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Full Mech Engineer update
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What changed
- UI and audio
- Balance
- Gameplay
Mech Engineer changes
Here is the changelog for May 2023:
I:\Interface
The Bestiary is now available - review intel on enemy alien forces by clicking the monster icon next to the Hangar tab
The construction table in the Engineering tab now lights up to better indicate where to drag and drop a mech, weapon, or reactor
Toggle the tutorial on or off inside the game in the Escape menu
Additional information in the tutorial popup will inform you about weapon customization when installing a mech into the construction table for the first time
One of the battle screen filters now reduces the sensitivity of lighting in battle, which stops the screen from being washed out when firing strong energy weapons
S:\Sound
Added sounds for the railgun, teslagun, plasmagun and corrosive gun
B:\Balance
/// Buffs
Increased enemy turret rate of fire by 80%
Increased enemy turret ammo capacity by 100%
Increased Ovum's health from 1000 to 3000
Increased Ovum spawner (from labyrinths) armor from 7 to 22
Increased Titanus Araneus damage from 10 to 24
Increased railgun armor penetration from 3 to 4
Increased railgun rate of fire from 150 to 200
Increased resource cost of deploying Kinetic weapons in combat (Bjorn from 6 to 8, Skalaknit from 3 to 4)
Increased Kinetic shell duration by 1% for every 5 damage
Increased resource cost of deploying Explosive weapons in combat (Bjorn from 11 to 15, Skalaknit from 6 to 8)
Increased resource cost of deploying Thermal weapons in combat (Bjorn from 12 to 20)
Increased penalty for sending mechs into battle from District 62 from 20 to 25 for every level the district remains unupgraded (zero penalty at max level)
Increased the maximum number of city repair brigades from 3 to 5
/// Nerfs
Lowered Titanus Araneus claw damage to systems from 15 to 10 per attack (its armor penetration is still infinite)
Area of effect for Titanus Araneus claw attack has moved slightly - you should no longer take damage when behind its back
Reduced Colubra's starting damage to shields
Reduced Colubra's additional damage over time to shields
Reduced Ovum's armor from 22 to 0
Reduced Gammarus damage from 24 to 15
Flos now have 0 armor when attacking
Reduced enemy turret armor penetration from 8 to 6
Halved the reload speed of enemy artillery
Increased the minimum distance for the enemy's artillery to shoot
Reduced increased duration for the reactive projectile mod from 3 to 2
Kinetic projectiles will slowly lose speed and duration for each second spent inside enemies
Reduced the total amount of all Explosive ammo by ~15 %
Reduced system damage from the sunbeam weather effect from 2 to 1
Reduced number of damaged districts from a giant's attack from 10 to 5
E:\Engineering
The Particle Emitter has been added to the arsenal. It launches a self-guided projectile that creates bolts of lightning along its trajectory that deal massive damage. Its damage also depends on supplied energy. Uses the Explosive ammo type.
Energy weapons have been reworked - now all weapons that depend on supplied energy heat up the reactor with shots
Processor programs saved to a mech punch card will no longer be forgotten
Adjust the available ammo ratio for a mech by clicking the shield icon when a mech is on your construction table
Damaged text on mechs will now
Source
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