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Mechabellum News

Update 1.8.2.2

[p]Greetings Commanders, Season 6 will be released on the Live Server on December 18th. Don't forget to claim your Season 5 rewards before they expire! Meanwhile, in preparation for the new content coming in Season 6, we need to make some minor balance adjustments today.[/p][p][/p][p][/p]
Balance Adjustments
[h3]Void Eye[/h3]
  • [p]HP 1569 → 1522 (-3%)[/p]
  • [p]ATK 997 → 947 (-5%)[/p]
Developer's Note: After multiple buffs, Void Eye has become quite strong in higher MMR ranges. We now need to slightly nerf it to bring its power closer to that of the Marksman.
[p][/p][h3]Fire Badger[/h3]
  • [p]ATK 24 → 23 (-4%)[/p]
  • [p]\[Napalm] HP modifier -20% → -30%[/p]
Developer's Note: Fire badger's win rate is bit higher than average, and its pick rate is  pretty high. Therefore, we need to slightly nerf it to bring its power closer to other 200 supplies units.
[p][/p][h3]Phoenix[/h3]
  • [p]HP 1420 → 1491 (+5%)[/p]
  • [p]ATK 3066 → 3219 (+5%)[/p]
Developer's Note: The enhanced Phoenix can now counter high-HP units more effectively.
[p][/p][h3]Vulcan[/h3]
  • [p]HP 33566 → 32559 (-3%)[/p]
Developer's Note: Since the fire movement speed was increased, Vulcan has been performing better compared to other giants. And one of Vulcan's best partners, Phoenix, received a buff in this patch, so a slight nerf to Vulcan is needed.
[p][/p][p][/p]
Bugfixes
  • [p]Fixed an issue where spectators could use Battlefield Powers.[/p]
  • [p]Fixed a problem where the AI fails to deploy correctly when its starter packs include Fire Badger. They have learned how to use Fire Badger now.[/p]
  • [p]Fixed some UI display issues.[/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][p]
[/p]

Season 6 Is Now Open for Public Testing

[p]Commanders, Greetings![/p][p]The brand new Season 6 content is now available for testing on the Public Test Server, and it will be released on the official server on December 18th.[/p][p][/p][p] Recently, we have adjusted the release cycle of large content updates from every 6 weeks to every 12 weeks. For this reason, Update 1.9 will include a bit more content than previous major updates, including the brand new Dimensional Rift mode, a large number of new unit Techs, brand new season 6 rewards, and holiday rewards.[/p][p][/p][p]Below is the preview of Season 6:[/p][p][/p]
New Mode: Dimensional Rift
[p][/p][p]Commanders, the suddenly appearing Dimensional Rift has destabilized the local timeline![/p][p]We are detecting a large number of widespread alternating Anomalies. Many familiar and unfamiliar new and old rules are completely changing the battlefield environment. Get ready to face lost weapons from ancient wars and cutting-edge technology from the future in the brand new Rift mode![/p][p]Below are the currently known Dimensional Anomalies:[/p]
  • [p]\[Dominion Core]: Start with \[Dominion Core]: The unit equipped with \[Dominion Core] gains +80% ATK and +160% HP. If this unit is destroyed, your entire army is instantly destroyed.[/p]
  • [p]\[Interference Beacon]: Start with 1 \[Interference Beacon]: Sets a movement path for selected enemy units.[/p]
  • [p]\[Mechanical Evolution]: Start with the \[Mechanical Evolution]: Evolves a selected friendly unit into a random new unit worth 100 more supply.[/p]
  • [p]\[Experiment Equipment]: Choose 1 of 4 powerful experimental items each round. These items are unstable and will break after one round.[/p]
  • [p]\[Giant Hunt]: Giant and Titan unit costs are reduced by 50. Immediately gain 50 Supply upon destroying an enemy Giant or Titan.[/p]
  • [p]\[Count to Three]: Unit unlock, recruitment, and Tech upgrade costs are reduced by 50 Supply. You cannot recruit a unit if you already have 3 squads of that type.[/p]
  • [p]\[Barren Land]: Removes all defensive buildings from the battlefield. In Round 1, the deployment zone is retracted by 2 tiles.[/p]
  • [p]\[Godless]: Fate is in your own hands. Players no longer receive random reinforcement cards, but gain +50 Supply per round and have deployment time reduced to 60 seconds.[/p]
[p]Currently, there are two ways to experience the Dimensional Rift:[/p]
  • [p]Create a custom room, select the 1v1 or 2v2 Dimensional Rift mode, and choose one or more anomalies from the anomaly list.[/p]
  • [p]Go to Matchmaking, select the 1v1 or 2v2 Dimensional Rift mode. In Dimensional Rift matchmaking matches, two different anomalies will be active simultaneously each week. For testing purposes, on the Public Test Server, 2 different anomalies change every hour.[/p]
Developer Note: We aim to deliver an ever-changing gaming experience to players through the new Dimensional Rift mode, which also provides us with a safe environment to test various new and classic gameplay mechanics. Data from this mode will greatly help us assess the popularity of different gameplay elements, enabling us to better incorporate player feedback. In the early stages, to give players time to familiarize themselves with the mode, anomalies in Dimensional Rift matchmaking will rotate in a preset sequence. Looking ahead, if the Rift Mode proves popular, we will add more features related to the new mode, enabling players to more easily access their preferred Anomalies in both matchmaking and tournaments.
[p][/p]
New Tech
  • [p]Steel Ball \[Kinetic Charge]: The Steel Ball gains 1 extra range for every 9m it moves.[/p]
  • [p]Rhino \[Combat Evolvement]: Rhino's HP and ATK increase by 3% per second during battle.[/p]
  • [p]Arclight \[Shockwave]: Decreases Arclight's Attack Range by 20. Attacks generate a shockwave, dealing 95 damage to enemies within 30m of the target.[/p]
  • [p]Fang \[Grenade Launcher]: Fangs switch to grenade launchers. Attacks deal splash damage in a 7m radius but cannot target air units.[/p]
  • [p]Phantom Ray \[Ground Targeting]: Decreases Phantom Ray's ATK by 40%, but increases its Attack Range against ground units by 60.[/p]
  • [p]Fortress \[Solid Shot]: Increases Fortress's Attack Range by 60 and Attack Interval by 0.6s, but decreases splash range by 2.[/p]
  • [p]Hound \[Chamber Compression]: During battle, Hound's ATK increases by 35% per second. This bonus resets after attacking.[/p]
  • [p]Wraith \[Land Cruiser]: Wraith becomes a ground unit. It can no longer attack air targets, but its Attack Range increases by 50, and its attack interval increases by 0.4 seconds.[/p]
[p][/p]
New Structure: Magnetic Barricade
[p][/p][p]The Magnetic Barricade is a defensive structure normally hidden underground, which pops up when enemies pass by, continuously slowing surrounding enemies, and self-destructs after 5 seconds.[/p]
Developer Note: In the new season, Magnetic Barricades will alternate with Defensive Walls from match to match. Unlike Defensive Walls, Magnetic Barricades can not be targeted, and units will not attack them.
[p][/p]
New Unit Unlock Interface & Filter Tags
[p]We have created a completely new unit unlock interface and also added the Filter Tags. Now you can find the units you need more easily.[/p][p][/p][p][/p]
Starter Packs Adjustments
[p]Now, in the Starter Packs, there will be at least 3 different types of 100 supply units and at least 3 different types of 200 supply units.[/p]
Developer Note: After the addition of Fire Badger into the Starter Packs, the variety of Starter Packs in Mechabellum is now double that of the original Early Access version, giving us the opportunity to make the system offer players more choices.
[p][/p]
Festivals
[p]The Holiday Season is here again!. Mechabellum now also has its own festivals, which are:[/p]
  • [p]the Snowfall Festival (December 19th - January 4th) [/p]
  • [p]the Skyfire Festival (February 13th - February 26th)[/p]
[p]During these two festivals, players have a chance to receive random festival rewards just by playing the game. These rewards include unit skins, avatars, avatar frames, emotes, and credits etc. The specific rewards will be detailed in future patch notes.[/p][p][/p]
New Seasonal Rewards
[p]Of course, the new season will also have a completely new Season Pass and Seasonal Rewards. Details will be listed in the upcoming full patch notes.[/p][p][/p][p][/p]
Wrapping Up
[p]That's all the main content of Season 6! The content will be released on the official server on December 18th, and for now, everyone can join the Public Test Server to have an early taste![/p][p][/p]
Public Test Server
[p]Many aspects of the Public Test Server are still under development, and you may encounter the following issues:[/p]
  • [p]A large amount of placeholder text and visual assets[/p]
  • [p]Certain bugs that may interrupt matches[/p]
[p][/p][h3]How to access the Public Test Server[/h3][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]

Command Log: 2025 and The Road Ahead

[p]Greetings Commanders![/p][p][/p][p]Once again, we are near the end of the year and also the end of the Mechabellum season. Sensing some disturbances in the local timeline, I feel this is a good opportunity for me to review our past mistakes and do a little preview of the future.[/p][p][/p][p]Looking back, it was a busy year. There were things we should do, but we didn’t; there were things we should not do, but we did; and there were lots of things we definitely should do better![/p][p][/p][p]Let’s start with the buildings. [/p][p][/p][h2]The Launch of Buildings[/h2][p]The rollout and initial balance of the Buildings were, to put it mildly, problematic. Veterans may recall our launch of the most controversial patch in Mechabellum history, the 2024 "Chaotic Fun Patch" (aka the infamous Unit Drop patch). The launch of the Buildings stands as our second most controversial launch. One of the lessons we learned over the years is that it is not easy to launch an important system and get everything right on our first try… and we mess up the rollout of an important system at least once every year. (・_・;)[/p][p]
Buildings have helped us achieve many goals, like better unit balance, and the buildings are in a better place compared to their launch state, but we also hear your concerns about their drawbacks. Some love them, some hate them, and most can agree that the buildings need more improvements. And that is what we're going to do: In the upcoming Season 6, we will be making further iterations and improvements to the building system. And for those who absolutely despise Buildings, don’t worry, there is something for you too, just read to the end. ^_^[/p][p][/p][h2]The Content Release Cycle[/h2][p]We have released a total of 50+ patches in the last 12 months. Looking back, pushing two major updates per season was problematic. Introducing a huge change, such as Buildings, through a mid-season update has proven to be very disruptive to the game.[/p][p][/p][p]We have been trying to switch to a healthier content release cycle since early this year, and we eventually changed the update cycle to 1 major update per season in Season 5. Going forward, all important features will only be added to the game at the beginning of a Season.[/p][p][/p][p]Throughout Season 5, we were focused primarily on quality of life improvements, so as a result, the content of Season 5 was a little light. Different from this season, the upcoming Season 6 will have substantially more content compared to Season 5. After all, this is the first season where we had a good amount of time to develop and test a large patch. (ノ´▽`)ノ♪[/p][p][/p][h2]Communication with Old and New Players[/h2][p]An online PvP game like Mechabellum needs a strong connection with the core player community. Over the past year, the focus of our communication has been on lengthy patch notes, and I think we can do better. My colleagues have been working on better ways to communicate with both our core players and potential new players over the past few months. It is our goal to do a better job at engaging with the community on important issues.[/p][p][/p][p]Over the next few weeks, you will hear more from us about the new Season, and you will soon have your hands on testing those new features too. We are eager to listen to your feedback on them. We are also working on new ways to display our in-game info more clearly to both new players and old, and, with a bit of luck, we shall create some new ways to show potential players how great Mechabellum is, too! [/p][p]ヽ( ̄▽ ̄)ノ[/p][p][/p][h2]What-ifs[/h2][p]While commanding your mechs on the battlefield, you may have imagined many interesting what-if scenarios: What if there were no spells? What if Unit Drop didn't exist? What if Buildings were absent? What if items were significantly stronger? What if the Mobile Beacon had different capabilities?... The list goes on.[/p][p][/p][p]We have been listening to your what-ifs and thought of some ourselves, too![/p][p][/p][p][/p][p]Commanders, a Dimensional Rift has destabilized the local timeline. We are detecting widespread rotating Anomalies altering the battlefield with both familiar and alien new rules. Be prepared to encounter lost weapons from the old wars alongside new technologies from the future in the brand new Rift Mode. Starting in December, the pre-season of Mechabellum’s season 6 begins![/p][p]Mark your calendars for these key dates:[/p]
  • [p]December 8th: Test the new Rift Mode and other new Season 6 content on the Public Test Server.[/p]
  • [p]December 13th: Attend a Community Town Hall hosted by RoosterPB, featuring many top players and the lead developer to discuss Season 6 of Mechabellum.[/p]
  • [p]December 18th: Season 6 officially launches on the Live Server.[/p]
[p][/p][p]Commanders, the Rift awaits! I shall see you on the new battlefield![/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]

Update 1.8.2.1

Balance Adjustments
[h3]Fire Badger[/h3]
  • [p]Splash Range: 9m → 7m[/p]
  • [p]Upgrade XP: 1,300 → 1,400[/p]
  • [p]\[Scorching Charge] HP modifier 90% → 80%[/p]
Developer's Note: We have been very closely monitoring Fire Badger. Based on yesterday's data and feedback, Fire Badger is still a little bit too strong for a starting pack unit. We would like to nerf it a little bit. In the coming weeks, we will continue to make minor adjustments to Fire Badger.
[p][/p][h3]Overlord[/h3]
  • [p]\[Mothership] Production Internval 28s → 32s[/p]
Developer's Note: This change aims to bring back Overlord's production ability to a similar level as the other giants.
[p][/p]
Bugfixes
  • [p]Fixed some UI display errors[/p]
  • [p]Fixed the issue where the MMR was not displayed before a match[/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]

Update 1.8.2

[p]Greetings, Commanders![/p][p]Update 1.8.2 will take place at 9:00 AM (UTC) on Thursday, November 20th, with servers undergoing approximately an hour of maintenance. The following are the contents of Update 1.8.2:[/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]Added to the Starter Packs.[/p]
  • [p]ATK 26 → 24 (-8%)[/p]
  • [p]HP 4589 → 4222 (-8%)[/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: After the movement speed of the Flame increased, 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]Vulcan[/h3]
  • [p]ATK 80 → 74 (-7%)[/p]
Developer's Note: After the movement speed of the Flame increased, Vulcan became a bit overpowered. This change aims to bring Vulcan power back to a similar level as that of other Giants.
[p]
[/p][h3]Tarantula[/h3]
  • [p]HP 13937 → 14773 (+6%)[/p]
  • [p]\[Field Maintenance] Price 300 → 200[/p]
Developer's Note: Facing competition from Fire Badger and Vulcan, Tarantula's win rate has dropped significantly. Therefore, we have decided to buff Tarantula to help it reach a similar level of strength as Fire Badger.
[p][/p][h3]Hound[/h3]
  • [p]\[Armor Enhancement] Price 350 → 250[/p]
Developer's Note: Hounds with \[Armor Enhancement] will be an effective counter to the currently strong Fire Badger and Vulcan.
[p][/p][h3]Phoenix[/h3]
  • [p]ATK 2892 → 3066 (+6%)[/p]
Developer's Note: The buffed Phoenix will be able to counter high HP units more efficiently.
[p][/p][h3]Raiden[/h3]
  • [p]ATK 5291 → 5027 (-5%)[/p]
  • [p]HP 16735 → 16065 (-4%)[/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 from 8 to 1000, and no further increase will occur once the limit is reached.[/p]
  • [p]For players who previously held Prediction Tickets exceeding the storage limit, the extra will be converted into Credit Points at a ratio of 1:15 when they first log into the new version.[/p]
Developer's Note: Based on the feedback from players on the test server, we have decided to significantly increase the storage limit of prediction tickets. The adjusted prediction system will be more fair and allow more people to have the opportunity to participate in predictions.
[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]
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]
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