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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.

Update 56 (Proxima Centauri)



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

Here is this month's changelog:

[h3]S:\Sound[/h3]
  • Added sounds for the flamethrower and small laser gun
  • Added sound when mousing over research tree nodes
  • Added sound when pressing the BATTLE start button
  • Added text typing sounds for the post-battle statistics screen

[h3]E:\Engineering[/h3]
  • Test your mech builds in different environments and temperature conditions on the construction table before deployment - click the crash test dummy icon next to SEND to access it
  • Use the camera movement keys(WASD) and LMB in the mech test chamber to move and fire your mech, reposition the target with MMB, adjust the temperature with the slider, and switch to underwater conditions via the droplet button
  • Previews of the resource needed for dispatching mechs to battle are now visible in UI (weapons mod menu and mech construction menu) – resources are only spent once dispatched to battle

[h3]H:\Hangar[/h3]
  • See how your city's stats have changed over the last ~20 days via the Calendar menu - a third stop on the dial has been added
  • With this new submenu you can:
    • Get info on recently damaged districts
    • See differences in resources and city stats compared to the past day
    • View changes in pilots, science, and engineering teams
    • Check how many components are in production
    • Find out which research projects are in progress
  • Mouse over each stat entry on the right side to individually highlight its production graph

[h3]C:\Combat[/h3]
  • Switch to and from full screen during battle by pressing T on your keyboard (this can be rebound in the loading screen menu at launch), or by clicking the dotted square icon below the combat display
  • Reloading is now visualized via a bar above a mech's reactor temperature gauge
  • Cursor lines on the combat display no longer disappear from view when zoomed out

[h3]B:\Balance[/h3]
  • ///Buffs
  • Increased basic armor for the Triangle mech from 2 to 4
  • Increased basic move speed for the Triangle mech from 0.2 to 0.3
  • Increased impact resistance for the Triangle mech to 95%
  • Reduced Triangle mech cost in Munilone from 564 to 464
  • Engineer and science teams are no longer capped at 700 and 500 respectively
  • The special Bunker map now additionally gives you 100 engineers and 80 scientists upon completion
  • Lightning shooters' AI has been altered - they will try to escape properly after firing
  • Starting pilots' stats are now always the same
  • ///Nerfs
  • Weapon size now doubles the cost of sending it into the battle
  • Giant Centipede boss now shoots rockets at strict angles to its body
  • Lightning shooters no longer get stuck inside each other
  • Mech eaters no longer get stuck inside each other
  • Energy shooters ("flowers") no longer get stuck inside each other

[h3]O:\Other_changes[/h3]
  • Slight performance improvement now that swarms no longer repeatedly call a shader
  • Fixed the incorrect display of a mech's stress bar on the battle screen
  • Fixed an issue with not clearing up weather effects in some situations
  • Fixed the opacity for some text on the battle screen
  • Fixed an error where the Calendar would default to Monday when saving and loading a file
  • Added text to the manual stating that mountains stop your city from advancing to a cell with mountains


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 55



Hello!
Thank you for playing the game.
Here is a new changelog format:

[h3]S:\Sound[/h3]
  • Added sounds for minigun, tank gun, both missile launchers, fast laser, and artillery. They should be clearly heard even with a large number of shots thanks to a new sound system for combat.

[h3]W:\Weapon_Test_Bench[/h3]
  • Simulate underwater combat conditions by clicking the droplet button
  • Test how armor penetration works by changing the dummy's armor with the up and down arrows
  • Try the thick wall with the new section in the type switcher, to see how bullets work inside enemies
  • Explosions and effects will now render correctly in the test bench and cut outside of it
  • Minimum and maximum distances are now properly visualized by circles and lined zones
  • Test fire a single shot every five seconds with the 1 toggle in the controls

[h3]C:\Combat[/h3]
  • Select all mechs at once by pressing ` (backtick) on your keyboard
  • You will now see a visual cue inside the battle screen when a combat order has been completed
  • Your mechs now check their pathfinding around slowdown zones if the length to travel is not twice the regular path
  • Mechs equipped with missiles will now check whether they are within 16 pixels of a wall before firing to avoid causing self damage

[h3]B:\Balance[/h3]
  • ///Buffs
  • Armor reduction by white type weapons increased from 0.01 with 50% chance to 0.01 with 100% chance of applying
  • Armor reduction from all weapons now also applies when it's penetrating armor
  • Increased base swarm health from 11 to 12
  • Underwater bugs should be easier to kill now that armor penetration values for ballistic weapons are rounded to the nearest whole number when compared with enemy armor
  • ///Nerfs
  • Power consumption of the first laser increased from 35 to 40
  • Fast laser's weight increased from 22 to 24
  • Armor reduction by blue type weapons decreased by 10 times
  • Armor reduction by red type weapons decreased by 2.5 times
  • Slow debuff from all weapons is now 5% less effective
  • Reduced base swarm armor from 4 to 3
  • The first 10 days should be easier now that the cost of creating eggs for the swarm economy increased from 20 to 30

[h3]O:\Other_changes[/h3]
  • Values in the combat viewer, manual, and weapon test screen have been fixed
  • Fixed the visual bug with the rate of fire point strip on weapon cards
  • Fixed the visual bug with keeping storm and ocean particles on the map after a battle
  • Fixed the visual bug with resource caterpillars leaving their corpses after fleeing the map
  • Ocean currents should no longer move enemy hordes when the game is paused
  • Minor fixes to a leader's behavior when holding a position
  • Values on reactor cards now round to the nearest whole number
  • Aux mech module list should now scroll properly
  • Fixed minor lighting visual bugs during a pause
  • Fixed display of weight for some additional mech modules on the weight layer
  • Fixed display of energy consumption for some additional mech modules on the energy layer
  • Performance improved by changing all vertex drawings in the battle to raster
  • For players with multiple monitors, the game will attempt to keep your mouse cursor within the game window when set to full screen mode


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 54



Fixed wrong bookmark links in the book
Optimized minimap rendering
Added slow minimap updates for the trail effect
Reduced the intensity of the lighting system
Fixed the old display of the characteristics of the reactor system in the reactor card
Added extra lighting clear at changing maps
Improved lighting texture clearing in battle
Reduced biomass distribution rate
Fixed bugs in the biomass distribution algorithm
Added cleaning of the particle systems when going to the main menu and back
Fixed auto-pickup not working on the win condition
Fixed translation errors in the repair drone description
Fixed wrong mouse position when using eyedropper in windowed mode
Fixed rare game crashes related to rocket lighting
Fixed game crash when exiting a map with a storm
Fixed incorrect texture sizes in windowed mode when dimming or starting battle animations
Changed the name of the reactor System to Heating Resistance
Fixed incorrect text formatting of system modules for nuclear reactor
Fixed incorrect mech parameters in research text
Fixed a bug with not repairing the last point of damage when using a repair drone on allied mechs by the special talent
Fixed armor texture overlay for centipede boss
Fixed centipede texture flickering while paused
Fixed FPS drop when mechs explode at the edge of the map

Changed the mech destroyed notification
Added low health indicator for pilots
Added a ping around a destroyed mech if it's not tied
Added resource spawns for each giant centipede link
Added a new city menu when cults appear in the city
Added the ability to distribute special troop units across districts, clearing them of cultists and protecting the district from future attacks
Once per day, each district with a cult reduces its condition by one level
Once per day, each district with a cult infects two other districts, preferring districts with lower. If an area with a special troop is chosen, the cultists lose the battle
Hints about finding cultists are displayed on the left side
Added sounds for finding cultists and calling an assault team
Added an algorithm for pulling the rammer out of the walls
Added an algorithm for pulling the stingray out of the walls
Improved the attack behavior of the stingray to let it retreats sometimes
Added radio sounds near areas that have accessibility
Added district selection sound
Added different sounds when hovering over a district depending on whether it has a special function
Increased weapon machine gun power consumption to 5
Increased machine gun damage to 8
Reduced machine gun fire spread to 10 degrees
Weather effects now appear only from the edges of the map
Reworked movement rules for weather effects
Added an indicator about enemy artillery if it is outside of the camera
Added a repair bot icon to the mech card
Added dependence of the amount of each ammunition type on the percentage of the number of each weapon type in the mech
Increased the amount of all ammo by 25%
Highlighted the commander's skills
Highlighted the commander's slot
Updated control buttons in the standard menu
Improved visibility of the controls button
Added blinking for district 62 mentioning when sending mechs
Updated the damaged districts popup menu. Now it is displayed as cards for each district.

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

Mech Engineer discord group:
https://discord.gg/TXJckyg5uD

MicroProse discord group:
https://discord.gg/microprose-official-681523353651249174