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Dark Horizons: Mechanized Corps (Classic) News

Read this if you own the game (New App plus Patch 0.2.2.001)

We have been quiet lately because we have been getting the game ready for a release so new players can join and play games with everyone who owns the game. If you own the game you have been automatically granted the new app by steam. It should show up in your library (Mechanized Corps: Rebirth) but is not playable yet because we have to finish some steps and have steam approve it. In the meantime so you can still play the updated builds, I have uploaded the build to the old app as well. Change log for the new patch is below. Thanks for playing and see you on the new app once it is released. I will make one final post here when it is released on the new app and all further news will be posted on the new app.

If you would like to follow development, we also have a discord and website we post news.

Discord: https://discord.com/invite/tMB4uTFMcD

Website: https://dhuniverse.com/

[h2]Patch 0.2.2.001 Change log:[/h2]
  • Made some changes so steam deck has some settings auto set plus the controls work by default.
  • XBox controller and other game pads on PC also work out of the box now.
  • Implemented changes for release again to the public with a demo available (with limited features) that can play with full version users.
  • Made some speed and memory optimizations to the tree destruction code when loading sector 7.
  • Changed the weapons display in cockpit mode to use the same UI as third person since it was hard to read the old 3d display.
  • Changing homing to require locking on target with sounds and visuals back, but you don't lose lock when firing only when switching or removing target. It also does not require selecting the homing weapon so it will work when the alternative fire scheme of firing groups directly.
  • Fixed a bug with some weirdness in cross hair targeting and fixed cycle targeting to work correctly as well.
  • Changed Orbital strike to have a 3 minute charge up period before it can be used and it is now limited to 1 use per mech.
  • Replaced remaining EC and FS names with Team 1 and Team 2.

Dark Horizons: Mechanized Corps 0.2.1.006 has been released!

Dark Horizons: Mechanized Corps 0.2.1.006 has been released. This patch adds some effects as well as fixes some critical bugs. Full change log below.

[h2]Change Log[/h2]
  • Non Explosive weapons now spark mechs and explosive weapons have a larger explosion.
  • Most Projectiles produce sound when flying through the air. (Does not affect hit scan weapons)
  • AI now spawns with squads instead of using the same mech over and over.
  • Fixed a bug where the Abolisher could not turn when standing still.
  • Removed the Holiday assets
  • if you manually self destruct you can still control the mech for 2 seconds before it explodes dealing damage allowing you to aim some damage at your target.
  • Added AI stationary mechs to test range.
  • Fixed a bug that was causing the third person camera to clip on your own mech and weapons at some angles on some chassis
  • Fixed a bug where firefly projectile collision was way too small resulting in missing when you should have hit.
  • Fixed a bug where you could respawn and it would have 2 different torsos on your mech somtimes.
  • Fix for issues where animations would sometimes not play making it look like the mech is floating.
  • Fixed issues where the squad UI did not render correctly when using UI scale of 150%

Dark Horizons: Mechanized Corps 0.2.1.005 has been released!

This patch fixes some bugs, introduces some small holiday limited time changes, changes how homing lock works as well as how the LARB works. The full change log is listed below.

[h3]Change Log[/h3]
  • Fixed a bug where you delete a mech that has an internal index less than one of the mechs in your active squad and it would say a mech in your active squad is invalid and was replaced with a default.
  • Changed missile/rocket locking to auto lock on target and removed the rotating locking graphics and sounds. you still get a warning if they have you targeted and have homing weapons.
  • LARB now has a minimum range it can be fired at due to being a long range only weapon. Firing below the range will not fire the weapon and produce a warning on screen.
  • Added a confirmation on quitting mid match since it will forfeit any xp and credits.
  • Fixed an issue with splash damage not calculating correctly and at correct distances.
  • Fixed an issue where projectiles could not hit or even go through terrain.
  • Fixed issue with targeting where it was targeting the repair bay instead of mechs you were trying to target.
  • Fixed issue where it was letting you target cloaked mechs and didn't drop target when they cloaked.
  • Added some small holiday stuff that will go away in a few weeks. Includes Santa hats on mechs, presents and giant candy canes in hangar, and a normal sized candy cane laying in cockpit
  • Fixed issue where targeting laser doesn't go away when you are destroyed.

Dark Horizons: Mechanized Corps 0.2.1.004 released!

Dark Horizons: Mechanized Corps 0.2.1.004 released. This update contains new effects for the Arc weapons, mech storage values, and some bug fixes. We also did some maintenance on the back end if you noticed the game was unavailable earlier today. Full change log below:

[h3]Change Log[/h3]
  • Fixed the missing trees in Sector 7
  • Fixed mount points being in wrong place on Tsuru
  • Changed VFX for the ARC Cannons
  • Added how much storage you are using vs max storage to mech storage UI. i.e. 04/24 where you have 4 custom mechs and 24 total storage.
  • New mech button goes away correctly now if you have 24 custom mechs.
  • Fixed a bug where editing a mech could cause issues like it saying you are full and cant save it even though you edited it.
  • Fixed scroll bar on the mech storage to work properly and increased the size of the mech storage UI so you do not need to scroll unless you go above 100% UI scale.

Dark Horizons: Mechanized Corps 0.2.1.003 has been released!

Dark Horizons: Mechanized Corps 0.2.1.003 has been released. This contains some updates to pave the way for future work but also some bug fixes. Change log below.

[h2]Change Log[/h2]
  • Installed a new backend system so you may notice some rollbacks since last patch due to converting the database from the old to new backends but most everything should be there. This also fixes a few non obvious issues with stats and other backend issues.
  • Fixed the splash radius on the power plant explosion.
  • Added the daily credits bonus back in.
  • Fixed inventory not showing the internals display notes.
  • Increased font size of the mount item UI in hangar weapon/equipment/internals lists.
  • Fixed a bug where internals popup stays on screens after you pick an internal to equip.
  • Fixed a bug where clicking the green plus button on mount item UI would do nothing.