The development of Alpha 1 has come to an end and Alpha 2 is beginning. A summery of changes can be found at the bottom of this announcement. Modding support has been expanded along with a WIP Modding Project with an example map.
The art style will be moving to retro 80s scifi in retro 90s graphics. The purpose of this change is to allow more expression in style, keeping development costs down, and allow lower end computers to easier run. Some concept art has been created, including two pirate improvised combat vehicles.
Alpha 2 will aim to improve the career mode with better contract variety, changes to the salvage system, market available during mech customization, loans system, dropships and other quality of life changes.
Changes 1.1.5 - 1.3.1
Warning: Old careers might not work properly if saved during contracts. Either abort current contract or start new career.
Content:
- New laser colors Light Blue, Coral, Cyan, Gold, Indigo, Lime, Magenta, Orange, Pink, Purple, Teal, Violet.
- CIWS and LCIWS can now be turned on and off.
- ECM can now be turned on and off.
- Improved weapon convergence calculation.
- New energy weapon modification "Linked Capacitor Array I", which increase the fire rate of Particle Cannons.
- Added "Linked Capacitor Array II".
- New mission type: Base Destroy
- Light AC 2cm Turret
- Light AC 5cm Turret
- Light Medium Laser Turret
- Light Small Laser Turret
- Light LRM Turret
- Light SRM Turret
- Light MRM Turret
- Added Base Destroy Mission type to contracts in Career mode.
- "Base Capture" mission type added to "Coniferous Forest 1" and "Volcanic 1" map.
- "Base Capture" and "Base Defend" missions type added to "Arctic 1", "Arctic 2", "Odia 1", and "White Stone Desert 1" maps.
- New "Turret Control Tower" model.
- Added "Auto Warehouse" building.
Features:
- Projectile weapon charging mechanic.
- Chain firing mode.
- Weapons converge to current target's range if aiming near target.
- Audio modding support.
- Equipment mode system.
- Weapon should converge to target distance if the target is players current target and player is aiming near that target.
- Universal game device input replacing joystick support.
- Improved hover vehicle movement mechanics.
- Vehicles that are flipped over should now flip themselves upright.
- Improved friendly fire checks for squad mate AI.
- Each weapon group has their own firing mode.
- Mech customization screen has total weapon damage.
- Mech customization screen has total weapon heat.
- Mech customization screen updated armor drop downs with tooltips.
- Missions types "Base Capture" and "Base Defend"
- New sky system with weather and time of day.
- "Restart Mission" button added to mission pause menu.
Balance:
- All railguns now use charging mechanic.
- Charging weapons can only explode while fully charged.
- All railguns have 100% chance to explode on destruction if fully charged.
- Reduced heat and recoil for all railguns.
- Hyper pulse lasers can firing longer before jamming.
- Mechs no long have a default starting weight.
- Light. Medium, and Heavy mechs are able to walk up steeper slopes.
- Jump jets no longer add capacity or recharge rate, but instead mechs have jump jet capacity and recharge by default.
- Retaliator's arm energy hardpoints changed from 4 slots to 5.
- Mustang's arm energy hardpoints changed from 3 slots to 4.
- Falcon Mech's right arm 4 slot ballistic hardpoint changed to 5 slot.
- Turrets now have separate sections that can be destroyed.
- Stepping on vehicles will now damage leg armor first.
- Stepping on vehicles do more damage.
- Mech reactors now supply jump jet fuel recharge.
- Jump Jet directional force is now at a 60 degrees to horizon, before was 45 degrees.
- Contract pay increases exponentially based on successful mission count.
Misc:
- Large Pulse/ER Pulse laser color change to cyan.
- Medium Pulse/ER Pulse laser color change to lime.
- Small Pulse/ER Pulse laser color change to magenta.
- Micro Pulse/ER Pulse laser color change to coral.
- Large Heavy/ER Heavy laser color change to purple.
- Medium Heavy/ER Heavy laser color change to orange.
- Small Heavy/ER Heavy laser color change to teal.
- Micro Heavy/ER Heavy laser color change to pink.
- Large hyper pulse laser color change to indigo.
- Medium hyper pulse laser color change to gold.
- Small hyper pulse laser color change to light blue.
- Micro hyper pulse laser color change to violet.
- Reduced volume of "FireMissile3" audio clip which is used by LRMs.
- All large laser firing sound volume +10%, pitch -10%.
- All small laser firing sound volume -5%, pitch +10%.
- All micro laser firing sound volume -10%, pitch +20%.
- Center screen weapon group indicators now also show if inside effective range.
- Code maintenance on mech code.
- Rearranged weapon info on HUD.
- Updated Unity engine to 2020.1.6.
- Anything that goes 2k meters above the map will automatically die.
- Add sound clip for objectives updated.
- Changed objectives text for Base Destroy missions to clarify mechanics.
Modding:
- WIP modding project
- Added support for loading AssetBundles of Unity Scenes.
- Added support for loading AssetBundles of Beam, Weapon Models, Projectiles, Trails, Turrets and Building prefabs.