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Mech EngineerNewsUpdate 63 (Sirius)
In-game event

Update 63 (Sirius)

Mech Engineer · published 2 Feb 2024, 12:07 UTC

All newsPlayers around this dateRead on Steam

Hello!
Thank you for playing the game and leaving your feedback.

Here is this month's changelog:

M:\Modding

  • The game can now load multiple mods at the same time and the loading of LUA states has been optimised
  • Because of the updated system, you can't use the live_path variable to get the path. Now the path is stored in mod_info. v_modid is the second argument in every create() function.
  • Removed the create function for obj_pilot_item.lua
  • Removed the shoot function for test_mech.lua
  • test_mech will use the shoot function from obj_ally.lua
  • The maximum amount of Fulgur can be changed with a new parameter in the balance file
  • Fixed a crash related to the presence of the Create function in the Draw event obj_test_mech
  • Fixed copy/paste crash for mod id when updating mod

I:\Interface

  • Resource numbers will start to abbreviate 1000s to a K if they get too high so as to prevent overlaps
  • Tutorial message window increased in size to better fit large texts
  • If the build days in the Production tab are impacted by a debuff, an animated flashing light appears to highlight its importance

B:\Balance

  • ///Buffs
  • The purple sword boss has been made more dangerous: its health has been doubled, its armor increased by 5 units, its turning speed upped by 33%, and its missile fire rate is 25% faster. However, the cost of spawning the purple sword boss has been increased from 600 to 650 biomass.
  • Watch out: Fulgur’s AI and spawn rules have been redesigned.
  • The Sagittarius is more likely to hit you as it will reposition better to avoid walls in its line of sight
  • ///Nerfs
  • Mech dig speed reduced
  • Reduced biomass multiplier for infested zones from 5 to 4
  • Reduced the cost of spawning the red sword boss from 300 to 250 biomass
  • Mech stability is 20% less affected by storms in deserts or map cells inside the mega storm meaning you will not need as much impact resistance to enter a storm

E:\Engineering

  • Bonus fire rate for kinetic weapons from the CPU program has been fixed and works as intended
  • Remove all modules from a mech with one click via the button located on the bottom-left of the construction table

H:\Hangar

  • At the start of the game, a zone of infested cells appears around the golden sword boss, so the red sword boss won't head in its direction
  • The rules dictating the spawning of the sword bosses at the start of a new game have been changed to make it less possible for them to spot your city early
  • See all city locations on the global map at any time
  • Enemy pool rotation updated to change every in-game week, which will lead to players encountering more monsters that they don’t kill frequently (and fewer monsters that they do kill frequently)
  • Cyborgs will remain in the city after completing the endgame mission

C:\Combat

  • When fighting Flos, mechs are less likely to avoid its attacks if they have enough energy shield
  • Fixed kinetic ammo not creating fragments with fragmentation mod during actual battle
  • Mechs stop avoiding Colubra's beam if given a new command, allowing for better control of them
  • See bosses' health all the time in underground bases
  • The Caecilia snake monster can appear in underground bases making for a harder encounter
  • Reduced collision size for missiles, which should reduce the chance of them hitting walls at launch
  • Team up pilots with higher relations in order to improve the ally drone repair perk during combat
  • Ally drone repair no longer repairs all mechs at the same time; they only repair one mech at a time
  • Tornadoes should no longer appear on top of your mechs, but it is still possible to appear right next to them, so be careful
  • Enjoy ten new map variations for each of the ten terrain types, increasing the total of regular maps available to 220.
  • Watch out for the return of enemy turrets: maps with shuttle parts will contain 15 turrets whose type depends on the map terrain

O:\Other_changes

  • Improved descriptions for the processor programs
  • Fixed a bug with mechs disappearing when dragged from the battle preparation screen to the engineering menu
  • Storm effects should no longer mysteriously appear in underground maps
  • Fixed missing text popup in the underground base about nearby bosses
  • Removed the ability to re-launch the shuttle for the endgame cutscene
  • Removed the appearance of Titanus Centipeda in the underground base when re-entering the cell where it was destroyed
  • Lowered the amount of effects generated from dealing high damage to Titanus Centipeda to reduce lag
  • Fixed FPS drops in some rare situations like when too many enemies are grouped together behind a wall and a mech is trying to find the nearest visible target
  • Removed the ability for red sword bosses to spawn on top of special missions and fixed the additional biomass coming from these cells even if the player already cleared them
  • The global map should display coordinate numbers on the global map properly instead of shifting about
  • Pilots should appear on the correct visual layer when clicked and dragged about the screen
  • Alien cults should stop appearing in your city after completing the endgame
  • Updated Castle mech texture for both its research node and combat
  • Updated leg animations for mechs in combat
  • Added four-legged animation for the Castle in combat
  • Fixed red lines of the nuclear strike going outside of the global map screen

If your save files are not working correctly or something has broken with this update, please use the oneversionback branch, leave a message in the forums or join the Mech Engineer Discord to get support in the #bugs channel.

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