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Steam News6 July 20232y ago

Update 59 (Luhman 16)

Hello! Thank you for playing the game and leaving your feedback. 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

Full notes

Full Mech Engineer update

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

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Hello! Thank you for playing the game and leaving your feedback.

What changed

0 fixes7 additions18 changes0 removals
  • Gameplay
  • UI and audio
  • Balance
  • Maps
changedI :\InterfaceButtons that you can interact with in the launch menu light up when you mouse over them
addedI :\InterfaceAdded a tooltip popup for tutorial lever #2 in the launch menu
changedI :\InterfaceTutorial 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
changedI :\InterfaceAdditional damage from fire is visible when testing weapons
changedI :\InterfaceUpdated the pilot phrase system for the latest AI changes so that they shout out more appropriate phrases
changedI :\InterfaceThe medal placement system has been reworked, allowing you to place them anywhere on a pilot's card (they will stick to the frame automatically)
Toxin sprayer weapon damage23Toxin sprayer weapon damage increased, buffrate of fire of toxin sprayer500250rate of fire of toxin sprayer decreased, nerfbonus staff number growth per level of District 16 by 1 (engineers43bonus staff number growth per level of District 16 by 1 (engineers decreased, nerf

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

Steam News / 6 July 2023

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