In this update5
Full notes
Full Mech Engineer update
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Repeated intro
Hello! Thank you for playing the game and leaving your feedback.
What changed
- UI and audio
- Balance
- Maps
- Gameplay
Mech Engineer changes
Here is this month's changelog:
I:\Interface
The repair minigame has been given icons that represent each pip of damage that needs repairing
Increased the visibility of the "Do not show again" checkbox for tutorial popups
Mouse over buttons in the post-battle statistics menu to highlight them
Banner art showing the terrain of your next battle deployment will look more distinct since the blue-colored animated overlay has been removed
B:\Balance
/// Buffs
increased frequency of enemy artillery by 20%
Operarius health value increased from 12 to 13
Biomass growth on map cells with enemy bases increased by 25%
Increased the explosive area of effect of enemy missiles by 70%
E:\Engineering
Mouse over buttons when configuring a weapon for tooltip descriptions
The fragmentation weapon module has been reworked. It no longer reduces the weapon's armor penetration stat. Projectile speed is reduced by 30%. Kinetic projectiles will no longer ricochet with this module if they fail to penetrate enemy armor. If kinetic projectiles penetrate, they will be destroyed to create fragments. Fragments have the same armor penetration as the projectile, instead of half the value as before.
Placing wires in the power circuit menu plays a satisfying sparking sound
H:\Hangar
Updated stats for the starter set of mechs in the Hangar to make fresh campaign runs slightly easier
A new giant boss called Monstrum has appeared; it has its own purple sword icon on the world map
Deploy up to eight mechs on missions – scroll through tabs with the wheel on the left in the battle preparation menu.
A sound effect will play when dragging and dropping mechs into battle preparation slots
Don't be reliant on your favorite squad – some pilots may take the weekends off forcing you to use crew that might not be as experienced
When a district gets damaged, it also can kill pilots since they now travel across districts in real-time
Always have some components for your city on hand – damage to your city is doubled when you have none
Overall game time has been extended to make it more likely to visit unique map cells and encounter bosses.
Each new space shuttle part will spawn further away from you.
If you manage to reach the endgame by launching the shuttle, and you wish to keep playing, the following happens:
scientists are capped at 999, engineers are capped at 25 (or in the form of robots if created beforehand), modules will no longer take up more than one slot in the production queue, and population from the city stats is removed.
C:\Combat
Tornadoes disappear after reaching the edge of the map during battle
Destroy tornadoes with artillery or missiles – a tornado has a 50% chance to disappear upon contact with an explosion
Tornadoes change the flight direction of projectiles they come into contact with instead of shifting them
Objects will no longer move inside a tornado when the game is paused
The C-RAM aux module for mechs will no longer target enemy missiles behind walls
Enemy missiles will create an explosive effect upon contact, much like player missiles. This effect can damage walls, mechs, aliens and tornadoes. They deal less damage underwater.
Doubled the duration for how long battle screen notifications stay on screen
Stealing resources from Colubra is harder because they only drop them on death,
Source
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