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Update 1.8.2 is now available on the Public Test Server

[p]Greetings, Commanders! It's finally time for the Fire Badger to join the Starter Packs! This will have a significant impact on the overall balance of the game, so we need to test it on the Public Test Server first. With the help of your feedback and data from the Public Test Server, we will soon be able to decide the release time of Update 1.8.2 for the Live Server.[/p][p][/p]
Starter Packs
  • [p]Fire Badger has been added to the Starter Packs.[/p]
[p][/p]
New Unit Variants
  • [p]\[Mass-Produced Farseer] Decreases the recruitment cost of Farseer by 100, but decreases Farseer's ATK by 40% and range by 20.[/p]
  • [p]\[Fortified Farseer] Increases Farseer's HP by 80% but decreases ATK by 30%.[/p]
  • [p]\[Improved Void Eye] Increase Void Eye's ATK by 40%, HP by 40%, and range by 5 but increases recruitment cost by 50.[/p]
[p][/p]
Balance Adjustment
[h3]Fire Badger[/h3]
  • [p]ATK: 26 → 24 (-8%)[/p]
  • [p]HP: 4589 → 4405 (-4%)[/p]
  • [p]\[Scorching Charge] Adjusted to: Increases the Fire Badger's base HP by 90%. When its HP drops below 50%, it charges an enemy and detonates, dealing damage equal to its remaining HP to enemies in a 40m radius, igniting the surrounding ground.[/p]
  • [p]\[Counter-Fire] Adjusted to: Increases HP by 50%. Taking damage increases the Fire Badger's Range by 70 for 20s.[/p]
  • [p]\[Scorching Fire] ATK modifier +100% → ATK modifier +85%[/p]
Developer's Note: Although still underused, the Fire Badger has been really strong in the high MMR range lately. Therefore, we have decided to slightly nerf it while adding it to the Starter Packs. Over the next few weeks, we will continue to adjust the Fire Badger based on statistics and your feedback.
[p][/p][h3]Raiden[/h3]
  • [p]ATK 5291 → 5027 (-5%)[/p]
Developer's Note: With more chaff-clearing methods added to the game, Raiden has become increasingly powerful. Many players have stated that it's difficult to find effective counters to Raiden. The goal of reducing Raiden's ATK in this update is to lower its efficiency in killing giant units while maintaining its suppression effect on medium units.
[p][/p]
Prediction Tickets
  • [p]The regeneration rate of Prediction Tickets has been increased from 1 per 6 hours to 1 per minute.[/p]
  • [p]Prediction Tickets can no longer be purchased with Credits.[/p]
  • [p]The storage limit for Prediction Tickets has been raised to 400.[/p]
  • [p]Previously obtained Prediction Tickets exceeding the storage limit will be converted to Credits at a ratio of 1:15.[/p]
Developer's Note: The updated prediction system will no longer require Credits, allowing players to use their Credits to purchase skins and other cosmetic items.
[p][/p]
Viewing Reinforcement History Records
[p]Now players can view the reinforcement choices (cards and drops) offered in the current and previous rounds.[/p][p][/p][p][/p]
Matchmaking
  • [p]Reduced the likelihood of players with a large difference in MMR getting matched together.[/p]
  • [p]When defeating a powerful opponent (whose MMR is 200+ points higher than one's own), additional Combat Power will be awarded.[/p]
[p][/p]
Bugfixes
  • [p]Fixed the issue where Combat Power was not displayed in the player profile.[/p]
  • [p]Fixed the multilingual error in medal sharing within the chat box.[/p]
[p][/p]
Testing of 1.9 is around the corner
[p]After the official release of Update 1.8.2, we will start preparing for the testing of Update 1.9 for Season 6. In Update 1.9, we will attempt to use some relatively novel methods to address many issues that everyone has long been concerned about. We welcome everyone to come to the test server at that time and give us feedback.[/p][p][/p]
How to access the Public Test Server
[p]1. Locate Mechabellum in your Steam library, right-click on it, and select Properties...[/p][p][/p][p]2. In the pop-up Properties window, select the Betas tab, and then choose public_test from the drop-down menu of Beta Participation.[/p][p][/p][p][/p][p]3. Wait for the update to complete. Please note that the version should display as public_test. Now click Play, and you can get access to the Public Test Server.[/p][p][/p][p]4. In order to switch back to the live server, please repeat these steps and select "none" from the drop-down menu.[/p][p][/p]
Feedback & Bug Reports
[p]That's all for this update. Feel free to submit feedback, suggestions, or report bugs for this patch via the following channels.[/p][p][/p][p]Mechabellum Discord:[/p][p]https://discord.gg/mechabellum[/p][p]Mechabellum Reddit:[/p][p]https://www.reddit.com/r/Mechabellum/[/p][p]Mechabellum Steam Discussions:[/p][p]https://steamcommunity.com/app/669330/discussions/[/p][p][/p][p]
[/p]

Update 1.8.1.1

[p]The theme of Season 5 is rebalance and refinement, and Update 1.8.1.1 is another step towards better unit balance in order to prepare the game for big updates in the next season.[/p][p]Update 1.8.1.1 will take place at 3:00 AM (UTC) on Wednesday, November 12th. During which the server will undergo approximately 30 minutes of maintenance. The following are the contents:[/p][p][/p]
Balance Adjustments
[h2]Vulcan[/h2]
  • [p]ATK: 84 → 80 (-5%)[/p]
Developer's Note: Increasing the projectile (flame) movement speed significantly improved Vulcan's efficiency against light units, which also caused it to be slightly overpowered. This patch's change will bring Vulcan's power back to a level similar to that of other giants.
[p][/p][h2]War Factory[/h2]
  • [p]\[Photon Coating] Price: 400 → 300[/p]
  • [p]\[Launcher Overload] Price: 400 → 350[/p]
  • [p]\[Missile Interceptor] Price: 400 → 350[/p]
  • [p]\[Steel Ball Production] Production interval: 7.8s → 8.8s[/p]
  • [p]\[Sledgehammer Production] Production interval: 5.5s → 6s[/p]
Developer's Note: Thanks to players' dedicated tactical development, we are pleased to see that the usage rate of the previously seldom-used unit, War Factory, has increased. However, right now, the production-focused War Factory is slightly too strong. This patch's change aims to ensure that both the combat-focused and production-focused War Factories have their own roles to play.
[p][/p][h2]Fire Badger[/h2]
  • [p]\[Field Maintenance] Price: 200 → 150[/p]
  • [p]\[Scorching Fire] Price: 250 → 300[/p]
  • [p]\[Scorching Charge] Adjusted to: Increases the Fire Badger's base HP by 70%. When its HP drops below 50%, it charges an enemy and detonates, dealing damage equal to its remaining HP to enemies in a 40m radius, igniting the surrounding ground.[/p]
  • [p]\[Counter-Fire] Adjusted to: Increases HP by 40%. Taking damage increases the Fire Badger's Range by 70 for 20s.[/p]
Developer's Note: Fire Badger will be in the Starter Packs in version 1.8.2, and before that, we would like to make a few more adjustments to it.
[p][/p][h2]Void Eye[/h2]
  • [p]ATK: 968 → 997 (+3%)[/p]
  • [p]\[Energy Absorption] Adjusted: Increases HP by 60% and converts damage dealt to HP[/p]
Developer's Note: After the price increase, Void Eye's \[Energy Absorption] has become very unpopular. This change aims to slightly increase Void Eye's ability to absorb damage.
[p][/p][h2]Scorpion[/h2]
  • [p]\[Field Maintenance] Price: 200 → 150[/p]
  • [p]\[Armor Enhancement] Price: 150 → 100[/p]
Developer's Note: Scorpion has been strong in the lower MMR range but weak in the high MMR range for a while. This time, we try to buff Scorpion's niche technologies in order to give it more opportunities to appear in high MMR matches while not making it too strong in low MMR matches.
[p][/p][h2]Tarantula[/h2]
  • [p]HP: 13273 → 13937 (+5%)[/p]
Developer's Note: After Void Eye's nerf, its partner in crime, Tarantula, also became a bit weaker. Therefore, we have slightly buffed Tarantula.
[p][/p][h2]Starter Packs[/h2]
  • [p]\[Tarantula & Fang] Player HP modifier: 0 → +100[/p]
[p][/p][h2]Specialist[/h2]
  • [p]\[Giant Specialist] Player HP modifier: +200 → +100[/p]
[p][/p][p][/p]
2v2
  • [p]Now, solo queue players can also engage in 2v2 battles in the casual mode.[/p]
  • [p]Significantly reduced the MMR lost by solo queue players in 2v2 battles if their teammates surrender prematurely.[/p]
[p][/p][p][/p]
Discord
  • [p]Now there is a Discord tab in the Friend list.[/p]
  • [p]You can now invite your Discord friends to join your lobby.[/p]
  • [p]You can now request to join your Discord friends' lobby.[/p]
[p][/p][p][/p]
Feedback & Bug Reports.
[p]That's all for this update. Feel free to submit feedback, suggestions, or report bugs for this patch via the following channels.[/p][p][/p][p]Mechabellum Discord:[/p][p]https://discord.gg/mechabellum[/p][p]Mechabellum Reddit:[/p][p]https://www.reddit.com/r/Mechabellum/[/p][p]Mechabellum Steam Discussions:[/p][p]https://steamcommunity.com/app/669330/discussions/[/p][p][/p]

Hotfixes

[p]In the previous patch, we optimized the performance and stability of combat calculations. These optimizations also introduced some minor issues. This patch will fix these issues:[/p]
  • [p]Fixed the issue where \[Smart Marksman] and \[Smart Arclight] were leveling up too fast.[/p]
  • [p]Fixed the issue where units controlled by hackers would cause incorrect damage to players' HP.[/p]
  • [p]Fixed the issue where Crawler with \[Subterranean Blitz] would always emerge from the ground 10 seconds after the start of battle.[/p]

Update 1.8.1

[p]Update 1.8.1 will take place at 4:00 AM (UTC) on Thursday, October 30, and the server will then undergo approximately 2 hours of maintenance. The following are the contents of Update 1.8.1:[/p][p][/p][h2]New Additions[/h2]
  • [p]New Unit Variant \[Assault Raiden]: Increases Raiden's HP by 200% and movement speed by 3, but decreases range by 50[/p]
  • [p]New Unit Variant \[Strike Hound]: Increases Hound's ATK 270%, but increases ATK interval by 2.6s[/p]
[p][/p][p][/p][h2]Balance Adjustments[/h2][h3]Unit Variants[/h3]
  • [p]\[Subsidized Steel Ball] Card Level 2 → Level 3[/p]
[p][/p][h3]Vulcan[/h3]
  • [p]Projectile (Flame) Movement Speed: 250/s → 450/s[/p]
  • [p]ATK: 88 → 84 (-5%)[/p]
[p]Developer's Note: Thanks to Mathismight for bringing this to our attention in a Reddit post. We have inspected the projectile movement speed of all units in the game. After extensive testing, we found that the movement speed of the flames emitted by Vulcan significantly affects its effectiveness against light units. Tests have shown that the adjusted Vulcan has improved efficiency against various types of units. Therefore, we have slightly decreased Vulcan's ATK to balance it. In our tests, the new Vulcan with reduced ATK is still stronger than before in most cases.[/p][p][/p][h3]Tarantula[/h3]
  • [p]Projectile (Bullets) Movement Speed: 300/s → 420/s[/p]
[p]Developer's Note: The Tarantula with \[Mechanical Rage] will no longer waste bullets due to the slow bullet travel speed.[/p][p][/p][h3]Fire Badger[/h3]
  • [p]Projectile (Flame) Movement Speed: 200/s → 400/s (Special effects optimized)[/p]
  • [p]Range: 70 → 75[/p]
  • [p]ATK: 28 → 26 (-7%)[/p]
  • [p]\[Counter-Fire] Adjustment: HP increased by 30%. Taking damage increases its Range by 60 for 20s.[/p]
[p]Developer's Note: In the previous patch, Fire Badger had relatively conservative stats. After this adjustment, Fire Badger should see a higher usage rate.[/p][p][/p][h3]Hound[/h3]
  • [p]\[Incendiary Bomb] Cost 250 → 200[/p]
[p]Developer's Note: After the ground fire nerf, the cost-effectiveness of the Hound's incendiary bomb became too low, so we decided to reduce its price slightly.[/p][p][/p][h3]Marksman[/h3]
  • [p]\[Aerial Specialization] Anti-Air Damage Modifier +75% → +90%[/p]
[p][/p][h3]Wraith[/h3]
  • [p]ATK: 392 → 381 (-3%)[/p]
  • [p]HP: 14,551 → 14,115 (-3%)[/p]
[p]Developer's Note: Wraith was too strong in the high MMR range, so we decided to slightly nerf it.[/p][p][/p][h3]Raiden[/h3]
  • [p]ATK: 5,570 → 5,291 (-5%)[/p]
  • [p]HP: 17432 → 16735(-4%)[/p]
  • [p]Turning Speed: 20 degrees per second → 60 degrees per second[/p]
  • [p]\[Fork] Cost 200 → 250[/p]
  • [p]\[Chain] Cost 250 → 200[/p]
[p]Developer's Note: Raiden has been a bit too strong in MMR matches, so we've decided to slightly nerf it. Meanwhile, we want to take this opportunity to slightly improve its turning speed, which is the slowest in the entire game.[/p][p][/p][h3]Void Eye[/h3]
  • [p]\[Suppressing Shot] Self range modifier +15 → +10[/p]
[p][/p][h3]Sandworm[/h3]
  • [p]\[Mechanical Division] Cost 100 → 150[/p]
[p][/p][h3]Buildings[/h3]
  • [p]Rapid-Fire Cannon: Range: 125 → 115, HP: 3146 → 3650 (+16%)[/p]
  • [p]Anti-Armor Cannon: Range: 135 → 125, HP: 4334 → 5028 (+16%)[/p]
[p]Developer's Note: These adjustments will reduce the area covered by a single Cannon while making them more durable, which will make the three-lane (the left, middle, and right) structure of the map clearer.[/p]
  • [p]Added 2 new layouts.[/p]
[p][/p]
  • [p]Adjusted the positions of turrets and walls in multiple layouts, and now the turrets and walls located in the center are less likely to attract enemy fire.[/p]
  • [p]In 2v2 mode, if a player's units are all eliminated, their remaining buildings will also be destroyed.[/p]
[p][/p][h3]Starter Packs[/h3]
  • [p]\[Arclight & Sabertooth Pack] Player’s Initial HP -100 → -300[/p]
  • [p]\[Arclight & Sledgehammer Pack] Player’s Initial HP 0 → -200[/p]
[p][/p][p][/p][h2]Combat Power[/h2][p]Combat Power can now be earned from the following sources:[/p]
  • [p]Custom lobby matches[/p]
  • [p]Practice against AI[/p]
  • [p]Community Challenges[/p]
  • [p]Survival Mode[/p]
  • [p]Successfully predicting match outcomes[/p]
  • [p]Losing a match[/p]
[p][/p][p][/p][h2]Quality of Life improvement[/h2]
  • [p]Added a function to view the damage statistics of Rapid-Fire Cannons and Anti-Armor Cannons.[/p]
  • [p]Added a button to immediately retry the last round after the battle ends[/p]
  • [p]Added a button to refresh the replay list.[/p]
[p][/p][p][/p][h2]Bug Fixes[/h2]
  • [p]Fixed the issue where Fire Badger's Scorching Charge sometimes charges into energy shields.[/p]
  • [p]Fixed the issue where the visual effect of Fire Badger's Scorching Charge was not displayed correctly.[/p]
  • [p]Fixed the issue where the attack visual effect of Void Eye was not displayed correctly.[/p]
  • [p]Fixed the issue where War Factory sometimes got stuck on Defensive Walls.[/p]
  • [p]Fixed the issue where some avatar frames were not displayed correctly.[/p]
  • [p]Fixed the issue where battle records of 2v2 Tournament matches were not displayed correctly.[/p]
  • [p]Fixed the issue where Tournament replays could not be deleted.[/p]
  • [p]Fixed the issue where the language on the Tournament UI was displayed incorrectly.[/p]
  • [p]Fixed the issue where the ground flame visual effect was displayed incorrectly.[/p]
  • [p]Fixed the issue where the building color in 2v2 was displayed incorrectly.[/p]
  • [p]Fixed the issue where tech loadouts created in the Unit Modification could disappear under certain conditions.[/p][p][/p]
[p][/p][h2]Additional changes to buildings[/h2][p]We are currently testing new building types and new building layouts internally. In the coming months, we will continue to analyze and learn from your feedback and make gradual adjustments to improve buildings and building layouts.[/p][p][/p][p][/p][h2]We welcome you to provide feedback and report bugs[/h2][p]This is all the content for this update. For feedback, suggestions, and bug reports regarding the current patch, please submit them through the following channels:[/p][p][/p][p]Mechabellum Discord: https://discord.gg/mechabellum[/p][p]Mechabellum Reddit: https://www.reddit.com/r/Mechabellum/[/p][p]Mechabellum Steam Discussions: https://steamcommunity.com/app/669330/discussions/[/p][p][/p]

Update 1.8.1 Iteration 1 is now available on the Public Test Server

[p][/p][p]Hello, Commanders! The long-awaited Public Test Server has finally arrived! Update 1.8.1 has been released on the Public Test Server. We welcome everyone to participate in the test and provide feedback to us![/p][p][/p][p][/p]
How to access the Public Test Server
  1. [p]Locate Mechabellum in your Steam library, right-click on it, and select Properties...[/p][p][/p]
  2. [p]In the pop-up Properties window, select the Betas tab, and then choose public_test from the drop-down menu of Beta Participation.[/p][p][/p]
  3. [p]Wait for the update to complete. Please note that the version should display as public_test. Now click Play, and you can get access to the Public Test Server.[/p][p][/p]
  4. [p]In order to switch back to the live server, please repeat these steps and select "none" from the drop-down menu.[/p]
[p][/p][p][/p][p]The following is the content of Update 1.8.1 iteration 1:[/p][p][/p]
New Additions
  • [p]New Unit Variant \[Assault Raiden]: Increases Raiden's HP by 200% and movement speed by 3, but decreases range by 50[/p]
  • [p]New Unit Variant \[Strike Hound]: Increases Hound's ATK 270%, but increases ATK interval by 2.6s[/p]
[p][/p][p][/p]
Balance Adjustments
[p][/p][h2]Unit Variants[/h2]
  • [p]\[Subsidized Steel Ball] Card Level 2 → Level 3[/p]
[p][/p][h2]Vulcan[/h2]
  • [p]Projectile (Flame) Movement Speed: 250/s → 450/s[/p]
  • [p]ATK: 88 → 84 (-5%)[/p]
[p]Developer's Note: Thanks to Mathismight for bringing this to our attention in a Reddit post. We have inspected the projectile movement speed of all units in the game. After extensive testing, we found that the movement speed of the flames emitted by Vulcan significantly affects its effectiveness against light units. Tests have shown that the adjusted Vulcan has improved efficiency against various types of units. Therefore, we have slightly decreased Vulcan's ATK to balance it. In our tests, the new Vulcan with reduced ATK is still stronger than before in most cases.[/p][p][/p][h2]Tarantula[/h2]
  • [p]Projectile (Bullets) Movement Speed: 300/s → 420/s[/p]
[p]Developer's Note: The Tarantula with \[Mechanical Rage] will no longer waste bullets due to the slow bullet travel speed.[/p][p][/p][h2]Fire Badger[/h2]
  • [p]Projectile (Flame) Movement Speed: 200/s → 400/s (Special effects optimized)[/p]
  • [p]Range: 70 → 75[/p]
  • [p]ATK: 28 → 26 (-7%)[/p]
  • [p]\[Counter-Fire] Adjustment: HP increased by 30%. Taking damage increases its Range by 60 for 20s.[/p]
[p]Developer's Note: In the previous patch, Fire Badger had relatively conservative stats. After this adjustment, Fire Badger should see a higher usage rate.[/p][p][/p][h2]Hound[/h2]
  • [p]\[Incendiary Bomb] Cost 250 → 200[/p]
[p]Developer's Note: After the ground fire nerf, the cost-effectiveness of the Hound's incendiary bomb became too low, so we decided to reduce its price slightly.[/p][p][/p][h2]Marksman[/h2]
  • [p]\[Aerial Specialization] Anti-Air Damage Modifier +75% → +90%[/p]
[p][/p][h2]Wraith[/h2]
  • [p]ATK: 392 → 381 (-3%)[/p]
  • [p]HP: 14,551 → 14,115 (-3%)[/p]
[p]Developer's Note: Wraith was too strong in the high MMR range, so we decided to slightly nerf it.[/p][p][/p][h2]Raiden[/h2]
  • [p]ATK: 5,570 → 5,291 (-5%)[/p]
  • [p]\[Fork] Cost 200 → 250[/p]
  • [p]\[Chain] Cost 250 → 200[/p]
[p]Developer's Note: After multiple buffs, Raiden's \[Fork] has become too strong, so we have decided to swap the price of \[Fork] with that of the relatively weaker \[Chain].[/p][p][/p][h2]Rapid-Fire Cannon[/h2]
  • [p]Fine-tuned the position of Gatling Guns in some layouts; now, Rapid-Fire Cannon and Defensive Walls will be destroyed together by a single defensive missile.[/p]
[p][/p][h2]Starter Packs[/h2]
  • [p]\[Arclight & Sabertooth Pack] Player’s Initial HP -100 → -300[/p]
  • [p]\[Arclight & Sledgehammer Pack] Player’s Initial HP 0 → -200[/p]
[p][/p][p][/p]
Feature Optimizations
  • [p]Added a function to view the damage statistics of Rapid-Fire Cannons and Anti-Armor Cannons.[/p]
  • [p]Added a button to instantly retry the last round immediately after the battle ends.[/p]
  • [p]Added a button to refresh the replay list.[/p]
[p][/p][p][/p]
Bug Fixes
  • [p]Fixed the issue where Fire Badger's Scorching Charge sometimes charges into energy shields.[/p]
  • [p]Fixed the issue where the visual effect of Fire Badger's Scorching Charge was not displayed correctly.[/p]
  • [p]Fixed the issue where the attack visual effect of Void Eye was not displayed correctly.[/p]
  • [p]Fixed the issue where War Factory sometimes got stuck on Defensive Walls.[/p]
  • [p]Fixed the issue where some avatar frames were not displayed correctly.[/p]
  • [p]Fixed the issue where battle records of 2v2 Tournament matches were not displayed correctly.[/p]
  • [p]Fixed the issue where Tournament replays could not be deleted.[/p]
  • [p]Fixed the issue where the language on the Tournament UI was displayed incorrectly.[/p]
  • [p]Fixed the issue where the ground flame visual effect was displayed incorrectly.[/p]
  • [p]Fixed the issue where the building color in 2v2 was displayed incorrectly.[/p]
[p][/p][p][/p]
Other content of the 1.8.1 update that will be released on the public test server at a later time:
  • [p]Gain Combat Power in PvE and custom rooms.[/p]
  • [p]Still gain Combat Power after losing a battle.[/p]
[p][/p][p][/p]
We also haven't forgotten the building layout.
[p]We are currently testing new building types and new building layouts internally. In the coming months, we will continue to analyze and learn from your feedback and make gradual adjustments to improve buildings and building layouts.[/p][p][/p][p][/p]
We welcome you to provide feedback and report bugs
[p]This is all the content for this update. For feedback, suggestions, and bug reports regarding the current public test patch, please submit them through the following channel:[/p][p][/p][p]Mechabellum Discord:[/p][p]https://discord.gg/mechabellum[/p][p]Mechabellum Reddit: [/p][p]https://www.reddit.com/r/Mechabellum/[/p][p]Mechabellum Steam Discussions: [/p][p]https://steamcommunity.com/app/669330/discussions/[/p][p][/p]