Contents show]

Notice Edit

The patch notes below are an archive of the updates up to #247.

More recent patch notes may be added here in the future.

Itching to get Market access again? Good news for everyone who is qualified to get Wastelands, we've enabled Market in Strike for you. This is not something we are upselling to non-VIPs, it is only for Wastelands owners. In the future, it will require you activate Market in Wastelands first, but for now we are just enabling it by default.





We identified (with help from players) a pretty significant oversight in the matching system. It can happen a few different ways, but the end result was a Group with zero valid servers trying to find a match--and the system would happily let them sit in queue. Sometimes this was one player with no good pings getting invited to a room with others, sometimes it was just bad luck of two players on opposite sides of the world teaming up. Inviting definitely led to more problems. We made two big changes to this. First, if the selected regions or pings of a player change, it will update the room servers. (this wasn't done before) Second, if for whatever reason there are no valid servers between players in the group, there is a red warning message. We don't block you from inviting people, since maybe you just want to chat or hang out, but at least you now know you cannot play together.





Some units and AirMechs have had some minor balance adjustments, and we're setting up a system to take more player input for experiments to react quicker to identify problem areas. There has also been some work done on gamepad to make it somewhat useable ingame. We will be implementing multiple options for the gamepad, but not complete rebinding. There are a lot of actions that need to be covered, many are combinations of buttons to access. The scripting involved isn't something that is friendly to being rebound, but offering different styles is fine. We'll take feedback for improving layouts and adding new ones.





Updates

- Wastelands Market access for Wastelands (future) owners

- big warning when Group has no common servers

- Blade Guardians damage and piercing reduced a bit (behavior balance change coming, this is a bandaid fix)

- Missile Burst ability cooldown change to 20 seconds from 12

- 20% increase of energy drain on Striker Shield protection

- rotor AirMechs spin instead of roll when crashing

- block replay start if player is in a Group

- deploy style preference now saved

- infantry units now follow behind the AirMech

- support units will follow behind other units

- pressing Enter no longer activates chat while in the lobby





Bug Fixes

- fixes for market and shop being open at the same time

- fixes for some Challenge maps

- fixed the hole in Pirate Warthog's left leg

- fixed placement of the Bug/Feedback button





Known Issues

- Gamepad support incomplete (but getting better)

- Wastelands still not out (working hard on it)

- "Buy Now" shortcut on market listings doesn't work

Lots of changes to how the lobbies work in this build, we expect some bugs but hopefully nothing game breaking. Since the rooms can be a lot more flexible and change options without disbanding it should be nicer for groups deciding what to do--it just also increases the combinations of things that might go wrong. I think with your feedback we can isolate any remaining issues and get them fixed.





Updates

- can change game mode while in a group now

- 1v1 matching added

- invite someone to your group, then decide what to do

- coop setup shortcut

- possibly fixed mic mute not "sticking"

- AirMech ground DPS reduced by 10% (air DPS unchanged)

- Starting credits now 30k, up from 25k

- Credit income and upkeep bonus increased for all buildings by 25%

- Some lighter units build faster now

- Probe moves faster, has a bit more armor

- Joker cheaper/faster to build

- Blade Guardian DPS reduced by 20%

- 8th unit added back to HUD

- Control-E shortcut to deploy all built units

- improved blow up effect for mechs

- probably stuff I'm forgetting





Known Issues

- Gamepad support incomplete

- Wastelands still not out (working hard on it)

The attempt to add some realism to what happens when you blow up a power source went off the rails a bit--Generators were not meant to be quite that explosive. They will still do some area damage on destruction but not enough to make them worth it as a weapon. It's more about making sure you don't have light units next to them in your own forces.





Challenges are back! Our tutorial is still pretty barebones, and we had these laying around so figured why not let players try them? Be warned, some might be broken, they are not well tested and balanced with all the rules/game changes. If you find something broken let us know!





We tracked down some bugs with Loadouts. The error of Loadout 0 also affected the other end--you probably were missing one loadout. Everyone gets 2 loadouts for free as it always was, but you couldn't cycle to it. Hopefully most of the issues related to missing units have also been addressed. If your alternates or Ultimates are not appearing right when you are playing the game do let us know.





The HUD is getting a cleanup as part of a restructure to support different preset layouts for players who like using number keys for units, or the numpad, and also gamepad. You might remember from a while back we had a customizeable HUD, but that wasn't a good solution to the problem--it just offloaded it to the players. When we do the layout we can combine and compact things beyond what that system allowed, and we'll have different options for you to choose from which should be a nice improvement.





There is a test of a player controlled build queue as well. Look for the little red record and play buttons near the units on the HUD. Click record, click units in whatever order you want, then hit Play. It will build those units on repeat as long as you have enough credits and upkeep, and it will send them to you when built. There's a lot we could do to improve this if we want, but this was the easiest version to add and it lets us open the discussion with the players if they like it, don't like it, or anything in between.





General Updates

- new lower HUD design (ongoing)

- Challenges are available in the Practice menu

- Faction updates (mostly for leaders, check it out)

- build macro tool (experimental, see text above)

- Faction wins leaderboard





Bug Fixes

- Units that did explosion damage have been rebalanced (fixed the error)

- Loadout 0 is gone, missing "last" loadout added back

- Alternates and Ultimates should stay in loadouts now and useable in games





Known Issues

- Gamepad support incomplete

- Wastelands still not out (working hard on it)

Mostly bug fixes related to Factions. Gameplay changes include outpost structures now increase build speed by 10% to encourage aggressive play, and it stacks (with diminishing returns). Some units now have blast damage on destruction--like Generators and the Tesla Tower.

You asked for it, you got it--Bots can now be added to Custom games! This was the number one requested thing that wasn't just a bug from the Feedback form. As we started on this work, adding Bots quickly led to needing to move players around in a lobby, then the Bots need to move, plus adding Kick features, and everything snowballed quite a bit. Hopefully it works mostly as it did before, because the underlying structure had significant changes to support this. Be sure to let us know what bugs you find.





Factions also got a lot of attention this patch. This is phase one where we test if everything is working right. If you aren't in a Faction, you should now have some presented to you, along with any open invites you have. You do not need to type console commands for the basic actions anymore! The goals is to not need them for anything when we are done.





Faction leaders, please setup your Faction emblem using the test art. You will be free to change your emblem as much as you like while we work on getting more final art in place. Having an emblem setup will make your Faction stand out compared to others! If your Faction is set to open, and has at least one member online, it will be included in the list of suggested Factions to new players.





General Updates

- Bots in custom games, in any slots (coop is possible)

- only Bots you have unlocked in Practice can be used

- players over level 20 can right click a Pilot in the Practice menu to unlock it

- teamswitching in custom games (for both Bots and players)

- ability to kick players (for room owner only, like other important commands)

- Faction easy join if you aren't in one (check Faction chat tab)

- Faction emblem setup (for leaders only)

- added more options for pre-placed units in the Map Editor





Balance Changes

- fixed some stat differences between Ultimates and base units (Gatty, HAAT, Bombs)

- increased infantry and shield repair rate for Lunchbox attached to outposts

- increased Lunchbox radar vision from 10 to 20





Bug Fixes

- fix for Loadout "0" not being set/saved

- Brag Cards should now be awarded on ranked game completes

- fixed being able to unlock heads when you've lost the match

- fixed code redeem links

- fixed duplicate Steampunk Neo Head

- fixed launching replays from the Info tab

- fixed main lobby UI appearing when viewing a replay





Known Issues

- Gamepad support incomplete

We found some bugs with regions you have deselected not always being cleared when creating Custom Rooms. That fix, along with the messaging to warn players about laggy rooms will hopefully remove a lot of the situations where you get lag. We've also added the ability to toggle rooms open or closed, so you can keep your room from being seen by others if you find there is someone trying to join you room that you don't want. We will also add the ability to remove players at some point, but this should help a bit unti that.





Wastelands work continues to be our biggest focus as we are pushing to get the first release out as soon as possible. Lots of work on the Pilot--cool to see him able to lob grenades and sneak around the larger units for the infilatration missions. :)





Updates/Fixes

- Fix for server exclusion on Custom Games

- Add option to toggle Group Open or Closed in lobby (for the room owner/creator)

- Fix for Russian and Chinese menu headers not showing (translation still probably not great)

- New mousewheel zoom ingame (might have bugs, first test)

- Fixed build time/cost for some cosmetic units that didn't match the base unit

It has been a long time coming, but finally the Gorgon is available as a player built unit. The real reason it was not available for so long was that it was so good, yet also very specific. A powerful, anti-AirMech, heavily armored (therefore late game level locked) unit could become mandatory, and we hated seeing units like this take up precious space in the 8 slot loatout. However, with the radical change in Strike to where you can swap out units if you really need to, we are no longer worried about this scenario.





In fact, more specialized and heavy/super units are on their way. Since the Gorgon was mostly ready, it gets released first, but definitely expect more wild units to arrive in the coming months.





We noticed that there was a design problem with the way you browse custom rooms. You will see a green checkmark or a red X in front of rooms, which indicates if you have a server you can play on which is common to players already in that room. If it is red, this is a very real problem, and you should avoid joining those rooms or you're going to have a laggy game. But we defaulted showing these rooms to on (mistake 1) and when you click one you just enter it with no warning (mistake 2) and then once in the room, there is no indication that your room is now a "lagging" room (mistake 3). We've fixed mistake 1 and 2, and will come up with something for the last case but hopefully the first changes will help avoid getting in that situation in the first place. We also need to add a warning for when you directly invite someone who is incompatible with you. We had this in the old version, but it needs to be re-implemented for the new system.





Wastelands work continues to be our biggest focus as we are pushing to get the first release out as soon as possible. Thanks for your patience!





Updates

- Gorgon is now available for your late game AirMech wrecking adventures

- camera angle moved up a little bit

- Striker sword attack anims/effects improvements

- additional Activated ability mapping (for Paladin)

- better warnings when attempting to join a laggy room

- fixed Bratwurst not appearing when equipped

- add wait time to lobby to help debug possible bad states

- improved unit destruction effects

- Leaderboard link works in chat now

We've got a quick bugfix patch ready to go. This update includes some important crash fixes that we wanted to push out ASAP. There are a few more minor fixes and some initial groundwork on a few new features that you'll probably see in the next update.





Bug Fixes:

- fixed a crash that could occur when a player leaves or disconnects from a match

- fixed insertion point positioning when right-clicking to mention a name

- fixed the blur from the endgame screen persisting after a match

- fixed Bratwurst not appearing when equipped





Balance Changes:

- Saucer's Deathray now uses more energy and slows movement a bit more

- increased the XP required to level up your AirMech

New Lobby Unit UI



The temporary UI we had for selecting what units went in your loadouts was pretty bad. Non-standard units were not selectable, which loadout you were editing wasn't clear and many people were having problems with it. We've started in a rework for this and already it is much better. Clicking units will bring up their stats, which is not ideal--we want to have stats displayed for selected units in the same window. You currently have to drag units from the unit panel over to the 3D units in the world. This is not how we intend the final design to work, but it works best that way at this stage. More improvements coming!



Improved Deploy and Unit Control



We have some neat new gameplay features in this patch we are testing. The need to be near an outpost to deploy things started to feel frustrating to us, because we want to get lots of units out and keep the action going and it currently slows you down. So we increased the range for Deploy--to include the entire map! The E key will deploy units from the nearest owned structure. And we added a button near the completed units.

What's this switch on the button? It's very interesting actually...it's a toggle that changes "Deploy and wait at this Outpost" to "Deploy and move to my mech location" (but not follow me). I would definitely call this feature experimental because it feels like a lot of fun to use, but we haven't really considered how it could be used for good or bad in multiplayer. We're looking for feedback from players on this feature. If the community thinks it's good then it stays--tell us what you think!

The sub-orders for Following units are also getting improvements. The "move to where I click" sub-order now has a preview line showing the path units will take to get somewhere. And units should try to stay ahead of your AirMech, so you can push with them a lot easier. These systems are being tweaked as we play with them to try and make the units do what you expect them to.

Wastelands update: soon! I'd say an exact date if I have one. I had to filter out many Wastelands specific changes to isolate the Strike patchnotes! :)



Bugfixes/Changes

Lobby Unit Loadouts rework (still a few bugs, but much better)



Increase Deploy (E) range to infinite



Deploy defaults to nearest Outpost



Toggle button to Deploy and move to mech (experimental)



Testing DX11 support, /dx11 command line option for the brave



Fix BlackOps Angel fire points



Add path line when giving "move to cursor" order



Fix overlayed menu in Spectator mode



Initial Teamcolor selection voting (in progress)



Fixed a bug where non-VIPs had access to Sandbox mode

Known Issues

Paladin's ultimate cannot be activated



Muting preferences sometimes get reset somewhat randomly. We are looking for more info on how to reproduce this problem reliably so we can fix it.



Bots in Custom games is not yet implemented

This is the 5th update to AirMech Strike since the huge reboot so we wanted to post this to the Steam news channel. Latest Patchnotes are always available ingame, and we'll consolidate them here when there is a good amount of new things or fixes. (scroll to the bottom for a bullet list of noteable changes)



Shop



After the initial work on Matchmaking and Custom rooms, then next most frequently asked for feature was the Shop. When we redid the menus, we figured one of the last things we'd need to add was the Shop. Most units and AirMech skins and customizations can be unlocked from the various setup panels, so you can preview things and then unlock them. We're keeping that in case you want to preview things, but we've also added a more traditional Shop layout to the menus.







Region Selection



Another significant new feature is the ability to include or exclude server regions, in addition to the automatic disabling of ones too far away. We'll automatically set a home region for you and select some of the areas we think will work best, but sometimes players are better at choosing where they play. For now there is a button in the Play menu called "Server Locations" where you can enable or disable regions. Green is on, Gray is off but available to be turned on, and red means it is too far away for automatic matching. Custom games are still possible however.

There have been fixes to the rendering selection to try and keep the new advanced post-process from enabling on lower spec machines including those with integrated graphics like laptops. Plus now when you select a lower than native resolution, the scaling will be smoother and look better. Definitely leave feedback if you are having any graphics problems, and include your settings and hardware if you know it.



Core Gameplay



Having units Follow you is a really cool addition to the game. Additionally, we added a way to tell units in Follow mode to go to a specific location. You'll see 3 options when units are Following--stop where you are, come to me and then stop, or go to where I click. This will also be added to gamepad with a new control mode soon.

If you haven't played AirMech Strike yet, there are many many other changes. Much of it is documented in the new ingame HUD through Tooltips and hotkeys hints (useful to turn those on in Settings). Gameplay is more in line with faster paced classic AirMech, with dynamic build queues that are not fixed to specific outposts.

New to Strike is the option to change out your Units during the game. Along with an increased build queue (8) and new Orders for your units. We're continuing to streamline the gameplay with everything focused on great 2v2 PvP gameplay.



Competitive Play



Season Zero is active and Ranking is live. This is just a test season and it won't last very long, just while we see how it is working and figure out where the tiers will settle.

Overall everyone has been super supportive, helping us identify the most critical things to fix or replace, leading to so many updates over the past week and a half. For players who weren't aware of the changes coming it was a bit confusing, but Wastelands is coming very shortly and with that everything should start to make sense again. We will of course announce it here when Wastelands access is starting to be available. It will be triggered from within AirMech Strike--more info on that soon.



Known Issues

Gamepad support incomplete, but coming



Unit setup in lobby is janky, preferrably setup units in pregame for now (being redone)



Spectator UI has overlayed menu (will be fixed shortly)



Anything missing will be available in Wastelands soon

Bugfixes/Changes

Shop added



Simple tutorial/guided match for first time players (easy to skip)



Server region selection



Reduce Warthog's close range damage bonus



Rendering changes/improvements



Lobby menu restructure (ongoing)



Enter should toggle ingame chat properly



Fixed heads/hats not showing up on Bomber



Following units can be given more specific orders



Fortress income given a balance pass (was too high)



Improve target selection to prefer mechs over outposts



Muting should work better (was not working on names with spaces in them)



Mute players directly from info cards in a match (hover their mech at the top)



Black screen at endgame bug has been fixed



Teamcolor support for DeepSea Osprey



Improve AirMech flying and hover sounds



Improve Rank and XP circle progress at endgame screen



Update spectator UI to use new dynamic minimap (fixes missing minimaps)



Inviting players from their lobby player card should work right now



Fallbacks for various bad lobby states



Hopefully fix "invalid_sku" error condition



Saucer armor increased to 80



Quest updates as makes sense for Strike



Fixed player name not always showing in endgame screen



Can now invite players from Matchmaking menu



Custom rooms can be set to private, not browseable (you need to invite everyone)



Rings around player slots to help visualize size/team in lobby (temp visuals)



Show mailbox if you have a waiting message, even if not VIP



Add "power" button in menus to exit without digging in settings



Testing lighting changes in lobby, player selectable



Fixes to prevent units being dropped in salt piles on Salt



Make AirMechs do more cool stuff when they die in the air



Fix invisible enemies in lobby in Explore



Allow Explore during more states of ready-ness



More AirMech variant sounds added



Graphics option to disable glow effect, should help slower computers with integrated graphics



Change UI selection zones for units in Lobby to be more reliable



Disable gamepad binding to switch to "console" UI since it breaks everything



Adjust camera slightly up for Wreckz



Double-pressing E no longer deploys all pending units



Improved endgame sound effects



Hide game options that don't make sense when Spectating



Potential fix for sometimes getting the main menu while playing a game



New "Follow" Order tells units to follow your AirMech



Auto-repair removed, Repair mode now on Q key



Swap units ingame, Right

click to choose/swap, or Tab and drag



Generators reboot, can heal/fuel mechs on/off Sockets!



Leveler renamed Whoper, increases Upkeep limit



Parts are not used (used in Wastelands instead)



Pilots and Items also not used in Strike



Season 0 started, new Rank Points system



New Lobby design, fully 3D



New Menus, press Esc to toggle in/out



New Ingame HUD



New Storm and Biohazard adapted from player created maps



New Practice mode to battle all classic pilots in order of difficulty

One final thing to note, is that if you are a Silver VIP and did not recieve your Ancient Skull head (seen in the header image of this post) please let us know. We used this to initialy test the qualification for Wastelands access, and it didn't work as expected--but that's a good thing because it helped us fix the system to located these players. If you didn't get one, be sure to let us know either using the ingame bug report or just ask in chat if you see any devs around.

It's a busy week so we're getting right back to work!

The death of Command Mode has been greatly exaggerated! We're testing out a new version of it related to the Follow Command. When you have units Following you, there are 3 new buttons to tell your units to either Stop, Move to AirMech, or Move to Location--meaning wherever you click with the mouse. (assuming a valid location)





Lots of bug fixes, updates, and tweaks in addition to that. We really want to get the lobbies and matchmaking sorted out. The new system is working really well, and thanks to players we are finding and fixing things that aren't working.





Bugfixes/Changes





- Following units can be given more specific orders

- Fortress income given a balance pass (was too high)

- Improve target selection to prefer mechs over outposts

- Muting should work better (was not working on names with spaces in them)

- Mute players directly from info cards in a match (hover their mech at the top)

- Black screen at endgame bug has been fixed

- Teamcolor support for DeepSea Osprey

- Improve AirMech flying and hover sounds

- Improve Rank and XP circle progress at endgame screen

- Update spectator UI to use new dynamic minimap (fixes missing minimaps)

- Inviting players from their lobby player card should work right now

- Fallbacks for various bad lobby states

- Hopefully fix "invalid_sku" error condition

- Saucer armor increased to 80

- Quest updates as makes sense for Strike

- Fixed player name not always showing in endgame screen

Small but important update, we've fixed some issues with groups being left in bad states, and have added more debugging info to zero in on any matching issues. Groundwork is also in place for tier matches, so new players can be kept away from the veterans who seem to be enjoying the fresh meat a bit too much maybe. There's additional polish to the endgame destruction sequence and some cleaning up of available video resolutions. See the previous update for more juicy features.

Another day, another patch! We're working quickly to address the most pressing issues. That thing you are missing is coming soon to Wastelands. In two weeks. Free for Silver VIPs. (read the rest of the patchnotes below for older updates and get the full story)





Bugfixes/Changes





- Can now invite players from Matchmaking menu

- Custom rooms can be set to private, not browseable (you need to invite everyone)

- Rings around player slots to help visualize size/team in lobby (temp visuals)

- Show mailbox if you have a waiting message, even if not VIP

- Add "power" button in menus to exit without digging in settings

- Testing lighting changes in lobby, player selectable

- Fixes to prevent units being dropped in salt piles on Salt

- Make AirMechs do more cool stuff when they die in the air

- Fix invisible enemies in lobby in Explore

- Allow Explore during more states of ready-ness

- More AirMech variant sounds added





Known Issues





- Possible black screen at end of match if Glow is disabled

- Gamepad support incomplete (in progress)

- Alternates only selectable ingame (Tab or right-click), not Lobby

- Lobby UI for units is pretty bad, suggest not using for now, just set units in pregame in the map

- No traditional Shop right now, but most things can be found on the AirMech Customize panel to unlock

Small patch to get out the most important fixes quickest. Some bigger fixes and features are still in progress and coming soon! And Wastelands is coming in 2 weeks for Silver VIP owners! Read the previous build notes for more info about that. Where is my "_____" the answer is "in Wastelands". :)





Bugfixes/Changes





- Graphics option to disable glow effect, should help slower computers with integrated graphics

- Change UI selection zones for units in Lobby to be more reliable

- Disable gamepad binding to switch to "console" UI since it breaks everything

- Adjust camera slightly up for Wreckz

- Double-pressing E no longer deploys all pending units

- Improved endgame sound effects

- Hide game options that don't make sense when Spectating

- Potential fix for sometimes getting the main menu while playing a game

Welcome to the new AirMech! The result of many months of hard work and effort to rebuild AirMech into the PvP focused game it was always meant to be. This is the first public release, so we expect there to be some bugs, but we are at the point where we need more players to help find the issues. Why change AirMech and not a new game? Instead of launching a new game like AirMech 2, we are updating the old version so everyone has it, and everyone keeps their account and progress.





If you are just catching up, Carbon is soon launching a Coop/PvE/RPG game called AirMech Wastelands, which will be given to all Silver VIPs free of charge. Anything that is "missing" from AirMech Strike will be in there, along with a ton of new RPG focused content.





Back to Strike--what is it? To some very old players it might be familiar to see a PvP focus, but to newer players from the past year is might seem very different. The Campaign and Warzone have been removed (over to AirMech Wastelands) and we now have a 3D multiplayer lobby, a new Group/Queue system, Custom Games and Browser.





The forced tutorial and restrictions on chat have been removed. New players can try Practice to learn the basics. As of this writing the training mission is incredibly basic, but will be improved over time. It is a guided battle against an easy pilot where we check if the player has done certain actions, and if not we explain how to do these things. A pro player won't see a single message, but a new player should find it a nice soft introduction.





We now have voice chat built into the lobby. You can see other players, with whatever AirMech and Skin they are using. A huge benefit to the new Group system is you will be matched with a partner before finding opponents. This sounds obvious, but the old system located all players separately, and then would start the game, creating the impression of an empty queue. It is easier to get in a game than ever before.





Swapping units during a match is a key new feature. We are still experimenting with restrictions or penalties on this for competitive reasons, but as it takes time to do the swap it already becomes a penalty to change. The bigger benefit is that you don't need to pick units in the lobby, greatly simplifying the lobby/matching process. You choose your units during pregame (Tab or right click on a unit) while in communication with your teammate about strategy. Plus now you know the map you are playing on, making it easier to pick the right units. Don't want to put endgame units in your starting slots? Change them later, so you can use a larger variety of units for more interesting tactics.





Highlights of this Update





- New "Follow" Order tells units to follow your AirMech

- Auto-repair removed, Repair mode now on Q key

- Swap units ingame, Right-click to choose/swap, or Tab and drag

- Generators reboot, can heal/fuel mechs on/off Sockets!

- Leveler renamed Whoper, increases Upkeep limit

- Parts are not used (used in Wastelands instead)

- Pilots and Items also not used in Strike

- Season 0 started, new Rank Points system

- New Lobby design, fully 3D

- New Menus, press Esc to toggle in/out

- New Ingame HUD

- Graphical effects upgrades/improvements (ongoing)

- New Storm and Biohazard adapted from player created maps

- New Practice mode to battle all classic pilots in order of difficulty





There are many more micro changes to the game that have come along with development over the past year. We were focused on AirMech Command (the VR version) and lots of work from that helped the core AirMech game. We are also not finished, but we feel it is a better game than the previous forced solo campaign mode and confusion UI system, so we are launching it and moving forward with updates. You may be able to switch to the "Legacy" branch on Steam depending on when you are reading this.





Where is my stuff?





I still expect that to be the biggest question. Your account is the same and untouched. Some things might not be visible in the menus and this is intentional if they would cause problems or not be usable. Everything and more will be available in Wastelands, coming very soon. Anyone who has spent any real money (which causes you to become Silver VIP) will be given Wastelands for free. This plan has been discussed with the players on the Carbon forums for many months now, and the result is something that everyone from the biggest VIP to the non-VIPs are satisfied with. Those who love PvP get what they want, and the Coop/PvE/RPG fans will get what they want--in AirMech Wastelands.





We hope you are as excited about this new direction for AirMech as we are!





- Carbon Games Dev Team

We've added six more missions to the opening campaign! Complete your skills, go back on the ever-gnarly RUTHLESS setting, or just sit and bask in the drifting snow. Also, the first glimpse of Colossus class enemies is here! Brace yourselves...these are the little ones....





General Updates:

- six new missions added to the Campaign

- new Archive drops added

- prevent lobby invites from players on your ignore list

- added particle effects when AirMechs are auto-repairing

- added difficulty scales for Campaign missions





Bug Fixes:

- fixed turret rotation for Ultimate Brute

- fixed Auto-Deploy latch toggling

- fixed part removal message displaying the wrong name when spectating

- fixed some crackling issues with missile firing sounds

- fixed an issue with flying units wandering off after being placed on Hold

- potential fixes for incorrect terrain textures on map load

- fixed infantry units falling through the map on Twin Peaks

- fixed a floating road prop on Twin Peaks

- fixed some floating assets on Field Command

- fixed collision for The Great Wall

- fixed a mountain terrain tile on Vorgo Pass

- fixed mission name not appearing during the intro to Field Command

- fixed getting stuck in the Shop if opened with News UI

- fixed Esc menu not opening in the Campaign UI

- fixed code links in gamemails opening the old redeem UI

- fix for accepting lobby invites while in the Campaign and Scrapyard UI

- fixed blank PvP menu after using Esc button to exit

- fixed overlapping options in Custom PvP menu

- fixed Archives counter when scrolling through pages

- fixed a gap at the top of the main menu

- fixed some Basecamp header names not appearing

- removed Saxony server from the Locations menu since it's no longer used





Map Editor:

- added support for specifying a unit type value in the Unit Order command

- added support for assigning a unit to a variable when spawning

- added tooltips for NavMesh buttons

- removed Resume Game option in favor of Test Map

- fixed stat and quest tracking when Sandbox/Editor is used

- fixed variable selection on the Spawn command

- fixed a few cases where all conditions were assumed true if the first condition was met

- fixed not being able to type spaces or decimals in most text boxes

- fixed some incorrectly displayed values for unit picking

- fix for messages and unit spawns occurring while editing a map





Balance Changes:

- Paladin Defensive Aura increased to +8/16/24%

5th division combat engineers are done with the latest patch! Lots of of small repairs and improvements to round out the NEW BREED content you're eating up. All those pesky UI overlaps and lockouts are repaired, Pilot art is snazzified, and those Mecha skin malfunctions have all been run down. Even those stubborn Bomber Drones in THE KEEP are working smoothly! Suit up, let's get this done.





General Updates:

- changed the tracker on the Master the Warzone quest to count maps with 4+ stars instead of total stars

- the code redeem menu now slides out of the sidebar

- block party invites from players on your ignore list

- added the 1v1 option back to Solo

- sidebar menu buttons now highlight when active

- clicking a menu button while the menu is open closes it

- increased text speed on Dogfight and Warzone dialog

- re-enable Shop and Market while in a lobby





Bug Fixes:

- fixed Bomber Drones getting stuck on wave 6 of The Keep

- moved "Do Not Disturb" message to fix overlaps

- fixed long player names being cut off in the player profile UI

- no longer need relog to unlock the Custom/Play menu

- fixed a backwards wing on Gothic Neo

- fixed a missing gun cover on Super Helix

- fixed backwards tail fins on Alpha Striker

- fixed some collision issues for Canyon and Mountain tilesets

- fixed wrong username in Campaign HUD after spectating a match

- fixed player name not showing on the followed player while spectating

- fixes for sliding menus

- fixed Market button reloading the menu

- fixes for exiting the Play menus

- fixed some issues with loading the pilot creation UI in other menus

- fixed overlap on unit customization menu in lobbies

- adjusted tooltip size for PvP menus to fix overlap

- block party invites from players on your ignore list

- fixed collision issue with the sandbag prop





Map Editor:

- added listboxes for selecting players in scripting

- added page scrolling to the sound selection menu

- added support for assigning a unit to a script variable when spawning from a command

- fix for variables not saving on unit health commands

- the Editor now sets the correct terrain tileset when loading a map

The story of the AirMech world keeps growing, and you're at the center of the storm with customizable pilots, the start of CAMPAIGN MODE (!) and a new easy-access DOGFIGHT mode to get new players warmed up to head to head combat. This is just the beginning of an ever-expanding world of campaign missions, and much more, so stay tuned! Also, don't miss that IRON-1 Co-Pilot quest!!





General Updates:

- some tweaks to Advanced and Ruthless difficulties

- Warzone scoring changes and difficulty scaling

- removed player username from AirMech health/fuel bar

- rearranged some tiles in the Basecamp

- Vulcan can now be claimed from the Basecamp

- increased stat modifiers for Blink Booster, Amplified Heal Beam, Extended Stasis Coil and Reprogrammer part series

- Pilots are now referred to as Co-Pilots

- allow map voting on matchmade PvP lobbies

- changed the toggle latch on the unit bar to toggle the deploy arm instead of auto-deploy

- removed the + icon for unspent ability points

- added audio to login menu

- Hangar and Spectate menus can now be accessed from Basecamp structures (Hangar and Comms Tower)

- Solo 1v1 has been removed

- main menu tabs have been moved to buttons on the sidebar

- added a red X button to close out menus

- removed AI pilot Quests

- removed core pilots from the Shop

- removed Gold VIP references from endgame screen





Bug Fixes:

- fixed spectating games with custom maps

- fixed icons when carrying Void units

- removed locked diamonds box from being displayed in challenges

- fixed some Angel parts being in the wrong Collections

- fixed range indicator for Ice Cream Buck

- fixed some issues with infantry falling through the map on Keep and Twin Peaks

- fixes for unit movement while attempting to track AirMechs

- fix for dropping units at the bottom of cliffs

- fixed Exit button in lobbies reloading the menu instead of closing it

- fixed invite dialog for Unlimited PvP lobbies

- fixed some floating props on Twin Peaks and Wall

- fixed Recharge Efficiency stat modifier on Osprey Quickcharge Core Mk4

- fixed an exploit that allowed infantry to hold position inside an outpost using command mode

- units will now path closer to the destination point with the MoveTo order

- fixed some aiming issues with low elevation terrain

- fixed an issue with custom game settings not persisting between matches





Map Editor:

- added a script action to enable/disable other actions

- added support for the Attack AirMech order in unit spawn scripting

- added Health Multiplier to placed unit settings

- double click on an entry to load a map

- fixed an issue with setting a key for the input script event

- fixed a few broken props

- fixed some collision issues with Mountain terrain tiles

- fixed a desync with the transforming script command





Balance Changes:

- Bomber melee piercing decreased from 40 to 30

- AirMech DPS scaling reduced by 1% for levels 1-15

- Gatty build cost increased from 4800 to 6000

- Bot Spawner HP decreased from 900 to 600

- Ultimate Moneymaker HP increased from 550 to 600

- Longhorn and Gemini aim rotation speed increased

- Hero HP increased from 550 to 950

- Hero repair rate decreased from 100 to 80

- added an energy drain when charging Bomber's Mantis Strike

Greetings, pilots! WarZone 1.1 is here, and deadlier than ever! We've rounded off a few corners a sharpened a few others to bring you the best weekly war in the wasteland.





-New 5 Star Map completion and Universal Difficulty: Keep a sharp eye on your current difficulty, or step it up a notch with these new features. Select difficulty right in your WarZone tac display, see it during matches, and now map completion stars correspond to the 5 difficulty levels you know so well!

-Difficulty Amnesty for all: No matter your level, select ANY difficulty in any map! Yep, no more leveling your smurf to get creamed on Highway to Hell!

-Ruthless is no longer Toothless: You asked for a challenge, well here it is. Insane damage and HP scalers for THE IRON HAND at maximum difficulty, and a huge score multiplier to make it worth the pain.

-IRON 1 is in the fight: Play against the notorious IRON 1 in the toughest AI Versus battles!

-Login screen field repair: Our killer new Login screen is streamlined and GTG, so no more cooking hot pockets during login!

-IRON HAND and SATCOMM chat badges! Win any WarZone map for a slim chance at a cool new chat badge to show your allegiance in the rising tide of war. Will you side with the tyrannical hordes, or stand firm for Earth unified in peace?

-Map Tweaks: The Great Wall now has a split Goliath wave, so no more ez mode turtling! The Keep is now AirMech sudden death, so stop dying and get a healer! Also, Highway to Hell has an improved unit spacer to make the infamous 5th wave a little more reasonable, no no easier! Get to it!





General Updates:

- added Iron 1 to Ruthless AI

- added Patchnotes and other Field Guide menus to the patching screen

- some changes to various Warzone maps

- new SATCOMM and IRON HAND badges

- added difficulty selection to the Warzone menu

- tweaked enemy unit stats and rewards for Warzone per difficulty

- removed Automatic difficulty selection

- tweaks for scoring in Warzone





Bug Fixes:

- fixed issues with low framerate on login menu

- fixed map publishing for AirMech Prime Booster owners and added additional error messages for any future issues

- fixed exiting to lobby after spectating, map editing, or playing a tutorial map

- fix for exiting a lobby via the gear icon

- fix for infantry falling through the terrain when entering the Southern outpost on The Keep

- fixed some transforming issues on Dogs of War

- fixed some floating assets on some Warzone maps

- fix for names being cut off on Leaderboards

- fix for Rocketeer animation when occupying an outpost

- fixed Fourth of July set not being searchable





Balance Changes:

- Void units are much stronger!

This is an important time of the year for Carbon. July 4th is not only Independence Day in the US, but also Carbon's 5th birthday! We've packed this update full of new content to celebrate. New bundles will also be on sale! Check out the contents of each one, as there are some previously unreleased goodies to be found. These new bundles won't be around for long and can only be purchased once. Don't miss out!

Seven new maps have made their way into the queue, but you'll only find one available at first. Each day of the week will bring a different Warzone into play. Those who have proven their skills on these new maps might find a special item that allows them to play that map at any time. These treasures can only be obtained on the battlefield. New technologies have been discovered at these locations. Use them to greatly increase your mechs power and overcome the Iron Hand's forces.

There are a few balance updates to discuss here as well. Buster seems to have fallen out of players' loadouts since its range was reduced, so range is being bumped up a bit. To compensate, it's also losing 5 armor. Increasing Jackal's upkeep to 2 did work out as intended, but it wasn't a very popular change among PvP players. We're going to experiment a bit more and try out a cost increase instead. A couple of patches earlier, there were a lot of changes to carry stats. This hit Osprey and Helix the hardest, as carry speed, capacity, and the Lifter ability were all nerfed at once. At the same time, both of these mechs have very powerful primary abilities that are often the target of complaints. Missile damage and repair rate will be going down, and carry capacity will be restored to 2540 each. Be sure to post balance feedback on the forums. The Balance Council is always looking for more opinions!

Discuss this update at http://airme.ch/29ndhy1



General Updates:

new Iron Hand Bomber for the login menu



new one-time purchase bundles added



added 7 new Warzone maps on a daily rotation



Uber PowerUps found on Warzone maps greatly increase the strength of your primary ability



added weekly Leaderboards for new Warzone maps



added leaderboard notifications at endgame



added a slight delay before victory is shown at endgame



Bug Fixes:

fix for Baloom not triggering an explosion when passing over an enemy mech



fixed alignment with Twin Peaks' minimap viewbox



fixed missing Compliance stat in the Field Guide



fixed Blueprints link (was renamed from Skills)



fix for clicking the timed quest notification outside of the Home tab



fixed some collision issues and floating assets on Challenge maps



fix for enemy wave spawns on Challenge 10



Balance Changes:

Buster attack range increased from 18 to 19



Buster armor decreased from 60 to 55



Jackal upkeep decreased from 2 to 1



Jackal build cost increased from 2500 to 3000



Helix missile damage decreased from 60 to 50



Helix carry capacity increased from 2380 to 2540



Osprey heal beam repair rate decreased by 20%



Osprey carry capacity increased from 2380 to 2540

We've got another big update for you this week. A huge batch of new content is on the way, so we need to get some of these changes out there for testing before the big reveal next month. A good portion of this patch will also be aimed at improving the new player experience.

We've renamed many of our game modes this patch. Skirmish is now Versus, while Survival mode will now be known as Warzone. Feedback on the forums generally agreed that Ranked and Unranked were misleading names, so we've renamed those to Skills and Unlimited respectively. The descriptions for all of these queues have been updated as well.

Your feedback on the forums is always important to us, even when we don't respond right away. Since so many of you have asked for it, we've added a setting in General -> Gameplay for "Deploy Arm Enabled". This will be on by default, since it's intended for advanced users rather than new players. You can change this setting at any time, even during a multiplayer match. Turning the deploy arm off will prevent your units from being automatically deployed. They'll be stored in the structure they were built at and can be picked up by AirMechs above the structure. This brings back a popular strategy of hiding units in queue, but it can be countered by neutralizing the outpost they're queued at.



General Updates:

added an option to disable the deploy arm and manually pick up units from structures



renamed some game modes and updated Play menu with new tooltips



added Iron Hand dialog to existing Warzone maps



added difficulty settings with reward modifiers to Warzone



added title system for Leaderboard champions



improved Heal Nova animation for Osprey



default to Weekly instead of Factions when opening the Leaderboards UI



moved the Quests button to the bottom of the main menu



renamed Skills tab to Blueprints



renamed Promos button to News



tweaks to the endgame victory medal



added some variation to Striker sword audio



set a limit for credit cap messages to reduce spam



added pilot icons for in-game messages



added icons for trials in the pregame lobby



Bug Fixes:

fixes for AirMech animation bugs



fix for the Link command on units with a deploy animation delay



fix for melee units not attacking enemy fortress when no capture targets are available



fixed a bug with flier separation not applying to neutral units



fix for shadow rendering when zooming in



fixed some issues with shadow rendering on oversized props



fixed a bug that allowed the AI to build Void units



fix for showing Quests button when not on the main menu



fixed an issue where an abducted Bot Spawner would produce a creep while on an enemy socket



fixed item icons not showing on Market purchase dialog



fix for automatically terminating units in Warzone



fixed alignment of promos when launched from the News button



fixed picking up CTF cores over the fortress



fixed an issue with pickup indicator not displaying for CTF cores



Map Editor Updates/Fixes:

maps will now save automatically in the event of a disconnect, use recoverLast to reload



added radio buttons for Edging, Elevation, and Paint Mat buttons



rearranged the terrain panel



add credit value for Safebox and Vaultbox when pre-placed



fixed broken Combos menu



fix for Roller not unlatching when spawned from an elevator



fixed an issue where editing the position field would not correctly move a game location



fix for skybox selection overwriting pregame timer



fix for game messages being displayed while editing



fix for neutral Necro reviving units



fix for scripted game messages not appearing in player-made maps



Balance Changes:

Seeker HP decreased from 1250 to 950



Striker guns piercing increased from 55 to 60

It's been awhile since our last update. A lot of changes have been made that focus on PvE and story content. Most of that work is not yet ready for release, but you'll still notice some small things here and there. New promos, dialogs, and in-game messages may hint at some of the things to come. Neutral units have been claimed by an unknown force, but they haven't revealed themselves just yet.

Since we're working on new maps focused on PvE, we needed to make some more improvements to the Map Editor to support some more advanced scripting. Many new conditions and actions were added, and we can't wait to see what kind of custom maps you'll build with them. We're also going to enable scripts to run on any game mode, so you don't have to set the map to Custom. Some features requested on the forums have made their way into the Editor, such as a facing/rotation property for spawned units, box select will now filter its selection with an option to select everything by holding Shift, confirm dialogs for New and Publish options, and new UI for publishing maps. Give it a try and let us know if you run into any issues or have suggestions for Map Editor features.



General Updates:

- new recurring PvP Quests in the Daily section - new textures for some neutral units - improvements to in-game status messages - improved collision data for tall Canyon tiles - increased rewards for Last Stand - increased Upkeep from Survival structures in multiplayer matches - added a new victory dialog at the end of a match - the suggested content dialog will only show on defeat



Map Editor Updates/Fixes:

- added a Confirm dialog for New and Publish options - updated prop icons - the box select tool will filter selections again, hold Shift to select everything - map scripts will now run on all game modes - added a dialog for publishing maps - making custom maps respect capitalization in the load map window and for uploaded maps - added support for placing PowerUps and prop Combos - added support for importing scripts from another locally saved map - added support for specifying the maximum flying height of the Sample Map - added a script event for AirMechs entering a location - added a script condition to compare the current energy of an AirMech - added a script condition to compare the current health of an AirMech - added a script command to initiating an event for each unit in a location - added a script command for disabling energy regen - added a script command for disabling health regen - added a script command for respawning an AirMech - added support for event and variable parameters in the move location to unit script - added a facing/rotation property to the unit spawn script command - Bombs no longer require NavMesh to be spawned from scripting - fixed the script conditions for unit type and team - fixed the location option not saving in the AirMech condition - fixed the script condition for units remaining - fixed the script condition for AirMech evaluation - fix for units getting stuck when spawned from elevators - fixed some issues with editing the team option in scripting - fixed an issue with player locations not being saved



Bug Fixes:

- fix for displayed ping values showing incorrectly - fix for Sonya and Dinger radar spinning animations - fix for Boomer capturing outposts - fixed a bug that could cause players to be stuck in the Basecamp tutorial - fixed a crash that could occur when loading a map - fixed an audio related crash - fixed tooltips for NoColor and gold plated items - fixed a bug that caused the suggested content dialog to be misaligned - fixed a bug with Gundanium Alloy appearing unlocalized - fix for some artillery units appearing un-deployed



Balance Changes:

- Shooter no longer fires at air targets

We've got a small patch to catch everyone up on the latest changes. There were some important fixes to get out and plenty of Map Editor updates. We also needed to get something new in the game files, so be on the lookout for something special in your mailbox!





General Updates:

- localization updates for more <System> messages

- spread out the starting locations for AirMechs

- AI units no longer converge over the top of their fortress at the match start





Map Editor Updates/Fixes:

- added a script condition for checking a player's AirMech class

- added a script event for units entering a location

- added a script command for disabling firing control

- added a script command for disabling all AirMech abilities per player

- added a script command for modifying the health of a unit

- added a script command to initiate an event for each unit in a location

- fixed some script conditions for unit type/team

- allow neutral Bombs to be dropped via scripting

- fixed navigating to page two of Variables in the Map Editor

- units controlled by the AI are no longer affected by the forcebox bounds

- adding support for specifying units from event parameters or variables on the unit kill command

- improvements to elevation painting so that ramps and similar tiles will not be selected





Bug Fixes:

- fixed a crash that could occur while loading a match

- potential fix for getting stuck in the menus after spectating a match

- fix for tooltips of some miscellaneous items

- fix for the Move To order in Command Mode

- fixed Honor requirements in Bronze Medal description





Balance Changes:

- Striker carry capacity increased from 2060 to 2200

- Helix carry capacity decreased from 2540 to 2380

- Saucer carry capacity increased from 1880 to 2000

- Osprey carry capacity decreased from 2540 to 2380

- Neo carry capacity increased from 1760 to 1860

- Paladin carry capacity decreased from 2780 to 2600

- Angel carry capacity decreased from 2360 to 2300

This update comes with some important fixes to the patching process of AirMech. We'd like to know if anyone is still having trouble updating, even on the Canary version. If you're using Steam, this probably won't affect you.





The Map Editor is getting more attention this week as we've added a couple of requested features and fixed a few bugs. We've also added player-facing error messages for map publishing. This will help us track down the issues that some players are experiencing when trying to share their creations. Post on the forums if you run into one of these errors and we'll try to get these sorted out.





Crater will be getting some cosmetic attention this patch. While working on the VR version of AirMech, many of our maps needed some touch-up work here and there, particularly around the edges. We'll be merging some of these improvements into the PC version going forward. Crater is first on the list!





General Updates:

- added error messages for map publishing failures to help track down issues

- added support for specifying the pregame radii in the Map Editor

- added a selection mode icon for box select in the Map Editor

- added a notification when dynamic daily Quests are available

- art pass on Crater, particularly around the edges

- spread out the AirMech starting positions on Crater

- removed Ancient rarity from PvP Medals





Bug Fixes:

- fixed AirMech type icon for parts showing above giftwrap on the Market

- fixed Fluorescent Lightbulb's Fight Energy Efficiency stat that was overlooked in the last update

- fixed some issues with right-clicking to order units in Command Mode

- fix for moving the Unit/Ability bars or minimap without holding the hotkey

- some fixes to the patching/updating process

- fixed for deleting messages from the Outbox

- fixes for redeeming dynamic daily Quests

- fixed the positioning of Osprey's heal beam when targeting AirMechs

- fixed some issues with launching the game using Windows XP

- fixed localization on Diamond Roll banners

- hid the AI difficulty in Survival lobbies

- fix for vote kicking in Custom matches





Balance Changes:

- Paladin damage vs Units modifier increased to match all other AirMechs

- Turtle now retreats into defensive mode when holding its position

- Turtle no longer closes up when taking damage

Our last patch included some network changes that needed to be tested. The results were looking good until we ran into a bug that prevented players from starting games. Those changes were disabled after a few days while we worked on some fixes. We'll be monitoring the changes again with this patch, but we'd love to get more feedback from you on the forums!





Some other changes have made their way in since out last patch. We've had requests on the forums to add a way to reset the positions of your Ability/Unit bars and minimap. We've added a button to the General Settings to do this, but you can also manually move them around with your mouse cursor while holding U. Some of the Items have also been changed to reduce the duplicate stats or to put them on par with other Items that have similar stats.





We've also decided to include Honor in Ranked PvP matches. You'll gain two Honor for a Ranked win, but you'll also gain one Honor for a loss. We'll be using Honor for more things in the future, but you can already unlock a few new things from the Shop with it.





Discuss this patch on the forums: http://airme.ch/1px0yic





General Updates:

- added a button in the lower left corner of the General Settings to reset the Abilities/Units/Minimap positions

- improved firepoints for Neo, Osprey, Paladin, and Angel

- improved the Bomber AI's ability to chase and strafe AirMechs at different elevations

- improved Osprey's Heal Beam selection to better target AirMechs

- changed the stats on some Items: Clover, Red Charm Bracelet, Sky Pearl Bracelet, Fluorescent Lightbulb, Candy Bucket, Pumpkin Candy, Skull Candy, Raptr Tooth Necklace, Uncle Sam's Hat, and Coffee

- added a Clear button for the Scrapyard UI





Bug Fixes:

- fix for menus being unclickable after selecting a custom map and exiting a Solo lobby

- some fixes to the Menu bar of the Editor

- fix for fast units pushing through the tollbooth on Sandrim

- increase Bomber Mantis Strike hitbox to make it better at hitting infantry

- fixed some gaps in a few Salt props

- fixed Ability/Unit bars being misplaced in the Tutorial

- fix for part icons showing through giftwrap in the Market

- fix for part icons showing up on other inspect dialogs

- fix for the Uplink promo linking to Gothic Crate





Balance Changes:

- reduced Angel's passive ability bonuses

- Osprey and Helix Lifter ability scaling decreased by 50%

- Tesla Tower build cost decreased from 10000 to 8000

We've got a big patch to catch you up on the latest updates and fixes. There have been a ton of performance optimizations and improvements to the game engine since our last patch. Among these improvements are some fixes to the net code which we'll be monitoring for a while. Please don't hesitate to let us know how things feel in online matches. The forums are the best place to communicate with us.

We've also got another round of AI fixes with some tweaks to the lower difficulty settings. Veteran players may even be surprised by how much they've improved. Give it a try and look for the daily Quests to earn some extra rewards by playing with friends. With all these bug fixes the AI becomes more powerful in ways that are hard to foresee. It's good to hear back from players that find it too difficult.

Speaking of feedback, we noticed some complaints about the XP grind for leveling up your AirMechs for better parts. We've made to changes to address this. The first is that the XP you gain at the end of a match is increased by 50% before it's applied to the AirMech you used. This change went into effect about a month ago. The other half was to decrease the amount of XP needed to reach each level. Since this part required a patch to go live, some of your AirMechs may have already increased in level!

Read below to find more details about this update. As always, discuss this patch on the forums at http://airme.ch/21isp0V

General Updates:

reduced the amount of XP required for persistent AirMech levels 10-20



new sound effects added for some AirMechs



added a sound effect for the unit deploy arm



units will no longer be deployed over sockets or door pads



added a taunt animation for Saucer



allow Saucer's Deathray to damage destructible scenery objects



updated BlackOps Saucer's transport model



added Luck (fun stat) to Lucky Clover



AirMech AI will now build infantry at the nearest base to their capture target



AirMech AI optimizations for AutoDeployV2



AirMech AI will no longer attempt to harass an outpost which already has an enemy AirMech near it



AirMech AI will now move in closer when missing shots in air mode



limited AirMech AI unit building in Survival maps to better allow human players to control upkeep



improving the AI's logic to detect paths generated under bridges



improving the AI's ground strafing logic to reduce cases of getting stuck overlapping an enemy in tight spaces



greatly increased the AI's chase range for base defense when there are no enemy units nearby



improving the AI's logic for escaping when health is low



reduced AI's ability to escape on lower difficulties



made the AI avoid areas with turrets when dropping units near the fortress



improved the AI's ability to use blocker units at the fort



improved the AI's usage of Warthog's Power Shield ability



improved the AI's unit dropping logic to better handle infantry



infantry units will now deploy towards the fortress when there is no enemy fortress



allow multiple bases to have an AutoDeploy path



Alt+F4 will now close the application



improved Jetpack Cat and Husky Pup animations



applied the map force boxes to non-neutral units to keep them in bounds



added missing art for new parts



allow the mouse wheel to scroll the map load dialog in the Editor



added page numbers to the map load dialog in the Editor



allow the 'b' box select Editor tool to select everything



added new Collections sets for AirMech parts



performance optimizations for animations



updated some textures used on Vale



new art to show that group selected units



improved AirMech destruction effects



many performance improvements and optimizations

Bug Fixes:

fixed common name on a few Mk4 parts to allow proper linking in chat



fixed autotag on a few newly released items to allow linking in chat



fix for Helmet Armor Mk2 image not appearing



fix for AirMech level affecting carry speed calculations



fix for matches not ending when the enemy team leaves or is disconnected



fixed an issue with AI AirMechs continuously picking up and dropping a unit



fixed some bugs with AI AirMechs finding a place to transform to ground mode



fix for AirMech AI detecting whether infantry are in a Bear Trap and won't get stuck trying to pick them up



fixed a bug with the Bomber AI thrashing state when trying to attack a fortress



several fixes for Bomber AI landing far from where it could actually attack enemies



fix for AirMech AI's ground strafing pathing so it it avoids cases of being stuck overlapping an AirMech target



fixed an issue with AI tracking units as allies after they were abducted



fixed a case where the AI wasn't landing when intended



fixed an issue with the AI's transform mode target being inconsistent



fixed some issues with the AI not attacking certain units



fixed an issue with the AI not using blocker units to defend bases against AirMechs



fixed an issue with the AI trying to drop units near the enemy fortress



fix for units getting stuck trying to move toward each other



fix for Necro not being able to resurrect enemy Survival units



fixed Booster not appearing in the Shop



fixed autotag on a few items to allow linking in chat



fixed a desync which occurred when building mines



fixed an issue where socketed units would not generate navmesh obstacles



fixed an issue where infantry could get stuck targeting an outpost they can't path to



fixed an issue where a unit could be deployed from an opposing base



fix for infantry no loading into a Boxer if placed too close



fixed a couple of gaps in the terrain on Thar



fix for Saucer model not having a bottom side



fixed some gaps in the Alien Saucer's air model



moved some props around on Dust to prevent units from being deployed in the air



fixed dialog text when using Friend Slot expanders



fixed the box select sometimes rendering through the world



fixed an issue with units not finishing deployment when their outpost is neutralized



allow impact damage from AirMechs when colliding with destructible fences so the AI doesn't get stuck walking up against them



fixed turret aiming animation on Ultimate Jackal

Balance Changes: ːbuckyː

carry speed changes for all AirMechs



carry speed is no longer affected by in-game AirMech level



stat changes for Jared, Jason, and Gabe pilots



increased XP award for destroying Bombs and Booster



increased XP award for destroying Ultimate Units by 10%



all units will consume upkeep while socketed



buffed some Ultimate parts to fit in with the new Mk4s



reduced negative stats on a few parts to be more PvE friendly



adjusted Rapid Missile Loader series of parts to be like the old stats (3x fire rate with reduced DPS)



allow the Osprey's Heal Beam to target air units



allow Tesla Tower to damage the enemy fortress

We've made some adjustments to the pregame phase that should fit better with the new unit deployment rules. The neutral units can no longer be damaged before the timer expires. This gives players more time to setup without worrying about getting behind on clearing neutrals for maps such as Twin Peaks. We've also enabled XP awards for building units in pregame. We didn't want to open doors for XP farming in pregame, so we've also reduced recycling returns down to 75% of the unit's value.

There are a ton of new parts and a few new items with this patch. The new items are available in the Shop, while the new parts have been added to the endgame drops. Still looking for some of the old parts? We're going to allow all parts that are not sold in the Shop to be sold on the Player Market instead. Since we're adding in Mk4 versions of our Helmet, Knee, and Chest Armor parts, we're going to be renaming the Heavy versions to include Mk2. This change won't be noticeable at first, since it will require some server-side updates to complete the renaming process.

There are a few more improvements worth mentioning. We've always had complaints about the bridges in front of the forts on maps like Thar and Dust. Units will now move in much closer to the enemy fortress while on the Attack order. This should prevent the units in the back of a push from being blocked, and allow them to move within range. As requested on the forums, we've also increased the limit on custom paths allowed. You can now have up to 6 paths drawn at a time! For more details, be sure to check out the details below.



General Updates:

Super Helix added to the Shop



added five new Items to the Shop: Holdout Pistol, Stim Kit, Survival Knife, Fuzzy Dice, and Pilot's Buckle



units on the Attack order will move in closer to the fortress to reduce issues with blocking other units



disabled unit damage in the pregame phase



allow XP to be granted for building units in pregame



recycling now returns 75% of the unit's value



neutral units can no longer damage neutral outposts



AirMech AI will now detect cases where it cannot walk to a location and will fly there instead



increased custom path limit per player from 3 to 6



made units set to the hold order when abducted



many new AirMech parts added to the drop tables



Heavy Helmet Armor, Heavy Knee Armor, and Heavy Chest Armor are being renamed with 'Mk2'



made the Lunchbox repair sound play for outposts as well



made outposts and forts use the map center as the default deploy direction when there is no enemy fort



non-AA and non-artillery turrets will deploy to the outer row



player-built units can no longer be latched to neutral sockets



giving orders to Boxer will pass them down to units they carry



Comms Mk1 structure now enables Market chat rather than the entire chat window



fixed Google login button



Bug Fixes:

fixed an issue with units not targeting the roadblocks on Sandrim



fixed a case where the AI could get stuck being unable to pickup a unit due to proximity to a fortress



fixed a case where the AI could get stuck trying to attack an enemy AirMech while overlapping it



fixed a case where Bomber AI wouldn't switch to air mode when out of reach of an enemy AirMech



fixed an issue where the AI would continually pickup and drop a unit



fixed an issue with the AI getting stuck repeatedly transforming while trying to attack an outpost



fixed AI logic for maneuvering around obstacles in air when stuck



fixed a case where AI could get stuck trying to drop a unit too close to a base



fixed an issue that caused Grinder to backtrack when switching away from the capture order



fixed Finished button not responding in a Tryout session



fixed some Saucer models that didn't have an underside



fixed an issue with the deploy arm clipping through Factories and Outposts



fixed an issue with units attached to the deploy arm not counting towards upkeep and allowing the limit to be exceeded



fixed another issue with being able to queue over the upkeep limit in multiplayer games



fixed an issue where returning players would be stuck in the Basecamp tutorial if they didn't have enough Kudos to build a structure



Balance Changes:

Warthog hit points increased from 1350 to 1450



Warthog DPS increased from 295 to 305



Hero will only target AirMechs for repair



Hero movement speed increased from 10 to 15



Hero repair rate for AirMechs increased from 33 to 100



Hero heal beam range increased from 5 to 10



Hero vision range increased from 16 to 23

As requested by players on the forums, we've added two new keybinds for manually selecting which structure your build orders will go to. "Set Build Point" can be used to select the closest structure to your AirMech. Press it again to deselect the structure and go back to the default behavior. "Cycle Build Location" will cycle through each friendly structure, starting with the fortress and then closest to farthest outpost. This will allow controller players to select an outpost without having to move closer. You can find these keybinds in the Building section of the Controls Settings.





Another popular request has been the ability to move the in-game UI bits around. We've decided to try this out and have a first pass implemented in this build. "Adjust Game UI" can be found in the Other section of the Controls Settings and is bound to U by default. While holding the hotkey, you can click and drag the minimap and unit/ability bars at the bottom.





Command Mode is a new keybind that allows you to use the mouse cursor for group select functions. While holding the hotkey, shooting and ability functions are disabled on the mouse. You can then use it to click on individual units to add them to the group. Click and drag to box select units in an area. Double-clicking a unit will select all units of that type (within group select range), while double-clicking the terrain will deselect all units. You can also use Command Mode to select a structure as your build location. We'd like to get some feedback on this and ideas to expand on.





General Updates:

- Super Striker is now available for purchase from the Shop

- updated some Market buttons

- first pass at moveable UI elements in-game with Adjust Game UI keybind

- organized General Settings into categories and rearranged some Controls Settings

- removed mines from mid and back outposts on Duel

- made Striker's sword/shield not pulsate as much when idling

- Socket units will now favor sockets closer/farther from the enemy fort depending on usage (Generators, Moneymakers, Levelers, and Lunchboxes prefer farther away)

- no longer give the capture order when the fourth infantry is built

- artillery units will no longer deploy to sockets

- tanks will now deploy to positions further away from the outpost if available

- change Practice Makes Perfect quest reward to Reward Capsule

- improvements for explosion animations

- hits from AirMechs on Outposts and Forts do not apply unless they deal at least 0.5 damage

- made it possible to drop Bombs directly on an enemy outpost

- adjusted the defensive turret count and push size of AirMech AI based on difficulty

- made squads choose targets by closest pathing distance rather than linear distance

- Command Mode can now be used to group select units with the mouse (group select rules still apply in most cases)





Bug Fixes:

- fixed an issue with infantry entering an outpost on Dust

- fixed a crash that could occur when deleting socketed units in Sandbox

- fixed infantry selection menus for outposts in the Editor

- fix for units being deployed inside the outpost in the Tutorial

- fix for Boomer destruction effects playing without a detonation

- fixed a case where Boomer would continue to target and explode after the target unit was picked up

- fixed an issue where enemy players could see build order particles from your team

- prevent AI AirMechs from transforming while affected by stasis

- disallow Booster from being group selected

- fix for AirMech guns appearing to hit when no damage is being dealt

- fix for Basecamp structures being clickable in other menus

- fix for picking up a unit at the same time that it is abducted by the enemy

- fix for units not being able to path across wooden platforms on Nesthorn

- fixed an issue with AI continuously trying to reposition a unit for defense

- fixed armor/piercing stats displaying as a percentage in pilot training

- fixed a material reference that caused a crash on some player-made maps

- fix a hang when purchasing Shovel from the Basecamp dialog

- fixed Market sorting when searching for a number

- some fixes for map saving (re-save your map before publishing)

- fixed the player's Kudos total not updating when purchasing from the endgame menu

- fixed Nanoforge issue with items that produce more than one Scrap

- fixed Cancel button on map load dialog when no map is selected

- fixed a bug with outpost domes closing while units are still being deployed

- fixed a bug with socketable units not deploying in CTF

- fixed Bomber Mantis Strike hitting air targets

- fixed a case where the AI will sit idle for a few seconds while infantry capture an outpost

- fixed a bug that could allow Guardians to appear on the map

- fixed build order particles being visible for other players

- fix for Inbox close button breaking after clicking the mail icon

- fixed clicking Basecamp plots through the lobby after finishing a match

- potential fixes for replay desyncs

- another fix for map saving/publishing

- fixed a crash that could occur when opening large maps in the Editor





Balance Changes:

- Osprey Heal Nova increased from 40 to 50 HP per pulse

- all turrets receive a +50% fire rate bonus when socketed (some were set to +100%)

- increased movement speed of Longhorn, Gemini, Seeker, and Ratchet from 2.5 to 3.0

- decreased aim turn rate of Longhorn and Gemini by 10%

- Jackal upkeep increased from 1 to 2

- balance changes for Hawk, Mako, Ashe, and their alternates

- Tesla Tower shot damage increased from 45 to 54

General Updates:

- units can now be queued at a selected structure via minimap click or hotkey

- Osprey Heal Nova will now pulse 5 times at 1.5 second intervals

- adjusted star requirements for Challenge 8

- homing missiles locked onto a unit will now switch to tracking the AirMech when the unit is picked up

- added controller support for the new dialog boxes

- allow fences on Chasm to be destroyed by AirMech impact

- AI will move units to help fight enemy AirMechs while defending bases

- added journaling to track down the cause of a replay desync

- AI will disengage enemy AirMechs if they become cloaked





Bug Fixes:

- fixed a common crash bug

- fixed extra faction tag brackets for in-game chat

- fixed transition for Basecamp when exiting the Settings UI

- fix for Paladin Hammer Throw sometimes flying over potential targets

- fix for units appearing to float above ground over certain terrain

- fixed a case where the AI was trying to mass command a guardian which was getting them stuck

- fixed a case where the AI repeatedly picked up and dropped the same unit in the attack behavior

- fixed Nanoforge background sometimes appearing outside of the window

- fix for items not appearing in the Nanoforge after crafting

- fixed Angel Glide sometimes getting stuck on cliff edges

- fixed units being deployed behind the Northeast outpost on Spiral

- fixed some missing tiles on Crater

- fixed cloaking effects on Void Neo

- fix for Angel's handguns being visible in the hands and holster at the same time

- fixed dropping infantry with Cargo Operation while patrol points are active





Balance Changes:

- Booster upkeep increased from 0 to 1

We're finally ready to roll out the new unit deployment system. With this new system, units can no longer be pulled from the top of the outpost. Instead, your units will be placed around the outpost by a deploy arm. Offensive and repair units will be deployed in the front (closest to the enemy Fortress) while support units are placed in the back. This also means that units will need to be queued at the specific outpost that you want them to be deployed from. When queuing units, you'll notice particles being emitted from your mech that will travel to the closest friendly structure. A gear icon will appear over units queued at the structure you're closest to. You can also queue units at multiple structures at once to speed up production.





One major benefit of this system is that units can no longer be held in queue. Everything will be out on the field, so scouting is much more productive and accurate. Now you can push out your units with confidence knowing that your opponent can't magically pull out 6 Grinders they've been saving up to counter your push. It also means that outpost cheeses are a bit harder to pull off. You'll need to bring units to defend your new outpost, rather than pulling out whatever was in your queue at the time.





Pilot stats have changed quite a bit with this update. The 12 core pilots each represent a different archetype, with the seasonal pilots becoming alternates of core pilots. You'll never have to wait for a particular event to obtain the pilot that fits your playstyle. We may tweak the pilots to find the right balance over the next few weeks, so please be patient and send us your feedback on the forums!





You may have noticed the level up dialog mentions earning Pilot Points. This is a new system for training your pilot's stats via the Basecamp. You'll earn 5 points per level (retroactive for previous levels) which can be spent on any pilot you own. Additional points can also be purchased with kudos. Each stat modifier is weighted differently, and upgraded separately from other pilots that use the same stat mod. PvP players should not be alarmed, as pilot training will not affect Ranked PvP (just like parts).





There are a few changes to the Player Market that will affect everyone. The base tax rate for VIP players has been changed to 17%, which brings the minimum tax to 5% after all books have been used. Non-VIPs will now be able to make purchases from the Market at level 5, and list items at level 10. There will be no locked diamond penalties for non-VIP sellers. To make up for this, the tax rate for non-VIPs has been increased to 35%, and the ability to use tax books has been removed. As always, making a purchase and becoming VIP will instantly remove these restrictions.









There's also a long list of new features and bug fixes to be found below. Range indicators were added for many units (you can disable these in the General Settings), icons for parts that indicate the type and AirMech class, updates to AI AirMechs, and some new Map Editor features, just to name a few.





Discuss this update on the forums at http://airme.ch/1YRn55s





AutoDeployV2 Notes

- units will now be deployed from the outpost they were built at

- units queued will be deployed at the closest outpost to your mech when the build order was issued

- each outpost will handle its own queue and build/deploy units simultaneously

- build orders will produce particles that travel from the mech to the structure that the unit is queued at

- a wrench icon will appear on units in your build queue when you are close to the structure they are queued at

- the original auto deploy mechanics can still be used to deploy units to custom paths

- offensive and repair units will be deployed to the front of the outpost (relative to the enemy fortress) with support units placed in the back

- Bombs and Boosters will also be deployed behind the outpost and can be destroyed by the enemy team

- Saucer's Teleport ability creates four creeps in your cargo (two L3 and two L4)

- if an outpost is neutralized with units in queue, those units are refunded as if they were canceled by the player





General Updates:

- updated Tango and Honeypot descriptions

- some tweaks for dialog boxes

- adding range indicators for tanks, turrets, and Bucky

- rebalanced pilot stats

- added pilot training to the Base structure for improving pilot stats

- added Part/AirMech type icons for parts in the Shop and inspect dialogs

- added custom dialog titles for selection boxes in Hangar

- added new Quests for reaching account levels 16-19

- updated Back button in Hangar when customizing army

- modifying Force Boxes to have their own rotation value rather than being based off the map camera rotation

- made Forcebox2 available in the Editor

- added a rotation property in the Editor for outposts and forts

- added a delete button for locally saved maps in the Editor

- Ultimate Bomber parts are now available in the Shop

- PvP Medals now require Honor to purchase

- allow the AI to account for units queued by teammates

- added behavior for the AI to move units to body block base attackers





Bug Fixes:

- fixed a crash when placing a neutral Ornament Bomb in the Map Editor

- fixed facing direction when placing units on a socket

- fixed Player Market not refreshing after a purchase

- fixed being able to click Quests/Help/Codes buttons when not on the Home menu

- fixed mail delete button showing up when no message is selected

- fix for focusing on Info chat tab when opening the Nanoforge

- fixed some NavMesh issues on Thar, Twin Peaks, and Decay

- many fixes for new dialog box issues

- fixed an issue with the MapName property in the Editor displaying as listbox instead of a string

- fixes for unit rarity backgrounds in the Hangar when using the filter search

- possible fix for Google login crash

- fix for Heads not being clickable in the Thanksgiving and Easter promos

- removed Back button in Hangar while selecting AirMech class

- potential fix for some sound issues

- fix for Collections and Skills tabs overlapping the Inventory tab

- potential fixes for replay desyncs

- fixed some issues with drop dialogs blocking Basecamp progress

- fixed Bomber melee allowing Whirlwind to be used between swings

- fixed public maps tab when loading a map in the Editor

- fixed materials for Moon Rabbit

- fix for deleting mails that contain attachments

- fixed text/buttons overlapping Quests UI

- fixed scroll bar for private messages being hidden when chat was minimized

- fixed the Pets Owned stat counter (was counting the empty head slot)

- fixed an issue with menu UI not clearing after pressing Esc

- fix for opening multiple player profile cards

- fix for some replay desyncs

- fix for faction tags not displaying some brackets correctly

- Saucer Blink ability can no longer be used without moving

- fix for the Basecamp tutorial preventing Base and Hangar relocation

- fixed an issue with AirMech AI not clearing their repurpose target

- fixed an issue with strafing that would cause the AI to walk off ledges

- fixed an issue with AI spamming Patcher and Seeker

- adjusting AI logic for landing near an outpost to prevent getting stuck

- fix for AI AirMechs attempting to bomb air targets

- fixed a bug with the AI trying to harass with a repair unit

- fixed AirMech AI switching to air mode to get closer unnecessarily





Balance Changes:

- all pilot stats have changed

- Bomber melee armor piercing decreased from 50 to 40

- Bomber carry capacity increased from 2240 to 2300

- Bomber Mantis Strike damage increased from 180 to 216

- Bomber Mantis Strike range increased by 20%

- Bombs armor piercing decreased from 45 to 30

- Warthog hit points decreased from 1450 to 1350

- Warthog DPS decreased from 323 to 295

- Osprey air heal decreased from 180 to 150

- Osprey recharge rates decreased by 10%

- Osprey air heal energy use increased by 10%

- Tesla Tower build time decreased from 10 to 8

- Tesla Tower HP increased from 1500 to 1800

- Tesla Tower arcs increased from 3 to 5

- Tesla Tower damage falloff changed from 0.9,0.7,0.5 to 0.9,0.8,0.7,0.6,0.5

- Roller armor decreased from 80 to 40

- Gatty reload time decreased from 3 to 1

- Gatty fire delay increased from 0.045 to 0.060

- Gatty shot damage decreased from 26 to 24

- Bucky's shots are now inaccurate horizontally

- Bucky missile speed increased from 11 to 15

- Booster fuel consumptions decreased by 50%

_________________________________





AirMech Patch Notes:

_________________________________

Update #222.2 - Build 40554 November 11th, 2015

Another bugfix update





General Updates:

- added map lore descriptions to map selection menu

- tweaks to tooltip backgrounds





Bug Fixes:

- fixed crash issue after login

- fixed left wing not showing ground contrails on some Striker skins

- fixes for text spilling out of dialog boxes

- fix for spectators gaining control of a player once all players have disconnected from the match





Balance Changes:

- allow Paladin aura to always be active in air-mode

- Paladin aura range in air-mode decreased from 8 to 6

- removed energy use for Paladin auras in air-mode

General Updates:

- added map lore descriptions to map selection menu

- tweaks to tooltip backgrounds





Bug Fixes:

- fixed crash issue after login

- fixed left wing not showing ground contrails on some Striker skins

- fixes for text spilling out of dialog boxes

- fix for spectators gaining control of a player once all players have disconnected from the match





Balance Changes:

- allow Paladin aura to always be active in air-mode

- Paladin aura range in air-mode decreased from 8 to 6

- removed energy use for Paladin auras in air-mode

There are a number of minor bugfixes and UI updates in this patch, but it's main purpose is to test updates to the networking layer and work to address the disconnect issues we've been monitoring, as well as gain more information on startup issues that some players are having.





General Updates:

- some improvements to AirMech AI

- updated various dialog boxes

- updates to pilot descriptions

- added map lore tooltips





Bug Fixes:

- some fixes for getting stuck in Basecamp tutorials

- fix for AirMech Level Up ability not working with new ability system

- fix for Honeypot using wrong range indicator while on a neutral/unowned socket

We've been doing a lot of work on the network code and are ready to try out a new model. Give it a try in multiplayer and be sure to let us know if it plays any smoother for you. Feedback is always appreciated. Discuss at http://airme.ch/1GNQ45x

New players will now be greeted upon exiting the Challenges and given a brief tutorial for the Basecamp and some pointers to help them out in the menus. A Comms Mk1 structure will now be required to view chat, and they'll be prompted to get a blueprint from the Shop. Existing players will also need to build a Comms Mk1 before they can access chat!

The Nanoforge has finally broken loose from the Info tab and is now a floating window with it's own chat channel and redesigned UI.

General Updates:

moved the Nanoforge out of the Info tab and into its own window



group selected units will now continue to their capture target even if it is captured before they arrive



new Basecamp and menu tutorials for new players



a Comms Mk1 structure is now required to use chat



improvements and optimizations to network code



Ultimate Parts for Helix added to the Shop: Ultimate Helix Engine, Ultimate Missile Ammo, Ultimate Helix Missile Launcher, and Ultimate Helix Armor

Bug Fixes:

fix for clicking Basecamp tiles through other menus



fix for blurry chat badges



fixed arm not appearing on Neo



fixed some detached fins on Striker skins



fix for units in cargo being given the capture command after dropping an infantry unit



fix for maps not saving correctly

Balance Changes:

new stats for Satellite Item

We've got a small bugfix patch to save you from the Loadout bug. It comes with a few other small changes that didn't quite make it in for the big update.





General Updates:

- added a Test Map feature to the File menu of the Map Editor





Bug Fixes:

- fix for units in loadouts being changed after sending a gamemail

- fix for the Halloween Bundle banner covering the Diamond Roll banner

- fixed the progress bar for custom survival maps

- fix for AI AirMechs building excessive amounts of Tangos

- fixed several other issues with odd AI behaviors

We made it just in time for Halloween, and made a special Name Your Price bundle to help you celebrate with some new flair! The Halloween Bundle includes 4500 diamonds and 10,000 kudos for whatever price you want. If you beat the current average price, you'll also receive a Ghost Gigi and Halloween Crate (Key included).

This update isn't just about Halloween. We've got many big changes you'll notice as soon as you jump into a match. For starters, your AirMech abilities will no longer be built and picked up at structures. You'll be able to upgrade them instantly with ability points earned with each level-up. We're also raising the in-game level cap from 15 to 20! This will allow you to fully upgrade most of your abilities at max level, but not all of them. Choose wisely!

What does this mean for Guardians? Since Guardians can be destroyed or lost, we've added an automatic respawn timer to rebuild them. When your AirMech is destroyed or a Guardian is shot down, it will take 30 seconds for each Guardian you've unlocked.

To top things off, we're throwing a new skin into the Fall Crate --the Raptor Neo. Don't forget to the Shop to find the Ultimate Boxer, as well as all your favorite Halloween event items for a limited time!

General Updates:

abilities are now upgraded instantly, one ability point per level and no build time/cost



AirMechs can now reach level 20 in-game



Guardians now have a respawn time and will rebuild automatically after being destroyed



improving spacing of infantry in squads



tips will now appear for players with empty loadout slots



new minimap icons for AirMechs and structures



click the minimap to ping teammates at that location



many fixes improvements to AI AirMechs



made Trainer and Basic AI a bit less aggressive



new Ultimate Unit: Ultimate Boxer

Bug Fixes:

fixing a crash which occurred when loading a map with no sample map



fixing a crash which could occur with custom maps



fixed shadow display when zoomed out in the Map Editor



fixed controller input getting stuck after closing chat while spectating



fix for login UI getting stuck using an existing account with Steam



fixed not being able to select map from "Player Maps List"



fixed an issue on Duel that caused units to clump against an outpost when given an order



fixed an issue that prevented units from accepting orders



fix for AI AirMechs trying to chase down carried units



fixed an issue with AI AirMechs trying to issue mass commands to player owned units



fixed Nexus Saucer not using team-colored assets



fixed trail and teeth on the blades of Steampunk Bomber



fixed right wing not displaying correctly on Super Helix



fix for player status turning ready before clicking Ready button



fixed some outdated text regarding Generator functions



no longer display the content suggestion dialog at endgame when replaying or spectating a match



fixed game message and upkeep scripting commands for custom maps



fixed some floating props on Twin Peaks



fix for unresponsive Quest button



fixed missing eyes on Beppo Probe



fixed being able to drop units in some props on Salt



fix for Missile Lifespan stat not updating properly from livebalance data

Balance Changes:

Fixer build cost decreased from 1200 to 1000



Fixer build time decreased from 2.6 to 2.2



Fixer healing range decreased from 7.5 to 5.5



Patcher healing range decreased from 7.5 to 6



Honeypot healing range off-socket increased from 6 to 9



Honeypot healing range on-socket increased from 12.5 to 13.5



reduced level up bonuses from 5% to 4% for levels 1-15



Bucky armor piercing increased from 40 to 50



Bucky fire delay increased from 1.5 to 2 (overall DPS from 117 to 88)



Bucky missile speed decreased from 15 to 11 ːbuckyː Known Issues:

Saucer's Teleport description updated before ability changes went in

World Space Week is here! All the planets--even Pluto--are available as pets! Plus tons of other content for a very limited time, as Halloween is fast approaching.





(more info on Space Week soon)





General Updates:

- disabled transforming in Challenges 1 and 2

- improvements for AI AirMechs





Bug Fixes:

- fixed Custom Map not being selected when loading from Top Maps tab

- fixed some cases where variable names were not saved properly in commands and conditions

- fixing an issue with not being able to edit settings in the Airmech Info property

- fixing a bug with Void mechs changing colors when near enemies with Void mechs

- fix for referee diamond award on first purchase

- fix for Abduct animation getting stuck on units

- fixed labels not showing on Sample Map tab of the Editor

- fix for drop-down selection boxes extending off screen

- fix for AI difficulty not updating properly between matches

- fixed an issue which prevented issuing Capture or Attack orders twice in a row when a new unit became included in the selection





Balance Changes:

- Bucky armor piercing decreased from 60 to 40

- Grinder upkeep increased from 3 to 4

- Grinder build time increased from 16 to 17

- Grinder build cost increased from 12000 to 13500

- Grinder hit points increased from 2500 to 2750

_________________________________





Update #219.5 - Build 39041 September 30th, 2015

Another Bugfix Update and a few new things!





General Updates:

- new item: Big Head

- Ultimate Parts for Striker available in the Shop

- Ultimate Stasis Mine available in Shop

- applied physics to Beach Ball pets in ground mode





Bug Fixes:

- fixed a desync that could occur at game start

General Updates:

- new item: Big Head

- Ultimate Parts for Striker available in the Shop

- Ultimate Stasis Mine available in Shop

- applied physics to Beach Ball pets in ground mode





Bug Fixes:

- fixed a desync that could occur at game start

Bug Fixes:

- fixed capsule choices dialog not showing item names

- fixed chat channel overlapping ability hotbar

- fix for changing AI difficulty between matches

- desync fix

- Bucky missile lifetime increased to allow its rockets to achieve maximum range

Another bugfix update - thanks for all the feedback on the forums and in chat!





Bug Fixes:

- fix for spectator desyncs

- fixed some terrain textures and rock collisions on Nesthorn

- fix for units not being able to path around the center factories on Vale

- fix for editing a previously selected tile while using elevation, paint mat, or edging tools

- fixed Deathray end animation for Pumpkin Saucer

- fixed a bug with Bucky's accuracy setting (should be 100% accurate now)

- fixed highlighting on the in-game Ability bar

- fixed Ability/Unit bar being too low on Challenges

- fix for the new endgame dialogs while using a controller

- fixed an issue with AI AirMechs not landing near an outpost

- fixed Pirate Set not counting the Crate and Key properly

- blocked /tutorial command from being used while in a multiplayer match





Balance Changes:

- Necro build time increased from 2.6 to 3

- Necro build cost increased from 600 to 800

We wanted to get a few fixes out there instead of waiting for the next full patch. And don't forget to "search" your Shipwreck after collecting a crate!





Things of note:

- fix Super Striker and Super Helix stats to be like other skins

- Necro can no longer resurrect neutral units (similar to Saucer abduct rules)

- heads/hats should show up in the featured section of the Shop properly now

- Should now be able to change maps after returning to lobby (and set other custom game options)

Avast! It's a Pirate life for me! ...and you! For one week only we have a mess of Pirate themed goodies. Pet Parrots and Pirate Hats and...Pirate Treasure! The Pirate Crate is a prize indeed and far from a common crate. Inside lies very valuable loot! Diamonds, or lots of Di