What changed
0 fixes1 addition0 changes0 removals
addedNot technically our first update, but the first one to have some sort of patch notes about! Our current workflow is to upload new builds every 1-2 days, usually late at night PST. Since we are still on the test server, we're not too worried about the state of the builds since no one can "lose" anything, and it's probably best to keep rolling forward and getting feedback/testing from you all. We will rework the tutorial missions to explain this better, but there is a newer revision of the deploy system. By defualt (with new players in mind) if you press a key or click a unit to build it, that unit will build and deploy at the nearest structure you own. So far this is something you've seen before. But now, the E key (rebindable) will cycle between 3 options: Nearest owned Structure (deploy and hold), your AirMech (deploy and "follow" the mech), and Dropped Flag (rally point, move here and hold). Keep pressing E, you will see a flag on your mech meaning they will follow you, a flag on the ground means they go there, and press again and it's "gone" means it's back to nearest outpost. I can hear the veteran players freaking out--but don't worry! If you hold Ctrl when you press a build key or click a unit icon it will "build and NOT DEPLOY" that unit, so you can fly to any location and pick it up (or deploy it) at your leisure. And before you ask, yes there is a new game option to change the default behavior, and what adding Ctrl will do. It's one checkbox away from the classic AirMech build behavior you know and love, and you can still do one-off changes using the Ctrl modifier when you need to without having to dig into options. I think this is a nice setup. Note that AirMech Wastelands defaults to 64-bit which generally gives better performance. If you are on a 32-bit machine, it will fallback to use that exe. If you really want to run the 32-bit for some reason and you are on 64-bit, track us down in Discord or the game and let us know. - remove auto-melee from Warthog - speed up Helix Rockets and increase collision size - fixes to difficulty settings in coop games - allow camera to offset when Helix is charging special attacks - normalize Helix and Angel's energy relative to other mechs, and make balance adjustments so it generally feels the same--let us know if you find strange behavior with them related to energy use - fix for metal scaffold geo collision used in various maps, try to make it so you don't get caught on it - make Striker sword use some energy on a successful hit - fixes to multiple players in lobby not displaying right - cancel "move to" right click actions in overworld if normal movement detected - drop notifications now non-interactive during battle - new parts (almost always new parts or part tweaks, will do more detailed breakdowns later)
AirMech Wastelands changes
addedNot technically our first update, but the first one to have some sort of patch notes about! Our current workflow is to upload new builds every 1-2 days, usually late at night PST. Since we are still on the test server, we're not too worried about the state of the builds since no one can "lose" anything, and it's probably best to keep rolling forward and getting feedback/testing from you all. We will rework the tutorial missions to explain this better, but there is a newer revision of the deploy system. By defualt (with new players in mind) if you press a key or click a unit to build it, that unit will build and deploy at the nearest structure you own. So far this is something you've seen before. But now, the E key (rebindable) will cycle between 3 options: Nearest owned Structure (deploy and hold), your AirMech (deploy and "follow" the mech), and Dropped Flag (rally point, move here and hold). Keep pressing E, you will see a flag on your mech meaning they will follow you, a flag on the ground means they go there, and press again and it's "gone" means it's back to nearest outpost. I can hear the veteran players freaking out--but don't worry! If you hold Ctrl when you press a build key or click a unit icon it will "build and NOT DEPLOY" that unit, so you can fly to any location and pick it up (or deploy it) at your leisure. And before you ask, yes there is a new game option to change the default behavior, and what adding Ctrl will do. It's one checkbox away from the classic AirMech build behavior you know and love, and you can still do one-off changes using the Ctrl modifier when you need to without having to dig into options. I think this is a nice setup. Note that AirMech Wastelands defaults to 64-bit which generally gives better performance. If you are on a 32-bit machine, it will fallback to use that exe. If you really want to run the 32-bit for some reason and you are on 64-bit, track us down in Discord or the game and let us know. - remove auto-melee from Warthog - speed up Helix Rockets and increase collision size - fixes to difficulty settings in coop games - allow camera to offset when Helix is charging special attacks - normalize Helix and Angel's energy relative to other mechs, and make balance adjustments so it generally feels the same--let us know if you find strange behavior with them related to energy use - fix for metal scaffold geo collision used in various maps, try to make it so you don't get caught on it - make Striker sword use some energy on a successful hit - fixes to multiple players in lobby not displaying right - cancel "move to" right click actions in overworld if normal movement detected - drop notifications now non-interactive during battle - new parts (almost always new parts or part tweaks, will do more detailed breakdowns later)
Not technically our first update, but the first one to have some sort of patch notes about! Our current workflow is to upload new builds every 1-2 days, usually late at night PST. Since we are still on the test server, we're not too worried about the state of the builds since no one can "lose" anything, and it's probably best to keep rolling forward and getting feedback/testing from you all. We will rework the tutorial missions to explain this better, but there is a newer revision of the deploy system. By defualt (with new players in mind) if you press a key or click a unit to build it, that unit will build and deploy at the nearest structure you own. So far this is something you've seen before. But now, the E key (rebindable) will cycle between 3 options: Nearest owned Structure (deploy and hold), your AirMech (deploy and "follow" the mech), and Dropped Flag (rally point, move here and hold). Keep pressing E, you will see a flag on your mech meaning they will follow you, a flag on the ground means they go there, and press again and it's "gone" means it's back to nearest outpost. I can hear the veteran players freaking out--but don't worry! If you hold Ctrl when you press a build key or click a unit icon it will "build and NOT DEPLOY" that unit, so you can fly to any location and pick it up (or deploy it) at your leisure. And before you ask, yes there is a new game option to change the default behavior, and what adding Ctrl will do. It's one checkbox away from the classic AirMech build behavior you know and love, and you can still do one-off changes using the Ctrl modifier when you need to without having to dig into options. I think this is a nice setup. Note that AirMech Wastelands defaults to 64-bit which generally gives better performance. If you are on a 32-bit machine, it will fallback to use that exe. If you really want to run the 32-bit for some reason and you are on 64-bit, track us down in Discord or the game and let us know. - remove auto-melee from Warthog - speed up Helix Rockets and increase collision size - fixes to difficulty settings in coop games - allow camera to offset when Helix is charging special attacks - normalize Helix and Angel's energy relative to other mechs, and make balance adjustments so it generally feels the same--let us know if you find strange behavior with them related to energy use - fix for metal scaffold geo collision used in various maps, try to make it so you don't get caught on it - make Striker sword use some energy on a successful hit - fixes to multiple players in lobby not displaying right - cancel "move to" right click actions in overworld if normal movement detected - drop notifications now non-interactive during battle - new parts (almost always new parts or part tweaks, will do more detailed breakdowns later)