View game page For the past 18 months I've been learning a new engine (Godot) and here is the result! It is a small turn-based dungeon crawler where you can build your own dungeon during the adventure. It also features multiplayer co-op! More to come! Take care!
For the past 18 months I've been learning a new engine (Godot) and here is the result! It is a small turn-based dungeon crawler where you can build your own dungeon during the adventure.
The Steam Game Awards nominations are now open and Mech Engineer will take a shot in the "Best Game You Suck At" category. For your information, Steam describes this category as follows: “This is the game that rewards persistence, and is not for the faint of heart. It's the tough
The Steam Game Awards nominations are now open and Mech Engineer will take a shot in the "Best Game You Suck At" category.
For your information, Steam describes this category as follows: “This is the game that rewards persistence, and is not for the faint of heart. It's the toughest game we've ever loved.”
I indeed was planning to make it hard and rewarding. So you could get the joy of experimenting with builds and tactics through trial and error.
Hello! Thank you for playing the game and leaving your feedback. Here is this month's changelog: M :\Modding Create custom world maps with the restored in-game map editor. Press f6 then f10 on the global map screen 1-9 to change the draw type, ENTER to save to a file in your save
Hello! Thank you for playing the game and leaving your feedback.
Here is this month's changelog:
M:\Modding
Create custom world maps with the restored in-game map editor. Press f6 then f10 on the global map screen 1-9 to change the draw type, ENTER to save to a file in your save folder.
Choose what sound will your custom weapon play with the new parameter "base_gun[i,17]"
Bullets will mimic some of the mechanics of another weapon type with the new parameter "base_gun[i,18]"
Control walls default durability with the new parameter in the balance file
I:\Interface
Hovering over weapon icons on mechs in engineering, hangar, and battles will show full information about the gun, including fire rate, accuracy, damage, and armor penetration.
Improved the visibility of the switch(scroll wheel) for huge weapons in the production menu
Various small fixes in RU and ENG localisations
B:\Balance
///Buffs
Increased speed of Colubra's energy sphere by 10%
Increased power of Colubra's energy sphere by 10%
Improved loot in the cities, making it more viable mid-game
All walls became 15% more durable
Worry a little less about sending ordinary humans into infected maps with a lower chance of infection from 100% to 60% per hit
Increased health of the Frog Boss from the Satellite crash site map by 30%
///Nerfs
Ballistic projectiles will be 20% more slowed when passing through enemies
Increased 5 times the cost of production of all internal components for reactors of the second and third tiers
Lowered speed of drone's repair by 15%
Rockets will have a delayed activation that will prevent them from exploding when contacting a wall too soon. The delay is constant so huge explosions can still reach your mechs.
H:\Hangar
Remember each fallen hero with the new memorial wall in the pilots' menu. Click at the bottom to open it.
C:\Combat
Rediscover the Flamethrower and Toxin Sprayer with proper damage-dealing registration
The leader of the squad will be a little more responsive to your commands
To better show that the enemy's projectiles aren't penetrating the mech's armor they will ricochet
Fixed the wrong priority number of enemy turrets. They were marked as Ovums
Annoying tornadoes won't spawn too close to your squad anymore
You will have time to disable weapons with the removed delay before autopause at the start of the mission
Satellite crash site map will have more open spaces
O:\Other_changes
Fixed achievement "I SAY KILL THEM ALL". It now should properly count the last kills.
Fixed the crash related to mod upload gml_Object_obj_controller_Other_69 (line 58)
Ovums' tentacles got a new animation that changes their thickness depending on the length
If your save files are not working correctly or something has broken with this update, please use the oneversionback branch, leave a message in the forums or join the Mech Engineer Discord to get support in the #bugs channel.
B :\Balance /// Buffs Increased armor for Holo mechs from 1 to 6. Cyborgs will ignore the relation to the squad leader and always obey. /// Nerfs Lowered damage for fire pools made with the fire weapon mod by 20%. C :\Combat To represent how armor works on bosses, an additional b
B:\Balance
///Buffs
Increased armor for Holo mechs from 1 to 6.
Cyborgs will ignore the relation to the squad leader and always obey.
///Nerfs
Lowered damage for fire pools made with the fire weapon mod by 20%.
C:\Combat
To represent how armor works on bosses, an additional bar of armor value was added under their health bar.
Tornado will no longer be able to pick up the orbital gun in its whirl.
Turrets should no longer be able to stuck in the walls.
Enemy turrets and Ovums that spawn during pause should keep their inertia and continue to move after unpause.
Multiple fire pools made by the weapon's fire mod will properly deal damage to the entity at the same time. Before it sometimes didn't count damage if there was more than one pool.
F:\Fixes
Fixed crash on the weapon testing screen, caused by too many projectiles.
Fixed rare crashes in the volcanic areas.
Fixed inability to select mechs in slots 5-8 by clicking on their cards on the interface during battle.
Map destructions will be saved only on retreat or defeat. It should lower the save file size and prevent file corruption.
For every last save will be created a backup file that should help you restore your save if something corrupts it during rewriting.
Fast repair is no longer usable if you don't have enough resources.
Fixed game freeze/slowdown for players, who use SteelSeriesGG or similar software. Resulted in slightly changed pilot's voice effects.
Railgun should properly display heat from shots on the mech's side stats in the construction table.
Fixed wrong time formatting in save file's titles
Lowered amount of particles that appear from kinetic projectiles dealing damage to enemies. Too much railgun damage resulted in a decrease in fps.
Fixed issue with not saving ammo ratio for mechs.
Fixed display for found items after finishing a city mission
Fixed the rare chance of the mech turning into a ghost after death if it had damage points before the start of the battle.
M:\Modding
The following LUA functions are available within obj_battle_mapbattle_logic
battle_retreat
battle_end
The following LUA functions are deleted from obj_battle_mapbattle_end_default_mechs_dead
battle_end_default_win
If your save files are not working correctly or something has broken with this update, please use the oneversionback branch, leave a message in the forums or join the Mech Engineer Discord to get support in the #bugs channel.
If you heard loud swearing last night in the Watford area it may have been one of two things: 1) me cussing out my (borrowed) Steam Deck while stealthily accessing the wifi from outside a closed public library, as I don't currently have broadband at home, or 2) me subsequently tr
If you heard loud swearing last night in the Watford area it may have been one of two things: 1) me cussing out my (borrowed) Steam Deck while stealthily accessing the wifi from outside a closed public library, as I don't currently have broadband at home, or 2) me subsequently trying to make head or tail of Mech Engineer, in which you take charge of a mobile undersea metropolis and send squads of painstakingly assembled robosoldiers to semi-auto-battle squidgy alien fauna.
Engineering a mech is a Herculean labour whose completion eludes today's puny scientists, and Mech Engineer doesn't aim to make life easier, whatever its putative status as a "means of fun". Mech Engineer is a game with an attitude problem, frankly. I realised this on in-game day two, when the interface coughed up a bunch of damage reports presented as pieces of paper, which I then had to crumple up and toss away individually.
F :\Fixes gml_Object_obj_FUI_render_Draw_0 (line 344) (winning with mods should be possible now) gml_Object_obj_pilot_sheet_Draw_73 (line 24) gml_Object_obj_content_hangar_Step_0 (line 2356) gml_Object_obj_first_menu_Draw_0 (line 63) gml_Object_obj_giant_worm_Step_0 (line 267) gm
F:\Fixes
gml_Object_obj_FUI_render_Draw_0 (line 344) (winning with mods should be possible now)
gml_Object_obj_pilot_sheet_Draw_73 (line 24)
gml_Object_obj_content_hangar_Step_0 (line 2356)
gml_Object_obj_first_menu_Draw_0 (line 63)
gml_Object_obj_giant_worm_Step_0 (line 267)
gml_Object_obj_piston_item_Step_0 (line 38) can't fix. Don't use the multi-click mouse button on the construction table
gml_Object_obj_cabin_item_Step_0 (line 37) can't fix. Don't use the multi-click mouse button on the construction table
You no longer lose your mechs and pilots from 5-8 battle slots when moving from the hangar menu.
Removed the possibility of endless order disobeying caused by chance. Now pilots can disobey only one time per given order.
The priority targets menu from the battle prepare screen should now work as intended.
Fixed Steam screenshots feature.
Fixed some Operarius stop walking for a short period after unpause.
QoL:\features
Added sounds of putting pilots into mechs or back into the list
Increased highlight for pilot's perks that you can choose
Added sound for repairing district
Enemies bullets and rockets will be more visible in darkness
Hover over city stats to see which districts influence them
The regular battle view will be automatically turned on after entering an enemy base to help you navigate inside it
If your save files are not working correctly or something has broken with this update, please use the oneversionback branch, leave a message in the forums or join the Mech Engineer Discord to get support in the #bugs channel.
Hello fellow Mech Engineers! Welcome to the final update for 1.0! Yes, you have read it right. We have finally made it to 1.0 and I am hugely grateful to everybody who followed and contributed to this incredible adventure. Thank you so much for playing the game, sharing your feed
Hello fellow Mech Engineers!
Welcome to the final update for 1.0! Yes, you have read it right. We have finally made it to 1.0 and I am hugely grateful to everybody who followed and contributed to this incredible adventure.
Thank you so much for playing the game, sharing your feedback, and supporting Mech Engineer, it means the world to me.
Let’s take a look at this month's changelog, it’s definitely a lot:
M:\Modding
Added sprite_collision_mask function
The following LUA functions are available within obj_battle_mapbattle_end_default_mechs_dead
battle_end_default_win
battle_end_scout_mechs_dead
battle_end_scout_win
Following an interface overhaul Mech Engineer has been localized into French, German, Polish, Portuguese Brazilian, Simplified Chinese, and Spanish
Save slots from the main menu have taken on the appearance of punchcards
Mouse over an installed mech, reactor or weapon when using the construction table to view a tooltip message
Updated the image for the error message that appears when attempting to place a reactor that has not been properly tuned to better prompt players to assemble and ignite their reactors
Turn on the testing chamber for a weapon or mech to hear the pleasant sound of a cathode-ray tube
The sound of cogs quietly rotating plays when switching between artillery and order mode during a battle
Added an effect for when a module is taken away from the construction table
The reload stat in a mech's information sheet will take into account the processor program for accelerated reloading speed of kinetic weapons from available energy (press middle mouse button over a mech to bring up its paper information sheet)
B:\Balance
///Buffs
Improved the slow effect of projectile weapons equipped with the slowdown mod on Aries by about 25%
Doubled damage from rockets and explosions, but scaling has been lowered to keep explosion size the same
Nuclear missile resource cost reduced from 400 Bjorn to 200 and 600 Munilone to 500
Increased Toxin Sprayer base damage from 4 to 6
Doubled the ammunition capacity of thermal-type weapons
Doubled the health of Fulgur
Watch out: the purple sword boss Titanus Monstrum has increased turn rate speed while each phase time has been increased by 15%. Caecilia will periodically spawn in when the boss enters its regeneration phase.
///Nerfs
Increased the cost of ammunition to go into battle by 10%
Doubled time between orders for pilots with low reaction stat
Reduced chance of lightning appearing from 75% to 50%
Reduced chance of tornadoes from 95% to 75%
Reduced the frequency of Fulgur appearance
The purple sword boss Titanus Monstrum has also received some nerfs: Colubras and tentacles spawn further away from the head, enemy artillery is less frequent during the scorching gaze phase, missile firing speed has been reduced by 30% and boss health has been cut from 1 million to 500 thousand.
E:\Engineering
Excessive use of capacitators to get temperature resistance over 100% (this previously allowed you to freeze your reactor by firing lasers) now has diminishing returns with each subsequent capacitor
Cheesing additional resources from disassembling weapons when large weapon creation mode is enabled has been nixed
H:\Hangar
Brief descriptions of enemy abilities have stopped disappearing on the global map
Increased the passive income of free nuclear warheads from 1 to 2 per week
Tired of moving your mechs to the engineering section when you have enough Metallite? Use the quick repair button in the Hangar to fix any amount of damage
C:\Combat
All pilots have their own personalized fully-voiced phrases and will scream horribly when you fail a mission
Pilots will be more scared whenif one of them dies
Very high and very low values of stress resistance have less effect on stress during battle
Pilots with high free will values will more frequently try to find the best position to shoot from
Fixed inconsistencies in some messages when swapping between normal and fullscreen mode during battle
Pressing the escape button during battle will pause the game
Increased size of missile collision box so they stop flying through small targets at high speeds
Operarius scatter around the battlefield when enemy artillery shots land
Removed volcanic areas from underground bases
O:\Other_changes
Added 15 achievements - can you take out one million Operarius?
The number of underground bases that have been destroyed during a mission is properly reflected in the post-mission statistics
Interface lightning supports different screen resolutions
No more weapon card pop-ups overlapping when mousing over mech weapons
Nuking a map cell adjacent to your city previously blocked the player from moving to that cell - you no longer have to skip a day, move elsewhere or capture a different cell to then move into the nuked cell
Frequent alt-tabbing in and out of the game during battle should no longer result in the textures for red-colored slowdown zones taking on a weird appearance
The crash bug involving empty pilot portraits after a victory has been fixed
There used to be a rare game freeze when installing a city for the first time, but it's gone now
If your save files are not working correctly or something has broken with this update, please use the oneversionback branch, leave a message in the forums or join the Mech Engineer Discord to get support in the #bugs channel.
Again, let me share with you my enthusiasm and my gratitude for supporting me all along these wonderful years of development of Mech Engineer.
We can now enjoy the full Mech Engineer experience, together!
Hello! Today we have some incredibly exciting news to share with you and our amazing Mech Engineer community worldwide. It gives me so much joy to announce that Mech Engineer will be leaving Early Access on May 21st, 2024! Thank you for all of your amazing support, constructive f
Hello!
Today we have some incredibly exciting news to share with you and our amazing Mech Engineer community worldwide.
It gives me so much joy to announce that Mech Engineer will be leaving Early Access on May 21st, 2024! Thank you for all of your amazing support, constructive feedback and energy. The road to 1.0 has been a long one and after many new features added from your feedback, now including 64 large game updates – my vision for the full game is nearing completion.
I also wish to express my gratitude to our supportive and eager Beta test players, who have been jumping in early to test out the new features coming to the game on May 21st for everyone.
The key updates planned for 1.0 include:
Fully voiced Mech Pilots
In-game localisations added to our existing English + Russian language options.
Simplified Chinese
German
Brazilian Portuguese
Polish
French
Spanish
In-Game Achievements
Various Quality of Life updates to the interface and more we’ll reveal on May 21st in our full patch notes.
Here are some quick screenshot previews showing off the exciting localisation work, to ensure more players worldwide can jump in and experience the game at it’s best.
Thank you again so much for the continued passion and support as we move to this next phase in our journey. Keep your feedback coming and don’t forget to leave a message in the forums or join the Mech Engineer Discord to get further support.
Hello! Thank you for playing the game and leaving your feedback. Here is this month's changelog: M :\Modding 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 t
Hello! Thank you for playing the game and leaving your feedback.
Here is this month's changelog:
M:\Modding
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
I:\Interface
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
B:\Balance
///Buffs
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
///Nerfs
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
E:\Engineering
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
H:\Hangar
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
C:\Combat
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 shuttle parts will contain 15 turrets whose type depends on the map terrain
O:\Other_changes
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 re-launch the shuttle for the endgame cutscene
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
If your save files are not working correctly or something has broken with this update, please use the oneversionback branch, leave a message in the forums or join the Mech Engineer Discord to get support in the #bugs channel.
Hello! Thank you for playing the game and leaving your feedback. Here is this month's changelog: I :\Interface The repair minigame has been given icons that represent each pip of damage that needs repairing Increased the visibility of the "Do not show again" checkbox for tutorial
Hello! Thank you for playing the game and leaving your feedback.
Here is this month's changelog:
I:\Interface
The repair minigame has been given icons that represent each pip of damage that needs repairing
Increased the visibility of the "Do not show again" checkbox for tutorial popups
Mouse over buttons in the post-battle statistics menu to highlight them
Banner art showing the terrain of your next battle deployment will look more distinct since the blue-colored animated overlay has been removed
B:\Balance
///Buffs
increased frequency of enemy artillery by 20%
Operarius health value increased from 12 to 13
Biomass growth on map cells with enemy bases increased by 25%
Increased the explosive area of effect of enemy missiles by 70%
E:\Engineering
Mouse over buttons when configuring a weapon for tooltip descriptions
The fragmentation weapon module has been reworked. It no longer reduces the weapon's armor penetration stat. Projectile speed is reduced by 30%. Kinetic projectiles will no longer ricochet with this module if they fail to penetrate enemy armor. If kinetic projectiles penetrate, they will be destroyed to create fragments. Fragments have the same armor penetration as the projectile, instead of half the value as before.
Placing wires in the power circuit menu plays a satisfying sparking sound
H:\Hangar
Updated stats for the starter set of mechs in the Hangar to make fresh campaign runs slightly easier
A new giant boss called Monstrum has appeared; it has its own purple sword icon on the world map
Deploy up to eight mechs on missions – scroll through tabs with the wheel on the left in the battle preparation menu.
A sound effect will play when dragging and dropping mechs into battle preparation slots
Don't be reliant on your favorite squad – some pilots may take the weekends off forcing you to use crew that might not be as experienced
When a district gets damaged, it also can kill pilots since they now travel across districts in real-time
Always have some components for your city on hand – damage to your city is doubled when you have none
Overall game time has been extended to make it more likely to visit unique map cells and encounter bosses. Each new space shuttle part will spawn further away from you.
If you manage to reach the endgame by launching the shuttle, and you wish to keep playing, the following happens: scientists are capped at 999, engineers are capped at 25 (or in the form of robots if created beforehand), modules will no longer take up more than one slot in the production queue, and population from the city stats is removed.
C:\Combat
Tornadoes disappear after reaching the edge of the map during battle
Destroy tornadoes with artillery or missiles – a tornado has a 50% chance to disappear upon contact with an explosion
Tornadoes change the flight direction of projectiles they come into contact with instead of shifting them
Objects will no longer move inside a tornado when the game is paused
The C-RAM aux module for mechs will no longer target enemy missiles behind walls
Enemy missiles will create an explosive effect upon contact, much like player missiles. This effect can damage walls, mechs, aliens and tornadoes. They deal less damage underwater.
Doubled the duration for how long battle screen notifications stay on screen
Stealing resources from Colubra is harder because they only drop them on death, instead of at spawn
Maps that start with 50 Ovum will try to maintain that number if the number of Ovum drops below 50 – another Ovum will spawn every three seconds if there are fewer than 50 of them.
Underground enemy bases have been updated. You can instantly teleport to another cell if there are no enemies on the map and no bosses near your map cell. In addition, killing the equivalent of the purple sword boss in the center of the labyrinth will be considered a win condition. Doing so will clear this cell on the world map.
O:\Other_changes
Robotization research node overhauled: instead of consuming 20% of the city's energy, you are given the ability to manually create engineers in Production
Various spelling corrections and grammar changes in the base manual
Added a mention of the weapon testing chamber in the base manual
Fixed an issue where pilot cabin toy arrangements would disappear after reloading the game
Gibs will have different flight speeds when created rather than a default value across the board
Clicking RMB to clear away notes from after battle or inspecting pilots should no longer unintentionally leave exclamation marks on the world map
For modders: function create() for obj_battle_map script has been moved to the last line, creating the opportunity to change starting values
Empty slots between mechs in battle will no longer break the stats interface of all further slots
The graphical bug associated with repeatedly saving a mech's paintjob has been squashed
Incorrect text alignment issue when exiting from battle to the main menu has been resolved
Select single mechs during battle by shift+number – this feature now works as intended
If your save files are not working correctly or something has broken with this update, please use the oneversionback branch, leave a message in the forums or join the Mech Engineer Discord to get support in the #bugs channel.
Tail of Titanus Centipeda should no longer appear on top of your mechs after entering the room from top or bottom in the labyrinth Digging deep should become easier with added percentage damage to walls based on their maximum hp. Pathfinding changed so mechs will be less likely t
Tail of Titanus Centipeda should no longer appear on top of your mechs after entering the room from top or bottom in the labyrinth
Digging deep should become easier with added percentage damage to walls based on their maximum hp.
Pathfinding changed so mechs will be less likely to turn away when reaching the last wall while digging
Reduced the width of ballistic projectiles
Shooting near walls should no longer be an issue
Fixed a game crash associated with the use of the shrapnel weapon mod
The picked-up reactor module will be centered on your cursor to avoid problems with its placing
Colubra laser will gradually destroy walls instead of instant
Fixed missing text in the eng ini file for the ammunition tooltip in battle. [context] battle_ammo=””
Added avoiding slowdown zones for AI in x2 time speed up
Hello! Thank you for playing the game and leaving your feedback. Here is the changelog: I :\Interface 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
Hello! Thank you for playing the game and leaving your feedback.
Here is the changelog:
I:\Interface
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 guide.
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)
B:\Balance
///Buffs
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
///Nerfs
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
E:\Engineering
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
H:\Hangar
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
C:\Combat
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
O:\Other_changes
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
If your save files are not working correctly or something has broken with this update, please use the oneversionback branch, leave a message in the forums or join the Mech Engineer Discord to get support in the #bugs channel.
I'm alive, and still working on the game. Got sick, but recovered. The next update will include mod support and a lot of changes. Thank you for your attention!
I'm alive, and still working on the game. Got sick, but recovered. The next update will include mod support and a lot of changes.
Armadillo should attack mechs more frequently with its new AI balances Fixed a rare game crash when fighting Flos District 15 no longer allows you to do missions indefinitely. Instead, the mech will be able to do two missions in one day. Mechs will no longer try to evade enemy at
Armadillo should attack mechs more frequently with its new AI balances
Fixed a rare game crash when fighting Flos
District 15 no longer allows you to do missions indefinitely. Instead, the mech will be able to do two missions in one day.
Mechs will no longer try to evade enemy attacks if they are in the process of completing new position command
Also updated the demo version with the latest features and fixes from the current update.
Hello! Thank you for playing the game and leaving your feedback. Here is the changelog for August 2023: I :\Interface Added a mouse icon underneath the arrow in the end-of-day stats menu Dispose of end-of-day information reports by right-clicking on them Compare the number of AUX
Hello! Thank you for playing the game and leaving your feedback.
Here is the changelog for August 2023:
I:\Interface
Added a mouse icon underneath the arrow in the end-of-day stats menu
Dispose of end-of-day information reports by right-clicking on them
Compare the number of AUX mech modules between mechs when you select a mech in the Production menu
Middle mouse click a mech in Engineering or in the Hangar to bring up a detailed information report about the model, such as reload times for each ammo type on the mech (right click to dispose of the report)
Enjoy a scrunching up sound when disposing of information reports
Added a picture of a drill to page 32 of the base manual
Added monster icons for Brucus and Ovum to the bestiary
The descriptions for research nodes DRONE, CYBORGIZATION and ATOMIC BOMB have been changed to better describe their mechanics
Base manual has been updated to include information not previously mentioned, more specifically: mechs will not shoot through allies, power circuits raising the base reactor temperature for mechs, how mech evasion and stability works, and fire rate reduction during melee attacks
Changed the order in which additional mech menus are mentioned in the manual to match the sequence in the UI
District descriptions have been updated to fix some grammatical errors
Plus sign at the top left of a weapon module in the weapon list will show you if it has unspent points
See the current mod installed in weapons when they are inside a mech on the construction table, without removing them from the mech
B:\Balance
///Buffs
Counter rocket module will add some kinetic ammunition
Sagittarius attack range has been doubled
Mechs will dig walls at twice the speed when the battle speed is also doubled
Reduced toxin sprayer research time from 20 days to 5 days
Fire pools created by the flamethrower have the weapon's initial damage instead of its end damage
Reload time modifier for mech model "Holo" reduced from 4 to 2
Increased the speed and duration of energy spheres from Colubra in infested map cells
Decreased the lifetime decay rate of enemy kinetic projectiles
Tripled the number of underwater currents
///Nerfs
Increased flamethrower research time from 2 days to 5 days
Lowered the initial amount of armor layers
Removed endgame armor from the starting item pool
Fire weapon module will create fire pools with 20% less damage
increased fire damage reduction per point of enemy armor from 5% to 10%
Added damage reduction for underwater fire created by the fire weapon module
Reduced the starting number of engineers by 30%
Projectiles from weapons without a slow module will cause a slow debuff at 20% less effectiveness
Operarius armor and health is tripled in infested areas instead of quadrupled
Additional reactor overcharge module multiplies overheat time debuff instead of stacking the debuff, which will greatly increase it the more you have it
Bonus effect from District 15 on the number of engineers per day lowered from 3 to 2
E:\Engineering
REACTOR OVERCHARGE research node moved to the beginning of the research tree - the additional reactor overcharge module can be accessed by all reactors after research is complete
Set specific min/max engagement distances for each enemy type via the new menu to the right of the construction table when a weapon is placed there. For example, this will allow you to completely stop mechs from firing at certain enemy types that are out of effective range, or are too heavily armored to take damage from a particular weapon, so that mechs do not waste ammo or overheat.
Added a limit to maximum repair cost based on the mech's cost
Added an element of randomness for the optimal value of the damage repair cost, removing the ability to calculate the exact number of clicks required for optimal value
NEEDLE BULLETS and TORPEDOES research nodes changed - you will need to add these as weapon modules via the construction table in order to use them in underwater battles
ROBOTIZATION research node has been moved to allow access to cyborgs sooner
H:\Hangar
The following changes have been made to the city: District 17 has lost its food and spare parts bonuses and depends on District 18; District 40 depends on District 18, and a fully-upgraded District 15 will remove maintenance after battles for mechs
Changed the depth for minesweeper numbers on the world map, so you could see them over the mega storm
All world map scan layers will show you bosses that are near your city, so the player always knows when danger is close
A warning report will appear after skipping a day if bosses are near your city
Bolster your city assault squads with cyborgs via the new CYBORG SQUADS research node
C:\Combat
Tornadoes can be redirected by a rocket blast
Colubra will destroy walls with its laser beam instead of firing over them
The tutorial text telling the player how to control mechs will persist for two more battles before disappearing
Added a transparent minimap to full-screen mode that includes a display of the camera's position
Buttons in the battle menu will highlight when you mouse over them
The special Bunker map cell now contains additional information about the huge weapons menu
Improved the visibility of enemy turret attack range by adding internal stripes
Added a message about unavailable artillery after trying to select it when it is unavailable
Added enemy artillery in caves in the form of digging from the ground
Increased turret attack priority radius by 20% from its attack radius
The camera will always appear near your mechs at the start of a mission
Boss HP has reappeared in the standard battle screen view
O:\Other_changes
A settings config file is now available to manually edit (by default on Windows: C:\Program Files (x86)\Steam\steamapps\common\Mech Engineer\data) allowing you to keep the aspect ratio and lock the mouse cursor to the window - settings for these in-game will be added at a later date
Tutorial settings are saved between play sessions
Added transparency to target in the mech test chamber
Various text corrections made to Research
Limit set on the maximum stats of pilots when they are training in real-time
You can no longer pick up a pilot and a mech at the same time in the Pilots menu
Buttons will no longer overlap information reports when the latter is clicked on
The construction table used to show incorrect reload times - this has been fixed
Mechs in the mech test chamber used to be able to perform simultaneous reloads without the necessary processor program - this ability has been removed
You can no longer craft huge weapons until the technology is obtained from the special Bunker map cell
City legs cannot be infinitely improved anymore
Fixed a bug with the inability to reach the end of the weapons list if there are too many of them
Loud weapon sounds should no longer play at the start of each battle
Explosions change terrain textures and cause additional effects against walls
Mechs will no longer automatically reload unequipped ammo at doubled battle speed
Players should no longer accidentally select a mech when disabling weapons in battle
Pilots with higher stats will no longer take more time to make decisions between orders
Overlapping commands occasionally caused rare cases of disobedience by pilots - this was unintended
The underwater modifier will no longer persist after closing the weapon test chamber
Ovums spit out more large shards on death than before
Added tentacle animation for Fragellum's attack
Watch out: Fulgur have stopped spawning at the edge of a map cell meaning they no longer die instantly
Particle creation for volcanic artillery during a pause now works as intended
The starting tile of a labyrinth map cell should no longer spawn the player in next to enemies
Colubra weren't interacting correctly with fire and explosion effects - this has been changed
Colubra should gradually remove the slow debuff when attacking mechs
Colubra energy balls will no longer cause particle buildup while paused
Sagittarius used to be stationary but its AI behavior has been given a nudge
The incorrect destruction of walls by Titanus Centipeda in the maze map cell has been addressed - it was previously causing pathing problems for AI even if there were no more walls
Added adaptive direction for Titanus Centipeda when spawning in a maze based on past movement and mech position, so its tail won't appear on top of mechs
Enemies should no longer regenerate armor when battle is paused
Fixed persistence of slow zone grid over walls causing incorrect pathfinding after destroying walls
Walls on the right and bottom edges of a map cell are no longer endless
Various visual improvements - in particular when picking up nuclear reactor modules, when moving the city and how some textures appeared incorrectly at different resolutions
Changed names for monsters in the credits to correspond to the bestiary
If your save files are not working correctly or something has broken with this update, please use the oneversionback branch, leave a message in the forums or join the Mech Engineer Discord to get support in the #bugs channel.
Hello! Thank you for playing the game and leaving your feedback. Here is the changelog for July 2023: I :\Interface Buttons that you can interact with in the launch menu light up when you mouse over them Added a tooltip popup for tutorial lever #2 in the launch menu Tutorial popu
Hello! Thank you for playing the game and leaving your feedback.
Here is the changelog for July 2023:
I:\Interface
Buttons that you can interact with in the launch menu light up when you mouse over them
Added a tooltip popup for tutorial lever #2 in the launch menu
Tutorial popups and the base manual include mentions of the following: drawing paths for mechs and drill usage, the ability to disable weapons, and debuff effects to weapons while underwater
Additional damage from fire is visible when testing weapons
Updated the pilot phrase system for the latest AI changes so that they shout out more appropriate phrases
The medal placement system has been reworked, allowing you to place them anywhere on a pilot's card (they will stick to the frame automatically)
B:\Balance
///Buffs
When allocating stat points to weapons on the construction table, initial points given to both accuracy and reduced energy consumption now have greater effect, with diminishing returns kicking in as more points get allocated
Stat increase from a weapon's size will be calculated before stat point allocation, meaning larger weapons will get better effects from allocated stat points
Toxin sprayer weapon damage increased from 2 to 3
Thermal damage is reduced by 5% per point of armor instead of the damage amount being divided by a target's armor value e.g. 10 damage vs 10 armor will deal 5 damage because 10 x 5% = 50%; previously the calculation would be 10 thermal damage divided 10 armor = 1 damage dealt. This change increases the potential damage output against targets with low armor.
The weapon mod that adds fire will only reduce armor penetration and add weight
///Nerfs
Toxin sprayers and plasma guns are less effective underwater after fixing the debuff to projectile lifetime while submerged
Reduced damage buff from weapon stat allocation by 9%
Reduced penetration buff from weapon stat allocation by 18%
Reduced rate of fire buff from weapon stat allocation by 18%
Each weapon mod now adds a percentage weight increase to the weapon (ranging from 10% to 30%)
Reduced rate of fire of toxin sprayer from 500 to 250
increased the total number of engineers required for mech repair by 20%
Reduced bonus staff number growth per level of District 16 by 1 (engineers from 4 to 3 per level, scientists from 5 to 4 per level)
E:\Engineering
Mechs placed in the testing chamber will use a maxed-out pilot's stats
"ROBOTIZATION" node added to Research, which adds 100 engineers but takes 20% of your city's energy
"CYBORGIZATION" node added to research, which adds the ability to transform your human pilots into cyborgs. Cyborgs are always ready to deploy and always have 75 in Reaction and the C.B.S. Test stats. Cyborgs are not affected by Stress and take half the damage human pilots do. Cyborgs can regenerate HP quickly without going to the hospital, and cure infections in one day. However, cyborgs cannot gain experience, levels or talents.
H:\Hangar
Golden sword bosses will remain still, instead of performing random movements when neither the city nor red sword bosses are near it
Pilots will change their facial expression after selection from the pilot list if stress resistance is lower than 50
C:\Combat
Destruction within maps will persist across multiple encounters due to a new save system
Mechs are better at digging, walking and waiting thanks to changes to their AI
Mechs will turn toward the cursor if there are no enemies in sight
Ammo that is not being used by a mech in battle has been hidden from sight
The flight speed of an Operarius after an explosion depends on the explosion's damage
Operarius are less likely to get stuck on walls or clip into them
Set a new default priority target "Ovum" for your mechs in the slots near the "battle" button
Watch your six in cave maps - the darkness is much harder to see through
Artillery strikes reduce enemy armor and cause explosive damage
Select one mech at a time with the new default hotkey combination of Shift + 1, 2, 3 or 4. Alternatively, select all mechs at once by pressing 5.
O:\Other_changes
The free will control slider should no longer mysteriously disappear during battle
Fixed a couple of issues related to selecting things when the mouse was pressed or released while off screen during battle
Textures will now clear when quitting during a battle in order to stop memory leakage caused by frequent saving and loading
Fixed pilot head bobbing when the mech is standing still or the game is paused
Fixed issue with pilot stats going over their limits and rolling over to much lower values
Added restriction on cooling the reactor so that the temperature cannot go infinitely negative
The text of a pilot's talent description should no longer end up hidden under a pilot's stats comparison
If your save files are not working correctly or something has broken with this update, please use the oneversionback branch, leave a message in the forums or join the Mech Engineer Discord to get support in the #bugs channel.
Hello! Thank you for playing the game and leaving your feedback. Here is the changelog for June 2023: I :\Interface Environmental icons have been added to the temperature slider in the mech test chamber to better understand performance in those conditions A new tutorial window wi
Hello! Thank you for playing the game and leaving your feedback.
Here is the changelog for June 2023:
I:\Interface
Environmental icons have been added to the temperature slider in the mech test chamber to better understand performance in those conditions
A new tutorial window will appear when accessing the pilot's menu for the first time
Your mouse cursor's position is now highlighted as well as any relevant elements, such as when assembling a mech via the construction table
The dropdown animation for the base manual and bestiary has been given a speed boost
With the second tutorial switch enabled from the game's main menu, tooltips will now appear on some interface elements on mouseover. Such elements currently include the construction table for mechs and reactors in Engineering, a few tooltips in Production, and the city district upgrade menu.
A description for ammo distribution has been added to the armor menu
B:\Balance
///Buffs
Increased the influence of the pilot's C.B.S. skill on a mech's stability regeneration in battle by five times
Increased mech stability regeneration by 25%
///Nerfs
Doubled the rate of oxygen loss that can occur during underwater battles
Reduced the movement speed bonus from stability regeneration by five times
E:\Engineering
Test mechs faster - reactors now start at 50% of the reactor temperature in the test chamber
The armor menu for mechs can now use the save/load punchcard system and can remember melee, self-destruct and energy shield parameters
The formula for mech stability regeneration rate has been changed slightly - the regen is now affected by a percentage of its lack of stability. In addition, all mechs start recovering stability from zero at roughly the same speed.
The evasion module has been reworked: stability regeneration has been buffed while the weight and armor penalties have been removed
H:\Hangar
Pilots can now add random toys to their cockpits at a 0.1% chance every day
Enjoy the wiggling effect for toys and medals when holding pilot cards with the mouse
Several changes have been made to the enemy's biomass economy
A red sword appears on the world map only when infested cells accumulate a huge amount of biomass and have noninfested cells near them
A red sword will search for the cell with the lowest biomass without infestation and move toward it
Map cells with infestation give a 5x increase to biomass growth
Standard biomass growth in labyrinths has been reduced by 50%
Ovums will now give a biomass growth
The random infestation spread at the start of the game has been removed
A golden sword moves randomly only if there are no red sword bosses in 12 cells close
C:\Combat
Order your mechs to take tactical paths you have drawn by pressing and holding RMB on the battle screen while paused. Mechs that have a melee ability will dig through walls if ordered along these paths.
Prevent any weapon from shooting by clicking on the weapon icon in the mech's card. You can also see which icon holds which weapon with a small popup after the mouse hovers over it.
Research the new flechette ammunition node in the research tree to more effectively use kinetic weapons underwater
Fully repairing a mech hull via drones in battle will now stop oxygen loss
Knock back small bugs with the mech melee option
Blocking an enemy melee attack with the melee option now returns 15% stability
Added lighting effect to kinetic projectile death with shrapnel mod
O:\Other_changes
Fixed wrong production menu name in different places
Updated tutorial art for the Calendar sub-tab
Updated tutorial art for the Engineering tab
Updated tutorial art when installing mech
Fixed an issue with mech selection if the cursor was outside the battle screen
Removed speed reduction during x2 speed in battles to avoid issues with the new path drawing system
Fixed mech bomb explosion animation
The layout of city elements has been changed slightly for better navigation
Added more details about the Battle interface to the base manual
Added a simple lighting effect to the border of energy shields in battle
Fixed an issue with adjusting the volume of both sliders via mouse wheel when hovering over any part of the top panel
Fixed highlighting of module categories when hovering over them when a mech's additional menus are open
Fixed crash regarding last mech death after a boss's death
Fixed crash when an allied turret is hit by an enemy's energy waves
Minor fixes in the winning text about Lagrange points
If your save files are not working correctly or something has broken with this update, please use the oneversionback branch, leave a message in the forums or join the Mech Engineer Discord to get support in the #bugs channel.
Hello! Thank you for playing the game and leaving your feedback. Here is the changelog for May 2023: I :\Interface The Bestiary is now available - review intel on enemy alien forces by clicking the monster icon next to the Hangar tab The construction table in the Engineering tab
Hello! Thank you for playing the game and leaving your feedback.
Here is the changelog for May 2023:
I:\Interface
The Bestiary is now available - review intel on enemy alien forces by clicking the monster icon next to the Hangar tab
The construction table in the Engineering tab now lights up to better indicate where to drag and drop a mech, weapon, or reactor
Toggle the tutorial on or off inside the game in the Escape menu
Additional information in the tutorial popup will inform you about weapon customization when installing a mech into the construction table for the first time
One of the battle screen filters now reduces the sensitivity of lighting in battle, which stops the screen from being washed out when firing strong energy weapons
S:\Sound
Added sounds for the railgun, teslagun, plasmagun and corrosive gun
B:\Balance
///Buffs
Increased enemy turret rate of fire by 80%
Increased enemy turret ammo capacity by 100%
Increased Ovum's health from 1000 to 3000
Increased Ovum spawner (from labyrinths) armor from 7 to 22
Increased Titanus Araneus damage from 10 to 24
Increased railgun armor penetration from 3 to 4
Increased railgun rate of fire from 150 to 200
Increased resource cost of deploying Kinetic weapons in combat (Bjorn from 6 to 8, Skalaknit from 3 to 4)
Increased Kinetic shell duration by 1% for every 5 damage
Increased resource cost of deploying Explosive weapons in combat (Bjorn from 11 to 15, Skalaknit from 6 to 8)
Increased resource cost of deploying Thermal weapons in combat (Bjorn from 12 to 20)
Increased penalty for sending mechs into battle from District 62 from 20 to 25 for every level the district remains unupgraded (zero penalty at max level)
Increased the maximum number of city repair brigades from 3 to 5
///Nerfs
Lowered Titanus Araneus claw damage to systems from 15 to 10 per attack (its armor penetration is still infinite)
Area of effect for Titanus Araneus claw attack has moved slightly - you should no longer take damage when behind its back
Reduced Colubra's starting damage to shields
Reduced Colubra's additional damage over time to shields
Reduced Ovum's armor from 22 to 0
Reduced Gammarus damage from 24 to 15
Flos now have 0 armor when attacking
Reduced enemy turret armor penetration from 8 to 6
Halved the reload speed of enemy artillery
Increased the minimum distance for the enemy's artillery to shoot
Reduced increased duration for the reactive projectile mod from 3 to 2
Kinetic projectiles will slowly lose speed and duration for each second spent inside enemies
Reduced the total amount of all Explosive ammo by ~15 %
Reduced system damage from the sunbeam weather effect from 2 to 1
Reduced number of damaged districts from a giant's attack from 10 to 5
E:\Engineering
The Particle Emitter has been added to the arsenal. It launches a self-guided projectile that creates bolts of lightning along its trajectory that deal massive damage. Its damage also depends on supplied energy. Uses the Explosive ammo type.
Energy weapons have been reworked - now all weapons that depend on supplied energy heat up the reactor with shots
Processor programs saved to a mech punch card will no longer be forgotten
Adjust the available ammo ratio for a mech by clicking the shield icon when a mech is on your construction table
Damaged text on mechs will now no longer overlap with the program numbers
The power circuits switch is now more visible in a mech's electricity menu
H:\Hangar
Open the whole research tree by fully upgrading District 17 in the city menu
Tutorial now highlights the pilot menu for a better navigation
Starting a fresh save file will now only spawn two giants: one red and one gold. The world will also have a random spread of infested terrain cells.
If you start on a city cell you will auto pickup a clue, instead of losing one as before.
Colored squares have been added next to the city stats to better indicate the colors of the graphs
C:\Combat
The experimental orbital Earth defense gun map has been added. It contains one new boss: Glyptodont which bears miniguns. The map also has one huge defense turret that can be captured, and a new weapon, the Particle Emitter, which is rewarded for killing the boss.
The rocket barrage processor program now fires projectiles at the maximum rate of fire, instead of a one-time shot, for optimization reasons
Explosion animation and damage over time now depend on the source of the damage
Duration of fire zones now depends on the source of the damage
Size of fire zones now depends on the source of the damage
Explosions can now knockback Operarius
Napalm projectiles now slow down faster the closer they are to disappearing
Check how much a mech's systems have been damaged by mousing over the mech on the battle screen
A mech's damaged systems icons now appear on top of each mech card during battle
Allied turrets can now be damaged in the same way as mechs as by enemies
Find and activate allied turrets on city maps
Picking up a resource during battle will highlight the resource panel to show that it's been added
Doubled cabin heat from reactor overheating - pilots will now be more likely to be damaged by reactor overheating if cabin safety stat is low
Colubra act differently on infested maps - every few seconds they will launch a huge energy ball across the map at visible mechs. Colubra's energy dome also will not disappear until it has dropped to 25% of its total health, instead of disappearing at 75% on other maps.
O:\Other_changes
Slowdown zones now render to one texture with a different sprite
Broken cabin now can be spotted by the cracked glass effect inside the pilot's window
Pilots shake their heads when they are panicking or the mech is walking fast
Added laser particle and size-increasing effect for the Colubra attack
Brucus now properly displays the turrets on its back
Rockets now have a particle trail effect
Fire zones and fire attacks now emit fire particles
Slight performance improvement by turning off unnecessary calculations during battle
Increased FPS during battle by getting rid of the second camera
Fixed similar colors for the first four graph lines when viewing city stats
City components obtained during a mission now correctly display
The game should no longer crash when using more than one anti-missile system platform
Water particles no longer endlessly stack when the game is paused
Fixed a slight darkening of the map when minimizing and expanding the game during battle
The frog boss no longer counts as a Gammarus in the final game score
Fixed the spawn of resources by Titanus Centipeda when fleeing from it to another cell in the labyrinth
Fixed a bug with not displaying the influence of the mech speed acceleration program on the displayed characteristics in various places
Mechs will now continue to move diagonally over long distances
You can no longer click the volume sliders after switching to fullscreen mode during battle
The wrong tutorial popup no longer appears when accessing the mech test chamber
Fixed a bug with not applying the projectile lifetime mod in the weapon testing room
Fixed a bug with not applying the energy mod in the weapon testing room
Fixed a typo in the underwater turbine research description
Fixed formatting of Russian text in the manual for the first page
Fixed displayed reload cooldown count
It should now be easier to drag and drop a reactor inside a mech
Fixed incorrect mention of available menus in the tutorial
Fixed issue with capturing cells not clearing infestation
Fixed issue with rendering minesweeper numbers on the map under infested cells - now you can properly see the numbers
No more double clicking when changing mechs on the construction table after fixing a bug involving the second camera
Added algorithm to automatically display mech resists in the components menu to fix incorrect numbers
it is recommended to start a new save or continue an old one in the oneversionback branch.
If your save files are not working correctly or something has broken with this update, please use the oneversionback branch, leave a message in the forums or join the Mech Engineer Discord to get support in the #bugs channel.
Hello! Thank you for playing the game and leaving your feedback. Here is this month's changelog: S :\Sound Added sounds for the flamethrower and small laser gun Added sound when mousing over research tree nodes Added sound when pressing the BATTLE start button Added text typing s
Hello! Thank you for playing the game and leaving your feedback.
Here is this month's changelog:
S:\Sound
Added sounds for the flamethrower and small laser gun
Added sound when mousing over research tree nodes
Added sound when pressing the BATTLE start button
Added text typing sounds for the post-battle statistics screen
E:\Engineering
Test your mech builds in different environments and temperature conditions on the construction table before deployment - click the crash test dummy icon next to SEND to access it
Use the camera movement keys(WASD) and LMB in the mech test chamber to move and fire your mech, reposition the target with MMB, adjust the temperature with the slider, and switch to underwater conditions via the droplet button
Previews of the resource needed for dispatching mechs to battle are now visible in UI (weapons mod menu and mech construction menu) – resources are only spent once dispatched to battle
H:\Hangar
See how your city's stats have changed over the last ~20 days via the Calendar menu - a third stop on the dial has been added
With this new submenu you can:
Get info on recently damaged districts
See differences in resources and city stats compared to the past day
View changes in pilots, science, and engineering teams
Check how many components are in production
Find out which research projects are in progress
Mouse over each stat entry on the right side to individually highlight its production graph
C:\Combat
Switch to and from full screen during battle by pressing T on your keyboard (this can be rebound in the loading screen menu at launch), or by clicking the dotted square icon below the combat display
Reloading is now visualized via a bar above a mech's reactor temperature gauge
Cursor lines on the combat display no longer disappear from view when zoomed out
B:\Balance
///Buffs
Increased basic armor for the Triangle mech from 2 to 4
Increased basic move speed for the Triangle mech from 0.2 to 0.3
Increased impact resistance for the Triangle mech to 95%
Reduced Triangle mech cost in Munilone from 564 to 464
Engineer and science teams are no longer capped at 700 and 500 respectively
The special Bunker map now additionally gives you 100 engineers and 80 scientists upon completion
Lightning shooters' AI has been altered - they will try to escape properly after firing
Starting pilots' stats are now always the same
///Nerfs
Weapon size now doubles the cost of sending it into the battle
Giant Centipede boss now shoots rockets at strict angles to its body
Lightning shooters no longer get stuck inside each other
Mech eaters no longer get stuck inside each other
Energy shooters ("flowers") no longer get stuck inside each other
O:\Other_changes
Slight performance improvement now that swarms no longer repeatedly call a shader
Fixed the incorrect display of a mech's stress bar on the battle screen
Fixed an issue with not clearing up weather effects in some situations
Fixed the opacity for some text on the battle screen
Fixed an error where the Calendar would default to Monday when saving and loading a file
Added text to the manual stating that mountains stop your city from advancing to a cell with mountains
Hello! Thank you for playing the game. Here is a new changelog format: S :\Sound 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. W :\Weap
Hello! Thank you for playing the game. Here is a new changelog format:
S:\Sound
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.
W:\Weapon_Test_Bench
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 1 toggle in the controls
C:\Combat
Select all mechs at once by pressing ` (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
B:\Balance
///Buffs
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
///Nerfs
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
O:\Other_changes
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