Full notes
Full AirMech update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Performance
- Gameplay
- UI and audio
- Balance
- Maps
AirMech changes
We've got a big patch to catch you up on the latest updates and fixes. There have been a ton of performance optimizations and improvements to the game engine since our last patch. Among these improvements are some fixes to the net code which we'll be monitoring for a while. Please don't hesitate to let us know how things feel in online matches. The forums are the best place to communicate with us. We've also got another round of AI fixes with some tweaks to the lower difficulty settings. Veteran players may even be surprised by how much they've improved. Give it a try and look for the daily Quests to earn some extra rewards by playing with friends. With all these bug fixes the AI becomes more powerful in ways that are hard to foresee. It's good to hear back from players that find it too difficult. Speaking of feedback, we noticed some complaints about the XP grind for leveling up your AirMechs for better parts. We've made to changes to address this. The first is that the XP you gain at the end of a match is increased by 50% before it's applied to the AirMech you used. This change went into effect about a month ago. The other half was to decrease the amount of XP needed to reach each level. Since this part required a patch to go live, some of your AirMechs may have already increased in level! Read below to find more details about this update. As always, discuss this patch on the forums at http://airme.ch/21isp0V General Updates::airmech:
reduced the amount of XP required for persistent AirMech levels 10-20
new sound effects added for some AirMechs
added a sound effect for the unit deploy arm
units will no longer be deployed over sockets or door pads
added a taunt animation for Saucer
allow Saucer's Deathray to damage destructible scenery objects
updated BlackOps Saucer's transport model
added Luck (fun stat) to Lucky Clover
AirMech AI will now build infantry at the nearest base to their capture target
AirMech AI optimizations for AutoDeployV2
AirMech AI will no longer attempt to harass an outpost which already has an enemy AirMech near it
AirMech AI will now move in closer when missing shots in air mode
limited AirMech AI unit building in Survival maps to better allow human players to control upkeep
improving the AI's logic to detect paths generated under bridges
improving the AI's ground strafing logic to reduce cases of getting stuck overlapping an enemy in tight spaces
greatly increased the AI's chase range for base defense when there are no enemy units nearby
improving the AI's logic for escaping when health is low
reduced AI's ability to escape on lower difficulties
made the AI avoid areas with turrets when dropping units near the fortress
improved the AI's ability to use blocker units at the fort
improved the AI's usage of Warthog's Power Shield ability
improved the AI's unit dropping logic to better handle infantry
infantry units will now deploy towards the fortress when there is no enemy fortress
allow multiple bases to have an AutoDeploy path
Alt+F4 will now close the application
improved Jetpack Cat and Husky Pup animations
applied the map force boxes to non-neutral units to keep them in bounds
added missing art for new parts
allow the mouse wheel to scroll the map load dialog in the Editor
added page numbers to the map load dialog in the Editor
allow the 'b' box select Editor tool to select everything
added new Collections sets for AirMech parts
Source
Changelog.gg summarizes and formats this update. How we read updates.
