Full notes
Full Mechajammer update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Server
- Gameplay
- Balance
- UI and audio
- Fixes
- Maps
Mechajammer changes
The Mechajammer v1.05 patch has now been rolled out, bringing with it a huge list of fixes and improvements to leave you with over the Christmas break. You can also opt into the "Quinton Testing Branch" game branch over on the Mechajammer Discord Server. More details here.
Right, big stuff at the top:
XP
You now have the choice of XP or collecting level-up chips in world during character creation. You'll need to start a new game to use XP. This was suggested by quite a few players at launch and we can't wait to see what you think of this new option!
(Quick note: re-spawning enemies, including refreshed patrols, rioters, and street enforcers do not offer XP, and factions only provide it after you've attacked or allied with them)
Armor Rolls
Armor operates by rolling a D6 pool, like aiming, but each dice acts as a boolean point of damage that can be absorbed. Each armor has two main properties besides auxiliary (durability, sell, buy, etc.), these are AC and success chance, visible in their description.
There are an additional 30 pieces of quality tiered inventory items to support this throughout the game. Future (and existing) slots for added AC modules still work, and they now add to the AC dice pool.
AC
xd where the x is the potential damage can be absorbed by the armor, and also the number of dice being rolled to determine if it will work.
Success
>x where x is the number the AC dice have to land over to successfully absorb a point of damage Example: chest armor has: [AC: 5d] [success >3]. Armor rolls 5 six sided dice, and each one landing above 3 negates an incoming damage point: Greater than 3: Damage: -2
Balance
All enemy tiers have more varied health per encounter area, wider range of weapons and drops, as well as the new appropriate XP.
Companion mercenaries given more health and additional aptitude focuses:
Aldo
Raddo
Dex
Ivo
Darro
Gillis
Abram
Chaaris
Like last time, we've underlined highly-anticipated changes!
UI
- Event Logupdated language for graze damage from failed aim rolls
Repair button only shows if item has wear and tear (durability below maximum)
Fixed repair level up not working
Fixed: Wolffz Bay map not showing in terminal after cinematic
Modifiers from body part targeting show in game feed
Gameplay
Dice in chemistry, organics and repair during character creation will start player with items in bag needed to use these skills
Fix for respawning enemies from duplicate saves bug (You'll need to start a new game, let us know if this crops up again!)
Fix for endlessly spawning rioters
Increased durability cap of weapons
Difficulty balance over NPCs, armor and item use
Fix for interacting with cars leading to transport to black screen
Added
Choice of XP or collecting level-up chips in world during character creation (requires new game to use XP, will otherwise default to collecting chips)
New armor sets at merchants
New items for every weapon type and study in lockers and from NPCs
Graphics / Maps
Fixed various walls around Factus Core not having the line of sight cut-through when appropriate
Fixed various collision issues
Fixed missing colliders on some of the bridges
Fixed low quality mode light texture glitch effect
Various map visual fixes for line-of-sight blocking
Source
Changelog.gg summarizes and formats this update. How we read updates.
