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Miners Mettle News

Patch 046: Landscaping – 24th Nov 2021

Some UI improvements on this patch, continuing our Quality of Life changes as requested by you, the players. Also a few bug fixes, and finetuning missions 3 and 6 for pacing and difficulty.

Mining Platform Icons – We’ve added in two new passive icons. One, the Node Value, displays the amount of minerals a node contains. The other, Storage, displays how many minerals are currently being stored. This should help players not only understand the relationship between Nodes, Storage and Trains, but also know the exact numbers at any given point
Facility Health Icon – Similar to the above but pertaining to shield layer values. All facilities now have a passive icon that displays the exact total shield health that the facility is currently protected by
Mission 3 – We’ve made some changes to the enemy AMP behavior, restricting it from wandering too far away, as well as removing the second Artillery Station event since that felt a bit redundant
Mission 6 – We’ve reduced the number of enemy AMPs spawning in, as the difficulty spike was noticeable
Updated some tutorial pop ups to reflect changes we’ve made in the game since launch
Fixed a crash that occurred when Horde missions were restarted
Fixed an issue with mining platform loading task not ending if the resource node was depleted
Fixed an issue if a gameplay notification came in at the exact time a player returned to main menu the game would crash
Fixed an issue with Repair Depot Build an AMP hotkey not working
Removed two abilities from Mission 4 that were unreachable due to pre-requisites not being attainable

Patch 045: Fixer Upper – 19th Nov 2021

Some more fixes heading your way!

Fixed an issue with skipping conversations sometimes breaking mission flow

Fixed an issue with pathfinding when right click moving with a docked unit

Fixed an issue where a crash would occur if an AI train crossed into a specific tunnel in M20

Fixed an issue with Zed Repair Garages not giving an energy boost to units as the upgrade describes

Fixed an issue with Kylian Shield Generators giving permanent invincibility to any unit under their shield bubbles

Updated facility research descriptions to be more concise and accurate

Patch 044: Magician’s Birthday – 18th Nov 2021

Thanks to Thrillwizard for submitting a bug report yesterday. Got his issue fixed and a few other improvements in today’s patch.

Fixed mission flow breakage in M13 and M22
Fixed an issue with Kylian Radar Towers not getting the extra shielding capacity when upgraded
Fixed an issue with Zed Repair Garages not being able to unload and process minerals for spending
Health Bar placements have been adjusted for aesthetic reasons
Made the number of facilities (of the same type) that can be built consistent – now it is 1 at Level 1, 2 at Level 2 and 3.
Fixed an issue with the Glossary not unlocking certain items as you progress through the campaign

Patch 043: More Barking – 16th Nov 2021

A small patch, finishing off our bark issues and adjusting the Research screen UI.

Fixed a few issues regarding barks, and it should now be in a much better state regarding sometimes stopping

Adjusted the Common Upgrades tab in the Research Screen so you don’t need to scroll down anymore to see all the research options

Increased the reveal area of artillery shots to keep it consistent with similar changes made to other abilities.

Patch 042: Who Let the Dogs Out – 12th Nov 2021

Another patch just in time for the weekend!

Fixed an issue where the priority on barks (dialogue where units confirm actions, as an example) was not resetting. This resulted in mostly silence and non-firing barks by the end of a mission.

Added in Repair Auto-cast, which is on by default but can be changed in settings. This allows damaged docked units to automatically be repaired (in HQs and Repair Garages) provided resources are available to do so. Unloading takes priority over it, so it will unload first and then repair.

Artillery Emplacements are the most used facility, since their specialty of destroying facility shields is very valuable. As such, we’ve added in hotkeys for them (assigned to 9 and 0). Radar Towers are the second most used facility and they’ve also had hotkeys assigned to them (7 and 8).

Facility circular health icons’ placement has been readjusted so they are clearer to see and aesthetically more pleasing

Changed the Projectile VFX for Artillery Emplacements and Ultra Cannons

Changed the Research Screen formatting a bit to be more symmetrical

Changed the Facility Tree minimizer icon to be more consistent with the rest of the tree

Changed how the pause menu looks while a cutscene is ongoing.

Fixed an issue with a Kylian render showing up instead of a Zed render for a specific research item

Fixed an issue where Zed artillery shots explosion VFX were sometimes not showing up in campaign