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][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]
⦁ 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]