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Demo Update 0.1.7.5

The first significant update to the demo since the Next Fest. Thank you everyone for playing the demo and providing feedback!

Grenade distance fuze
Some weapon projectiles now have a "distance fuze", resulting in them exploding close to the point you are aiming. Allowing them to more reliably hit their their target and stack explosive AOE damage. This has been added to the following weapons:
- GL20
- GL40
- GL40 AB
- Cluster Launcher
- MRL10 (the MRL has been rebalanced in general, more on that later)
The proximity fuze of the GL40 AB is now a bit obsolete. So I might rework this weapon in the future, depending on player feedback.


MRL10 rebalance
The MRL10 has been updated to feel more like a proper piece of mobile light artillery.
- Rockets have distance fuze
- Damage: 30 -> 60
- Reload time: 4 -> 8
- Increased destruction radius: 1 -> 2.5
- Increased recoil


Collision damage Why does the bigger mech not simply eat the smaller mech? Well, now they can!
You can now deal collision damage to other vehicles by ramming into them. The total damage is calculated based on the mass difference and relative velocity. With it being impossible to deal damage to vehicles that are heavier/bigger than your own.

Long story short: the Wojtech can now damage quite a few opponents, simply by walking into them.


Destruction improvements
Similar to the collision damage system, it is now possible to damage walls and windows by colliding with them. With the destructive force being calculated based on your vehicle weight and speed.
Additionally, walls now have a "crumble" mechanic. Where voxels, that aren't connected to enough other voxels, will slowly crumble away.


Mech speed increase
All mechs got some much needed engine maintenance, making them a bit faster than before.

L1A1
Engine force: 20000 -> 30000

Badger
Engine force: 9500 -> 11000

HEV-E
Engine force: 18000 -> 23000

Wojtech
Engine force: 65000 -> 72500


Updated tech-tree layout
The departments of Combat and Demolition got some restructuring. This is to make room for some future planned unlockables. But also to improve the overall unlock progression, especially for the department of Demolition.


Enemy spawn system
The enemy spawning system got some tweaks.
-It's now a bit smarter, also keeping in mind where you have been, as to not spawn enemies directly behind you.
-Mission difficulty now has a bigger impact on the respawn rate.
-The demolition charge spider bot units should spawn a bit less.
-It should now generally rely more on sending reinforcements from other places on the map, instead of respawning units close to the player.


Other
-There is now an option to control mechs with tank controls. This way, you can control their lower body and torso separately. Definitely the more difficult way of playing, as the torso of most mechs have a fairly constricted turn radius. But I have been enjoying so far!
-There are now separate optional key-bindings for firing weapon 3 & 4
-General effect improvements
-The HMG & HMG-Twin can now do minor destruction