1. Mechabellum
  2. News

Mechabellum News

Update 0.8.1.2

The main focus of this update is the 4-Player Brawl Mode, the future 0.8.2 update will provide more game content suitable for all modes. This update will be carried out at 9:00 am on May 24, 2024, UTC time. At that time, the server will undergo update maintenance for about 120 minutes.
[h2]4-Player Brawl Changes[/h2]
  • Player colors will now be clearly marked on the map.

  • The size of the four corners of the map has been reduced.
    Note: This change aims to slightly nerf the Mobile Beacon and Overlord combo in high MMR range.

  • All experimental units will begin to self-destruct 40 seconds after the start of combat: losing 2% of health per second.
    Note: This change aims to reduce the situation where neutral units win the round.

  • The round in which unit reinforcements appear in a 4-Player Brawl is adjusted from rounds 2, 5, and 8 to rounds 2, 5, 7, and 9.
    Note: This change aims to provide 4-Player Brawl players with more opportunities to adjust their strategies.

  • In 4-Player Brwal, the [Sticky Oil Bomb] in the R&D Center is replaced by [Redeployment].
    Note: This change aims to provide 4-Player Brawl players with more opportunities to adjust their strategies.

  • The color and look of the HP bars of units and core buildings have been slightly adjusted.

  • A new experimental unit, Experimental Wraith, has been added.

[h2]Bugfixes[/h2]
  • Fixed an issue causing the game to freeze.
  • Fixed an issue where AI takeover in a 4-Player Brawl would sometimes cause data error.
  • Fixed an issue that would cause an error in score calculation if 3 players surrendered in a 4-Player Brawl.
  • Fixed some other display bugs.

Update 0.8.1.1 and short maintenance!

[h3]Hello Commanders![/h3]

We hope you're having a good first impression of the 4 Player Brawl mode we released today! We noticed a few bugs we wanted to address immediately, and so we'll release hotfix update for Mechabellum. We're currently aiming to do it within about 1 hour, though we're still running a few tests, and the timeline might change slightly.

To roll out the hotfix, we'll need to take the servers offline for a short maintenance of about 10 minutes. Should be just enough time to rehydrate between games! Thanks for your understanding!

[h3]Update 0.8.1.1 changelog[/h3]

Bug fixes
  • Fixed an issue where the final round score in a 4-Player Braw was not being calculated correctly.
  • Fixed an issue that caused the game to freeze when the AI took over for a player during the combat phase in a 4-Player Brawl.
  • Fixed an issue where the Combat Power of some players in the lobby was displayed incorrectly.
  • Fixed a few other display-related bugs.

Update 0.8.1 and a new game mode: 4-Player Brawl!

Hello Commanders! Tomorrow, May 16th, at 12:00 UTC, we'll release the 0.8.1 update, focusing on the new 4-Player Brawl game mode, but also introducing a number of balance changes and improvements. Let's dive into some details!

[h3]4-Player Brawl[/h3]



4-Player Brawl offers a new way to play, that stands as a compliment to already established Mechabellum meta. The mode is a combination of a Free For All battle with PvE elements. You'll face off against three other players, while also contending with an NPC faction located in the middle of the map. The players' objective is to accumulate points for eliminating your opponents, while also destroying Supply Ships in the middle of the map to afford more units and upgrades in each round. The player that gets the specified amount of points first, wins the whole match.

But be careful! Being in the lead all the time isn't always beneficial. The neutral AI will pay extra attention to the best performing player each round and will set up its defenses specifically to counter their army.

The 4-Player Brawl isn't as hardcore or demanding on micromanagement as the 1v1 or 2v2 modes, and requires a different type of strategy than the usual Mechabellum match. Think in more macro terms, know when to give ground and surrender your lead, and set yourself up for the final victory!



[h3]A few words about ongoing performance improvements[/h3]
The 4 Player Brawl is demanding on player hardware, due to a much larger number of units compared to classic game modes. Currently, the performance in this iteration of the mode isn't where we want it to be by the time of the full release. Players playing on high-end hardware should already have a satisfactory experience, but we want to be upfront here and it's likely that those of you playing on more mid- or low-range PCs will experience a varying degree of lag, especially in the later rounds of the 4 Player Brawl.

Improving the performance will be one of our priorities for the coming updates, so expect your performance and experience to only improve going forward. In the meantime, we want to thank you for your patience!

[h3]Balance Adjustments[/h3]
Over the years of development we've had many questions regarding how we approach balancing units, production, and tech. From this update onward we'll try to address balance changes with additional notes on why a change was made in hopes to be more transparent with you all! Not every post or a hotfix we make might get that treatment, but we'll try to do this as frequently as our time allows.

Production Techs
Now all production Tech have a maximum production amount.
Note: In the past, production Techs were too powerful in 2v2. This change has almost no impact on 1v1 battles, but it may limit the role of production Tech in 2v2 and our new 4-Player Brawl.

Vulcan
Splash range increased from 12 meters to 15 meters.
Note: After the Vulcan's unlocking cost increased from 100 to 200, the Vulcan's overall winning rate has been significantly lower than other units. This change aims to further enhance Vulcan's effectiveness against small and medium-sized units.

Melting Point
[Energy Absobtion] price decreased from 300 to 250.

Mustang
The ATK reduction value of [High Explosive Ammo] has been decreased from 40% to 30%, and the price has been increased from 150 to 200.

Steel Ball
[Energy Absobtion] price decreased from 300 to 200.
Note: We hope that a cheaper [Energy Absorbtion] Tech can help Steel Ball fight against the buffed Vulcan.

Phoenix
[Quantum Reassembly] has been adjusted: the time required for reassemble is reduced from 20 seconds to 15 seconds, and the maximum number of reassemble is reduced from 2 to 1.
The reassembled Phoenix is calculated as a quarter of the original score at the end of the round.

Note: In the past, [Quantum Reassembly] was weak in 1v1 and strong in 2v2. This change aims to balance the strength of [Quantum Reassembly] between different modes.

Scorpion
ATK increased from 9661 to 10047 (4% increase).
Range decreased from 110 to 100.

[Siege Mode] has been adjusted: In siege mode, the attack interval of the Scorpion is increased by an additional 1.5 seconds, and the ATK reduction value of the Scorpion is decreased from 40% to 35%.

Note: Although the win rate of the Scorpion is not high, the relatively long range and high health of the Scorpion have made it difficult for many players to find a suitable counter. Therefore, we decided to shorten the range of the Scorpion. We hope that this change will give more units the opportunity to fight against Scorpions more effectively.

Fire Badger
HP increased from 5703 to 5931 (4% increase).
ATK increased from 26 to 27 (4% increase).
Movement speed increased from 9m/s to 10m/s.

Sabertooth
ATK increased from 5455 to 6000 (10% increase).
Movement speed increased from 7m/s to 8m/s.

Typhoon
HP decreased from 10785 to 10030 (7% decrease)
The base HP of [Protective Barrier] has been decreased from 11000 to 10000.

Bugfixes
Fixed many UI related issues.
Fixed some English translation issues.

[h3]Wrapping up[/h3]
One last thing we want to mention here is that there are no new units added with this update. As you all probably noticed in our new keyart, new units are on the way, and we plan to add some still in our Early Access program, a little bit later!

As always, thank you for supporting Mechabellum and helping us along in our Early Access journey! We hope you'll like the new 4 Player Brawl mode and will share your feedback with us!

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