1. Mechajammer
  2. News

Mechajammer News

Mechajammer | V1.03 Patch Notes

We're back again with a quick Mechajammer patch. V1.03 brings with it the highly anticipated fix to the in-game notepad. Pressing ESC will no longer cause your valuable notes to disappear upon re-load, meaning you can take all the notes you like with renewed confidence.

You can also expect to see fixes for issues relating to:

Bugs Fixed
  • Spotlights call enemies with corrected sprites
  • Fixed bridge with missing floor texture that you can drive off into the water and explode near the Faith Temple
  • Fixed end credits hard-lock
  • Gate above lab functionality fixed
  • Fixed music volume force set to zero
  • Fixed Medic not joining dinner conversation
  • Copper Face has correct mega-sized sprite


Map
  • Fixed blocked path on Old Town apartments stairwell
  • Fixed visual anomalies in Agro Dome
  • Fixed Mara's note not showing near Agro Dome
  • Fixed missing texture in vault in Medic's room
  • Fixed missing texture at Collector's Estate pathway
  • Fixed doorway that was unwalkable near smugglers


UI
  • Fixed notepad not saving when closing with ESC (Triumphant cheers! Hooray!)
  • Fixed typing "enter" into computer terminal
  • Fixed companion menu squad types button not clickable after opening once


Dialogue
  • Fixed soft-lock occurring when the player talks to the Lichin enemy underneath the Black-Market area and other suspicious characters
  • Fixed missing dialogue node for final encounter conversation


AI
  • Genetically modified bugs attack Agro-Fax security
  • Copper Face fleeing bug fixed


--

Special thanks to the following players who left feedback and submitted bug reports that lead to fixes in v1.03. These issues were reported many times by many people, so sorry if we've missed you. As always, we hugely appreciate your time and diligence here.

JesseRaen
Syke_low
D I N G
GODHARVEST
Rithrin
Troupzy
Jabberwok


--

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

Thank you for your patience and lovely comments on yesterdays patch.

— Whalenought Studios & Modern Wolf

Mechajammer | V1.02 Patch Notes

The Mechajammer v1.02 patch has now been rolled out, bringing with it a nice chunky list of fixes and improvements.

In v1.02 you can expect to see fixes for issues relating to:

Graphics


  • Fix for screen resolution not matching aspect-ratio issue
  • Fixed various character sprite and portrait anomalies
  • Fix for various walls blocking line of sight
  • Faith temple jar material corrected


Bugs Fixed:


  • Gun doesn't reload/shows fully loaded while empty
  • Animals sniffing
  • Companions multiplying on load
  • Renaming companion groups
  • Companions not coming with you on ferry or elevators
  • Vault doors unlocking with keys dropped by gang bosses
  • Incorrect NPC-typing spawning when player hits spotlights
  • Train ticket code works at Quinton Train station
  • Printouts from Wolffz Bay terminals show up in terminal
  • Quinton estate door pathfinding issue
  • Items that are dropped from bag saving in world
  • Ferry driver joins your party
  • Missing dialogue options with civilians under black market
  • Floating dogs (!) under black market
  • Inconsistent civilians visibility


Map


  • Un-walkable areas over wood bridges fixed in black market area
  • Faith temple puzzle fixed
  • R4T vault locked correctly


UI
  • Trap size in bag
  • Aldo dialogue options
  • Sprites flicker in UI when hover box is over them
  • Pin label field disappearing
  • Dialogue items given to full bag now drop to ground instead of disappearing


Dialogue
  • Various typos
  • Agro-Fax agent dialogue fixed
  • South street dialogue interaction cutting early


--

Two quick but important additions to the above:

1. We're aware of issues with Notepad text not saving properly. This is half-fixed, and will only occur if you exit the Notepad with the Escape key. Avoid this, and you should prevent the issue from occurring.

2. We're also looking into an issue where the game is not booting properly for some people. If you think you're being affected by this problem, please send your Player Logs (file-paths below) to us on Discord.

Mac: ~/Library/Logs/Whalenought/Mechajammer/Player.log
Windows: %USERPROFILE%\AppData\LocalLow\Whalenought\Mechajammer\Player.log

--

Special thanks to the following players who left feedback and submitted bug reports that lead to fixes in v1.02. These issues were reported many times by many people, so sorry if we've missed you. As always, we hugely appreciate your time and diligence here.

EnthalpyFlow
Munday
Nordicmonkey
MrMistersen
Craftian


--

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

As always, huge thanks. And until next time.

— Whalenought Studios & Modern Wolf

Mechajammer | OST Available on Steam Now

Two music-related updates for the Mechajammer community today:

Mechajammer OST Available Now!


A huge part of Mechajammer's identity is formed through music. The world of Calitana is brought to life through its grimy 80s score, and today we're excited to bring the Mechajammer Original Soundtrack to Steam, bringing with it over two hours of filthy synthwave beats.



“For me, music isn't just interchangeable background noise - it needs to be tied to the game, to give it more depth and carry its meaning." composer Kevin Balke said about his work.

"It delivers what the game can't show visually and fills out the gaps to make everything feel alive and meaningful.

I'm glad that I had the chance to add my take to the extensive world that Whalenought Studios created with Mechajammer. I'm excited to hear what players will think about our take on humanity's grim future on Calitana."


Here's the full tracklist:

1. Mechajammer Theme (02:56)
2. Dim (03:15)
3. Mayflower Initiative (02:55)
4. The Crash (05:20)
5. Quiescence (05:09)
6. Scavengers Theme (02:20)
7. Tanked (04:12)
8. Beneath The Surface (03:31)
9. Luminescence (02:56)
10. Scrap Tech (04:41)
11. The Black Market (04:13) 
12. Rat Maze (03:56)
13. The Faith (02:34)
14. Cyberfreaks (02:46)
15. At Peace (03:44)
16. Dinner With Friends (04:12)
17. Smoke (02:32)
18. Heavy Machinery (02:58) 
19. A Fishmonger's Life (05:22)
20. Calitana's Pulse (02:27)
21. Bottlers (02:37)
22. Stitch Up Your Limbs (03:17)
23. Dangerzone (02:31)
24. Fuelled (02:07) 
25. Beware of Trespassing (04:01)
26. Inside The Hive (05:50)
27. Over The Fence (03:46)
28. Digital Trippin' (03:07)
29. Wetlands (04:35)
30. Industrial Feast (02:56)
31. Humanity's Future (05:18)
32. Electrosmog (03:32)
33. Horrors Nearby (02:30)
34. Temporary Under Control (01:49)
35. Takeoff (03:49)

Total Playtime - 02 : 03 : 58

Until Thursday 9th Dec the soundtrack is available for €7.37 as part of our launch week discount of 10% off. Get it while it's hot!

Calitana's Handshake


In bringing the Mechajammer Launch Trailer to life, we partnered with British Electronic artist Ital Tek, who composed a dark, brutal new track for the trailer, and wholly on point with Mechajammer's dank cyberpunk world.



As a special treat for anybody that owns Mechajammer, we have included the exclusive full length version of "Calitana's Handshake" with your game files. To find the track, head to: C:\Program Files (x86)\Steam\steamapps\common\Mechajammer

Do us a favour and turn it up loud. It's just better that way.

Play Mechajammer today
https://store.steampowered.com/app/485400/Mechajammer/

Mechajammer | V1.01 Patch Notes

Hot on the heels of Friday’s hotfix (and a look at the Road Ahead in terms of upcoming updates), today we’re rolling out V1.01 of Mechajammer, bringing with it a big ol’ list of fixes and improvements to the game.

Many of these issues have been surfaced (and subsequently fixed!) off the back of your reports and suggestions, so a hefty thank you to those of you taking the time share feedback. Below the patch notes, you’ll see names from key members of the community who have helped us with this endeavour. We hope you enjoy basking in the limelight of the Patch Notes as a reward.

Ok! Here’s what you can expect from 1.01:

Design fix:
  • Give every background the option of having no flaws (flawless options does not include studies bonuses)
  • Remove being injured from failing rolls that had zero dice (for example when opening/breaking boxes)
Graphics fix:
  • Scale-up ground items and outline added, so that they can be interacted with more easily
Bug fixes:
  • Hard-lock bug when using quick save feature fix
  • Constant flee with PTSD disadvantage
  • Music track switching fix (usually appeared during save)
  • Prevented instances of player falling through floors in cars
  • Police called even when not seen by MFI scanners
  • Bag doesn't open immediately when talking to companions
  • Issues with selling items merchants
  • You can move items around in merchant bags to make more space
  • Merchants refresh their stock every time you talk to them
  • Labels should now show on map
  • Player starts with a chained weapon if it's their highest dice pool
  • Merchants stand in the light
  • PTSD proc-ing after every action instead of after failed roll and also adjusted disadvantage outcome - player doesn't flee, just freezes in place for 10 turns
UI fix:
  • Menus updated with option to return to main menu
Balance Fix:
  • Improved balancing of Disadvantages
  • Made Head Injury penalty is now 2 turns instead of 3
  • Decreased roll odds for Exhaustion and Two Left Feet (rolls every hour)
  • Adjusted damage for range weapons to balance non-melee builds
  • Tweaked balancing of early enemies with respect to difficulty
Map fix:
  • Instances of missing textures fixed
Feature:
  • Merchants now have new items


Skill:
  • Added more chemical pools in order to make Chemistry a more useful Skill
Other:
  • The Mechajammer OST is now live on Steam!

--

Special thanks to the following players who left feedback and bug reports for these issues on Steam forums and Discord. These issues were reported many times by many people, so sorry if we've missed you. We really appreciate how active you've all been!

Munday
Ocean Drive
Jesse Raen
Pull That Up
Mr Mistersen
Vaughn Whiskey
Custer701
Xhazahh
Kolohe
Craftian
Siegdarth
Nameless
Kay
Watchersix
Wizardovoz


--

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

Once again, huge thanks to everybody who has picked up the game and shared feedback. We're very grateful to the Mechajammer community, and will have more in the way of updates for you very soon...

— Whalenought Studios & Modern Wolf

Mechajammer | Fixes Incoming!

First things first: a huge thanks to those of you that have picked up Mechajammer so far, rolled your first character, and begun your journey through the jungle colony of Calitana. After years of development, it’s been amazing to read your comments, watch your streams and generally see you interacting with the world that we’ve created.

As always when games from small teams are put out to the masses, certain problems come to light that hadn’t been surfaced previously. We’re seeing some issues raised around the general onboarding process and starting area, some game freezes tied to quick-saves, and inexplicable respawning enemies, amongst other things.

And yes: we definitely hear you on the controller support and re-bindable keys front.

We are diligently collecting all of this feedback and building this into the ongoing development schedule. Many of the issues we’re seeing will not be issues for very much longer at all, and feature requests are being prioritised based on how commonly you folk are asking for them.

Look out for a more detailed roadmap of what’s to come very soon.

Until then, we have an interim update going out next week which will:

General:
Remove flaws for all backgrounds
Remove being injured by failed actions
Rebalance of advantages/disadvantages
Make loot easier to see and pick up
Auto reload guns.

Balance:
Make PTSD less impactful
Make Exhausted less impactful
More ammo for ranged weapons
Make Hacking more effective
Make non-melee builds more useful
Combat balancing

Bugs. Fixes for:
Hard lock if quicksaving during combat
PTSD causing endless running away
Autosave can stop music playing
Unconscious enemies regain consciousness if a save is loaded
Players cant get to front end when player dies.
Notepad saves incorrectly if you hit Esc to exit the feature
Sometimes vehicles can fall through world in some places, causing player death.


We’re sorry launch hasn’t been quite as smooth as we would have liked. There’s plenty to look forward to in the weeks and months ahead, however, and we will be continuing to keep our ear to the ground for your thoughts and feedback.

Thanks again for your support and patience. More from us very soon…

— Whalenought Studios & Modern Wolf