gameplay. With the limitation, no extra resources are wasted and the whole repair gameplay turns into meaningless extra mouse clicks...
Discussions, ideas, suggestions, minor news -> https://discord.gg/X7u3ZX9U
Update 38
Highly recommend starting a new game.
Added a range of sight limit for enemy turret priority Added limited effect of stability loss on evasion (max 50%) Added individual stats for turrets Increased self-defense priority radius Increased the impact of full stability on mech speed Increased health of all turrets Reduced the possible number of enemy turrets at the beginning of the game Removed the spawning of monsters on distant spawners behind the walls Added highlighting of pilot list sorting buttons Added grappler/tentacle_turret stun after severing tentacles by a melee weapon Limited all mech resistances to 95% Reduced firing range of crabs that shoot bullets Added configurable fire range limit to weapon menu The progression of the number of monsters has been changed to geometric. The maximum remains the same. The white bar above mechs in battle now only displays a percent of mech stability Increased stability regeneration per percentage lack Loss of stability now fully affects the percentage of effective passive armor Added a maximum limit of 45 degrees to start shooting at a target. Now mechs less lose their ammo. increased the health of the monster "bull". The medium one that eats mechs Reduced damage of the standard swarm by one Added one assembled mech at the start of the game Improved mech rotation code when targeting Increased by 5 times the damage from the self-destruct bomb
Updated art for several weapons Improved display of some monsters and their limbs Added melee icon to mech card Added constant wall highlighting
Added description near the A and B points in the first mission Improved several texts in the tutorial book and popouts Added a more detailed description of mech controls to the tutorial
Fixed appearing a lot of snakes on the second map after killing the Giant. Fixed non-restoring stability bug Fixed display of additional enemies when selecting a mission below the equator Fixed display of recommended resistances when choosing a mission Optimized tornado rendering Improved overall optimization Minor optimization of base enemy hordes Fixed obscuring goals on different layers on the global map Fixed display of the reactor when painting mech Fixed a bug in issuing individual orders before issuing general at the beginning of the missions
Update 37
Highly recommend starting a new save file
Discord server for quick bug reports, complaints, help, and suggestions https://discord.gg/u7HxQsvs
Changes: Spawners are no longer create a swarm due to the mech getting too close Added new ability to spawners. At half health, it grows legs and runs away from the closest mech. Doubled the reload time of all mechs. Changed the characteristics and cost of cockpits Small changes to the rendering of shells of the white weapon type Increased grappler attack range Increased the health of all monsters of the third type Added display additional information about stability in the mech weight layer Added one overall formula for resistance from grapplers, rammers, frogs, and tornadoes Changed dependence of the impact resistance on the percentage of stability Changed an additional resistance to impact to the weight of the mech Removed damage resistance to rocks and rammers Added dependency of stability on free weight percentage Increased weight influence on evade chance Decreased the rate of oxygen loss in damaged cockpit underwater Increased the amount of damage that goes to the pilot if the cockpit is damaged Added pilot stats reduction at full stress bar Added dependence number of resource worms on the number of monster types Added dependence number of turrets on the number of days Reduced the total number of turrets New types of turrets. The type of turrets depends on terrain type and weather.
Energy (volcanoes and storms)
Missile (fields)
Grapplers (swamps and mountains)
Ballistic (all others)
Added limit to the reload speed buff to 95% Added particle effects for installing modules and connecting power circuits Increased dependency damage on energy for blue weapon type Increased the energy debuff for the weapon module Giants no longer die after attacking the city Reduced giants' damage to the city Added a new special giant worm. The only one on the map. Looking for red swords to eat. Immune to nuclear missiles. Added dependence of the cost of improvement districts on their levels Artillery shells are no longer limited in number. Decreased number of shells coming every day/two. Fire-type projectiles disappear faster underwater Added new ability for the resource worm. After taking damage, sprays eggs with two turrets around it once. Added a percentage boost to the size and regeneration of Energy Shield based on the percentage of free energy. Added energy shield strength display to build menu Increased size of the display reactor system parameter in the card Added a new aux module for the third reactor that increases the number of power circuits Updated characteristics of the third reactor
Fixed calculation of the cost of ammunition in the fourth slot Fixed incorrect determination of the slot number when a slot is skipped Fixed missing pause for enemy artillery Fixed missing pause for timer until next command Fixed an inconsistency in checks when quickly repairing mechs in the hangar, leading to a write-off of resources without repair. Fixed a bug with the property of rockets underwater and in a storm, as well as the impact of researching torpedoes. Fixed infinite fire weapon damage with minimal enemy armor Reduced the shell speed of enemy energy attacks
Patch
Fixed errors 340, 1550 and 132 in both versions (demo and base)
Sorry for long absence. Was relocating. Everything is fine.