Update 61 (Wolf 359)

Mech Engineer

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) [/list] [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.