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Update 61 (Wolf 359)



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

Here is the changelog:

[h3]I:\Interface[/h3]
  • Language mods can use É, Ú, Í, Ó, Á, and Ñ characters that have been added to the game's Latin font
  • Mod support has been added to the game but it is very early in development - a short guide.
  • Resource counters at the top of the screen will update more quickly than before
  • The art for the Castle mech has been given a new look
  • See a mech's loadout with additional info by mousing over icons in the mech card not only during battles but also in other menus
  • Not sure whether you should click on something during combat? Hover your mouse cursor over on-screen elements to see information pop-ups
  • Check your current keybinds by pressing Escape
  • Get more information on your city's needs by hovering your mouse cursor over the stats in Hangar > Calendar
  • Allow cursor to go to another monitor in fullscreen and restrict the aspect ratio from the new launch menu options (previously you had to manually edit a settings config file)


[h3]B:\Balance[/h3]
  • ///Buffs
  • Railgun spread reduced from 4 degrees to 1 degree, improving the accuracy
  • Railgun damage and armor penetration gain from energy has been increased significantly
  • Initial projectile speed of railgun has been doubled
  • Increased the lifetime of explosive shells by 10%
  • Reduced Tentacle mech's weight from 73 to 65
  • Reduced Tentacle mech's base reload time from 4 to 1
  • Explosive ammunition explosion damage doubled
  • The speed limit for projectiles has been removed, which led to low damage and armor penetration when using a mod with increased projectile speed
  • Rocket flight duration has been increased by 10% longer
  • Kinetic and thermal projectiles will properly damage multiple enemies within the same game tick, which leads to increased damage against clusters of enemies
  • Toxin sprayer damage increased from 3 to 4
  • Toxin sprayer projectile speed increased from 7 to 9
  • Removed gun recoil for all energy-dependent kinetic weapons
  • Plasma gun research time reduced from 20 to 14 days
  • Plasma gun projectile starting speed has been increased from 5 to 7
  • Number of scientists required for Tesla node in Research has been reduced from 100 to 50
  • Bjorn cost for a flamethrower has been reduced from 160 to 100
  • Flamethrower production time reduced from 3 to 2 days
  • Toxin sprayer production time reduced from 4 to 3 days
  • Toxin sprayer production cost in Skalaknit has been reduced from 150 to 90
  • ///Nerfs
  • Railgun rate of fire reduced from 200 to 20
  • Railgun weight increased from 24 to 40
  • Railgun energy consumption increased from 30 to 50
  • Railgun base damage and armor penetration has been set to 0
  • Railgun rate of fire no longer depends on energy
  • Increased Plate mech's reload time from 3 to 4
  • Increased Plate mech's weight from 50 to 60
  • Reduced Tentacle mech's base ammo amount from 1 to 0.5
  • Reduced the knockback effect of explosions on Operarius
  • Toxin sprayer spread increased from 5 to 10 degrees, reducing the accuracy
  • Plasma gun production time increased from 4 to 5 days
  • Plasma gun production cost in Munilon has been increased from 110 to 180
  • Research time for Tesla node has been increased from 4 to 8 days
  • Railgun production time increased from 3 to 5 days
  • Tesla weapon production time increased from 3 to 5 days


[h3]E:\Engineering[/h3]
  • Dismantle any items in the production queue to refund resources with the new "Dismantle" button in Production
  • Fixed the bug with armor disappearing after loading a punch card onto a mech that already had armor


[h3]H:\Hangar[/h3]
  • Resource grinders take note: the number of Brucus encounters available within one day persists across multiple encounters for each map type
  • Changed the spawn behavior of red and gold sword icons on the map; they were appearing either too close to the city or to each other, leading to random difficulty spikes at the start
  • Reduced District 4's production of artillery shells from 0.5-1-4-9-16 to 0.5-1-3-5-9


[h3]C:\Combat[/h3]
  • Depth charge research node added for city artillery - destroy enemies and open passages underwater
  • Ovums have been given a tentacle texture that connects them to the ground
  • Desert maps will always be affected by storms, similar to map cells affected by the global mega storm
  • Storms have been upgraded - all objects caught up in storm-afflicted maps will be moved in the direction of the wind for two seconds with a break of 10 seconds
  • Mech AI changed to be less likely to get stuck inside walls
  • Walls get tougher the deeper they are within terrain
  • Watch your step - volcanic meteorites have doubled in size
  • Tundra maps have a snow texture that helps distinguish them visually from others
  • Mechs will more often get into an optimal position for long-range shooting after reaching a destination
  • Tornado size doubled to make them look more scary
  • Both mechs and Operarius will circle inside bigger tornadoes
  • Tornadoes will have a 50% chance of disappearing when changing direction, allowing mechs trapped inside to escape


[h3]O:\Other_changes[/h3]
  • Changed the weights of monsters in the bestiary to make them more believable
  • Various spelling corrections in English localization
  • Fixed a crash related to the Orbital Gun map and Fragellum trying to grapple the gun with their tentacles
  • The rare error in line 2986 may or may not be fixed; let me know in the discord's #bugs channel if it reappears
  • Returning a mech from the Hangar to Engineering should not reset the ammo ratio if the mech has an auxiliary C-RAM module installed
  • Boss health will no longer extend outside the display circle in the regular battle screen view
  • Fixed exploit with an endless buff for energy weapons: swapping weapon modules with another module will no longer save the temporary wiring settings from the weapon test chamber
  • The hospital pipe texture is back; it disappeared due to a bug with cyborg research
  • Improved memory and particle clean up after battles
  • Fixed huge versions of weapons not receiving the correct increase in weight and energy consumption
  • Adjusted the volume of gun sounds and order bark to better hear shots in the distance
  • Corrected text on page 12 of the base manual about the type of damage received after blocking an attack with armor
  • More tutorial popups have been added to the post-mission window and Calendar
  • Fixed a bug with projectiles ignoring targets in front of the mech and teleporting behind them
  • Reduced the number of gib spawns from artillery strikes that was affecting performance (this was purely a visual effect)
  • Titanus Araneus' long range pull attack has been given a tentacle texture



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.

Attention humans!


I'm alive, and still working on the game.
Got sick, but recovered.
The next update will include mod support and a lot of changes.

Thank you for your attention!

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.