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Mech Engineer News

Nominate us for The Steam Awards!

The Steam Game Awards nominations are now open and Mech Engineer will take a shot in the "Best Game You Suck At" category.



For your information, Steam describes this category as follows:
“This is the game that rewards persistence, and is not for the faint of heart. It's the toughest game we've ever loved.”

I indeed was planning to make it hard and rewarding. So you could get the joy of experimenting with builds and tactics through trial and error.

Thank you for playing the game!

Update 65 (Ross 154)



Hello!
Thank you for playing the game and leaving your feedback.

Here is this month's changelog:

[h3]M:\Modding[/h3]
  • Create custom world maps with the restored in-game map editor. Press f6 then f10 on the global map screen 1-9 to change the draw type, ENTER to save to a file in your save folder.
  • Choose what sound will your custom weapon play with the new parameter "base_gun[i,17]"
  • Bullets will mimic some of the mechanics of another weapon type with the new parameter "base_gun[i,18]"
  • Control walls default durability with the new parameter in the balance file


[h3]I:\Interface[/h3]
  • Hovering over weapon icons on mechs in engineering, hangar, and battles will show full information about the gun, including fire rate, accuracy, damage, and armor penetration.
  • Improved the visibility of the switch(scroll wheel) for huge weapons in the production menu
  • Various small fixes in RU and ENG localisations


[h3]B:\Balance[/h3]
  • ///Buffs
  • Increased speed of Colubra's energy sphere by 10%
  • Increased power of Colubra's energy sphere by 10%
  • Improved loot in the cities, making it more viable mid-game
  • All walls became 15% more durable
  • Worry a little less about sending ordinary humans into infected maps with a lower chance of infection from 100% to 60% per hit
  • Increased health of the Frog Boss from the Satellite crash site map by 30%
  • ///Nerfs
  • Ballistic projectiles will be 20% more slowed when passing through enemies
  • Increased 5 times the cost of production of all internal components for reactors of the second and third tiers
  • Lowered speed of drone's repair by 15%
  • Rockets will have a delayed activation that will prevent them from exploding when contacting a wall too soon. The delay is constant so huge explosions can still reach your mechs.


[h3]H:\Hangar[/h3]
  • Remember each fallen hero with the new memorial wall in the pilots' menu. Click at the bottom to open it.


[h3]C:\Combat[/h3]
  • Rediscover the Flamethrower and Toxin Sprayer with proper damage-dealing registration
  • The leader of the squad will be a little more responsive to your commands
  • To better show that the enemy's projectiles aren't penetrating the mech's armor they will ricochet
  • Fixed the wrong priority number of enemy turrets. They were marked as Ovums
  • Annoying tornadoes won't spawn too close to your squad anymore
  • You will have time to disable weapons with the removed delay before autopause at the start of the mission
  • Satellite crash site map will have more open spaces


[h3]O:\Other_changes[/h3]
  • Fixed achievement "I SAY KILL THEM ALL". It now should properly count the last kills.
  • Fixed the crash related to mod upload gml_Object_obj_controller_Other_69 (line 58)
  • Ovums' tentacles got a new animation that changes their thickness depending on the length


If your save files are not working correctly or something has broken with this update, please use the oneversionback branch, leave a message in the forums or join the Mech Engineer Discord to get support in the #bugs channel.

Patch



[h3]B:\Balance[/h3]
  • ///Buffs
  • Increased armor for Holo mechs from 1 to 6.
  • Cyborgs will ignore the relation to the squad leader and always obey.
  • ///Nerfs
  • Lowered damage for fire pools made with the fire weapon mod by 20%.


[h3]C:\Combat[/h3]
  • To represent how armor works on bosses, an additional bar of armor value was added under their health bar.
  • Tornado will no longer be able to pick up the orbital gun in its whirl.
  • Turrets should no longer be able to stuck in the walls.
  • Enemy turrets and Ovums that spawn during pause should keep their inertia and continue to move after unpause.
  • Multiple fire pools made by the weapon's fire mod will properly deal damage to the entity at the same time. Before it sometimes didn't count damage if there was more than one pool.


[h3]F:\Fixes[/h3]
  • Fixed crash on the weapon testing screen, caused by too many projectiles.
  • Fixed rare crashes in the volcanic areas.
  • Fixed inability to select mechs in slots 5-8 by clicking on their cards on the interface during battle.
  • Map destructions will be saved only on retreat or defeat. It should lower the save file size and prevent file corruption.
  • For every last save will be created a backup file that should help you restore your save if something corrupts it during rewriting.
  • Fast repair is no longer usable if you don't have enough resources.
  • Fixed game freeze/slowdown for players, who use SteelSeriesGG or similar software. Resulted in slightly changed pilot's voice effects.
  • Railgun should properly display heat from shots on the mech's side stats in the construction table.
  • Fixed wrong time formatting in save file's titles
  • Lowered amount of particles that appear from kinetic projectiles dealing damage to enemies. Too much railgun damage resulted in a decrease in fps.
  • Fixed issue with not saving ammo ratio for mechs.
  • Fixed display for found items after finishing a city mission
  • Fixed the rare chance of the mech turning into a ghost after death if it had damage points before the start of the battle.


[h3]M:\Modding[/h3]
  • The following LUA functions are available within obj_battle_map
    battle_logic
    battle_retreat
    battle_end
  • The following LUA functions are deleted from obj_battle_map
    battle_end_default_mechs_dead 
    battle_end_default_win



If your save files are not working correctly or something has broken with this update, please use the oneversionback branch, leave a message in the forums or join the Mech Engineer Discord to get support in the #bugs channel.

Mech Engineer's demo is for people who love hateful interface design


If you heard loud swearing last night in the Watford area it may have been one of two things: 1) me cussing out my (borrowed) Steam Deck while stealthily accessing the wifi from outside a closed public library, as I don't currently have broadband at home, or 2) me subsequently trying to make head or tail of Mech Engineer, in which you take charge of a mobile undersea metropolis and send squads of painstakingly assembled robosoldiers to semi-auto-battle squidgy alien fauna.



Engineering a mech is a Herculean labour whose completion eludes today's puny scientists, and Mech Engineer doesn't aim to make life easier, whatever its putative status as a "means of fun". Mech Engineer is a game with an attitude problem, frankly. I realised this on in-game day two, when the interface coughed up a bunch of damage reports presented as pieces of paper, which I then had to crumple up and toss away individually.


Read more

Patch

[h3]F:\Fixes[/h3]
  • gml_Object_obj_FUI_render_Draw_0 (line 344) (winning with mods should be possible now)
  • gml_Object_obj_pilot_sheet_Draw_73 (line 24)
  • gml_Object_obj_content_hangar_Step_0 (line 2356)
  • gml_Object_obj_first_menu_Draw_0 (line 63)
  • gml_Object_obj_giant_worm_Step_0 (line 267)
  • gml_Object_obj_piston_item_Step_0 (line 38) can't fix. Don't use the multi-click mouse button on the construction table
  • gml_Object_obj_cabin_item_Step_0 (line 37) can't fix. Don't use the multi-click mouse button on the construction table
  • You no longer lose your mechs and pilots from 5-8 battle slots when moving from the hangar menu.
  • Removed the possibility of endless order disobeying caused by chance. Now pilots can disobey only one time per given order.
  • The priority targets menu from the battle prepare screen should now work as intended.
  • Fixed Steam screenshots feature.
  • Fixed some Operarius stop walking for a short period after unpause.


[h3]QoL:\features[/h3]
  • Added sounds of putting pilots into mechs or back into the list
  • Increased highlight for pilot's perks that you can choose
  • Added sound for repairing district
  • Enemies bullets and rockets will be more visible in darkness
  • Hover over city stats to see which districts influence them
  • The regular battle view will be automatically turned on after entering an enemy base to help you navigate inside it


If your save files are not working correctly or something has broken with this update, please use the oneversionback branch, leave a message in the forums or join the Mech Engineer Discord to get support in the #bugs channel.