A lot of small and medium changes that hopefully should improve feel and state of the game, but bugs are still under investigation.
- Mech jumping/stomping: doubled jump height; animated foot sensors; crushing only while descending; surviving targets no longer hold the mech in mid-air; landing push, extra gore, and stomp sound.
- Boarding: player enters the front opening; armor opens around the upper front hinge; character aiming is disabled during entry; mech aiming is blocked during startup.
- Mech sniper: baseline 240 damage, 0.35 shots/sec, 45 energy, four rounds, aim-assist radius 4, faster projectile force 120.
- Sniper RMB: works only with the sniper selected alone; horizontal camera distance 23; smooth black framing; upper/lower HUD moves off-screen.
- Penetration: sniper budget 5, with armored enemies costing 2 and bosses 3; cannons/autocannons/heavy cannon budget 3. Solid terrain still stops projectiles.
- Mech shotgun: 36 rounds, 2.1 shots/sec, alternating barrels with corrected emitters; fires only remaining rounds before reloading and spends the actual emitted amount.
- Heavy equipment: heavy turret accepts only heavy cannon; gun sits behind the turret with rear casing ejection and new flash. Baseline 420 damage, 0.20 shots/sec, 70 energy, four rounds.
- Anti-air equipment: AA turret accepts only AA guns; 22 shots/sec, broad upward fire from 0–47°, aerial targets only, critical multiplier capped at ×2, one +2% upgrade.
- Generation: new equipment appears in eligible trader/run-loot pools. Military selection remains 30% when both generation buckets exist; untagged weapons are no longer accidentally excluded.
- Zombie mech drops: one 2% roll per kill for a general part; part/style is selected before its Mk1/Mk2 grade. The shotgun-only roll is removed.
- Grades: explicit Mk1 requests stay Mk1; unavailable higher grades are excluded/rerolled instead of becoming Mk2 (was a long-present bug which made MK2 the most favourable to spawn)
- Zombie AI: changed attention logic, 15-second attacker memory, idle patrols, and lane avoidance during patrol/pursuit; player-target priority with mech fallback.
- Drones/flying zombies: updated supply-drone flight/destruction; combat drone fires 3–6-shot fly-by bursts without melee; clearer flyer shots/audio; corrected wheeled-drone crate size.
- Satellite mission: updated tower, authored flying enemies/drone, crates/platforms for climbing, and activation at the top.
- Checkpoint mission: one of three variants per run, wandering enemies and boss, no arena camera; available through Cap/F1.
- Ruins city: accessible city area, three dialogue NPCs, and city hall with a localized entrance interaction.
- Traders: scrolling stock with cell backgrounds and masks; mech stock 28–100 entries; at least 35 displayed cells; growth for sales; player inventory stays 35 slots; fresh restocks have no unintended gaps.
- Damage/feedback: player enemy-damage factor 0.65, preserving fall/hunger damage; four screen vignette colors; existing object FEEL retained; staggered damage numbers and CRIT effects; sprite-based mech walking smoke.
- Healing/repair/hunger: new healing animation; repair animation behind standing/sitting mech with sound; hunger animation at 90–100%, clearing below 90%.
- News and updates
- Humans, Bots and Zombies Playtest
- Update: v 0.9.8
Source: Steam Community (opens in a new tab)
