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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What changed
- UI and audio
- Balance
- Maps
- Gameplay
Here is the changelog for August 2023:
I:\Interface
Added a mouse icon underneath the arrow in the end-of-day stats menu
Dispose of end-of-day information reports by right-clicking on them
Compare the number of AUX mech modules between mechs when you select a mech in the Production menu
Middle mouse click a mech in Engineering or in the Hangar to bring up a detailed information report about the model, such as reload times for each ammo type on the mech (right click to dispose of the report)
Enjoy a scrunching up sound when disposing of information reports
Added a picture of a drill to page 32 of the base manual
Added monster icons for Brucus and Ovum to the bestiary
The descriptions for research nodes DRONE, CYBORGIZATION and ATOMIC BOMB have been changed to better describe their mechanics
Base manual has been updated to include information not previously mentioned, more specifically: mechs will not shoot through allies, power circuits raising the base reactor temperature for mechs, how mech evasion and stability works, and fire rate reduction during melee attacks
Changed the order in which additional mech menus are mentioned in the manual to match the sequence in the UI
District descriptions have been updated to fix some grammatical errors
Plus sign at the top left of a weapon module in the weapon list will show you if it has unspent points
See the current mod installed in weapons when they are inside a mech on the construction table, without removing them from the mech
B:\Balance
/// Buffs
Counter rocket module will add some kinetic ammunition
Sagittarius attack range has been doubled
Mechs will dig walls at twice the speed when the battle speed is also doubled
Reduced toxin sprayer research time from 20 days to 5 days
Fire pools created by the flamethrower have the weapon's initial damage instead of its end damage
Reload time modifier for mech model "Holo" reduced from 4 to 2
Increased the speed and duration of energy spheres from Colubra in infested map cells
Decreased the lifetime decay rate of enemy kinetic projectiles
Tripled the number of underwater currents
/// Nerfs
Increased flamethrower research time from 2 days to 5 days
Lowered the initial amount of armor layers
Removed endgame armor from the starting item pool
Fire weapon module will create fire pools with 20% less damage
increased fire damage reduction per point of enemy armor from 5% to 10%
Added damage reduction for underwater fire created by the fire weapon module
Reduced the starting number of engineers by 30%
Projectiles from weapons without a slow module will cause a slow debuff at 20% less effectiveness
Operarius armor and health is tripled in infested areas instead of quadrupled
Additional reactor overcharge module multiplies overheat time debuff instead of stacking the debuff, which will greatly increase it the more you have it
Bonus effect from District 15 on the number of engineers per day lowered from 3 to 2
E:\Engineering
REACTOR OVERCHARGE research node moved to the beginning of the research tree - the additional reactor overcharge module can be accessed by all reactors after research is complete
Set specific min/max engagement distances for each enemy type via the new menu to the right of the construction table when a weapon is placed there. For example, this will allow you to completely stop mechs from firing at
Source
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