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Mechabellum News

Update 1.0.0.2

Fixed multiple display issues.
Fixed an issue where data errors would appear in Communit Challenge.

Pre-Release Community Videos Spotlight

Hello everyone!

Mechabellum officially releases in 1.0, in less than 48 hours! As a reminder, our official launch is set for 3p.m. UTC, September 26th!



We know many of you are playing the current, pre-release patch now, and preparing to climb the ranks, but if you’re looking to kill some time, and get hyped for the future, a few Mechabellum content creators made videos analyzing the 1.0 patch, upcoming Season system and concept art of four upcoming Mechabellum units.



Mechabellum Community Videos:


[h2]In English:[/h2]

[h3]Stoney:[/h3]

1.0 Patch Notes Analysis
https://www.youtube.com/watch?v=WkAYfNQdU_A
Upcoming Units Speculations
https://www.youtube.com/watch?v=0nDVr8uta7c
Season System Analysis
https://www.youtube.com/watch?v=iMwbs47fYWo

[h3]CobraK:[/h3]

Analysis of Upcoming Units
https://www.youtube.com/watch?v=4vBy7zANepY
[h3]Surrey:[/h3]

1.0 Patch Notes Breakdown
https://www.youtube.com/watch?v=kwoaQ0Fe_JI
Upcoming Units Analysis
https://www.youtube.com/watch?v=EPgS6hcp38Y

[h2]In Other Languages[/h2]

[h3]HawkinSpace:[/h3]

1.0 Patch Notes & Seasonal System Analysis (in German)
https://www.youtube.com/watch?v=H4otWer5sWU

[h3]Till Geberth:[/h3]

1.0 and Seasonal System Preview (in German)
https://www.youtube.com/watch?v=gHj2JgG1oLw

[h3]Steelsane:[/h3]

Reaction to Mechabellum 1.0 Launch Plan (In Russian)
https://www.youtube.com/watch?v=Zrh6S601lNE

Wrapping up:

We're almost there now! As always, thanks for playing and all your words of support and constructive critique! Besides our community members, and their above videos, keep a close eye on YouTube this week! There will be lots to watch!

We'll check in before release with you all again! Until then!

Update 1.0.0.1

[h2]Improvments[/h2]
  • Now you don't need to exit the battle scene when clicking Re-challenge in Community Challenges.
  • Optimized some UI animations.

[h2]Bugfixes[/h2]
  • Fixed the issue where the game would freeze when trying to spectate a match that had already ended.
  • Fixed the issue where some players could not save replays because of special symbols in their names.
  • Fixed some other display issues.

Mechabellum 1.0 Update - Patchnotes

Hello everyone!

While the servers are down for scheduled maintenance, we wanted to share the full Mechabellum 1.0 patchnotes with you! As a reminder, most of the features will become available right after the maintenance, currently planned to end at 13:00 UTC, September 23rd.

At the time of the game's full release, on September 26th, 3p.m. UTC, we'll also enable the Competitive Seasons, Rank System and Early Access Rewards.

Do note, we want every player to have a refresh start at the beginning of every season. That's why we will reset Combat Power and Insight at the start of the season. But do not worry. At the start of a new season, the system will issue medals, credits, and season points based on the player's performance in the previous season, so your past achievements will not be forgotten. And there are career statics pages in the game now.

[h2]Mechabellum 1.0 patchnotes:[/h2]

[h3]Competitive Seasons[/h3]
  • A new season will start every 3 months.
  • Each season has its own reward tree.
  • Season 1 will start on September 26th at 15:00 UTC.
  • At the start of a new season, the player's Combat Power and Insight will be reset to 1, and the MMR will be reset to 90% of the original.
  • At the start of a new season, the system will issue medals, credits, and season points based on the player's performance in the previous season.

[h3]Rank System[/h3]
  • Starting from the first season, players can reach different Leagues by improving their Combat Power.

[h3]MMR[/h3]
  • Players can now choose to hide their MMR in settings.

[h3]Early Access Rewards[/h3]
  • Players who participated in Early Access will receive special skins, Avatar, Avatar frames, and chat emoticons at the start of Season 1.

[h3]Visual Optimization[/h3]
  • The visuals of the map [Training Base] have been improved.
  • Specialist avatars have been replaced with new, hand-drawn art.
  • New visuals for fortified core buildings have been added.

[h3]New Specialist[/h3]
  • Fire Badger Specialist: Get 1 Rank 1 Fire Badger for free on round 2.
  • Typhoon Specialist: Get 1 Rank 1 Typhoon for free on round 3.

[h3]Optional Inappropriate Content Filtering [/h3]
  • Players can choose different filtering levels: No Filtering, Loose Filtering, or Strict filtering.

[h3]Shortcuts[/h3]
  • Now players can press the shortcut U to promote the selected unit.
  • Now players can press the shortcut Ctrl + U to promote all units of the same type.

[h3]Round Countdown[/h3]
  • Now the music will stop playing at the last 10 seconds of the round.
  • The sound of a clock will now be played at the last 10 seconds of the round.

[h3]Friends List[/h3]
  • Increased the maximum number of friends in the friends list from 100 to 300.

[h3]Performance Optimization[/h3]
  • Reduced the game's memory usage.

[h3]Balance Adjustments[/h3]

Damage to the player's HP
  • War Factory's damage to the player's HP adjusted from 600 to 500.
  • Fortress, Vulcan, Melting Point, Overlord, and Sandworm's damage to the player's HP adjusted from 400 to 350.
Vulcan
  • HP decreased from 38723 to 37561 (3% decrease).
  • The EXP required to rank up increased by 10%.
Steel Ball
  • The EXP required to rank up increased by 15%.
Stormcaller
  • ATK decreased from 860 to 834 (3% decrease).
  • [Incendiary Bomb] now decreases Stormcaller's range by 20.
  • The cost of [High-Explosive Ammo] decreased from 200 to 150.
War Factory
  • HP decreased from 166798 to 146782 (12% decrease).
  • The cost of [Efficient Maintenance] increased from 50 to 200.
Fire Badger
  • HP decreased from 5635 to 5184 (8% decrease).
  • [Napalm]'s effective time decreased from 20s to 15s, and it now decreases Fire Badger's HP by 40%.
  • New Tech [Scorching Fire]: Increases ATK by 100%.
Tarantula
  • HP decreased from 15950 to 15631 (2% decrease).
  • The cost of [High-Explosive Ammo] decreased from 200 to 150.
Variant
  • [Fortified Overlord] adjusted from level 2 to level 1.
  • [Assault Stormcaller]'s range reduction decreased from 40 to 30, but HP bonus decreased from 350% to 300%.
  • [Mass-Produced Phoenix]'s HP and ATK reduction decreased from 40% to 30%.
  • [Extended Range War Factory] will no longer appear when a player already has War Factory.
  • [Improved Scorpion]'s range bonus increased from 5 to 10.

[h2]Clarification on Early Access Rewards: [/h2]
We noticed we could have been more clear with what's included in Early Access rewards, in the last post. To reiterate what's written in the patchnotes, besides the unique unit skin, all Early Access players will also receive a unique emoticon, avatar and avatar frame.

Early Access Unit Skins

From left to right: Early Access Avatar, Avatar Frame and Emoticon

See you after maintenance everyone!

Upcoming 1.0 release - Useful Information



Hello everyone! We’re now just a few days away from Mechabellum’s 1.0 release! Today we want to share more information with you, about the upcoming launch, so you can better prepare for it and know what to expect!

[h2]Mechabellum 1.0 content:[/h2]
Mechabellum’s 1.0 is aimed at introducing a long-anticipated competitive season layer to the game, as well as some overall improvements to the game’s visuals, performance and gameplay experience.

Please note that our developers are hard at work with the 1.0 patch, and some small tweaks might still occur. We'll try to share full patchnotes for the release early next week!

The features will be made available in two waves. After initial server maintenance on September 23rd, and then at the game’s official launch on September 26th.

[h3]September 23rd:[/h3]
Visual Optimization The visuals of the map [Training Base] have been improved.
All specialists now have new avatars

New Specialists Fire Badger specialist
Typhoon specialist

Inappropriate Content Filtering Players can choose different filtering levels: no filtering, filtering, strict filtering

Shortcuts Players can press the shortcut U to promote the selected unit.
Players can press the shortcut Ctrl + U to promote all units of the same type.

Round Countdown Now the music will stop playing at the last 10 seconds of the round.
The sound of a clock will now be played at the last 10 seconds of the round.
Performance Optimization Reduced the game's memory usage.

[h3]September 26th:[/h3]
Competitive Seasons A new season will start every 3 months.
Each season will have its own reward tree.

Rank System Starting from the first season, players can reach different leagues by improving their combat power.

Early Access Rewards Some Rewards including a unique Tarantula unit skin will be unlocked for Early Access players.
The EA rewards will become available very shortly after the official 1.0 launch.

Early Access Reward: Unique Tarantula skin

[h2]Mechabellum 1.0 release schedule:[/h2]
Launching Mechabellum in 1.0 will require a longer than usual server maintenance. We’ll take the servers offline on September 23rd, for a period of 8 hours, at 5a.m. UTC.



After the maintenance, Mechabellum will be back online with most of the 1.0 features already active, with the exception of Season 1, rank system and Early Access reward. Those will become available at the time of official 1.0 launch, on September 26th, at 3p.m. UTC.



[h2]Early Access so far:[/h2]
Since we released Mechabellum in Early Access in May 2023, we’ve come a long way. We’d like to take a moment to summarize how Mechabellum has changed since then.

[h3]In the past 16 months, we’ve added the following to Mechabellum:[/h3]
9 more units
20+ reinforcement cards
10+ new unit Techs
100+ cosmetics
Several new maps
A new game mode: 4 Player Brawl
Overhauled UI visuals
New music
New art and specialist avatars
Seasonal competitive ladder
Seasonal reward trees
And more features as well as seasonal content

All this was of course made possible by you - our players. Your support, regular feedback and participation in our community. Thank you for being with us!

[h2]What’s after 1.0?[/h2]
We want you all to enjoy Mechabellum for a long time. Season 1 of course implies our ambition to do more, and while we’re not ready to discuss our plans in full yet, we want to share a small teaser of a few units already planned for the game after 1.0.


Silhouettes for now, but keep an eye out on YouTube and Twitch next week, as some Mechabellum content creators got their hands on full concept art and will pick it apart on their channels right before 1.0.

[h2]Mechabellum release tournament - The Launch Clash:[/h2]
A reminder that - with the support of our community members - we’re running a special release tournament for Mechabellum! The Launch Clash qualifiers will take place on September 29th and the Tournament Finals on October 6th!



You can read more about the tournament here: Launch Clash Tournament

You can sign up for the qualifiers now, until September 25th, under this link: Launch Clash Qualifiers Signup Form

To receive regular updates about the tournament, join the Mechabellum Discord by clicking the banner below:


The Launch Clash tournament will be streamed on Mechabellum’s Steam Page and other channels. We’ll communicate details as to where to watch it, in the coming days!

[h2]Last Early Access Vanguard Tournament:[/h2]
This Saturday, all Early Access players can participate in the Vanguard Tournament. Last one in Mechabellum’s Early Access. The tournament will take place at the usual weekend tournament time, and players can win unique tournament medals:

Vanguard Tournament Medals

[h2]New chat filter for 1.0:[/h2]
With Mechabellum's 1.0, we're introducing a new automated chat filter to the game. Every player will be able to set the filter's strictness on their own. Currently, we intend to have the filter set to "strict" by default, so keep that in mind when playing.

The filter is AI-powered, and a new feature and as such might make some mistakes initially, as it learns and improves. Our team will constantly monitor it and make tweaks where necessary, so if you run into any issues, report them and we'll fix any problems that might occur!

[h2]Wrapping up:[/h2]
We already dropped enough on you today! We’ll talk again as we get close to the game’s full release on September 26th!