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Mech Armada News

Mech Armada hotfix v0.3.580

Flamethrower fixes:
- Shoot only in a straight line (when range is extended)
- Properly does friendly fire
- Visual effect extended to match new length

Other fixes:
- Attempt to resolve a rare issue that prevented players from saving the game correctly

Update 0.3: Special Tiles



Hi Everyone,

After my vacation, here's update 0.3. This is a smaller update, mainly focused on improving the Special Tiles and adjusting some balance issues.

Expect the next update to be a bigger one, addressing some of the feedback I've been receiving. I'm also working on a longer post explaining the vision for the game and what you can expect in the future.



In 0.3 special tiles just got a lot stronger:
  • Special Tiles can now be placed on an Energy Pod
  • Cooldown reduced to 1 turn, so you can create them every other turn now
  • Fire them again to remove the tile (useful for Traps or if the Swarm captures a tile)
  • Health tile pushes the Mech's health over the max (as long as you stay on it)




Besides Special Tiles, a bunch of balance changes:
  • Flamethrower now as a 2-tile area of effect in front
  • Debuff resistant Mechs/Swarm no longer resist damage over time (burn, acid). Protector expansion and Immune body still protect against it.
  • Claw energy cost raised to 1
  • Gatling gun and Minigun damage reduced by 1




And a bunch of Swarm monsters were adjusted as well, a lot of this changes came from community feedback:
  • Bullhead damage reduced from 14 to 10 (in low challenge levels)
  • Disruptor steals only 3 energy instead of 5 (in low challenge levels)
  • Toad's health increased from 20 to 30
  • Carapace buff lowered from 4 to 3 armor (in low challenge levels)
  • Carapace buff no longer applies to bosses multiple times


I hope you enjoy these changes, and as usual be sure to send any feedback my way, either in the Forums or in the official Discord.

/Sergio

Update 0.2 is here!



Hi Everyone,

I've been busy the last two weeks reading through feedback and working on bug fixes. I also have been working on the first content update, and here it is.
Content in 0.2

In this new update I wanted to add a bit more variety to the runs, so it includes 4 new enemies and 4 new parts.

[h2]New Enemies[/h2]
The Swarm's army keeps growing. Each of these has an interesting twist that will require some thinking and strategy to overcome.

[h3]Fog[/h3]
Of mysterious origin, the fog creature seems to destroy everything it touches, Mech or Swarm. Avoid at all costs!

[h3]Reaper[/h3]
Do fear the Reaper. This ferocious spider-looking monster uses razor-sharp claws to tear through your Mechs like they're made out of paper.

[h3]Hopper[/h3]
Hoppers are incredibly agile and slippery, but their fireball attack packs a punch.

[h3]Carapace[/h3]
Don't let the Carapace's goofy crustacean look fool you. It's dangerous and will test your strategic skills.



[h2]New Parts[/h2]
Also, to make things more interesting, you have 4 new tools at your disposal. You will need to get enough keys (you earn them after completing a run) to unlock these before they start dropping during runs.

[h3]Saw[/h3]
Brrrrrrrrrrrzzzzzzzzz-splat.
Enough said.

[h3]Claw[/h3]
Nothing like moving things around in the battlefield. Even if it's against their will.

[h3]Immune[/h3]
When you don't want pesky monsters to give you unwanted effects.

[h3]Bullseye[/h3]
For the damage enthusiast.



[h2]More Improvements[/h2]
Besides the new content, there is a long list of improvements:
  • Extra meta-energy at higher challenge levels (10% chance of a second one per challenge level)
  • Demon battle shows a prediction for where the monsters will spawn. AI adjusted to fix some issues with incorrect predictions.
  • Upgraded Tanks can now push most Swarm units
  • Landmines no longer blow up jets/turrets when they fly over
  • Dodging will now avoid side effects (acid, knockback) and debuffs (web-stun)

[h2]Fixes[/h2]
And lastly, some bugs I was able to fix (thanks for the reports, everyone!)
  • Meta-energy is now collected correctly during Rhinotaur's charge, knockbacks, pushes and pulls
  • Drones benefit from Infinite Loop right after spawning
  • Fix keyboard focus when buying parts
  • Adjust Spider mount point
  • Fix pathfinder issue that was causing wheeled units to lose a move in certain cases
  • Description for Tetrapod's explode on death ability show the area of effect
  • Damage tiles no longer affect weapons that don't do damage


The Future

I've been thinking a lot about the best way to update the game. You've seen the roadmap (in the previous update and in the Store page), which is a high-level overview of some of the areas of focus.

In practice, I'm going to keep updating the game regularly every two weeks. I will be using a "tick-tock" approach, alternating small and big updates.

I would consider 0.2 to be a "medium to big" update. I'm going on vacation (after 2 years of not taking any time off) so the next update will be a bit smaller. I'm planning to focus on solving some of the balance issues around tile guns. Then the update after that will be a BIG ONE.

So in practice you'll be getting a big update every month and a smaller one in between.

Also, if you want to see the new content before anyone else, join our Discord and get access to the beta branch (pro-tip: all of the new content and fixes I listed today have been in the beta branch for days).

I'm looking forward to all of you checking out the new monsters and parts.
Thanks for helping me make Mech Armada better!

/Sergio

https://store.steampowered.com/app/1389360/Mech_Armada/

Thank you! A Week Into Early Access For Mech Armada



Hey all,

Mech Armada has been live into Early Access for 1 week, and what a week it’s been. Thank you to everyone who dived into the game, passed on your feedback, bug reports, and posted a review!

Everything you post and write is being read and acted upon, and we’ve already released a couple of post-launch hotfixes for the most commonly found bugs.

Last week, we announced that we’re running a giveaway of 10 free keys for Mech Armada to celebrate our launch. Well, the deadline has passed, and the winners have been selected out of the prize draw.

Want to see who won, and get the inside scoop of what’s coming up? Check out our Discord. Congratulations to all the winners,

Discord is also the place to go if you want to test new content and features earlier, and help the development of Mech Armada with your feedback. Why not join our playtest group?

[h2]What’s To Come?[/h2]

We’ve drawn up our development roadmap for the Early Access phase of Mech Armada. This has been shaped by early player feedback, and can be affected by what we hear from you going forward.



In line with that roadmap, we're also at the testing stages for some new weapons and creatures. Here's a first look at three that are on the horizon...



There’s plenty of cool stuff to get excited about!

Alongside the regular bug fixes, we plan to have regular content updates too, so keep your eyes peeled for our next announcement.

Thank you again for supporting Mech Armada. It really means a lot to a solo developer like me.

https://store.steampowered.com/app/1389360/Mech_Armada/

Mech Armada hotfix v0.1.515-5392

- Fix upgrade tooltip for Missile Head
- Fix moves overflowing and being set to 0 when using Infinite Loop
- Fix Mischief not applying to landmine damage
- Force seeds to be exactly 7 characters (otherwise they're invalid)
- Fix some cases where the battle wouldn't end properly
- Hide empty tooltip when an action has no effect (e.g. all damage is absorbed by armor)
- Fix Missile Head looking like it can receive an upgrade from an upgraded Mini Missile Pod