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Mechajammer | V1.06 Patch Notes

The highly anticipated v1.06 patch is here!

This is our largest patch to date and it includes all the fixes and additions we worked on throughout the holidays. Some of you may notice a few of these changes from playing on the Quinton Playtesting branch, which we've been happy to see your reactions to over on Discord!

Without further ado, here's the v1.06 changelist:

UI
  • Overlapping items bugs fixed
  • Notifier in game feed for mutation damage
  • Tightened game feed text
  • Pelican does not get mini map icon at beginning of game
  • “Acquired item” text pops up correctly
  • Character sheet shows all advantages and disadvantages next to list of jobs
  • “Open Bag” key corrected in options menu
  • Fixed typo with one-handed and two-handed edge weapons in character sheet description
  • Fixed bug where the notepadopens on the player's HUD incorrectly when the user mashes the “I”
  • Fixed incorrect label of settings menu
  • Fixed typos with lightning rod text in item description
  • Fixed types with commas missing
  • Fixed health bar not dropping to zero in training tutorial
  • Fixed bug in tutorial where enemies display the unconscious meter incorrectly when the player respawns
  • Fixed typo in psionic detector description
  • Can read text in hover box over items in top row of inventory bag
  • Fixed bug with hovering over side-by-side items in bag not always showing description text
  • Can double-click to equip shields and armor in bag
  • Fixed equipping shield and two-handed weapons bug
  • Game log is smaller and can stay open during gameplay
  • Game log starts open
  • Game log names are colored for main player, companions and enemies
  • Fixed bug with damage roll game log text
  • Increased size of merchant bag
  • Updated socket sprites
  • Fixed bug where socket upgrades dragged onto items without sockets can disappear
  • Fixed formatting issues in character creation description text
  • Updated description for Action Turns in character screen for accuracy to ruleset


Gameplay
  • Pick up items with HUD menu instead of in world clicking
  • Fixed bug with items falling outside of walkable areas
  • Fixed bug with saving unconscious enemies
  • Fixed bug with dropped items having 1 durability
  • Fixed bug with bar keep merchant bag in Factus Core
  • Fixed bug with MFI scanners spawning in ground
  • Fixed bug with MFI scanners drifting too slowly
  • Fixed plasma guns not hitting crouched enemy
  • Rioters no longer start riots indoors
  • Rioters and police leave the area correctly after altercation instead of standing around
  • Fixed bug with cars driving through ground over ramped areas
  • Backup reinforcements from spotlights limited to 2 groups at once
  • Fixed error that occurred while using lightning rod on civilians
  • Fixed bug with walking through locker doors
  • Fixed bug with walking through lockers after opening
  • Fixed enemies that disappear in shadows incorrectly
  • Text shows on hover over locked doors that describes door health (fragile/sturdy/indestructible)
  • Loot drops further away from locker door to avoid colliding with locker itself
  • Fixed hover colors on body parts (bug introduced in 1.04)
  • Fixed bug with time passing incorrectly when talking to an evangelist
  • Fixed healing time passing incorrectly when healing with medic
  • Drones are created in bag inventory item panel instead of with item on ground (due to changes to item pickups)
  • Fixed pathfinding issues when clicking over water surface
  • Updated note at the Faith to accurately display puzzle colors
  • Fixed bug with healing from toxins through clinic dealer in Old Town
  • Fixed bug in beginning cinematic where thug runs across bridge after raised
  • Fixed debris appearing in wrong location when hitting object or wall
  • Increased volume of sound that plays when you hit objects to match other sounds
  • Fixed bug where player can bludgeon a box from a distance after switching from range action
  • Fixed bug with gang NPCs not turning hostile when you talk to boss


Art
  • Fixed shadows not showing correctly in tutorial and in some areas of game maps
  • Drone companion plays correct animation while driving and talking
  • Fixed bug where dead NPCs show up with incorrect sprite after returning to an area
  • Fixed items clipping through floor


Ruleset
  • Fixed incorrect pain threshold stats included in roll for knockout attacks
  • Fixed bug with rolls for chemistry not calculating learning dice correctly
  • Fixed bug with rolls for hacking not calculating learning dice correctly
  • Fixed bug with rolls for social not calculating occult dice correctly
  • Fixed bug with rolls for repair not calculating learning dice correctly


Dialogue
  • Medic plays correct sound effect during dialogue
  • Fixed dialogue text error with Bottler and R4T boss
  • Companions virtue skills are separated to keep from going off screen during dialogue
  • Fixed bug where companion bag opens while talking about skills
  • Can talk to Faith Preacher now after ignoring them the first time
  • Fixed mismatched warnings from gangs that spawn in street after you infiltrate their base


Due to the size of this patch, we're unable to offer a special thanks to specific community members for their bug reports and feedback that have led to these changes, but we do want to say a huge thank you to the folks that have continued to play on the Quinton branch and help us get Mechajammer to this point! We can't wait for you to see what's in store in v1.07 and beyond.

For bug-reporting and other Mechajammer-flavoured discussion, please head to the official Discord server.

Thank you all for your patience, until next time,

— Whalenought Studios & Modern Wolf

HNY and Welcome Back to Calitana!

Happy New Year!

We hope you were able to spend time with family, friends and your backlogs of video games :)

Over the holidays we kept a second 'Quinton Testing Branch' open for players who wanted to try out Mechajammer fixes and additions as we worked on them (the branch is still available now!) and we're now putting v1.06 of Mechajammer through our own QA testers before its release.

The 1.06 update will be hitting the main branch soon and you can expect 73 additions, fixes and improvements. Keep your eyes peeled for full details and patch notes very soon.

Until then, we wanted to share some content from the community. We've been excited to see what you've thought of the game so far, your stories and experiences from your time exploring Calitana.

Over on our Discord you've been sharing your character builds!

Kanonite's "child soldier" build



Naiba's very aptly named "bang bang bang bang" build



Friday_Living's "69 year old woman" build



Toupzy's "sneak-throw-stab" build



Share your own over on our Discord and we'll show them next time!

We've also been keeping our eyes out for your gameplay videos to gather feedback and see how you're experiencing the game! We particularly enjoyed watching these:

[previewyoutube][/previewyoutube]
That soundtrack really gives us away...

[previewyoutube][/previewyoutube]
We've been loving this ongoing series from KormarkTv!

[previewyoutube][/previewyoutube]
BringItDon has made 7 videos playing through Mechajammer so far, it's been great to watch later content being played

[previewyoutube][/previewyoutube]
WizardWorm has been helping folks new to the game survive with their series!

Thanks again for sticking by us, it's great to see your reactions to the updates and we can't wait for you to see v1.06 ahead of even bigger updates down the line.

— Whalenought Studios & Modern Wolf

Mechajammer | V1.05 Patch Notes

The Mechajammer v1.05 patch has now been rolled out, bringing with it a huge list of fixes and improvements to leave you with over the Christmas break. You can also opt into the "Quinton Testing Branch" game branch over on the Mechajammer Discord Server. More details here.

Right, big stuff at the top:

XP

You now have the choice of XP or collecting level-up chips in world during character creation. You'll need to start a new game to use XP. This was suggested by quite a few players at launch and we can't wait to see what you think of this new option!

(Quick note: re-spawning enemies, including refreshed patrols, rioters, and street enforcers do not offer XP, and factions only provide it after you've attacked or allied with them)

Armor Rolls

Armor operates by rolling a D6 pool, like aiming, but each dice acts as a boolean point of damage that can be absorbed. Each armor has two main properties besides auxiliary (durability, sell, buy, etc.), these are AC and success chance, visible in their description.

There are an additional 30 pieces of quality tiered inventory items to support this throughout the game. Future (and existing) slots for added AC modules still work, and they now add to the AC dice pool.

AC: xd
where the x is the potential damage can be absorbed by the armor, and also the number of dice being rolled to determine if it will work.
Success: >x
where x is the number the AC dice have to land over to successfully absorb a point of damage
Example: chest armor has: [AC: 5d] [success >3]. Armor rolls 5 six sided dice, and each one landing above 3 negates an incoming damage point:

Greater than 3:
Damage: -2

Balance

All enemy tiers have more varied health per encounter area, wider range of weapons and drops, as well as the new appropriate XP.

Companion mercenaries given more health and additional aptitude focuses:
  • Aldo
  • Raddo
  • Dex
  • Ivo
  • Darro
  • Gillis
  • Abram
  • Chaaris


Like last time, we've underlined highly-anticipated changes!

UI
  • Event Log: updated language for graze damage from failed aim rolls
  • Repair button only shows if item has wear and tear (durability below maximum)
  • Fixed repair level up not working
  • Fixed: Wolffz Bay map not showing in terminal after cinematic
  • Modifiers from body part targeting show in game feed


Gameplay
  • Dice in chemistry, organics and repair during character creation will start player with items in bag needed to use these skills
  • Fix for respawning enemies from duplicate saves bug (You'll need to start a new game, let us know if this crops up again!)
  • Fix for endlessly spawning rioters
  • Increased durability cap of weapons
  • Difficulty balance over NPCs, armor and item use
  • Fix for interacting with cars leading to transport to black screen


Added
  • Choice of XP or collecting level-up chips in world during character creation (requires new game to use XP, will otherwise default to collecting chips)
  • New armor sets at merchants
  • New items for every weapon type and study in lockers and from NPCs



Graphics / Maps
  • Fixed various walls around Factus Core not having the line of sight cut-through when appropriate
  • Fixed various collision issues
  • Fixed missing colliders on some of the bridges
  • Fixed low quality mode light texture glitch effect
  • Various map visual fixes for line-of-sight blocking geometry
  • 25 new NPC portraits throughout the game
  • Chain whip fidelity fixed


Balance
  • 30 new armor and helmet inventory items throughout the city, shops, and drops.
  • balance: ruleset update for armor roles
  • new health variety, aptitudes, drops, equipped items and challenge curves for enemies
  • social: rolls have Occult added correctly to charm

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Special thanks to the following players who left feedback and submitted bug reports that lead to fixes in v1.05. These issues were reported many times by many people, so sorry if we've missed you. Big shout out to the players who gave us files to help fix the dreaded respawning enemies issue!

Toupzy
Davinewrath
FIN
GODHARVEST
Vitamin B2
Jabberwok
Andre
Mr Mistersen
Tdsupreme
Aure
Fimbulherjan
D I N G
GamleKorp
Thewatersupply
N3tgh0st
JC


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For bug-reporting and other Mechajammer-flavoured discussion, please head to the official Discord server.

Thank you all and Happy Holidays!

— Whalenought Studios & Modern Wolf

Mechajammer | Post Launch Roadmap

We're rounding the corner on 2021 and we're going out with a bang!

We'll be taking some time away from socials during the holidays to recharge and gear up for 2022. You can expect us back and responding to players from the 5th of January.

Which leads us to the question: what's in store next for Mechajammer?

We've put together the Post Launch Roadmap below, which shows what's on the horizon for the game, and when you can expect updates.

Again, a her-uge thank you to the players who have stuck with us since the game's launching, helping surface issues, offering suggestions and generally helping shape our next steps. This Roadmap wouldn't be possible without your input.

So, here's how the next few month's are looking:



[h2]December[/h2]

Since launch, we've put out 4 patches to the game, with a v1.05 on it's way very soon. That's not all though! You can expect unofficial branch updates until the end of December if you opt in to an exclusive 'off the grid' branch, but more on that in a minute.

We'll be bringing you Event Log v2, new quest content, more NPC portraits & expanded dialogue.

You can expect to see a new XP system very soon, too, as well as a balance overhaul and more bug fixes.

[h2]January[/h2]

Key-rebinding is coming!

Improved onboarding and tutorial-flow (we hear you, the tutorial isn't your favourite).

You can also expect Steam Achievements, along with an official achievement guide for those interested, too.

[h2]1.1 Update[/h2]

Companion side-quests, gang quests, new vehicles, unique items for skill types and... skateboards!?

Yes you read all of that correctly. And on top of all that, we'll also be adding Razer Chroma integration and giving you an official guide video.

[h2]Hang on, what's this about opting in to an updated branch during December?[/h2]

Although we'll be off socials from December 20th, there will be balance passes, fixes and updates rolled out to the game in a slightly less official manner. We can't provide patch-notes during this time as we don't have the support during the holidays, and we can't promise the same level of stability, but for those interested in checking out the game with hot-off-the-press improvements and additions, this is the way to go.

If you want to find out the branch details, you can head over to the Mechajammer Discord Server.

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As always, a huge thank you for your support and feedback over the last two weeks - it doesn't go unnoticed.

Have a happy holidays,

— Whalenought Studios & Modern Wolf

Mechajammer | V1.04 Patch Notes

The v1.04 Mechajammer patch is now available and we're happy to tell you that there's a brand-spanking new Event Log.

The Event Log provides more clarity to your actions and the RNG behind the scenes, letting you know exactly what's on the dice, and the outcome of your roll. The Event Log in its current form is a version1, with version 2 planned to include additional output and colour-coding for clarity between player and companion rolls. Keep your eyes peeled for that soon!

In v1.04 you can expect to see a broad range of fixes and improvements! We've underlined a few that we know you've been waiting for. We know you're keen to see the respawning enemies issue fixed, and we're working on it; it's currently our top priority.

Gameplay


  • Vehicles saving correctly and not despawning from scene
  • Code wheel equipping bug fixed
  • Various save game issues fixed
  • Cars not starting after interacting with them fixed
  • NPC cars driving through ground bug fixed
  • Can click to pathfind outside line of sight
  • Gang boss dialogue after resolving infiltration fixed to clarify status
  • Feuding gangs bug fixed
  • Sprites and portraits corrected for several gangs
  • Gang vault door not opening bug fixed
  • Fixed incorrect soundtrack switch when spotted in gang base


UI


  • Notepad no longer selects all text on opening
  • Gang meter bugs fixed
  • Fixed flashing green to red box behind weapon
  • Fixed vault power box incorrectly saying unlocked with key while still locked
  • Fixed terminal visual for gangs
  • Fixed medic boss dialogue not working
  • Pins for note locations on terminal corrected
  • Fixed bug with items able to move from merchant bag to ground

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HUGE thanks to the all the following players who left feedback and submitted bug reports that lead to fixes in v1.04. These issues were reported many times by many people, so sorry if we've missed you. As always, we really appreciate your time and diligence here.

Munday
Naiba
MrMistersen
Andre
Kanonite
DonDon
D I N G
The_Arbitor
Jinn
QueenMemory
Mac
Toupzy
PatternBlue
Aure
Floppy_Glass
N3tgh0st
Rithrin
Portentosa
GODHARVEST
TheSHEEEP
Nameless
Spoonylegs
Polloajillo
Craftian


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For bug-reporting and other Mechajammer-flavoured discussion, please head to the official Discord server.

Thank you for your lovely comments on the last patch, we really appreciate your support!

— Whalenought Studios & Modern Wolf