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Mech Havoc News

The Big Demo Update

[p]It’s been a while since update V0.1.7.5 (April). This update brings the demo closer to the upcoming Early Access build. Here are the highlights, plus important save info.[/p][p]Beta[/p][p]A beta of this update ran over the past week. Want in on future playtests? Join the Mech Havoc Discord: https://discord.gg/ZzZRa6Upqq[/p][p][/p][h2]TL;DR[/h2][p]⦁ Tech tree reshuffled.
⦁ New equipment added for Tier 1.
⦁ Some items moved to Tier 2, so no longer in the demo (should remain usable if you had them already unlocked).
⦁ New missions, existing missions swapped out or tweaked.
⦁ New component-based damage system.
⦁ Enemies rebuild under the new system.
⦁ Graphical changes. [/p][p][/p][h2]Demo scope & saves[/h2][p]⦁ Due to the tech tree reshuffling, some items that were previously reachable have moved out of the demo's scope.
⦁ Save compatibility: Existing demo saves should be automatically imported. If you had items unlocked before the move, they should remain available in that save. [/p][p][/p][h2]Tech Tree[/h2][p]The Tier 1 layout changed. Some previously accessible items are gone from the demo, but new Tier 1 options were added to compensate. [/p][h3]New stuff[/h3][p]⦁ Raider-LT - Light Tank: Lacking in health, compared to heavier tanks, but compensated by being one of the fastest vehicles in its category.
⦁ Uhlan - Light Rocket Skirmisher: The smaller sibling to the Wojtech. Quite a bit smaller and lighter, but still capable of carrying a fair amount of rockets.
⦁ QL-Launcher - Rocket Launcher: Not quite an MRL, not quite a Rocket Pod. The QuickLoad-Launcher is what you get when you slap an autoloader to a rocket launcher.
⦁ S-LAPS - Deployable Turret: The stationary laser anti-projectile system. A new deployable turret that doesn't engage enemy units, but targets incoming grenade projectiles. [/p][h3]Moved to Tier 2[/h3][p]⦁ Wojtech
⦁ L1A1
⦁ Hotwizer
⦁ Motivator[/p][p][/p][p][/p][h2]New Damage System (overview)[/h2][p]The old damage model has been replaced with a new component-based system. [/p][h3]Core concepts[/h3][p]⦁ Armor Points (AP): Protective layer that must be depleted before the hull can be harmed.
⦁ Hull Points (HP): Structural health of a component.
⦁ Internal Components: Subsystems inside a component (e.g. servos, sensors). Damaging these causes malfunctions instead of raw bonus damage. Enemy units are made of multiple components (e.g. Center, Arms, Rear, Side, Turret). Each component has its own AP and HP. You must break AP before HP can be damaged. When a component's HP reaches 0, that component is destroyed. Destroyed a key component (e.g. the center) will destroy the entire unit. [/p][h3]Internal hits[/h3][p]When HP takes damages, there's a chance to also hit an internal component, this causes a malfunction on that subsystem. Change formula Internal hit chance = (damage / remainingHP) * InternalHitModifier The InternalHitModifier depends on the damage type (see table below) [/p][h3]Internal components[/h3][p]These are the internal components that can currently be found:
⦁ Servo: Reduces rotation speed. Common on arms/turrets.
⦁ Sensors: Causes sensor drift leading to lower accuracy. Usually in the center.
⦁ Reactor: Lowers movement speed and deals extra damage on destruction. Often in the rear.
⦁ Leg Actuator: Reduces movement speed. Often on side components.
⦁ Autoloader: Increases weapon reload time. Found on weapon-bearing components.[/p][h3]Internal components[/h3]
[p][/p]
[p]HP Modifier[/p]
[p]AP Modifier[/p]
[p]InternalHitModifier[/p]
[p]Special[/p]
[p]Kinetic[/p]
[p]x1.0[/p]
[p]x1.0[/p]
[p]x1.0[/p]
[p][/p]
[p]Energy[/p]
[p]x1.0[/p]
[p]x0.75[/p]
[p]x1.4[/p]
[p][/p]
[p]Plasma[/p]
[p]x0.75[/p]
[p]x1.25[/p]
[p]x0.75[/p]
[p][/p]
[p]Explosive[/p]
[p]x1.0[/p]
[p]x0.75[/p]
[p]x0.75[/p]
[p]Can perform internal hit on armor damage[/p]
[p][/p][h2]Other[/h2][h3]Enemy units[/h3][p]Under the new system, enemy units were rebuilt. Familiar enemies should behave similarly, and the new setup will allow me to add more types faster. Enemy units now have actual names, shown in the fancy new "Combat Log" upon their inevitable destruction. [/p][h3]Graphical changes[/h3][p]A bunch of minor graphical tweaks: Ground textures have been replaced, Lighting changes, Explosion effects, etc. [/p][h3]Different missions[/h3][p]Some old missions have been swapped out, existing missions have been tweaked and 2 new missions were added.[/p][h3]Fixes[/h3][p]A multitute of crash & bug fixes have been implemented[/p]

Mech Havoc Launches in Early Access on October 27!

[h2]Mark the date: October 27[/h2][p]I’m excited to announce that Mech Havoc will enter Early Access on October 27! [/p][p]To celebrate, a brand new trailer premiered on IGN, revealing more of what awaits you in the chaos of Mech Havoc.[/p][p][/p][previewyoutube][/previewyoutube][p][/p][h2]Official Discord[/h2][p]Join the Mech Havoc Discord to be the first to catch sneak peeks, share your feedback, report bugs, or just hang out and chat about games, mechs, and everything in between.[/p][p]Click here: https://discord.gg/ZzZRa6Upqq[/p][p][/p][p]In the coming weeks, I’ll be sharing a roadmap and talking more about my plans for Early Access. Stay tuned, there’s a lot I can’t wait to tell you about![/p][p]

[dynamiclink][/dynamiclink][/p]

Dev Update & Official Discord Channel [DevInside 04]

>> Hello Operator
MidDev here to share with you what's currently going Here's what's currently, and what's next.
[p][/p][h2]- Official Discord [/h2][p]The official Mech Havoc Discord channel has been created![/p][p]I'll use it to share dev updates, sneak previews and the latest news. It'll also be a place for you to ask questions, provide feedback, report problems and discuss anything related to the game.[/p][p]Join here: https://discord.gg/ZzZRa6Upqq[/p][p][/p][h2]- Development Status[/h2][p]Over the past few months, I've been analyzing feedback from the demo, prioritizing features based on feasibility, how many times it was suggested, and whether it fit in the overall game design. [/p][p]I’ve also been working on both exciting new content and some important behind-the-scenes improvements. Most notably is a complete rework to how the damage system works for enemies. Enemies now consist of subcomponents, making combat more tactical. More details soon.[/p][p][/p][h2]- Commonly suggested features[/h2][p]To create extra insight in the current development, I'll list some of the most suggested features, and their status, here: [/p]
  • [p]Adjustable weapon groups: High priority, but after more content.[/p]
  • [p]Module system: Same as above.[/p]
  • [p]Allied units: Expect allied units in certain missions, and AI units that can be equipped as support abilities.[/p]
  • [p]Indirect fire weapons: Yes.[/p]
  • [p]Multi-legged mechs: Can confirm.[/p]
  • [p]More weapons/vehicles/explosions/havoc: Of course.[/p]
[p][/p][hr][/hr][h2]- Sneak Preview[/h2][p]Enough talk. Here are some nice GIFs of new toys (and explosions).[/p][carousel][/carousel][p] [/p]
>> Until next time!

New Publisher & One-on-One Chats!

[p]Hey everyone!

MidDev here, the solo developer behind Mech Havoc.
I’ve got some exciting news to share: Mech Havoc now has a publisher!

Thanks to you, Mech Havoc has become a much bigger thing than I had ever planned. I’m excited about delivering the best game possible to all of you. But for this, I’ll need help. So I have partnered up with Pretty Soon, an indie publisher that focuses on supporting solo devs and small teams. I’m still leading the charge, but now with some much-appreciated backup.[/p][h2]
Let’s Talk[/h2][p]And now, we’d love to hear from you.

Together with the folks at Pretty Soon, we’re setting up some one-on-one chats with players who’ve already tried the demo. Nothing fancy, just casual conversations to help us better understand:[/p]
  • [p]what you liked (or didn’t),[/p]
  • [p]what kind of stuff you usually enjoy in games,[/p]
  • [p]and how we can make Mech Havoc even more fun, clear, and satisfying.
    [/p]
[p]Sound like something you’d be into? Awesome!
You can sign up right here:
👉 Click here to register[/p][p]
Thanks so much for playing, sharing your feedback, and being here.
Let’s make something awesome, together.[/p][p]
– MidDev & the Pretty Soon team

P.S. Pretty Soon is working on a bunch of other cool games from solo devs and small teams. If that’s your thing, feel free to check them out and give them a follow:[/p][p]👉 Pretty Soon publisher page[/p][p]
[dynamiclink][/dynamiclink][/p]

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