A dark sci-fi mech assembling manager with semi-auto battles against mutating, alien bio-weapon.
[img]{STEAM_CLAN_IMAGE}/38798271/6d43079bab88351bca4d31ae7c8a8ddd35afa6e6.png[/img]
Hello!
Thank you for playing the game and leaving your feedback.
Here is this month's changelog:
[h3][b]M[/b]:\Modding[/h3]
[list]
[*] The game can now load multiple mods at the same time and the loading of LUA states has been optimised
[*] Because of the updated system, you can't use the live_path variable to get the path. Now the path is stored in mod_info[v_modid]. v_modid is the second argument in every create() function.
[*] Removed the create function for obj_pilot_item.lua
[*] Removed the shoot function for test_mech.lua
[*] test_mech will use the shoot function from obj_ally.lua
[*] The maximum amount of Fulgur can be changed with a new parameter in the balance file
[*] Fixed a crash related to the presence of the Create function in the Draw event obj_test_mech
[*] Fixed copy/paste crash for mod id when updating mod
[/list]
[h3][b]I[/b]:\Interface[/h3]
[list]
[*] Resource numbers will start to abbreviate 1000s to a K if they get too high so as to prevent overlaps
[*] Tutorial message window increased in size to better fit large texts
[*] If the build days in the Production tab are impacted by a debuff, an animated flashing light appears to highlight its importance
[/list]
[h3][b]B[/b]:\Balance[/h3]
[list]
[*]///[b]Buffs[/b]
[*] The purple sword boss has been made more dangerous: its health has been doubled, its armor increased by 5 units, its turning speed upped by 33%, and its missile fire rate is 25% faster. However, the cost of spawning the purple sword boss has been increased from 600 to 650 biomass.
[*] Watch out: Fulgur’s AI and spawn rules have been redesigned.
[*] The Sagittarius is more likely to hit you as it will reposition better to avoid walls in its line of sight
[*]///[b]Nerfs[/b]
[*] Mech dig speed reduced
[*] Reduced biomass multiplier for infested zones from 5 to 4
[*] Reduced the cost of spawning the red sword boss from 300 to 250 biomass
[*] Mech stability is 20% less affected by storms in deserts or map cells inside the mega storm meaning you will not need as much impact resistance to enter a storm
[/list]
[h3][b]E[/b]:\Engineering[/h3]
[list]
[*] Bonus fire rate for kinetic weapons from the CPU program has been fixed and works as intended
[*] Remove all modules from a mech with one click via the button located on the bottom-left of the construction table
[/list]
[h3][b]H[/b]:\Hangar[/h3]
[list]
[*] At the start of the game, a zone of infested cells appears around the golden sword boss, so the red sword boss won't head in its direction
[*] The rules dictating the spawning of the sword bosses at the start of a new game have been changed to make it less possible for them to spot your city early
[*] See all city locations on the global map at any time
[*] Enemy pool rotation updated to change every in-game week, which will lead to players encountering more monsters that they don’t kill frequently (and fewer monsters that they do kill frequently)
[*] Cyborgs will remain in the city after completing the endgame mission
[/list]
[h3][b]C[/b]:\Combat[/h3]
[list]
[*] When fighting Flos, mechs are less likely to avoid its attacks if they have enough energy shield
[*] Fixed kinetic ammo not creating fragments with fragmentation mod during actual battle
[*] Mechs stop avoiding Colubra's beam if given a new command, allowing for better control of them
[*] See bosses' health all the time in underground bases
[*] The Caecilia snake monster can appear in underground bases making for a harder encounter
[*] Reduced collision size for missiles, which should reduce the chance of them hitting walls at launch
[*] Team up pilots with higher relations in order to improve the ally drone repair perk during combat
[*] Ally drone repair no longer repairs all mechs at the same time; they only repair one mech at a time
[*] Tornadoes should no longer appear on top of your mechs, but it is still possible to appear right next to them, so be careful
[*] Enjoy ten new map variations for each of the ten terrain types, increasing the total of regular maps available to 220.
[*] Watch out for the return of enemy turrets: maps with [spoiler]shuttle parts[/spoiler] will contain 15 turrets whose type depends on the map terrain
[/list]
[h3][b]O[/b]:\Other_changes[/h3]
[list]
[*] Improved descriptions for the processor programs
[*] Fixed a bug with mechs disappearing when dragged from the battle preparation screen to the engineering menu
[*] Storm effects should no longer mysteriously appear in underground maps
[*] Fixed missing text popup in the underground base about nearby bosses
[*] Removed the ability to [spoiler]re-launch the shuttle for the endgame cutscene[/spoiler]
[*] Removed the appearance of Titanus Centipeda in the underground base when re-entering the cell where it was destroyed
[*] Lowered the amount of effects generated from dealing high damage to Titanus Centipeda to reduce lag
[*] Fixed FPS drops in some rare situations like when too many enemies are grouped together behind a wall and a mech is trying to find the nearest visible target
[*] Removed the ability for red sword bosses to spawn on top of special missions and fixed the additional biomass coming from these cells even if the player already cleared them
[*] The global map should display coordinate numbers on the global map properly instead of shifting about
[*] Pilots should appear on the correct visual layer when clicked and dragged about the screen
[*] Alien cults should stop appearing in your city after completing the endgame
[*] Updated Castle mech texture for both its research node and combat
[*] Updated leg animations for mechs in combat
[*] Added four-legged animation for the Castle in combat
[*] Fixed red lines of the nuclear strike going outside of the global map screen
[/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.