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Steam News2 December 20178y ago

Update #250 - Jumping for Joy!

We've got a large list of changes to bring over from our work on AirMech Wastelands. Many of these changes directly affect gameplay. Some AirMech abilities have been changed to include a charge up mechanic.

Full notes

Full AirMech update

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

What changed

0 fixes2 additions5 changes0 removals
  • Maps
  • Gameplay
  • Store
addedWe've got a large list of changes to bring over from our work on AirMech Wastelands . Many of these changes directly affect gameplay. Some AirMech abilities have been changed to include a charge up mechanic. A charge bar will appear over your mech's HP bar while charging. All AirMechs can now jump up to higher terrain with Spacebar. Press it twice to boost forward for a quick escape! Unit deployment has been improved with a 'Deploy to Target' mechanic. Set a rally point for newly built units by pressing E. Press once to set the flag on your AirMech, twice to set it on the ground at your AirMech's location, and once more to clear the deploy to target behavior. Units will also deploy from the nearest friendly structure automatically by default. You can hold Ctrl when giving a build order to keep the unit in queue for pickup later. Veterans probably won't like this behavior, so we've added an option in the Gameplay Settings to swap the Ctrl keybind. This will hold all units in queue unless Ctrl is held when issuing build orders. The new Jump/Boost system is 95% in place, just needs a little more tuning and tweaking, and then we'll balance it for all the classes so each has its own feel. The Boost is activated by doing a double jump in a direction, and it uses some Energy. If you would rather always Boost on jump, there is a game option to make it default that way. We still have a few bugs related to getting up on things that don't make sense, but we're aware of those and will be fixing it. Already it changes combat a ton and has been fun to play around with. We reworked Chat a couple patches ago and didn't explain in detail how it works. We probably need to add a Chat tutorial! The main thing we set out to solve was accidentally chatting while ingame, which sucked. So we started fixing that and ended up making a lot of small changes. The most important thing to learn about the new chat is the double-Enter action. Tapping Enter twice will minimize or maximize chat. When chat is maximized, you can type and pressing enter keeps your cursor in chat. If chat is minimized, then every time you press enter the chat will get de-focused. The intended flow is that most of the time when you are playing, chat is minimized, and if you see something you need to respond to, or want to message your teammate, you press Enter, type your message, and press Enter again and you're back playing. When chat has focus, you can use Tab to switch between channels. And just in case you didn't know, you can right-click their name and it will @name them.
changedGeneral Updates:improvements to Helix grenade targeting and effects
addedGeneral Updates:add game option for how Jump/Boost works
changedGeneral Updates:press E to set a rally point on your mech, press again to set it on the terrain, and once more to clear it
changedGeneral Updates:units now deploy automatically at nearest friendly structure, hold Ctrl to store in queue
changedGeneral Updates:swap Ctrl key behavior in Settings > Gameplay
max build queue86max build queue decreased, nerf

AirMech changes

addedWe've got a large list of changes to bring over from our work on AirMech Wastelands . Many of these changes directly affect gameplay. Some AirMech abilities have been changed to include a charge up mechanic. A charge bar will appear over your mech's HP bar while charging. All AirMechs can now jump up to higher terrain with Spacebar. Press it twice to boost forward for a quick escape! Unit deployment has been improved with a 'Deploy to Target' mechanic. Set a rally point for newly built units by pressing E. Press once to set the flag on your AirMech, twice to set it on the ground at your AirMech's location, and once more to clear the deploy to target behavior. Units will also deploy from the nearest friendly structure automatically by default. You can hold Ctrl when giving a build order to keep the unit in queue for pickup later. Veterans probably won't like this behavior, so we've added an option in the Gameplay Settings to swap the Ctrl keybind. This will hold all units in queue unless Ctrl is held when issuing build orders. The new Jump/Boost system is 95% in place, just needs a little more tuning and tweaking, and then we'll balance it for all the classes so each has its own feel. The Boost is activated by doing a double jump in a direction, and it uses some Energy. If you would rather always Boost on jump, there is a game option to make it default that way. We still have a few bugs related to getting up on things that don't make sense, but we're aware of those and will be fixing it. Already it changes combat a ton and has been fun to play around with. We reworked Chat a couple patches ago and didn't explain in detail how it works. We probably need to add a Chat tutorial! The main thing we set out to solve was accidentally chatting while ingame, which sucked. So we started fixing that and ended up making a lot of small changes. The most important thing to learn about the new chat is the double-Enter action. Tapping Enter twice will minimize or maximize chat. When chat is maximized, you can type and pressing enter keeps your cursor in chat. If chat is minimized, then every time you press enter the chat will get de-focused. The intended flow is that most of the time when you are playing, chat is minimized, and if you see something you need to respond to, or want to message your teammate, you press Enter, type your message, and press Enter again and you're back playing. When chat has focus, you can use Tab to switch between channels. And just in case you didn't know, you can right-click their name and it will @name them.
changedimprovements to Helix grenade targeting and effects
addedadd game option for how Jump/Boost works
changedpress E to set a rally point on your mech, press again to set it on the terrain, and once more to clear it
changedunits now deploy automatically at nearest friendly structure, hold Ctrl to store in queue

We've got a large list of changes to bring over from our work on AirMech Wastelands. Many of these changes directly affect gameplay. Some AirMech abilities have been changed to include a charge up mechanic. A charge bar will appear over your mech's HP bar while charging. All AirMechs can now jump up to higher terrain with Spacebar. Press it twice to boost forward for a quick escape! Unit deployment has been improved with a 'Deploy to Target' mechanic. Set a rally point for newly built units by pressing E. Press once to set the flag on your AirMech, twice to set it on the ground at your AirMech's location, and once more to clear the deploy to target behavior. Units will also deploy from the nearest friendly structure automatically by default. You can hold Ctrl when giving a build order to keep the unit in queue for pickup later. Veterans probably won't like this behavior, so we've added an option in the Gameplay Settings to swap the Ctrl keybind. This will hold all units in queue unless Ctrl is held when issuing build orders. The new Jump/Boost system is 95% in place, just needs a little more tuning and tweaking, and then we'll balance it for all the classes so each has its own feel. The Boost is activated by doing a double jump in a direction, and it uses some Energy. If you would rather always Boost on jump, there is a game option to make it default that way. We still have a few bugs related to getting up on things that don't make sense, but we're aware of those and will be fixing it. Already it changes combat a ton and has been fun to play around with. We reworked Chat a couple patches ago and didn't explain in detail how it works. We probably need to add a Chat tutorial! The main thing we set out to solve was accidentally chatting while ingame, which sucked. So we started fixing that and ended up making a lot of small changes. The most important thing to learn about the new chat is the double-Enter action. Tapping Enter twice will minimize or maximize chat. When chat is maximized, you can type and pressing enter keeps your cursor in chat. If chat is minimized, then every time you press enter the chat will get de-focused. The intended flow is that most of the time when you are playing, chat is minimized, and if you see something you need to respond to, or want to message your teammate, you press Enter, type your message, and press Enter again and you're back playing. When chat has focus, you can use Tab to switch between channels. And just in case you didn't know, you can right-click their name and it will @name them.

General Updates:

  • improvements to Helix grenade targeting and effects

  • Carbon color Void mechs are now purple because that's cooler than orange

  • add game option for how Jump/Boost works

  • press Spacebar to jump while in ground mode, press again to boost forward at the cost of some fuel

  • press E to set a rally point on your mech, press again to set it on the terrain, and once more to clear it

  • updates/rework on mouse aiming

  • units now deploy automatically at nearest friendly structure, hold Ctrl to store in queue

  • swap Ctrl key behavior in Settings > Gameplay

  • max build queue reduced from 8 to 6

  • replaced Angel's Glide ability with Stasis Shot, which

Source

Steam News / 2 December 2017

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