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Mech Engineer News

Update 53



Added an additional target check when trying to shoot crab/centipede bosses
Added clarification about armor reduction in the manual for the red weapon type
Improved description of damage types in the manual
Added mention of friendly fire in missile descriptions
Added armor menu description to the manual
Updated armor menu texture
Reworked the pilots' section in the manual
Updated outdated pilot's diehard talent description
Fixed a minor mistake in the description of the tutorial pop-up about battle controls
Fixed loading the last characters from the keyboard when starting to rename a pilot
Fixed being able to change the names of several pilots at the same time
Added clarification about how the evasion work to the manual
Added clarification about the blue wire in power circuits to the manual
Added clarification about the power and radius of the energy shield and its dependence on free energy to the manual
Fixed inconsistencies in the name of mech hit points in different places
Added calculation of the hit points debuff to the hit points parameter on the construction table
Fixed incorrect display of the hit points debuff in the repair menu
Increased the frequency of updating the inscription about the influence of district 56 on the speed of components production
Added mention of district 23 to the text about passive income
Increased daily income by 10%
Increased the starting amount of resources by 10%
Added flashing notification about the low amount of city components
Changed the text color of special functions of districts
Changed the type of display of district stats, showing stats after the upgrade
Changed the color of the mentioning district 62 in the send squad window
Added more description of the city interface to the manual
Repeated the mention of how to finish the mission in the manual
Added display of the reactor system operation order
Changed the display of the reactor's system parameter to show that it has only one direction
Fixed incorrect values in the display of internal calculations of the fusion reactor system
Changed the button to call the manual
Fixed quick access notes not appearing when entering the hangar from the engineering
Added description about the map card to the manual
Added the display of the influence of the evasion module in the mech weight menu
Fixed enemy artillery animation playing while paused
Added smoke effect when enemy artillery falls
Fixed snakehead beam aiming while paused
Updated force field texture and animation
Fixed bug with being able to fast clear red cells in the labyrinths
Added melee shooting with a trigger rate based on the pilot's reaction

If your saves are not working correctly or something is broken, use oneversionback branch.

Hidden Movement

The game has a publisher now! It's MicroProse!

Awesome trailer:


[previewyoutube][/previewyoutube]

MicroProse discord group:
https://discord.gg/microprose-official-681523353651249174
It has a Mech Engineer channel, but if you want a smaller group, here is my old server:
https://discord.gg/TXJckyg5uD

Update 52



Updated the system for receiving damage from explosions. Limited how often mech can take damage
Removed the limit on taking damage from one effect at a time from mechs and monsters
Added tentacle legs graphics for the tentacle mech
Changed the characteristics and cost of cabins
Added protection from lasers to the enemy force fields
Added enemy ballistic turrets to the mazes
Updated soldier beetle behavior to step in to cover after releasing all rockets for the duration of reload
Added population increase after bunker defense mission
Added new huge weapon sprites
Added a new construction table image for modifying huge weapons
Moved the submenu of the hangar by one pixel down (it's important!)
Fixed music not playing during bunker battle
Fixed low artillery damage due to short animation


In old saves, if you experiencing a bug with a lot of broken images in your component menu:
Just play normally and skip days.
The bug will go away after the creation of components from the old save.
It can't hurt you.

If your saves are not working correctly or something is broken, use oneversionback branch.

Discord link for other stuff, news, help, and whatever about the game
https://discord.gg/TXJckyg5uD

Update 51



Fixed going beyond the frame description of additional fusion reactor modules
Fixed being able to switch the main menu during victory animation
Fixed movement of some shards and particles while paused
Fixed a graphical bug with the white line exiting the battle area
Fixed being able to call artillery outside of the battle window
Fixed drone repair animation playing while paused
Fixed calculation of caterpillars killed, links were counted before
Reduced the loop for checking the paths of the base hordes of enemies (optimization)
Fixed unnecessary calculations during combat
Removed the use of the old formula for repair via the repair drone pilot talent

Changed black fade type to instant for victory animation
Changed the name of the Safety Protocols program to Safety override
Added rounding of displayed impact resistance numbers
Reduced the number of fragments when hitting the Giant Centipede's armor
Changed the description of the research for the anti-missile system
Reduced number of monsters at the start of the game
Reduced distance for missile start homing
Reduced rate of turn for missile homing
Added more feedback when mechs are taking damage (white glow from the cockpit)
Added a small clarification in the description of the research for armor layers
Added the dependence of the rate of turn of the missile on the target to its energy consumption
Added ability to create large weapons
  • Damage x2
  • Weight x2
  • Power consumption x2
  • Cost of materials x4
  • Engineers x2
  • Production time cost +3
  • Occupies five production slots

Added special mission about protecting an underground bunker. Unlocks the ability to create large weapons
Mechs reach the bunker, protect it until all the vehicles have spawned, and bring the convoy to the point of evacuation.
Updated rocket explosion image, added animation
Changed how sprites of blood splatter from enemies appear
Updated the GMS compiler. Hope it didn't break anything
Updated a few important systems, so I will be able to faster add special maps.
Added the ability to receive damage from the explosion of allied missiles
Slightly reduced mechs speed
Updated tesla gun texture

If your saves are not working correctly or something is broken, use oneversionback branch.

Discord link for other stuff, news, help, and whatever about the game
https://discord.gg/TXJckyg5uD

Update 50

Added display of bonus enemies on the calendar before 40th day
Reduced the maximum amount of damage that mech can take per second from 60 to 6
Added a little force so the swarm would keep its distance from mechs
Increased the health of the frog boss by 3 times
Changed the underwater missiles research type to passability
Reduced monster knockback from rocket explosions by 20%
Increased health of the leg parts of the Crab Boss
Added missile summon phase for Crab Boss
Reduced recoil from ballistic weapons underwater
Improved visibility of underwater currents
Improved the display of research icons at the end-day stats
Increased boss scatter distance from the player at the game start
Added color change for temperature indicator on battle cards
Added animation for the quick repair menu in the hangar
Reduced the size of the double-speed sign
Added the ability to rescue destroyed mechs from battle
The diehard talent now always saves the pilot if the mech is rescued from the map
Removed the chance to save the mech from the map
Reduced bonus injuries of the rescued mech
Added an algorithm to teleport mechs if they are behind a wall
Reduced camera room borders
Added additional memory cleanup when changing rooms in the maze
Reduced shotgun modifier rate of fire
The zone of fire modifier now increases the duration of the area of the fire for the flamethrower
AP modifier now increases the projectile life time
Reduced armor penetration for fragmentation ammunition
Removed recoil from the railgun
Increased energy consumption for heavy ballistics and missiles to 5
Reduced centipede's stretch in the maze when spawning
Increasing the centipede's base speed by 20%
Added random timing modifier for centipede's phases
The centipede now can break walls
Added a rage phase for both bosses when losing half their HP
The Centipede accelerates twice, losing armor.
The crab grows tentacles and begins to reflect all projectiles when summoning monsters. Also will grapple mechs with tentacles.
The rocket barrage program now increases reload time by 10 times
Increased mech hook radius from 3 to 4 cells
Reduced the brightness of flashes from gunshots
Added flashes for tesla weapons
Added a display of damage received when taking damage with a mech (didn't see it work, too many effects)
Increased the health of the swarm by 20%
Increased differences in swarm movement speed
Added speed boost to swarm during enemies attack phase
Increased the health bonus to the swarm in infected areas
Doubled spawn rate of monsters from spawners
Doubled the health and limb regeneration of the crab boss
Mech's repair formula has been changed. The pilot skill now affects repair speed instead of the number of points.
Decreased speed of damage rise of the SnakeHead's beam
Tornadoes now reduce mech's stability based on impact resistance
Tornadoes now have a life time
Fixed a bug with instant annihilation of monsters by a yellow type of weapon if their armor is reduced below zero
Increased number of days to research thin armor plates
Added additional module and research (point defense system against missiles)

Fixed being able to click on hangar menu items when the mission start menu is open
Fixed not dealing fire damage after hitting a wall for the areas of fire
Minor code optimizations for combat
Fixed incorrect calculation of reload time when using the rocket barrage without the simultaneous reload program
Fixed drawing of holes from explosions
Fixed being able to click send mech button from other menus
Fixed boss not being destroyed after damaging more than 3 legs
Fixed the ability to call the document of the pilot when it's not visible


If your saves are not working correctly or something is bugged, use oneversionback branch.
Icons in your components' order may be displayed wrong for items from the old save. It will go away after the component is done

btw here is a discord link for other stuff, news, help, and whatever about the game
https://discord.gg/TXJckyg5uD