The main goal of this patch is to improve game performance, and in addition, we have also buffed some weaker new Techs introduced in Season 6. For the rest of this season, we will gradually make more extensive adjustments to units and Techs based on the feedback and data, and will also release some more new unit Techs. Additionally, some improvements for Rift Mode are also under development and will be released in the next few weeks.
Balance Adjustments
Arclight
[Shockwave] Price 300 → 200
Phantom Ray
[Ground Targeting] Price 200 → 100
Fang
[Grenade Launcher] Price 200 → 150
Steel Ball
[Kinetic Charge] Price 200 → 150
Rhino
[Combat Evolvement] HP gain per second reduced from 3% to 2.5%, ATK gain per second increased from 3% to 4.5% during battle
Developer's Note: The adjusted Combat Evolution Rhino will be more vulnerable to counters, while being more efficient at eliminating high-HP enemies.
Void Eye
[Aerial Mode] Range -10 → Range -15
Developer's Note: For a flying unit, the stats of Void Eye like HP and range are slightly too high, so it is necessary to further reduce the range for balance.
Ground Fire
Fire Damage: 290 → 270
Developer's Note: Since we had more options to counter light units compare to before, we can now rely less on ground fire to combat mass group of units.
Performance Optimization
Reduced the performance overhead of Magnetic Barriers.
Reduced the performance overhead of some interfaces.
Unit Tags
Added new tag: [Missile Interception]
Bugfixes
Fixed the issue where fewer than three 200-Supply units appeared in Starter Packs.
Fixed the issue where fewer than three 100-Supply units appeared in Starter Packs.
Fixed several issues related to Dimensional Rift.
Fixed several issues related to skins.
Fixed some translation errors.
Feedback & Bug Reports
Feel free to submit feedback, suggestions, or report bugs for this update via the following channels.
Mechabellum Discord:
https://discord.gg/mechabellum
Mechabellum Reddit:
https://www.reddit.com/r/Mechabellum/
Mechabellum Steam Discussions:
