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Mech Engineer News

Patch

  • Armadillo should attack mechs more frequently with its new AI balances
  • Fixed a rare game crash when fighting Flos
  • District 15 no longer allows you to do missions indefinitely. Instead, the mech will be able to do two missions in one day.
  • Mechs will no longer try to evade enemy attacks if they are in the process of completing new position command


Also updated the demo version with the latest features and fixes from the current update.

Update 60



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

Here is the changelog for August 2023:

[h3]I:\Interface[/h3]
  • Added a mouse icon underneath the arrow in the end-of-day stats menu
  • Dispose of end-of-day information reports by right-clicking on them
  • Compare the number of AUX mech modules between mechs when you select a mech in the Production menu
  • Middle mouse click a mech in Engineering or in the Hangar to bring up a detailed information report about the model, such as reload times for each ammo type on the mech (right click to dispose of the report)
  • Enjoy a scrunching up sound when disposing of information reports
  • Added a picture of a drill to page 32 of the base manual
  • Added monster icons for Brucus and Ovum to the bestiary
  • The descriptions for research nodes DRONE, CYBORGIZATION and ATOMIC BOMB have been changed to better describe their mechanics
  • Base manual has been updated to include information not previously mentioned, more specifically: mechs will not shoot through allies, power circuits raising the base reactor temperature for mechs, how mech evasion and stability works, and fire rate reduction during melee attacks
  • Changed the order in which additional mech menus are mentioned in the manual to match the sequence in the UI
  • District descriptions have been updated to fix some grammatical errors
  • Plus sign at the top left of a weapon module in the weapon list will show you if it has unspent points
  • See the current mod installed in weapons when they are inside a mech on the construction table, without removing them from the mech


[h3]B:\Balance[/h3]
  • ///Buffs
  • Counter rocket module will add some kinetic ammunition
  • Sagittarius attack range has been doubled
  • Mechs will dig walls at twice the speed when the battle speed is also doubled
  • Reduced toxin sprayer research time from 20 days to 5 days
  • Fire pools created by the flamethrower have the weapon's initial damage instead of its end damage
  • Reload time modifier for mech model "Holo" reduced from 4 to 2
  • Increased the speed and duration of energy spheres from Colubra in infested map cells
  • Decreased the lifetime decay rate of enemy kinetic projectiles
  • Tripled the number of underwater currents
  • ///Nerfs
  • Increased flamethrower research time from 2 days to 5 days
  • Lowered the initial amount of armor layers
  • Removed endgame armor from the starting item pool
  • Fire weapon module will create fire pools with 20% less damage
  • increased fire damage reduction per point of enemy armor from 5% to 10%
  • Added damage reduction for underwater fire created by the fire weapon module
  • Reduced the starting number of engineers by 30%
  • Projectiles from weapons without a slow module will cause a slow debuff at 20% less effectiveness
  • Operarius armor and health is tripled in infested areas instead of quadrupled
  • Additional reactor overcharge module multiplies overheat time debuff instead of stacking the debuff, which will greatly increase it the more you have it
  • Bonus effect from District 15 on the number of engineers per day lowered from 3 to 2


[h3]E:\Engineering[/h3]
  • REACTOR OVERCHARGE research node moved to the beginning of the research tree - the additional reactor overcharge module can be accessed by all reactors after research is complete
  • Set specific min/max engagement distances for each enemy type via the new menu to the right of the construction table when a weapon is placed there. For example, this will allow you to completely stop mechs from firing at certain enemy types that are out of effective range, or are too heavily armored to take damage from a particular weapon, so that mechs do not waste ammo or overheat.
  • Added a limit to maximum repair cost based on the mech's cost
  • Added an element of randomness for the optimal value of the damage repair cost, removing the ability to calculate the exact number of clicks required for optimal value
  • NEEDLE BULLETS and TORPEDOES research nodes changed - you will need to add these as weapon modules via the construction table in order to use them in underwater battles
  • ROBOTIZATION research node has been moved to allow access to cyborgs sooner


[h3]H:\Hangar[/h3]
  • The following changes have been made to the city: District 17 has lost its food and spare parts bonuses and depends on District 18; District 40 depends on District 18, and a fully-upgraded District 15 will remove maintenance after battles for mechs
  • Changed the depth for minesweeper numbers on the world map, so you could see them over the mega storm
  • All world map scan layers will show you bosses that are near your city, so the player always knows when danger is close
  • A warning report will appear after skipping a day if bosses are near your city
  • Bolster your city assault squads with cyborgs via the new CYBORG SQUADS research node


[h3]C:\Combat[/h3]
  • Tornadoes can be redirected by a rocket blast
  • Colubra will destroy walls with its laser beam instead of firing over them
  • The tutorial text telling the player how to control mechs will persist for two more battles before disappearing
  • Added a transparent minimap to full-screen mode that includes a display of the camera's position
  • Buttons in the battle menu will highlight when you mouse over them
  • The special Bunker map cell now contains additional information about the huge weapons menu
  • Improved the visibility of enemy turret attack range by adding internal stripes
  • Added a message about unavailable artillery after trying to select it when it is unavailable
  • Added enemy artillery in caves in the form of digging from the ground
  • Increased turret attack priority radius by 20% from its attack radius
  • The camera will always appear near your mechs at the start of a mission
  • Boss HP has reappeared in the standard battle screen view


[h3]O:\Other_changes[/h3]
  • A settings config file is now available to manually edit (by default on Windows: C:\Program Files (x86)\Steam\steamapps\common\Mech Engineer\data) allowing you to keep the aspect ratio and lock the mouse cursor to the window - settings for these in-game will be added at a later date
  • Tutorial settings are saved between play sessions
  • Added transparency to target in the mech test chamber
  • Various text corrections made to Research
  • Limit set on the maximum stats ​​of pilots when they are training in real-time
  • You can no longer pick up a pilot and a mech at the same time in the Pilots menu
  • Buttons will no longer overlap information reports when the latter is clicked on
  • The construction table used to show incorrect reload times - this has been fixed
  • Mechs in the mech test chamber used to be able to perform simultaneous reloads without the necessary processor program - this ability has been removed
  • You can no longer craft huge weapons until the technology is obtained from the special Bunker map cell
  • City legs cannot be infinitely improved anymore
  • Fixed a bug with the inability to reach the end of the weapons list if there are too many of them
  • Loud weapon sounds should no longer play at the start of each battle
  • Explosions change terrain textures and cause additional effects against walls
  • Mechs will no longer automatically reload unequipped ammo at doubled battle speed
  • Players should no longer accidentally select a mech when disabling weapons in battle
  • Pilots with higher stats will no longer take more time to make decisions between orders
  • Overlapping commands occasionally caused rare cases of disobedience by pilots - this was unintended
  • The underwater modifier will no longer persist after closing the weapon test chamber
  • Ovums spit out more large shards on death than before
  • Added tentacle animation for Fragellum's attack
  • Watch out: Fulgur have stopped spawning at the edge of a map cell meaning they no longer die instantly
  • Particle creation for volcanic artillery during a pause now works as intended
  • The starting tile of a labyrinth map cell should no longer spawn the player in next to enemies
  • Colubra weren't interacting correctly with fire and explosion effects - this has been changed
  • Colubra should gradually remove the slow debuff when attacking mechs
  • Colubra energy balls will no longer cause particle buildup while paused
  • Sagittarius used to be stationary but its AI behavior has been given a nudge
  • The incorrect destruction of walls by Titanus Centipeda in the maze map cell has been addressed - it was previously causing pathing problems for AI even if there were no more walls
  • Added adaptive direction for Titanus Centipeda when spawning in a maze based on past movement and mech position, so its tail won't appear on top of mechs
  • Enemies should no longer regenerate armor when battle is paused
  • Fixed persistence of slow zone grid over walls causing incorrect pathfinding after destroying walls
  • Walls on the right and bottom edges of a map cell are no longer endless
  • Various visual improvements - in particular when picking up nuclear reactor modules, when moving the city and how some textures appeared incorrectly at different resolutions
  • Changed names for monsters in the credits to correspond to the bestiary


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.

Update 59 (Luhman 16)



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

Here is the changelog for July 2023:

[h3]I:\Interface[/h3]
  • Buttons that you can interact with in the launch menu light up when you mouse over them
  • Added a tooltip popup for tutorial lever #2 in the launch menu
  • Tutorial popups and the base manual include mentions of the following: drawing paths for mechs and drill usage, the ability to disable weapons, and debuff effects to weapons while underwater
  • Additional damage from fire is visible when testing weapons
  • Updated the pilot phrase system for the latest AI changes so that they shout out more appropriate phrases
  • The medal placement system has been reworked, allowing you to place them anywhere on a pilot's card (they will stick to the frame automatically)


[h3]B:\Balance[/h3]
  • ///Buffs
  • When allocating stat points to weapons on the construction table, initial points given to both accuracy and reduced energy consumption now have greater effect, with diminishing returns kicking in as more points get allocated
  • Stat increase from a weapon's size will be calculated before stat point allocation, meaning larger weapons will get better effects from allocated stat points
  • Toxin sprayer weapon damage increased from 2 to 3
  • Thermal damage is reduced by 5% per point of armor instead of the damage amount being divided by a target's armor value e.g. 10 damage vs 10 armor will deal 5 damage because 10 x 5% = 50%; previously the calculation would be 10 thermal damage divided 10 armor = 1 damage dealt. This change increases the potential damage output against targets with low armor.
  • The weapon mod that adds fire will only reduce armor penetration and add weight
  • ///Nerfs
  • Toxin sprayers and plasma guns are less effective underwater after fixing the debuff to projectile lifetime while submerged
  • Reduced damage buff from weapon stat allocation by 9%
  • Reduced penetration buff from weapon stat allocation by 18%
  • Reduced rate of fire buff from weapon stat allocation by 18%
  • Each weapon mod now adds a percentage weight increase to the weapon (ranging from 10% to 30%)
  • Reduced rate of fire of toxin sprayer from 500 to 250
  • increased the total number of engineers required for mech repair by 20%
  • Reduced bonus staff number growth per level of District 16 by 1 (engineers from 4 to 3 per level, scientists from 5 to 4 per level)


[h3]E:\Engineering[/h3]
  • Mechs placed in the testing chamber will use a maxed-out pilot's stats
  • "ROBOTIZATION" node added to Research, which adds 100 engineers but takes 20% of your city's energy
  • "CYBORGIZATION" node added to research, which adds the ability to transform your human pilots into cyborgs. Cyborgs are always ready to deploy and always have 75 in Reaction and the C.B.S. Test stats. Cyborgs are not affected by Stress and take half the damage human pilots do. Cyborgs can regenerate HP quickly without going to the hospital, and cure infections in one day. However, cyborgs cannot gain experience, levels or talents.


[h3]H:\Hangar[/h3]
  • Golden sword bosses will remain still, instead of performing random movements when neither the city nor red sword bosses are near it
  • Pilots will change their facial expression after selection from the pilot list if stress resistance is lower than 50


[h3]C:\Combat[/h3]
  • Destruction within maps will persist across multiple encounters due to a new save system
  • Mechs are better at digging, walking and waiting thanks to changes to their AI
  • Mechs will turn toward the cursor if there are no enemies in sight
  • Ammo that is not being used by a mech in battle has been hidden from sight
  • The flight speed of an Operarius after an explosion depends on the explosion's damage
  • Operarius are less likely to get stuck on walls or clip into them
  • Set a new default priority target "Ovum" for your mechs in the slots near the "battle" button
  • Watch your six in cave maps - the darkness is much harder to see through
  • Artillery strikes reduce enemy armor and cause explosive damage
  • Select one mech at a time with the new default hotkey combination of Shift + 1, 2, 3 or 4. Alternatively, select all mechs at once by pressing 5.


[h3]O:\Other_changes[/h3]
  • The free will control slider should no longer mysteriously disappear during battle
  • Fixed a couple of issues related to selecting things when the mouse was pressed or released while off screen during battle
  • Textures will now clear when quitting during a battle in order to stop memory leakage caused by frequent saving and loading
  • Fixed pilot head bobbing when the mech is standing still or the game is paused
  • Fixed issue with pilot stats going over their limits and rolling over to much lower values
  • Added restriction on cooling the reactor so that the temperature cannot go infinitely negative
  • The text of a pilot's talent description should no longer end up hidden under a pilot's stats comparison


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.

Update 58 (Barnard's Star)



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

Here is the changelog for June 2023:

[h3]I:\Interface[/h3]
  • Environmental icons have been added to the temperature slider in the mech test chamber to better understand performance in those conditions
  • A new tutorial window will appear when accessing the pilot's menu for the first time
  • Your mouse cursor's position is now highlighted as well as any relevant elements, such as when assembling a mech via the construction table
  • The dropdown animation for the base manual and bestiary has been given a speed boost
  • With the second tutorial switch enabled from the game's main menu, tooltips will now appear on some interface elements on mouseover. Such elements currently include the construction table for mechs and reactors in Engineering, a few tooltips in Production, and the city district upgrade menu.
  • A description for ammo distribution has been added to the armor menu


[h3]B:\Balance[/h3]
  • ///Buffs
  • Increased the influence of the pilot's C.B.S. skill on a mech's stability regeneration in battle by five times
  • Increased mech stability regeneration by 25%
  • ///Nerfs
  • Doubled the rate of oxygen loss that can occur during underwater battles
  • Reduced the movement speed bonus from stability regeneration by five times


[h3]E:\Engineering[/h3]
  • Test mechs faster - reactors now start at 50% of the reactor temperature in the test chamber
  • The armor menu for mechs can now use the save/load punchcard system and can remember melee, self-destruct and energy shield parameters
  • The formula for mech stability regeneration rate has been changed slightly - the regen is now affected by a percentage of its lack of stability. In addition, all mechs start recovering stability from zero at roughly the same speed.
  • The evasion module has been reworked: stability regeneration has been buffed while the weight and armor penalties have been removed


[h3]H:\Hangar[/h3]
  • Pilots can now add random toys to their cockpits at a 0.1% chance every day
  • Enjoy the wiggling effect for toys and medals when holding pilot cards with the mouse
  • Several changes have been made to the enemy's biomass economy
  • A red sword appears on the world map only when infested cells accumulate a huge amount of biomass and have noninfested cells near them
  • A red sword will search for the cell with the lowest biomass without infestation and move toward it
  • Map cells with infestation give a 5x increase to biomass growth
  • Standard biomass growth in labyrinths has been reduced by 50%
  • Ovums will now give a biomass growth
  • The random infestation spread at the start of the game has been removed
  • A golden sword moves randomly only if there are no red sword bosses in 12 cells close


[h3]C:\Combat[/h3]
  • Order your mechs to take tactical paths you have drawn by pressing and holding RMB on the battle screen while paused. Mechs that have a melee ability will dig through walls if ordered along these paths.
  • Prevent any weapon from shooting by clicking on the weapon icon in the mech's card. You can also see which icon holds which weapon with a small popup after the mouse hovers over it.
  • Research the new flechette ammunition node in the research tree to more effectively use kinetic weapons underwater
  • Fully repairing a mech hull via drones in battle will now stop oxygen loss
  • Knock back small bugs with the mech melee option
  • Blocking an enemy melee attack with the melee option now returns 15% stability
  • Added lighting effect to kinetic projectile death with shrapnel mod



[h3]O:\Other_changes[/h3]
  • Fixed wrong production menu name in different places
  • Updated tutorial art for the Calendar sub-tab
  • Updated tutorial art for the Engineering tab
  • Updated tutorial art when installing mech
  • Fixed an issue with mech selection if the cursor was outside the battle screen
  • Removed speed reduction during x2 speed in battles to avoid issues with the new path drawing system
  • Fixed mech bomb explosion animation
  • The layout of city elements has been changed slightly for better navigation
  • Added more details about the Battle interface to the base manual
  • Added a simple lighting effect to the border of energy shields in battle
  • Fixed an issue with adjusting the volume of both sliders via mouse wheel when hovering over any part of the top panel
  • Fixed highlighting of module categories when hovering over them when a mech's additional menus are open
  • Fixed crash regarding last mech death after a boss's death
  • Fixed crash when an allied turret is hit by an enemy's energy waves
  • Minor fixes in the winning text about Lagrange points


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.

Update 57 (Rigil Kentaurus and Toliman)



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

Here is the changelog for May 2023:

[h3]I:\Interface[/h3]
  • The Bestiary is now available - review intel on enemy alien forces by clicking the monster icon next to the Hangar tab
  • The construction table in the Engineering tab now lights up to better indicate where to drag and drop a mech, weapon, or reactor
  • Toggle the tutorial on or off inside the game in the Escape menu
  • Additional information in the tutorial popup will inform you about weapon customization when installing a mech into the construction table for the first time
  • One of the battle screen filters now reduces the sensitivity of lighting in battle, which stops the screen from being washed out when firing strong energy weapons


[h3]S:\Sound[/h3]
  • Added sounds for the railgun, teslagun, plasmagun and corrosive gun


[h3]B:\Balance[/h3]
  • ///Buffs
  • Increased enemy turret rate of fire by 80%
  • Increased enemy turret ammo capacity by 100%
  • Increased Ovum's health from 1000 to 3000
  • Increased Ovum spawner (from labyrinths) armor from 7 to 22
  • Increased Titanus Araneus damage from 10 to 24
  • Increased railgun armor penetration from 3 to 4
  • Increased railgun rate of fire from 150 to 200
  • Increased resource cost of deploying Kinetic weapons in combat (Bjorn from 6 to 8, Skalaknit from 3 to 4)
  • Increased Kinetic shell duration by 1% for every 5 damage
  • Increased resource cost of deploying Explosive weapons in combat (Bjorn from 11 to 15, Skalaknit from 6 to 8)
  • Increased resource cost of deploying Thermal weapons in combat (Bjorn from 12 to 20)
  • Increased penalty for sending mechs into battle from District 62 from 20 to 25 for every level the district remains unupgraded (zero penalty at max level)
  • Increased the maximum number of city repair brigades from 3 to 5
  • ///Nerfs
  • Lowered Titanus Araneus claw damage to systems from 15 to 10 per attack (its armor penetration is still infinite)
  • Area of effect for Titanus Araneus claw attack has moved slightly - you should no longer take damage when behind its back
  • Reduced Colubra's starting damage to shields
  • Reduced Colubra's additional damage over time to shields
  • Reduced Ovum's armor from 22 to 0
  • Reduced Gammarus damage from 24 to 15
  • Flos now have 0 armor when attacking
  • Reduced enemy turret armor penetration from 8 to 6
  • Halved the reload speed of enemy artillery
  • Increased the minimum distance for the enemy's artillery to shoot
  • Reduced increased duration for the reactive projectile mod from 3 to 2
  • Kinetic projectiles will slowly lose speed and duration for each second spent inside enemies
  • Reduced the total amount of all Explosive ammo by ~15 %
  • Reduced system damage from the sunbeam weather effect from 2 to 1
  • Reduced number of damaged districts from a giant's attack from 10 to 5


[h3]E:\Engineering[/h3]
  • The Particle Emitter has been added to the arsenal. It launches a self-guided projectile that creates bolts of lightning along its trajectory that deal massive damage. Its damage also depends on supplied energy. Uses the Explosive ammo type.
  • Energy weapons have been reworked - now all weapons that depend on supplied energy heat up the reactor with shots
  • Processor programs saved to a mech punch card will no longer be forgotten
  • Adjust the available ammo ratio for a mech by clicking the shield icon when a mech is on your construction table
  • Damaged text on mechs will now no longer overlap with the program numbers
  • The power circuits switch is now more visible in a mech's electricity menu


[h3]H:\Hangar[/h3]
  • Open the whole research tree by fully upgrading District 17 in the city menu
  • Tutorial now highlights the pilot menu for a better navigation
  • Starting a fresh save file will now only spawn two giants: one red and one gold. The world will also have a random spread of infested terrain cells.
  • If you start on a city cell you will auto pickup a clue, instead of losing one as before.
  • Colored squares have been added next to the city stats to better indicate the colors of the graphs


[h3]C:\Combat[/h3]
  • The experimental orbital Earth defense gun map has been added. It contains one new boss: Glyptodont which bears miniguns. The map also has one huge defense turret that can be captured, and a new weapon, the Particle Emitter, which is rewarded for killing the boss.
  • The rocket barrage processor program now fires projectiles at the maximum rate of fire, instead of a one-time shot, for optimization reasons
  • Explosion animation and damage over time now depend on the source of the damage
  • Duration of fire zones now depends on the source of the damage
  • Size of fire zones now depends on the source of the damage
  • Explosions can now knockback Operarius
  • Napalm projectiles now slow down faster the closer they are to disappearing
  • Check how much a mech's systems have been damaged by mousing over the mech on the battle screen
  • A mech's damaged systems icons now appear on top of each mech card during battle
  • Allied turrets can now be damaged in the same way as mechs as by enemies
  • Find and activate allied turrets on city maps
  • Picking up a resource during battle will highlight the resource panel to show that it's been added
  • Doubled cabin heat from reactor overheating - pilots will now be more likely to be damaged by reactor overheating if cabin safety stat is low
  • Colubra act differently on infested maps - every few seconds they will launch a huge energy ball across the map at visible mechs. Colubra's energy dome also will not disappear until it has dropped to 25% of its total health, instead of disappearing at 75% on other maps.


[h3]O:\Other_changes[/h3]
  • Slowdown zones now render to one texture with a different sprite
  • Broken cabin now can be spotted by the cracked glass effect inside the pilot's window
  • Pilots shake their heads when they are panicking or the mech is walking fast
  • Added laser particle and size-increasing effect for the Colubra attack
  • Brucus now properly displays the turrets on its back
  • Rockets now have a particle trail effect
  • Fire zones and fire attacks now emit fire particles
  • Slight performance improvement by turning off unnecessary calculations during battle
  • Increased FPS during battle by getting rid of the second camera
  • Fixed similar colors for the first four graph lines when viewing city stats
  • City components obtained during a mission now correctly display
  • The game should no longer crash when using more than one anti-missile system platform
  • Water particles no longer endlessly stack when the game is paused
  • Fixed a slight darkening of the map when minimizing and expanding the game during battle
  • The frog boss no longer counts as a Gammarus in the final game score
  • Fixed the spawn of resources by Titanus Centipeda when fleeing from it to another cell in the labyrinth
  • Fixed a bug with not displaying the influence of the mech speed acceleration program on the displayed characteristics in various places
  • Mechs will now continue to move diagonally over long distances
  • You can no longer click the volume sliders after switching to fullscreen mode during battle
  • The wrong tutorial popup no longer appears when accessing the mech test chamber
  • Fixed a bug with not applying the projectile lifetime mod in the weapon testing room
  • Fixed a bug with not applying the energy mod in the weapon testing room
  • Fixed a typo in the underwater turbine research description
  • Fixed formatting of Russian text in the manual for the first page
  • Fixed displayed reload cooldown count
  • It should now be easier to drag and drop a reactor inside a mech
  • Fixed incorrect mention of available menus in the tutorial
  • Fixed issue with capturing cells not clearing infestation
  • Fixed issue with rendering minesweeper numbers on the map under infested cells - now you can properly see the numbers
  • No more double clicking when changing mechs on the construction table after fixing a bug involving the second camera
  • Added algorithm to automatically display mech resists in the components menu to fix incorrect numbers


it is recommended to start a new save or continue an old one in the oneversionback branch.

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.