A dark sci-fi mech assembling manager with semi-auto battles against mutating, alien bio-weapon.
[img]{STEAM_CLAN_IMAGE}/38798271/9271ba3335a488566c57ea40645657ab1ec7c1a6.png[/img]
Hello!
Thank you for playing the game and leaving your feedback.
Here is the changelog:
[h3][b]I[/b]:\Interface[/h3]
[list]
[*] Language mods can use É, Ú, Í, Ó, Á, and Ñ characters that have been added to the game's Latin font
[*] Mod support has been added to the game but it is very early in development - a short [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3068405784]guide[/url].
[*] Resource counters at the top of the screen will update more quickly than before
[*] The art for the Castle mech has been given a new look
[*] See a mech's loadout with additional info by mousing over icons in the mech card not only during battles but also in other menus
[*] Not sure whether you should click on something during combat? Hover your mouse cursor over on-screen elements to see information pop-ups
[*] Check your current keybinds by pressing Escape
[*] Get more information on your city's needs by hovering your mouse cursor over the stats in Hangar > Calendar
[*] Allow cursor to go to another monitor in fullscreen and restrict the aspect ratio from the new launch menu options (previously you had to manually edit a settings config file)
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[h3][b]B[/b]:\Balance[/h3]
[list]
[*]///[b]Buffs[/b]
[*] Railgun spread reduced from 4 degrees to 1 degree, improving the accuracy
[*] Railgun damage and armor penetration gain from energy has been increased significantly
[*] Initial projectile speed of railgun has been doubled
[*] Increased the lifetime of explosive shells by 10%
[*] Reduced Tentacle mech's weight from 73 to 65
[*] Reduced Tentacle mech's base reload time from 4 to 1
[*] Explosive ammunition explosion damage doubled
[*] The speed limit for projectiles has been removed, which led to low damage and armor penetration when using a mod with increased projectile speed
[*] Rocket flight duration has been increased by 10% longer
[*] Kinetic and thermal projectiles will properly damage multiple enemies within the same game tick, which leads to increased damage against clusters of enemies
[*] Toxin sprayer damage increased from 3 to 4
[*] Toxin sprayer projectile speed increased from 7 to 9
[*] Removed gun recoil for all energy-dependent kinetic weapons
[*] Plasma gun research time reduced from 20 to 14 days
[*] Plasma gun projectile starting speed has been increased from 5 to 7
[*] Number of scientists required for Tesla node in Research has been reduced from 100 to 50
[*] Bjorn cost for a flamethrower has been reduced from 160 to 100
[*] Flamethrower production time reduced from 3 to 2 days
[*] Toxin sprayer production time reduced from 4 to 3 days
[*] Toxin sprayer production cost in Skalaknit has been reduced from 150 to 90
[*]///[b]Nerfs[/b]
[*] Railgun rate of fire reduced from 200 to 20
[*] Railgun weight increased from 24 to 40
[*] Railgun energy consumption increased from 30 to 50
[*] Railgun base damage and armor penetration has been set to 0
[*] Railgun rate of fire no longer depends on energy
[*] Increased Plate mech's reload time from 3 to 4
[*] Increased Plate mech's weight from 50 to 60
[*] Reduced Tentacle mech's base ammo amount from 1 to 0.5
[*] Reduced the knockback effect of explosions on Operarius
[*] Toxin sprayer spread increased from 5 to 10 degrees, reducing the accuracy
[*] Plasma gun production time increased from 4 to 5 days
[*] Plasma gun production cost in Munilon has been increased from 110 to 180
[*] Research time for Tesla node has been increased from 4 to 8 days
[*] Railgun production time increased from 3 to 5 days
[*] Tesla weapon production time increased from 3 to 5 days
[/list]
[h3][b]E[/b]:\Engineering[/h3]
[list]
[*] Dismantle any items in the production queue to refund resources with the new "Dismantle" button in Production
[*] Fixed the bug with armor disappearing after loading a punch card onto a mech that already had armor
[/list]
[h3][b]H[/b]:\Hangar[/h3]
[list]
[*] Resource grinders take note: the number of Brucus encounters available within one day persists across multiple encounters for each map type
[*] Changed the spawn behavior of red and gold sword icons on the map; they were appearing either too close to the city or to each other, leading to random difficulty spikes at the start
[*] Reduced District 4's production of artillery shells from 0.5-1-4-9-16 to 0.5-1-3-5-9
[/list]
[h3][b]C[/b]:\Combat[/h3]
[list]
[*] Depth charge research node added for city artillery - destroy enemies and open passages underwater
[*] Ovums have been given a tentacle texture that connects them to the ground
[*] Desert maps will always be affected by storms, similar to map cells affected by the global mega storm
[*] Storms have been upgraded - all objects caught up in storm-afflicted maps will be moved in the direction of the wind for two seconds with a break of 10 seconds
[*] Mech AI changed to be less likely to get stuck inside walls
[*] Walls get tougher the deeper they are within terrain
[*] Watch your step - volcanic meteorites have doubled in size
[*] Tundra maps have a snow texture that helps distinguish them visually from others
[*] Mechs will more often get into an optimal position for long-range shooting after reaching a destination
[*] Tornado size doubled to make them look more scary
[*] Both mechs and Operarius will circle inside bigger tornadoes
[*] Tornadoes will have a 50% chance of disappearing when changing direction, allowing mechs trapped inside to escape
[/list]
[h3][b]O[/b]:\Other_changes[/h3]
[list]
[*] Changed the weights of monsters in the bestiary to make them more believable
[*] Various spelling corrections in English localization
[*] Fixed a crash related to the Orbital Gun map and Fragellum trying to grapple the gun with their tentacles
[*] The rare error in line 2986 may or may not be fixed; let me know in the discord's #bugs channel if it reappears
[*] Returning a mech from the Hangar to Engineering should not reset the ammo ratio if the mech has an auxiliary C-RAM module installed
[*] Boss health will no longer extend outside the display circle in the regular battle screen view
[*] Fixed exploit with an endless buff for energy weapons: swapping weapon modules with another module will no longer save the temporary wiring settings from the weapon test chamber
[*] The hospital pipe texture is back; it disappeared due to a bug with cyborg research
[*] Improved memory and particle clean up after battles
[*] Fixed huge versions of weapons not receiving the correct increase in weight and energy consumption
[*] Adjusted the volume of gun sounds and order bark to better hear shots in the distance
[*] Corrected text on page 12 of the base manual about the type of damage received after blocking an attack with armor
[*] More tutorial popups have been added to the post-mission window and Calendar
[*] Fixed a bug with projectiles ignoring targets in front of the mech and teleporting behind them
[*] Reduced the number of gib spawns from artillery strikes that was affecting performance (this was purely a visual effect)
[*] Titanus Araneus' long range pull attack has been given a tentacle texture
[/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 join the [url=https://discord.gg/TXJckyg5uD]Mech Engineer Discord[/url] to get support in the [b]#bugs[/b] channel.