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
- Workshop
- Gameplay
- Balance
- Performance
- UI and audio
- Maps
Here is this month's changelog:
M:\Modding
The game can now load multiple mods at the same time and the loading of LUA states has been optimised
Because of the updated system, you can't use the live_path variable to get the path. Now the path is stored in mod_info[v_modid]. v_modid is the second argument in every create() function.
Removed the create function for obj_pilot_item.lua
Removed the shoot function for test_mech.lua
test_mech will use the shoot function from obj_ally.lua
The maximum amount of Fulgur can be changed with a new parameter in the balance file
Fixed a crash related to the presence of the Create function in the Draw event obj_test_mech
Fixed copy/paste crash for mod id when updating mod
I:\Interface
Resource numbers will start to abbreviate 1000s to a K if they get too high so as to prevent overlaps
Tutorial message window increased in size to better fit large texts
If the build days in the Production tab are impacted by a debuff, an animated flashing light appears to highlight its importance
B:\Balance
/// Buffs
- The purple sword boss has been made more dangerousits health has been doubled, its armor increased by 5 units, its turning speed upped by 33%, and its missile fire rate is 25% faster. However, the cost of spawning the purple sword boss has been increased from 600 to 650 biomass.
Watch out: Fulgur’s AI and spawn rules have been redesigned.
The Sagittarius is more likely to hit you as it will reposition better to avoid walls in its line of sight
/// Nerfs
Mech dig speed reduced
Reduced biomass multiplier for infested zones from 5 to 4
Reduced the cost of spawning the red sword boss from 300 to 250 biomass
Mech stability is 20% less affected by storms in deserts or map cells inside the mega storm meaning you will not need as much impact resistance to enter a storm
E:\Engineering
Bonus fire rate for kinetic weapons from the CPU program has been fixed and works as intended
Remove all modules from a mech with one click via the button located on the bottom-left of the construction table
H:\Hangar
At the start of the game, a zone of infested cells appears around the golden sword boss, so the red sword boss won't head in its direction
The rules dictating the spawning of the sword bosses at the start of a new game have been changed to make it less possible for them to spot your city early
See all city locations on the global map at any time
Enemy pool rotation updated to change every in-game week, which will lead to players encountering more monsters that they don’t kill frequently (and fewer monsters that they do kill frequently)
Cyborgs will remain in the city after completing the endgame mission
C:\Combat
When fighting Flos, mechs are less likely to avoid its attacks if they have enough energy shield
Fixed kinetic ammo not creating fragments with fragmentation mod during actual battle
Mechs stop avoiding Colubra's beam if given a new command, allowing for better control of them
See bosses' health all the time in underground bases
The Caecilia snake monster can appear in underground bases making for a harder encounter
Reduced collision size for missiles, which should reduce the chance of them hitting
Source
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