Fix able to access the prototype and production panel while mecha is already on the market
Fix platform sales bar is always reaching full height
Fix crash when selecting a mech component in Assembly screen
Fix crash when randomizing a mech after changing a material
Fix false color preview, false saturation color
Fix hue slider not showing handle
Fix sometimes unable to rotate a mecha in assembly
Fix default camera position in assembly not centered
Better mech component deselection detection
Fix HSV value not updating correctly
Next Update: 31st August 2018
Thank you
Update #015 : Build 0.5.18
Hello,
this week"s update:
General
Major refactoring to internal code
Fix random crash when customizing mecha's color configuration
Fix mech component deselection logic to be more intuitive ( left click on empty space in assembly mode to deselect a previously selected component)
Iterates save version to 0.10
Material (Work In Progress)
Material is now selectable by TYPE (iron, gold, aluminum, etc)
Implements Physically Based Rendering (PBR) values
Basic metal is not tintable (e.g steel is always silver/greyish and not pink)
Non-metal is colorable at the moment and is represented by a single material "Dielectric"
Decouple roughness, normal and metallic information from mesh to material-> will result in faster iteration
In order to deliver this update on schedule, other material channels is temporarily disabled, which will be re-enabled in next update.
At the moment, one material/color configuration applies to all components in a mecha. (as opposed to tintable per component)
Technical
Reduces the number of texture sampler needed per material from 2 to 1
Support up to 6 different material per component, 2 are reserved for lighting and custom material
Still support multi-subobject material if needed for other "special" material e.g glass, rubber, etc
Work in progress: material quality will be improved, performance will be monitored, material effects will be made more informative in the upcoming updates
Next Update : 24th August 2018
Thank you
Update #014 : Build 0.5.17
Hello, fellow Mech Enthusiast!
Updates
Platform / Assembly screen
Fix camera not focusing on a platform's mech when entering a platform
Fix inconsistent mech parameter on assembly screen
Fix mech body part selection button sometimes out of sync
Fix selected mech component still highlighted upon leaving assembly mode
Fix part selection button still showing as selected after removing old part
Fix specialization buttons able to choose more than one
Fix game menu bar showing in assembly screen
Fix assembly widget sometimes not respecting part selection click
Introduce visual interaction box when nearing a platform -> fix interaction position so player's avatar does not obstruct view when modifying a mech (see gif)
Minor cosmetic improvement to Assembly widget
Load Game
Fix doubled default worker on load game
Fix sometimes unable to select/modify a mech"s arm after load game
Mech's Parameters
Add passenger capacity and engine type information when browsing a mech body in research screen
Parameter value visual will now be displayed as scaled, reduces risk of overflowing content
Preparation to complete other mecha statistics (Work In Progress- not yet contributing anything in-game; subject to changes)
Class
Module Slots
Heat
Maintenance Time
Health
Durability
Noise
Fuel Capacity
Manufacturer
Introduce 2 other transport categories: passenger and cargo
Change statistics to show value with precision up to 2
Balance
Scales down a worker salary by 50%
Scales down a platform part maintenance cost by 40%
General
Numerous code base refactorings
Iterate save version to 0.9
Various other minor fixes
Screenshots references
Thanks @titanopteryx for reporting bugs!
Next Update: 17th August 2018
Thank you
Update #013 : Build 0.5.16.5
Hi,
This weeks update was focused on reducing critical bugs occurrence.
Numerous code base refactorings
Stability improvements; main logic migrations from blueprint to c++
Preparation works for attachment system implementation
Fix explosion also affecting the neighboring platform's mecha
Fix ragdolled mecha not resetting when an explosion happened in a platform without any destructible elements
Fix crash when a competitor unlock a research behind the scene
Fix random crash when accessing market overview
Fix mech sales calculating bad data, resulting in random money loss
Iterate save version to 0.8
Various other minor fixes
Thanks @titanopteryx for reporting bugs
Next Update: 10th August 2018
Thank you
Update #012 : Build 0.5.16
Hello!
Updates:
Update #011 : Build 0.5.15
Hello!
Patch Notes:
General
Update to Unreal Engine 4.20
Update save version to 0.6
Numerous refactoring and main logic migrations from blueprint to c++, stability improvements
Platform Upgrade
Removal of Work In Progress status in Platform Upgrade Screen
Enable "No Platform Element Upgrade" on side wall and entry
Enable "Entry" platform element type with 2 placeholder mesh
Platform element mesh is now viewable inside research screen (WIP)
"Accident" Event (Work In Progress)
Below are preliminary work for accident event implementation in 0.5.16
Accident counter now counting correctly
New info panel in production screen to easily convey how likely an accident might happen. Accident probability is calculated from the complexity of a mecha prototype and the platform safety level.
Mech complexity is calculated from the level of each part used. Each part has different complexity weight. At the moment : Body(30%),Leg(35%),Arm(%15),Head(5%)
Miscellaneous
Introduce new button state in assembly. Easier to see which part is selected (selected button is highlighted in green) (WIP)
Major internal improvement to research tree creation and component viewer
Change main menu render space from world to screen, as a temporary solution for 3d widget instability in UE 4.20
Next Update : 27th of July 2018
Thank you
Update #010 : Build 0.5.14
Hello!
This week's update:
Patch notes:
General
Several texture size improvements
Deprecated assets cleanup
Various logic migration from blueprint to c++
Update save version to 0.5
Fix competitor mech thumbnail facing the wrong direction
Refactor current button logic to be more stable and flexible for further complex modification
Platform Element Upgrade (Work In Progress)
Each platform element now has a maintenance fee. At the moment calculated from the bonus it provides. This will be tweaked further in 0.7
New UI element to display the maintenance fee in platform upgrade screen and platform overview
Maintenance fee is now paid monthly in-game, so there is a risk/reward balance by having multiple active platforms. Less prone to "cheese tactic" by opening as many platforms as possible in a new game
A platform element now support having a bonus more than 1 type
Support negative bonus type such as productivity -1
Display the active worker name in each platform
Platform element as research item is now displayed in research screen
New tab in platform summary to show platform details (active worker, statistic, maintenance)
Screenshot references
Next Update : 20th of July 2018
Note:
This is the 10th update, which means 10 weeks has passed since entering early access.
I read every review, comment, discussion and refund reason; most of them several times over. Both the good and the bad motivates me. I want to say thank you for all of your support and patience in this early stage. Here's to another 100 more updates!
Rahmat Nata Djaja
Update #009 : Build 0.5.13
Hello!
Patch Notes :
Platform Upgrade (Work In Progress)
Platform is now upgradeable per platform element
Ceiling
Side wall (left and right)
Back wall
Floor
Entry
For each platform element, added a new (placeholder) upgrade selection
Save and loadable
New UI to manage platform upgrades, the button to the new UI could be accessed from the platform UI (just go to any platform and press F when prompted)
New parameter/statistic/bonus from platform element. At the moment:
Safety
Productivity
Prestige
Add a different camera location and post-process setting when modifying platform upgrades.
Update save version to 0.4
Various refactorings and other minor improvements
Add tooltips in platform phases
References:
Next Update : 13th of July 2018
Thank you
Update #008 : Build 0.5.12
Hello World!,
this week's improvements :
Patch Notes :
Messages
Message popup is now animated + sound effect
Add an informational warning message if a player is almost bankrupt
Message framework is refactored
Market UI
Improve competitor thumbnail generation logic from blocking sync load to non-blocking async load -> no more "lag" upon opening market UI
Competitor overview now updates dynamically every 1 week (in game time)
Research UI
Improve research prerequisite calculation, now also considering variant, not just level
Prepare research tree for more addition in the future. Every Research Tree has a level, class, and variant. a single level research tree support up to 9 variants per class and per level. -> Ready for more extensive research item
Competitor
Competitor now correctly only produce mech prototype with unlocked parts
Change initial unlocked mech component to be more inclusive of other brands
Fix incomplete outdated competitor deletion on load game
General
Control toggle [TAB] is now accompanied by sound effect
Fix unintended pass through platform wall, giving access to outside area (thanks @Mariyan)
Next Update : 6th of July 2018
Update #007 : Build 0.5.11
Hello!
Happy Steam Summer Sale!
This week's update includes:
Patch Notes:
Market Competitor UI
Improve visual to be more compact and less confusing
Better view support for multiple active prototypes per competitor factory
A more detailed information will be displayed on mouse hover
Competitor Factory AI (Work In Progress)
Logic upgrade from basic c++ to using Unreal Engine's Behaviour Tree
Various code base preparations to support more complex and human-like Factory AI in the future
Competitor factory now has it's own research progress behind the scene, it also simulates workers salary and contribution efficiently, just like human player
This week's update is slightly more time-consuming than previous one. The full implementation exceeds mechsprofit's weekly update cycle. Expect complete functionality in upcoming updates
Implement progressive unlock cost for mech platform (before was a flat 100K, the new one is ((alreadyUnlockedPlatformNumber)*100K))