A new experimental build working up to a proper Alpha 2 release. This time the save system should be working with 5 autosaves, and the ability to manually load saves from the Career Selection menu.
Fixes: - Loading last save and auto saving over last autosave. - Guided Missiles have proper spread again. - Secondary Munitions work again.
Content: - Events for unlocking all Mechs, Gauss Rifles and Particle Cannons.
Features: - Autosave system - Manual save loading from career selection screen.
Balance: - Secondary Munitions require 0.5 seconds before they can be fired(hardcoded).
Gameplay: - Mechs enter a limp state when a leg armor's armor health is reduced to zero, and the entire Mech is now destroyed when a leg is destroyed.
Experimental Alpha v2.x.0
This build is part of the Experimental branch and is not thoroughly tested.
Version 2.x.0:
Fixes: - Fixed issue with Auto Homing. - Fixed Shadow Spirit jump jet VFX. - Fixed Hunter jump jet VFX.
Content: - Heavy Reactors (Heavier, but with very high heat limit and high health). - New Main Menu UI - New Career Selection UI
Features: - Improved recoil system. - Pilots that are fired have a random chance to be available to hire again. - Aborting contracts results in losing reputation and/or trust. - Career Event system. - Notification System. - Notification for pilots contract expired.
Balance: - Pilots leveling reworked, quicker at lower levels and slower at higher levels using an experience curve. - All autocannons reduced recoil.
Misc: - Funding values memory size doubled. - More compact display of weapon damage and range.
Modding: - "AmmoDefinitions" folder moved into the "Weapons" folder
Community Development Patreon
For those that have the means and wish to help support development: https://www.patreon.com/MechMercCompany?fan_landing=true
The Patreon will allow you to get the Patreon Supporter role and access to the Patreon Supporter channel on the discord server: https://discord.gg/RrEyYhs
The game source will be moved to a private version control repository, and per invite volunteer developers will be able to access and contribute to development. The Patreon will be used to pay for the repository and for volunteers to access it.
My promise is that I will be dedicating at least 2 full days a week to development.
Development Paused
The development is officially on hold while I try to build up funds for restarting the project.
I had started this as a hobby project because I had missed the old Mechwarrior 2/3 gameplay, and I wanted to see if I could make something comparable. I got caught up in the controversies involving Mechwarrior 5, and decided to go forward creating an old school alternative.
I had hoped that the money I got from early access would be enough to hire artists, which in turn would allow for the creation of distinctive visual styles. The reality is that the game never made remotely enough to even consider such a possibility.
While I am capable of creating high quality mechanics; without high quality presentation the game will not be able to appeal to enough people to be viable. This is why I believe that it is in the projects best interest to build up funds before returning to development.
Alpha 2 Development
As a second Alpha development cycle gets underway it is a good time to state the intended objectives of the cycle. The overall major goal of Alpha 2 will be to give some meaningful purpose to contracts and a greater sense of progress.
The first standard release of Alpha 2 should be this fall, while over the summer there should be experimental releases in the experimental branch.
Primary Objectives:
Event and News systems that allow changes in contracts and markets as time progresses and news to read that describes what is changing.
Contracts from each of the three mega corporations and from pirates.
Faction relations, doing missions for or against factions will influence faction relations.
4 different markets, an open market, private markets for each corporation, and a black market for those with high relations with pirates.
Better contracts requiring high factional relations.
Failing missions or aborting contracts to have a negative effect on reputation and faction relations.
Pilots gain more experience from missions/kills with diminishing returns as their gunnery increases.
The ability to renew pilot contracts or else pilots will leave your company.
Fired pilots can show up for hire later, no longer just disappearing permanently.
Dropship market, allowing the buying and selling of dropships.
Replace light/medium turrets and add heavy turrets.
Secondary Objectives:
Creating new default loadouts for all of the current mechs to reflect starting technology.
Moving some equipment from open market to specific private corporate markets and black market.
Reworking convoy unit AI.
Add convoy capture and convoy defend mission types.
Support for multiple mission layouts for random gen missions on maps, so more than one landing zone can be used.
Add new map.
Convert project rendering from built-in to HDRP.
Alpha 1.3.7
Warning: This might cause issues with your Career saves as the time/date format has been changed.
Fixes: - Prevent infinite loop when removing deceased pilots during debriefing. - Uploading a mod to the workshop without a preview image should now still work and use a placeholder image.
Alpha 1.3.6
Fixes: - When the player mech is destroyed during career mission, pressing F10 will properly end the mission again.
Known Issue: - Light Amplification and Thermal Vision do not work in the zoom window.
Features: - Improved bug reporting with version, map, mission, list of any mods used and internal unity errors. - Thermal Vision that highlights units, default key "K". - New Light Amplification with instant transition.
Balance: - For Base Defense missions the base has been moved closer to the player landing zone.
Misc: - Collision detection mode changed from discrete to continuous, to help prevent falling through world, for Spider RTV, Crusher IFV, Predator Light Tank, Dragoon Light Hover Tank, Ant MPUV and Mule cargo truck. - Rescaled autocannons, railguns and gauss rifle models. - Updated engine to Unity 2021.1.9f1
Alpha 1.3.5:
Fixes: - Picking up equipment while holding equipment will not lose the held equipment in mech customization. - When the home base screen opens, it will not have the options menu open.
Features: - You can buy equipment from the market during mech customization, only while at your home base. - Bug reporting during missions that sends message to discord channel #bug-reporting.
Misc: - During mech customization, you can pickup and place/drop equipment with both left and right clicks. - Down res'ed snow textures.
Introducing Peterson-Goodman Industries
The oldest and largest of the mega corporations. They sided with the loyalists during the war before the betrayal and subsequent seizing of the system capital.
Peterson-Goodman Industries is an industrial powerhouse, capable of producing lower cost mechs, but generally less advanced technologically. Their mechs are primarily humanoids that excel at brawling with plenty of armor, many smaller weapon hardpoints, and the ability to engage in melee combat(not yet implemented).
In terms of technology Peterson-Goodman Industries prefers traditional tried and tested weaponry like cannons and missiles. In particular they have canister autocannons and advanced short/medium ranged missile munitions.
Alpha 1.3.4
Fixes: - Turning Radar Boosters on and off no longer keep increasing radar range. - The salvage list should properly scale for any resolution. - The duty roster screen will update the damage displayed on mechs after they get repaired. - Exiting a mission in career mode will not skip the mission, but revert to before the mission was started. - Optimization of the "death fire/smoke" effect. - Optimization of missile trails.
Features: - "HTAL" Health bar display for mechs with key bindings for switching.