In this update5
Full notes
Full Mech Engineer update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hello fellow Mech Engineers!
What changed
- Gameplay
- Workshop
- UI and audio
- Balance
- Maps
Mech Engineer changes
Welcome to the final update for 1.0! Yes, you have read it right. We have finally made it to 1.0 and I am hugely grateful to everybody who followed and contributed to this incredible adventure.
Thank you so much for playing the game, sharing your feedback, and supporting Mech Engineer, it means the world to me.
Let’s take a look at this month's changelog, it’s definitely a lot:
M:\Modding
Added sprite_collision_mask function
The following LUA functions are available within obj_battle_map
battle_end_default_mechs_dead battle_end_default_win battle_end_scout_mechs_dead battle_end_scout_win
Make your own custom map with the help of an example mod that has been published to the workshop
I:\Interface
Following an interface overhaul Mech Engineer has been localized into French, German, Polish, Portuguese Brazilian, Simplified Chinese, and Spanish
Save slots from the main menu have taken on the appearance of punchcards
Mouse over an installed mech, reactor or weapon when using the construction table to view a tooltip message
Updated the image for the error message that appears when attempting to place a reactor that has not been properly tuned to better prompt players to assemble and ignite their reactors
Turn on the testing chamber for a weapon or mech to hear the pleasant sound of a cathode-ray tube
The sound of cogs quietly rotating plays when switching between artillery and order mode during a battle
Added an effect for when a module is taken away from the construction table
The reload stat in a mech's information sheet will take into account the processor program for accelerated reloading speed of kinetic weapons from available energy (press middle mouse button over a mech to bring up its paper information sheet)
B:\Balance
/// Buffs
Improved the slow effect of projectile weapons equipped with the slowdown mod on Aries by about 25%
Doubled damage from rockets and explosions, but scaling has been lowered to keep explosion size the same
Nuclear missile resource cost reduced from 400 Bjorn to 200 and 600 Munilone to 500
Increased Toxin Sprayer base damage from 4 to 6
Doubled the ammunition capacity of thermal-type weapons
Doubled the health of Fulgur
- Watch outthe purple sword boss Titanus Monstrum has increased turn rate speed while each phase time has been increased by 15%. Caecilia will periodically spawn in when the boss enters its regeneration phase.
/// Nerfs
Increased the cost of ammunition to go into battle by 10%
Doubled time between orders for pilots with low reaction stat
Reduced chance of lightning appearing from 75% to 50%
Reduced chance of tornadoes from 95% to 75%
Reduced the frequency of Fulgur appearance
- The purple sword boss Titanus Monstrum has also received some nerfsColubras and tentacles spawn further away from the head, enemy artillery is less frequent during the scorching gaze phase, missile firing speed has been reduced by 30% and boss health has been cut from 1 million to 500 thousand.
E:\Engineering
Excessive use of capacitators to get temperature resistance over 100% (this previously allowed you to freeze your reactor by firing lasers) now has diminishing returns with each subsequent capacitor
Cheesing additional resources from disassembling weapons when large weapon creation mode is enabled has been nixed
H:\Hangar
Brief descriptions of enemy abilities have stopped disappearing on the global map
Increased the passive income of free nuclear warheads from 1 to 2 per week
Tired of moving your mechs to the engineering section when you have enough Metallite?
Source
Changelog.gg summarizes and formats this update. How we read updates.
