1. Mechabellum
  2. News

Mechabellum News

Upcoming new game mode and a bunch of news!

Greetings Commanders!

As the Mechabellum Early Access continues, we have some exciting times ahead of us! Today we wanted to show you a few things that we hope you’ll find interesting!

[h3]New Keyart:[/h3]
We have a new keyart! Mechabellum was always a game about epic battles between varied armies of war machines, and we wanted our art to better reflect that. If you take a closer look, you might find something cool that will make its way to our game a little later!

[h3]New Trailer:[/h3]
With new keyart, comes a new game trailer! Check it out!
[previewyoutube][/previewyoutube]
[h3]4 Player Free for All Mode:[/h3]
Next Thursday, May 16th, Mechabellum will receive a major update with a brand new game mode. The 4 player free for all will allow you to participate in battles against multiple opponents, be it humans, AI, or a mix of those. Our developers are working hard on balance and testing the mode as we speak, and we look forward to hearing your impressions and feedback once you try it yourselves! For now, have a look at a work-in-progress shot of the new mode:
Credit to Pastor Druski for the screenshot from the curator program!

[h3]The next Curator Program videos:[/h3]
As some of you might recall, we have a few YouTube and Twitch creators playing pre-release builds of Mechabellum to give you some interesting videos and streams to watch, as we release new game updates. You can look forward to watching some exciting 4 Player Free for All videos from your favorite creators around May 16th!

[h3]We’re going to Dreamhack Dallas![/h3]
Between May 31st to June 2nd, Mechabellum will be at Dreamhack Dallas! We have a few fun activities ready for the event, but most importantly we hope to see you at our LAN area, where our community manager and our community volunteers will welcome you and play the game together! Make sure to say hi, if you’re at the event!

[h3]How we work with feedback:[/h3]
Finally, we want to share a few words about how we work with your feedback about the game, and whether we read all your comments and reviews. It’s a question a few of you have raised.

Your comments and suggestions are an important part of our Early Access. Without them, we wouldn’t be able to release as many balance altering updates as we do. At the same time, we understand that opinions can vary and sometimes it might feel like some of your suggestions are not being heard. Especially when we change something you didn’t expect, or prioritize adjusting one unit’s balance over another.

Because of that, we want to clarify what we base our decisions on. The data we work with, comes from a few different sources:
  • Your comments and reviews. That includes Steam, Discord, YouTube comments etc. Especially your feedback on patchnotes.
  • General sentiment analysis conducted by our Community Managers. It can factor in your comments, creator’s videos and streams, discussions across multiple official and fan community channels, reviews etc.
  • Through our analysis of win rate and pick rate of all MMR ranges.
  • Feedback from our Quality Assurance. A team of professionals that test the game for technical and user experience issues.

It’s with all this information put together that we can make informed decisions. Sometimes a larger picture points us towards making a gameplay change that might go against the impression of a more focused, smaller group of players. That is not to say that the bigger crowd is always right however. In the end that’s why we have a studio of experts in game design and it’s them who interpret your feedback and apply it to their work.

What we want to get across here the most is that we want you to keep giving us feedback. While we can’t always respond to your comments, rest assured we read them and account for your suggestions when working on more updates for our game!

[h3]Wrapping up[/h3]
Thanks for reading! We hope you like what we had to share today and are excited for the next week's update and Mechabellum's future! There is definitely more coming after 4 Player Free for All!

Update 0.8.0.4

[h2]UI Adjustments[/h2]
The UI has been adjusted based on the latest player feedback, improving consistency between different UI elements, reducing the brightness of some interface elements, and optimizing the fonts of most interfaces.

[h2]Balance Adjustments[/h2]
Based on the latest statistics and player feedback, we've made balance adjustments to a number of units and reinforcements. At the same time, we added a new technology to Sabertooth in order to adjust its role in battle.
[h3]Fortress[/h3]
· [Fang Production] is adjusted to: Produces 12 Fangs to join the battle every 30s
· [Elite Marksman] is adjusted to: Effect increases with unit level, increasing range by 5 and ATK by 25% per level increased
[h3]Marksman[/h3]
· The cost of [Electromagnetic Shot] is decreased from 300 to 250
· The cost of [Doubleshot] is decreased from 300 to 250
· [Elite Marksman] is adjusted to: Effect increases with unit level, increasing range by 5 and ATK by 25% per level increased
[h3]Vulcan[/h3]
· ATK is increased from 87 to 90 (3% increase)
· The cost of [Scorching Flame] is decreased from 250 to 200
[h3]Melting Point[/h3]
· Rotate speed increased from 50 degrees/second to 60 degrees/second.
· [Crawler Production] is adjusted to: Produces 8 Crawlers to join the battle every 30s
[h3]Mustang[/h3]
· [Missile Interceptor]'s interception efficiency increased by 20%
[h3]Wasp[/h3]
· [Elite Marksman] is adjusted to: Effect increases with unit level, increasing range by 5 and ATK by 25% per level increased
[h3]Arclight[/h3]
· [Elite Marksman] is adjusted to: Effect increases with unit level, increasing range by 5 and ATK by 25% per level increased
[h3]Phoenix[/h3]
· ATK is decreased from 3073 to 2981 (3% decrease)
· [Elite Marksman] is adjusted to: Effect increases with unit level, increasing range by 5 and ATK by 25% per level increased
[h3]Wraith[/h3]
· [High·Explosive Ammo]’s splash range bonus increased from 5m to 7m
[h3]Scorpion[/h3]
· [Field Maintenance] is adjusted to: Automatically restores 4.5% of Max HP per second upon taking damage
· The experience required for upgrade increased by 25%
[h3]Fire Badger[/h3]
· ATK is increased from 23 to 26 (13% increase)
[h3]Sabertooth[/h3]
· Splash range is increased from 5m to 6m
· [Doubleshot] has been removed
· New Tech [Photon Emission]: After starting the battle, project a photon coating to ground allies [excluding yourself] within 50 meters around, reducing the damage they receive by 30% within 20 seconds, and immune to electromagnetic, igniting, acid and degenerate beam effects
[h3]Typhoon[/h3]
· The launch interval of the Tech [Homing Missile] is adjusted from 8 seconds to 9 seconds
· [Barrier]’s shield HP is adjusted from 12000 to 11000 per level.
[h3]Tech Specialist [/h3]
· Has been adjusted from level 2 to level 3
[h3]Supply Specialist [/h3]
· Has been adjusted from level 2 to level 3
[h3]Deployment Specialist [/h3]
· Has been adjusted from level 2 to level 3
[h3]Giant Hunter[/h3]
· Has been temporarily removed
[h3]Senior Defense Specialist[/h3]
· The cost of [Senior Defense Specialist] is increased from 250 to 350
[h3]Senior Attack Specialist[/h3]
· The cost of [Senior Attack Specialist] is increased from 250 to 350
[h3]Ranged Specialist[/h3]
· Ranged Specialist’s effect is adjusted to: Increases the range of all ranged units by 10
· The cost of [Ranged Specialist] is increased from 300 to 400
[h3]Junior Manufacturing Specialist[/h3]
· The cost of [Junior Manufacturing Specialist] is increased from 200 to 300
[h3]Top Supply Specialist[/h3]
· The cost of [Top Supply Specialist] is increased from 200 to 250
[h3]Laser Sights [/h3]
· Has been adjusted from level 2 to level 3
[h3]Portable Shield[/h3]
· Has been adjusted from level 2 to level 3
[h3]Amplifying core[/h3]
· The effect has been adjusted to: The ATK of units equipped with this item is increased by 60% while HP is increased by 60%
[h3]Enhancement Module[/h3]
· The effect has been adjusted to: ATK increases by 20%, HP increases by 20% and promotion no longer consumes supplies.
· The level has been adjusted from level 3 to level 4
[h3]Sticky Oil Bomb[/h3]
· Has been adjusted from level 2 to level 3
[h3]Smoke Bomb[/h3]
· The effect has been adjusted to: Releases smoke in a straight line, decreasing the range of units within it by 35%. The smoke lasts for 2 rounds
[h3]Variant[/h3]
· [Subsidized Stormcaller] is adjusted from level 1 to level 2
· [Subsidized Crawler] is adjusted from level 2 to level 3
· [Subsidized Arclight] is adjusted from level 1 to level 2
· [Assault Scorpion] is adjusted from level 1 to level 2
· [Elite Marksman] is adjusted from level 2 to level 1
· [Elite Phoenix] is adjusted from level 2 to level 1
· [Elite Hacker] is adjusted from level 2 to level 1
· [Elite Stormcaller] is adjusted from level 2 to level 1
· [Elite Fang] is adjusted from level 2 to level 1
· [Elite Rhino] is adjusted from level 2 to level 1
· [Elite Steel Ball] is adjusted from level 2 to level 1
· [Elite Arclight] is adjusted from level 2 to level 1
· [Improved Melting Point] is adjusted from level 2 to level 1
· [Assault Melting Point] is adjusted from level 2 to level 1
· [Extended Range Marksman] now appears at the latest in Round 4
· [Extended Arclight] now appears at the latest in Round 4
· [Improved Sledgehammer] is adjusted to: Increases Sledgehammer’s ATK by 60% and movement speed by 3, but increases recruitment cost by 50
· [Improved Wraith] is adjusted to: Increases Wraith’s ATK by 10%, HP by 10% and range by 5, but increases recruitment cost by 50
· [Improved Stormcaller] is adjusted to: Increases Stormcaller’s HP by 400% and movement speed by 5, but decreases range by 20 and increases recruitment cost by 50
· [Mass Produced Wraith] is adjusted to: Decreases the recruitment cost of Wraith by 100, but decreases Wraith’s ATK by 20%, HP by 20%
· [Mass Produced Rhino] is adjusted to: Decreases the recruitment cost of Rhino by 100, but decreases Rhino’s ATK by 20%, HP by 20%
[h3]Unit Drop[/h3]
· If a player already has [Mass Produced] variant for a unit, this unit will no longer appear as unit drop cards

Update 0.8.0.3

This update will be carried out at 8:00 am on April 18, 2024, UTC time. At that time, the server will undergo update maintenance for about 120 minutes.

[h2]Balance Adjustments[/h2]
[h3]Vulcan[/h3]
· ATK is increased from 84 to 87 (3% increase)
[h3]Crawler[/h3]
· The ATK increase of [Impact Drill] is adjusted from 200% to 125%
[h3]Overlord[/h3]
· ATK is increased from 3355 to 3514 (5% increase)
· Attack interval is increased from 4.2s to 4.4s
[h3]Scorpion[/h3]
· The duration of acid created by [Acid Attack] is decreased from 40 seconds to 15 seconds
[h3]Sabertooth[/h3]
· Attack interval is decreased from 3.5s to 3.0s

[h2]Bugfixes[/h2]
Fixed many UI related issues.
Fixed an issue where Sabretooth's pathfinding priority was incorrect. Sabertooth can now push other smaller units away as it should.
Fixed an issue where the maximum number of Typhoons in unit drops was wrong.

Update 0.8.0.2

This update will be carried out at 8:00 am on April 11, 2024, UTC time. At that time, the server will undergo update maintenance for about 120 minutes.

[h2]Balance Adjustments[/h2]
[h3]Battlefield Powers[/h3]
· Now Mobile Beacon and Sticky Oil Bomb will appear in reinforcement selections of each round
[h3]Mustang[/h3]
· ATK is increased from 34 to 35 (3% increase)
· The price of [High·Explosive Ammo] is decreased from 200 to 150
[h3]Fang[/h3]
· ATK is increased from 56 to 57 (2% increase)
[h3]Crawler[/h3]
· HP is decreased from 313 to 307 (2% decrease)
· The price of [Replicate] is increased from 200 to 250
[h3]Overlord[/h3]
· ATK is increased from 3195 to 3355 (5% increase)
· Splash range is decreased from 7.5m to 7m
· Attack interval is increased from 4s to 4.2s
[h3]Sledgehammer[/h3]
· HP is decreased from 3700 to 3478 (6% decrease)
[h3]Arclight[/h3]
· HP is increased from 3903 to 4414 (13% increase)
· ATK is increased from 346 to 391 (13% increase)
· Attack interval is increased from 1s to 1.1s
[h3]Fire Badger[/h3]
· ATK is increased from 19 to 23 (21% increase)
· The price of [Liquid Fire] increased from 200 to 250
[h3]Sabertooth[/h3]
· HP is increased from 14814 to 15258 (3% increase)
· ATK is increased from 4959 to 5455 (10% increase)
[h3]Cost Control Specialist[/h3]
· Cost Control Specialist's Player HP bonus is increased from +200 to +400
[h3]Unit drops[/h3]
· Lowered the maximum number of squads of Wasp, Mustang, Steel Ball, Stormcaller, Sledgehammer, Hacker, Phoenix, Wraith, Scorpion, Fire Badger, Sabertooth, and Typhoon from 4 to 3
· Lowered the maximum level of Vulcan, Melting Point, Wasp, Mustang, Steel Ball, Sledgehammer, Fang, Crawler, Overlord, Stormcaller, Scorpion, and Fire Badger
· Nerfed large·quantity Rhino cards
· Buffed War Factory cards

[h2]Bugfixes[/h2]
· Fixed lots of display errors
· Fixed an issue where players would sometimes fail to load into battle
· Fixed an issue with incorrect MMR calculation for new players. All players will see a small increase in MMR in the coming weeks

Update 0.8.0.1, your feedback & server maintenance

Hello everyone!

Now that we got the Mechabellum update 0.8.0 in your hands, and had the time to read your feedback, we wanted to share a few quick updates.

[h3]Unscheduled server maintenance:[/h3]
Yesterday we encountered a bug that caused server stability issues, and affected the matchmaking experience of some of our players. We’ve introduced a temporary measure to allow you all to play together, but to resolve it permanently, we’ll need to do a short server maintenance today, at about 1p.m. GMT. During that time the servers will be down for about 30 minutes.

[h3]New Specialist portrait art:[/h3]
As some of you pointed out, AI art was used to generate new Specialist portraits in the 0.8.0 update. That was an error on our part, and we wanted to offer our apologies. We will revert the Specialist portraits to their previous state, during the server maintenance later today. Since we also updated our UI, the previous Specialist art will likely not work with it perfectly, and might look a bit odd at times. It’s an issue we’re aware of and will address in a future update, when we also add a new set of hand-drawn Specialist portraits.

[h3]UI changes:[/h3]
The 0.8.0 update is the first step of a general UI overhaul for Mechabellum. After reading your comments, we see there are a few issues with this UI iteration, mainly concerning readability. Just like with other parts of Early Access, we will use your feedback to improve the UI as well. You should expect to see more improvements in the coming weeks.

We also want to quickly mention that we're paying close attention to your comments about gameplay and balance changes in the 0.8.0 update. During today's server maintenance, we'll release update no. 0.8.0.1 with a number of a balance changes:

[h2]Mechabellum Patch 0.8.0.1 patchnotes:[/h2]

[h3]Balance Adjustments[/h3]

Overlord
  • ATK is decreased from 3435 to 3195 (7% decrease)
Scorpion
  • ATK is decreased from 10388 to 9661 (7% decrease)
Sabertooth
  • The price of [Missile Interception] is decreased from 250 to 200
  • The price of [Double Shot] is decreased from 250 to 200
  • [Launcher Overload] has been removed
  • New Tech [Field Maintenance]: Increases HP by 30% and automatically restores 4.5% of Max HP per second upon taking damage
Typhoon
  • ATK is increased from 78 to 84 (7% increase)
  • [Homing Missile] damage is adjusted from 450 to 675 per level. Missiles now travel faster.
  • [Armor Enhancement] has been removed
  • New Tech [Mechanical Rage]: Increases the movement speed of units by 4 and increases ATK by 50%
Unit Drop
  • Increased the chance of rare units appearing in the early game

[h3]Bugfixes[/h3]
  • Fixed an issue that would cause the game to freeze.


Thank you again for your feedback! We hope what we shared here addresses your immediate concerns!