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Steam News31 January 201610y ago

Update #225 - Pregame Tweaks and New Parts!

We've made some adjustments to the pregame phase that should fit better with the new unit deployment rules. The neutral units can no longer be damaged before the timer expires.

Full notes

Full AirMech update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

6 fixes3 additions6 changes3 removals
  • Server
  • Store
  • Balance
  • Gameplay
  • UI and audio
  • Maps
changedWe've made some adjustments to the pregame phase that should fit better with the new unit deployment rules. The neutral units can no longer be damaged before the timer expires. This gives players more time to setup without worrying about getting behind on clearing neutrals for maps such as Twin Peaks. We've also enabled XP awards for building units in pregame. We didn't want to open doors for XP farming in pregame, so we've also reduced recycling returns down to 75% of the unit's value. There are a ton of new parts and a few new items with this patch. The new items are available in the Shop, while the new parts have been added to the endgame drops. Still looking for some of the old parts? We're going to allow all parts that are not sold in the Shop to be sold on the Player Market instead. Since we're adding in Mk4 versions of our Helmet, Knee, and Chest Armor parts, we're going to be renaming the Heavy versions to include Mk2. This change won't be noticeable at first, since it will require some server-side updates to complete the renaming process. There are a few more improvements worth mentioning. We've always had complaints about the bridges in front of the forts on maps like Thar and Dust. Units will now move in much closer to the enemy fortress while on the Attack order. This should prevent the units in the back of a push from being blocked, and allow them to move within range. As requested on the forums, we've also increased the limit on custom paths allowed. You can now have up to 6 paths drawn at a time! For more details, be sure to check out the details below.
addedGeneral Updates:Super Helix added to the Shop
addedGeneral Updates:added five new Items to the Shop: Holdout Pistol, Stim Kit, Survival Knife, Fuzzy Dice, and Pilot's Buckle
removedGeneral Updates:disabled unit damage in the pregame phase
removedGeneral Updates:neutral units can no longer damage neutral outposts
changedGeneral Updates:AirMech AI will now detect cases where it cannot walk to a location and will fly there instead
custom path limit per player36custom path limit per player increased, buff

AirMech changes

changedWe've made some adjustments to the pregame phase that should fit better with the new unit deployment rules. The neutral units can no longer be damaged before the timer expires. This gives players more time to setup without worrying about getting behind on clearing neutrals for maps such as Twin Peaks. We've also enabled XP awards for building units in pregame. We didn't want to open doors for XP farming in pregame, so we've also reduced recycling returns down to 75% of the unit's value. There are a ton of new parts and a few new items with this patch. The new items are available in the Shop, while the new parts have been added to the endgame drops. Still looking for some of the old parts? We're going to allow all parts that are not sold in the Shop to be sold on the Player Market instead. Since we're adding in Mk4 versions of our Helmet, Knee, and Chest Armor parts, we're going to be renaming the Heavy versions to include Mk2. This change won't be noticeable at first, since it will require some server-side updates to complete the renaming process. There are a few more improvements worth mentioning. We've always had complaints about the bridges in front of the forts on maps like Thar and Dust. Units will now move in much closer to the enemy fortress while on the Attack order. This should prevent the units in the back of a push from being blocked, and allow them to move within range. As requested on the forums, we've also increased the limit on custom paths allowed. You can now have up to 6 paths drawn at a time! For more details, be sure to check out the details below.
addedSuper Helix added to the Shop
addedadded five new Items to the Shop: Holdout Pistol, Stim Kit, Survival Knife, Fuzzy Dice, and Pilot's Buckle
removeddisabled unit damage in the pregame phase
removedneutral units can no longer damage neutral outposts

We've made some adjustments to the pregame phase that should fit better with the new unit deployment rules. The neutral units can no longer be damaged before the timer expires. This gives players more time to setup without worrying about getting behind on clearing neutrals for maps such as Twin Peaks. We've also enabled XP awards for building units in pregame. We didn't want to open doors for XP farming in pregame, so we've also reduced recycling returns down to 75% of the unit's value. There are a ton of new parts and a few new items with this patch. The new items are available in the Shop, while the new parts have been added to the endgame drops. Still looking for some of the old parts? We're going to allow all parts that are not sold in the Shop to be sold on the Player Market instead. Since we're adding in Mk4 versions of our Helmet, Knee, and Chest Armor parts, we're going to be renaming the Heavy versions to include Mk2. This change won't be noticeable at first, since it will require some server-side updates to complete the renaming process. There are a few more improvements worth mentioning. We've always had complaints about the bridges in front of the forts on maps like Thar and Dust. Units will now move in much closer to the enemy fortress while on the Attack order. This should prevent the units in the back of a push from being blocked, and allow them to move within range. As requested on the forums, we've also increased the limit on custom paths allowed. You can now have up to 6 paths drawn at a time! For more details, be sure to check out the details below.

General Updates:

  • Super Helix added to the Shop

  • added five new Items to the Shop: Holdout Pistol, Stim Kit, Survival Knife, Fuzzy Dice, and Pilot's Buckle

  • units on the Attack order will move in closer to the fortress to reduce issues with blocking other units

  • disabled unit damage in the pregame phase

  • allow XP to be granted for building units in pregame

  • recycling now returns 75% of the unit's value

  • neutral units can no longer damage neutral outposts

  • AirMech AI will now detect cases where it cannot walk to a location and will fly there instead

  • increased custom path limit per player from 3 to 6

  • made units set to the hold order when abducted

  • many new AirMech parts added to the drop tables

  • Heavy Helmet Armor, Heavy Knee Armor, and Heavy Chest Armor are being renamed with 'Mk2'

  • made the Lunchbox repair sound play for outposts as well

  • made outposts and forts use the map center as the default deploy direction when there is no enemy fort

  • non-AA and non-artillery turrets will deploy to the outer row

  • player-built units can no longer be latched to neutral sockets

  • giving orders to Boxer will pass them down to units they carry

  • Comms Mk1 structure now enables Market chat rather than the entire chat window

  • fixed Google login button

Bug Fixes:

  • fixed an issue with units not targeting the roadblocks on Sandrim

  • fixed a case where the AI could get stuck being unable to pickup a unit due to proximity to a fortress

  • fixed a case where the AI could get stuck trying to attack an enemy AirMech while overlapping it

  • fixed a case where Bomber AI wouldn't switch to air mode when out of reach of an enemy AirMech

  • fixed an issue where the AI would continually pickup and drop a

Source

Steam News / 31 January 2016

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