Full notes
Full Mechajammer update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Balance
- Gameplay
- Store
- Maps
- Fixes
- Performance
Mechajammer changes
Mechajammer: The Refracted Update has arrived.
Back in December, when Mechajammer first launched, we had a good few things to get on top of — overpowered PTSD character flaws, anyone?
Since then we have released 8 patches for the game, introducing a slew of updates and improvements. During that time we have adjusted game balance, fixed many launch bugs players were facing, added many additional weapons, armour, vehicles and character customisation features.
Refracted - a mammoth 1.1 Update to the game - finishes our roadmap and aims to bring you the complete Mechajammer experience. There's new quests, skateboards, new vehicles, weapons and a lot of polish.
Another feature of The Refracted Update is Razer Chroma! This allows integration with Mechajammer for a truly immersive lighting experience.
If you've been waiting for the perfect time to jump in: it's now.
Let us know how you find The Refracted Update over on the Mechajammer Discord! We have puzzle-solving and character sheet channels now! We have also written anew guide to accompany the Refracted release, with a wealth of new insights, details and solutions.
Here's the full patch notes:
1.1 Quests:
Gang Quests
Companion quests for Aldo, Raddo & Ivo, Dex, Gillis and Abram
Added:
Merchants and clinics can be see on minimap and terminal (after receiving notes at the beginning of the game)
Can radio for gang allies from Terminal menu
More save slots on save/load screen
Bribe random spawners to leave you alone
Skateboards
New Vehicles
Merchants to Factus South
Ammo icon next to weapon
Player location shows on terminal map
Balance:
Increased difficulty of Knockout rolls
Faster bullets
Removed luck roll when no dice in a skill
Damage to weapon durability is a roll instead of a flat number
Mutation damage procs exhaustion ailment, but happens less frequently
Increased melee range for spears, clubs and chained items
Social rolls to charm companions become more difficult with increased party size
Hit roll bonus adds to damage (vs grace + occult + item deflector)
Updated item durabilities, damage deflection, damage bonuses, and merchant costs
Driving - Fixed Issues:
Will load game in car if saved while driving
Car can disappear when player is driving
NPC cars disappearing while driving
Bug where you exit car but position remains inside of the car
Character sprite flickering while driving fixed
Character sprites on cars disappear when zoomed in
Character head showing through auto-rickshaw
Car lights are unpredictable and too dim
Braking (default hotkey: x)
Increased gravity for cars
Sound effect missing for hitting civilians with cars
Pickup items menu not updating while driving
Cars on street do not change vehicle types between saves
Van wheels not turning the correct direction
Smoothed wheel turning
No sound playing while reversing
FX - Fixed Issues:
Bullets appearing too low from guns
Shooting walls or object makes particles come out of a previously hit location
ripple particles not showing when walking over water
Plasma gun missing charge up particle effect
Light left behind from fires but fire is gone
Removed noise radius effects while driving
Fixed stutters that happened while showing bridge raising/lower cinematic
Gameplay
Adjusted camera to stay closer to the player while moving
Fixed: Knockout still causing ailment even when roll failed
Fixed: Combat not ending as expected when hostile NPC is outside sight radius
Increased walk speed
Source
Changelog.gg summarizes and formats this update. How we read updates.
