In this update14
Full notes
Full Mech Havoc update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Workshop
- Balance
- Maps
- UI and audio
- Events
Mech Havoc changes
TL;DR
This update focuses on build customization and escalating combat encounters, introducing the new Module System and the Haven faction.
New Module System added
Haven sub-faction introduced
7 new missions across 3 maps
4 new vehicles
9 new weapons
Expanded workshop support
Module System
This update introduces the new Equipment Module System, allowing you to further customize your loadouts. Alongside your weapon selection, you can now equip different modules to tweak your vehicle's stats.
Similar to weapons, modules are split into different types that determine where they can be equipped. But unlike weapons, there are no size restrictions, with the only limitation being the slot count. In addition, modules have weight, making your vehicle heavier or lighter depending on your build.
Modules
The selection of modules will be expanded in the future, but for now includes:
| Type | Name | Description |
|---|---|---|
| Structure | Reinf. Structure | Reinforced internal structure |
| LW. Structure | Lightweight aluminium structure | |
| Armor | Improvised Armor | Adds additional health |
| Plasteel Plating | Adds extra armor that functions as an additional health bar | |
| Systems | Observer | Increases Rearm Speed |
| Amplifier | Increases Radar Range | |
| Weapon Systems | Loader | Improved weapon loading systems. Improved reload speed for all equipped weapons. |
| Mounted | M-LAPS | Adds a Mounted Laser Anti-Projectile System |
| AMT-MG | Automated Mounted Turret equipped with a Machine Gun | |
| AMT-Seek-R | Automated Mounted Turret equipped with a Seek-R missile launcher |
I’ve got a lot of ideas for expanding this system further, so I’m looking forward to your feedback (and
inevitable balance discussions) once you get your hands on it!
New Equipment
Vehicles
Four new vehicles have been added, expanding both heavy and light combat options.
| Rex Mech | An artillery support walker. |
| Conqueror HBT | A heavy tank popular amongst militia forces. |
| Lancer | A mech designed to be about as small as possible, while being capable of carrying the Pilum. |
| Mathilde-H | Variant of the Mathilde capable of carrying a large rocket weapon on its back. |
Weapons
9 new weapons have been added, spread across various types and sizes. Also including the first 2 large sized weapons.
| Plasma Jet | Fires a narrow plasma beam, while converting exhaust into forward thrust. |
| Shocker | Precise, non-lethal EMP weapon designed to disable enemy electronics. |
| Coilgun | A more refined electromagnetic accelerator. Mag-fed and a decent fire rate, but takes some time to get up to speed. |
| Combat Cannon | large-caliber cannon capable of taking down most targets in a couple of shots. |
| RG-Buzzsaw | Rotary gun with an exceptional rate of fire. |
| 6 Shooter | Smart-munition weapon firing self-guided microjet projectiles. |
| RG-1 | Portable rotary gun that's ideal for countering drone swarms. |
| Hedgehog | Fires a rapid salvo of indirect fire rockets. Not the most precise, but compensated with volume. |
| Sweeper | Fires an unguided rocket over its target, releasing cluster bombs along its path. |
New Threat Arrives
Haven Sub-Faction
This update also introduces a new HIVE sub-faction: Haven.
These units are built from reverse-engineered Mega City Police Force equipment. Utilizing hover drones, guided missiles, and Anti-Projectile Systems that (try to) shoot down nearby rocket projectiles.
Unit List
A list of Haven units that are added with this update. If you don't want to get spoiled, skip this list. But feel free to read it if you're curious.
Tiny
Enforcement - reverse engineered from the robotic Special Enforcement Officer unit. Early scouting indicates that they are not much of a threat.
Hound - A drone that is not much more than 2 hover blades equipped with an SMG.
Small
Constable - The baseline and most common mech found in Haven forces.
Cruiser - A patrol hover cruiser designed for quick response.
RIOT - A small and stout mech with a surprising amount of armor and an APS system.
Fast Response - Quick walker armed with 2 guided missiles. Tries to keep its distance while reloading.
Medium
Enforcer - A mech designed for an active combat role. With additional armor around its cockpit.
Armed Response - A heavily armed four-legged combat unit.
New Missions
You'll fight against this new Haven threat in some of the new missions!
Main Missions
7 new main missions have been added, taking place across 3 new maps in the Fortress Pass location. These missions lead up to the upcoming Megacity area planned for the next Major Update.
Crossing
Respite
Crossing Escort
Holdout
Haven
Respite Escort
Field Research
Arena Missions
3 new "arena" missions have been added. Arena missions take place in dedicated combat training areas. These missions are designed for quickly testing builds, farming resources, and practicing against HIVE forces.
Industrial Arena
Industrial Arena #2
Haven Arena
Spawn System
Reinforcement waves
Enemy spawning has been reworked on the newer maps with a new reinforcement wave system. For now, this system is only active on the newer missions while I gather player feedback.
Previously, HIVE units spawned inside fixed "sectors" and respawned based on player proximity and unit counts. With the new system, enemy units now arrive in reinforcement waves, entering the map from its edges before moving to reinforce active combat zones.
Threat Level
Missions now feature a Threat Level that reflects the strength of HIVE forces in the area.
The Threat Level starts at the mission difficulty
It gradually increases over time
Destroying HIVE units accelerates this increase
It can rise up to +2 above the mission difficulty
The current Threat Level determines which, and how many, HIVE units can spawn.
For example:
A Difficulty 3 mission begins at Threat Level 3. If combat continues long enough, the Threat Level can rise to 5, allowing stronger HIVE units to appear.
Radar Changes
The HUD radar now shows where reinforcement waves are entering the map, allowing players to prepare for incoming enemies.
A small indicator in the top-right of the HUD also displays the current Threat Level.
Expanded Workshop Support
Workshop support has been expanded:
Support added for all vehicle types (more example vehicles coming to the workshop soon)
Support added for particle emitters
You can now reload local vehicle mods without restarting the game. If you have any local mods, simply open the Escape menu and press the "Refresh Local Mods" button at the bottom-right. This button only appears when you're either in the base menu (where you can find the Strategic Map and Tech Tree) and any local mods were found when starting the game. Note: Some UI elements might not immediately update properly. But if you just click around a bit, it should be fine.
An expanded JSON reference sheet has been created, with all currently available properties listed. You can find it at: https://steamcommunity.com/sharedfiles/filedetails/?id=3668375183
Balance Changes
Vehicles
Buster can now carry small weapons in slot 3 & 4
Tortoise can now carry small weapons in slot 2
Replaced integrated APS & Turret with module mount slots for Tortoise & Photon
Added Module mount slot to L1A1
Scout Car now has +25 Radar Range
Weapons
Rail Cannon:
Damage: 550 > 650
PL-S-Repeater:
Increased projectile speed
Damage: 35 > 40
PL-Slingshot:
Damage: 160 > 175
PL-L:
Increase projectile speed
PL-Scatter:
Increased projectile speed
AGL Thumper:
Firerate: 4.5/s > 5/s
GL-20:
Reload Time: 4s > 3.5s
HMG:
Reload Time: 2s > 1.5s
MG7:
Reload Time: 2s > 1.5s
AC-20:
Reload Time: 0.85 > 0.7s
L-Focus:
Reload Time: 8 s> 4s
l-16:
Reload Time: 1.25s > 1s
L-8:
Reload Time: 0.75s > 0.5s
L-8x2:
Reload Time: 1s > 0.85s
LCG-07:
Reload Time: 2s > 1.75s
Hooligan 25mm:
Reload Time: 8s > 7s
Other
Changes to Reload and Rearm Speed bonus calculation
Previously, +25% Reload Speed actually equated to -25% Reload Time. This is technically not mathematically accurate, but easier to read and understand. However this method doesn't scale as well, which wasn't a big concern before, but has now become one now with the addition of the module system. As such, the math has been updated. Now the Reload Speed buff is calculated as: Reload Time = Base Reload Time / Buff.
So to give some examples for a weapon with 1s default Reload Time:
+25%: 1 / 1.25 = 0.8s
+50%: 1 / 1.5 = 0.67s
+100%: 1 / 2 = 0.5s
- TooltipsTooltips have been added to some icons. Showing their meaning when you hover over them.
Destruction System changes: The destruction system should now be more performant and reactive.
Extraction reward is now a +20% reward multiplier.
Source
Changelog.gg summarizes and formats this update. How we read updates.
