A dark sci-fi mech assembling manager with semi-auto battles against mutating, alien bio-weapon.
[img]{STEAM_CLAN_IMAGE}/38798271/c4767b195f2f1c22bb7b2fb43f88e49305593093.png[/img]
Hello!
Thank you for playing the game.
Here is a new changelog format:
[h3][b]S[/b]:\Sound[/h3]
[list]
[*] 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.
[/list]
[h3][b]W[/b]:\Weapon_Test_Bench[/h3]
[list]
[*] 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 [b]1[/b] toggle in the controls
[/list]
[h3][b]C[/b]:\Combat[/h3]
[list]
[*] Select all mechs at once by pressing [b]`[/b] (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
[/list]
[h3][b]B[/b]:\Balance[/h3]
[list]
[*]///[b]Buffs[/b]
[*] 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
[*]///[b]Nerfs[/b]
[*] 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
[/list]
[h3][b]O[/b]:\Other_changes[/h3]
[list]
[*] 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
[/list]
If your save files are not working correctly or something has broken with this update, please use the [b]oneversionback[/b] branch, [url=https://steamcommunity.com/app/1428520/discussions/2/]leave a message in the forums[/url] or [url=https://discord.gg/TXJckyg5uD]join the Mech Engineer Discord[/url] to get support in the #bugs channel.