Full notes
Full Mech Engineer update
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What changed
- Gameplay
- UI and audio
- Balance
- Maps
Here is the changelog for July 2023:
I:\Interface
Buttons that you can interact with in the launch menu light up when you mouse over them
Added a tooltip popup for tutorial lever #2 in the launch menu
Tutorial popups and the base manual include mentions of the following: drawing paths for mechs and drill usage, the ability to disable weapons, and debuff effects to weapons while underwater
Additional damage from fire is visible when testing weapons
Updated the pilot phrase system for the latest AI changes so that they shout out more appropriate phrases
The medal placement system has been reworked, allowing you to place them anywhere on a pilot's card (they will stick to the frame automatically)
B:\Balance
/// Buffs
When allocating stat points to weapons on the construction table, initial points given to both accuracy and reduced energy consumption now have greater effect, with diminishing returns kicking in as more points get allocated
Stat increase from a weapon's size will be calculated before stat point allocation, meaning larger weapons will get better effects from allocated stat points
Toxin sprayer weapon damage increased from 2 to 3
Thermal damage is reduced by 5% per point of armor instead of the damage amount being divided by a target's armor value e.g. 10 damage vs 10 armor will deal 5 damage because 10 x 5% = 50%; previously the calculation would be 10 thermal damage divided 10 armor = 1 damage dealt. This change increases the potential damage output against targets with low armor.
The weapon mod that adds fire will only reduce armor penetration and add weight
/// Nerfs
Toxin sprayers and plasma guns are less effective underwater after fixing the debuff to projectile lifetime while submerged
Reduced damage buff from weapon stat allocation by 9%
Reduced penetration buff from weapon stat allocation by 18%
Reduced rate of fire buff from weapon stat allocation by 18%
Each weapon mod now adds a percentage weight increase to the weapon (ranging from 10% to 30%)
Reduced rate of fire of toxin sprayer from 500 to 250
increased the total number of engineers required for mech repair by 20%
Reduced bonus staff number growth per level of District 16 by 1 (engineers from 4 to 3 per level, scientists from 5 to 4 per level)
E:\Engineering
Mechs placed in the testing chamber will use a maxed-out pilot's stats
"ROBOTIZATION" node added to Research, which adds 100 engineers but takes 20% of your city's energy
"CYBORGIZATION" node added to research, which adds the ability to transform your human pilots into cyborgs. Cyborgs are always ready to deploy and always have 75 in Reaction and the C.B.S. Test stats. Cyborgs are not affected by Stress and take half the damage human pilots do. Cyborgs can regenerate HP quickly without going to the hospital, and cure infections in one day. However, cyborgs cannot gain experience, levels or talents.
H:\Hangar
Golden sword bosses will remain still, instead of performing random movements when neither the city nor red sword bosses are near it
Pilots will change their facial expression after selection from the pilot list if stress resistance is lower than 50
C:\Combat
Destruction within maps will persist across multiple encounters due to a new save system
Mechs are better at digging, walking and waiting thanks to changes to their AI
Mechs will turn
Source
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