Update 55

Mech Engineer

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.