Workshop mods can now change the game’s numbers: costs, hit points, damage, anti-air accuracy, economy and more.
Mods can add new upgrade tiers, for example a launcher that holds and fires four missiles at once, or a hovering mech refit with a laser beam that anti-air can shoot down.
Mods can replace building and unit models.
You can turn on several rule mods at once and choose their order. The game shows where two mods change the same thing.
Switch back to the standard rules at any time with one button, no restart needed.
When you host, everyone in your lobby plays by your rules automatically. Lobby browsers show when a game uses modified rules.
Achievements are earned with the standard rules only.
The standard game balance is unchanged.
Workshop menu
The Workshop menu now has three sections: Create a mod, Manage mods and Game rules.
New Manage mods screen: see what each installed mod contains and switch mods off without unsubscribing.
Creators get a ready-to-copy example mod (Arms Race), a full reference of every value a mod can change, and the stock models to start from.
Gameplay and campaign
Rebalanced campaign missions 12–20 so the late game is beatable.
Enemies in missions 16–20 now start without stored energy.
The AI now only targets what its team has scouted, the same as a human player.
Fog of war: large buildings such as ICBM silos are revealed when any part of them is scouted.
Fixes
Fixed a crash when a mech was stranded just off the edge of the map.
Fixed a rare case where a player joining a multiplayer lobby could miss the match start.
The F4 ping display now labels each player by slot and name.