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Steam News2 February 20242y ago

Update 63 (Sirius)

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

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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

4 fixes4 additions18 changes3 removals
  • Workshop
  • Gameplay
  • Balance
  • Performance
  • UI and audio
  • Maps
addedM :\ModdingThe game can now load multiple mods at the same time and the loading of LUA states has been optimised
changedM :\ModdingBecause 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.
removedM :\ModdingRemoved the create function for obj_pilot_item.lua
removedM :\ModdingRemoved the shoot function for test_mech.lua
changedM :\Moddingtest_mech will use the shoot function from obj_ally.lua
addedM :\ModdingThe maximum amount of Fulgur can be changed with a new parameter in the balance file
cost of spawning the purple sword boss600650cost of spawning the purple sword boss increased, buffbiomass multiplier for infested zones54biomass multiplier for infested zones decreased, nerfcost of spawning the red sword boss300250cost of spawning the red sword boss decreased, nerf

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

Steam News / 2 February 2024

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