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Iron Rebellion News

A tutorial for all you new players, and new incredible community maps

V0.9323
6/23/2023


All new players will now be greeted with a "Crash" course tutorial that is built to get them up to speed with the game and help any new player feel more comfortable as they become Mech pilots!

Tutorial goes over:
* Movement basics
* Combat basics
* Healing, picking up and storing cargo, reloading

Maps:
Updates
*Bulletheim
*Lunar City
*Pastel Freighter
New
*Solis Fae


General:
Weapons now eject shells when fired.
Grads and Pulse rail tweaks.
Changes to Point control Net code fixing desync issue.
Minimap rework, all maps should now display proper graphics.

New combat scenario (gamemode): Uplink, Cargo system.

v0.9313 just hit LIVE!
-New "Uplink" combat scenario
In the Uplink combat scenario, attackers capture and synchronize with three towers using their mech's quantum processor to enable dropship communication for reinforcements. Defenders protect the towers and disrupt synchronization. Attackers gain reinforcement tickets after each successful synchronization, acting as a shared respawn pool. If they run out of tickets, they lose. Capturing all three towers secures victory.

-3 New community maps
-Mithril City
-Bulletstorm Valley
-Pastel Freighter

-Interaction Cargo System
Interact with in game objects such as health and ammo pickups, Uplink objectives etc., through a multi-purpose retrieve-and-store cargo system (or RCS for short)
To use the RCS, simply pull the handle toward you while standing over cargo or other objects on the battlefield. in a later update pilots will be able to store, sort and release cargo to other pilots in need.

-Misc
Audio and art upgrades
Updated placeholder drones art
Healing system received an audio makeover

AI has finally arrived!

V0.9302
2/23/2023


We are thrilled to deliver this feature to our community, who have been asking for it for a long time.

AI:

* AI mechs are now available in the LIVE branch of Iron Rebellion.
* Bots option is available in the host menu for all maps.
* AI fills every free slot on each team when enabled.
* Bots drop and join dynamically as real players join and leave.
* This is just the foundation and will pave the way for future AI updates.

Maps:

* The Junk Yard: Set on a remote scrap yard outpost, this battleground is one of the largest dump sites in the solar system where old machines go to die.
* The Junk Yard has been a tried-and-true arena for years and has been completely rebuilt and updated to match the new visual and game play quality standard of Iron Rebellion.


General:

* The game has had a big pass of clean up, improvements, mechanics balancing/tuning, and optimizations.
* Mech Health has been increased by 50HP
* Work in progress death system.
* Grads fire rate reduction
* Physics optimization

Point capture fixes, ping system fixes, Broke spitfire animations, will fix Mon

:) ALSO MAKE SURE TO UPDATE! AS THE NEW SERVERS ARE RUNNING IN UPDATED BUILD. if not there will be no players in the game for you.

NEW WEAPONS MAPS AND SYSTEMS!!! Merry Christmas! from our team

V0.9292
12/24/2022

TLDR:
Arsenal upgrade, new loadout UI, reworked Crossing map, new community map, better ping system and a ton of polish!

Weapons:
Artillery, - massive support artillery. Due to its weight limited only to the heavy mech class. Provides ability to fire over obstacles, similar to a mortar. great way to take out camping enemy snipers or maintain control over capture points.

Frag launcher, - a semi-automatic belt-fed hull cracker. Hold fire to charge launcher's coils to fire the projectile further, pull trigger 2nd time to detonate. Another weapon that affords non direct firing, bounces off walls, terrain.

Smoke launcher, - a quick deployment smoke system designed to drastically alter the battlefield, disrupt enemy sight and provide cover for you and your squad. Fires similar to the frag launcher but detonates on impact.

Maps:
Crossing has been completely rebuilt and arted out.
Our first community made map by Torridien. A different take on junkyard with more space, parking structures, better verticality.
Changes to Zone 13 spawn areas, added more protection.
All maps received a spawn rework to work better with the newly added weapons.

Mechs:
Pinging system now shows range to help identify enemy's locations and provide info for artillery aiming.
Pinging an enemy now locks the ping onto their mech and tracks them for a few seconds, even if they go behind cover.
Slide select sectors, - added a few mechanics to help select sectors to heal easier and faster than ever before.

UI:
New loadout UI, - reworked the menu for changing your loadout, making it easier to pick weapons, mech classes, consumables and more (to be added).
Loadout presets, - you can now create up to 5 loadout presets for quick switching in matches.
HUD icons have been reworked and now should be more clear, have less issues.
Killfeed, - added basic kill info, for your kills and deaths. Tells you who you killed or who killed you. We'll be expanding this in the next updates with weapon info, more feed events like players joining and leaving the match.

Misc:
Tons of bugs were fixed, probably most notable are dead mechs ragdolling into the sky and heads spinning at supersonic speeds.
Added new bugs to discover and fix later.
Polish on existing maps, rockets tuning, optimization.