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The following are the most recent patch notes for AirMech Strike. Older changes may be found under Patch Notes (Old).

Update #274.8 - Build 76180 February 25th, 2020[]

Live Balance Update

Balance Changes:

-Fortress credit income increased from 150 to 210

- Outpost credit income decreased from 100 to 80

- Bomber armor increased from 75 to 80

- Osprey armor decreased from 80 to 75

- Saucer armor decreased from 80 to 75

- Warthog armor piercing increased from 60 to 65

- Saucer Abduct rate decreased from 74 to 63

- Striker carry weight decreased from 2600 to 2300

- Bomber carry weight decreased from 2600 to 2500

- Neo carry weight decreased from 2400 to 2100

- Warthog carry weight decreased from 2600 to 2500

- Turtle HP increased from 1800 to 2500

- Seeker missile speed increaed from 19 to 21

- Seeker missile lifespan increased from 1.9 to 2.5

- Arty upkeep decreased from 2 to 1

- Archy build cost decreased from 5400 to 4400

- Archy armor decreased from 70 to 35

- Bombs armor piercing increased from 45 to 50

- Bombs carry weight decreased from 800 to 600.

- Baloom HP decreased from 1200 to 1000

-Baloom carry weight increased from 1200 to 1500

- Missile Silo build cost decreased from 10000 to 8000

- Missile Silo Marker build cost increased from 5000 to 1000

- Missile Silo Marker build time increased from 3 to 15

- Increased XP awards for Ratters, Gangster, Safebox, and Vaultbox.

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Update #274.7 - Build 76180 January 10th, 2020[]

Live Balance Update

Balance Changes:

- Fortress upkeep increased from 20 to 35

- Outpost upkeep decreased from 12 to 8

- Angel HP increased from 1400 to 1500

- Bomber HP increased from 1600 to 1700

- Osprey armor decreased from 85 to 80

- Bombs armor piercing increased from 30 to 45

- Gatty shot damage decreased from 28 to 26

- Gatty outpost damage reduced to 75%

- Butcher shot damage decreased from 28 to 26

- Gatty outpost damage reduced to 75%

- Butcher shot dodge chance decreased by 50% (again)

- Bot Spawner build cost increased from 3500 to 4000

- Lunchbox HP increased from 700 to 800

- Hero HP increased from 950 to 1100

- Hero carry weight increased from 950 to 1000

- Turtle HP increased from 1600 to 1800

- Turtle bild time decreased from 12 to 10

- Missile Silo blast range increased from 8 to 12


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Update #274.6 - Build 76180 February 1st, 2019[]

Live Balance Update

Balance Changes:

- Bomber melee damage increased from 141 to 161 (missing from last balance update)

- SAM build cost increased from 1100 to 1250

- Morty impact damage increased from 20 to 30

- Morty blast damage increased from 30 to 40

- Butcher shot dodge chance decreased by 50%

- Gemini turret rotation speed increased from 95 to 105

- Statis Mine build cost reduced from 1400 to 1200

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Update #274.5 - Build 76180 November 22nd, 2019[]

Live Balance Update

Balance Changes:

- AirMech HP decreased by 100

- AirMech ground DPS increased b y30

- AirMech air DPS increased by 20

- Sergeant build cost decreased from 1400 to 1200

- Flamer armor piercing increased from 5 to 15

- Archy build cost decreased from 6000 to 5400

- Bertha upkeep decreased from 5 to 4

- Bomb build cost decreased from 1800 to 1300

- Vulcan armor piercing increased from 20 to 30

- Vulcan HP increased from 800 to 1100


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Update #274.4 - Build 76180 May 14th, 2019[]

Live Balance Update

Balance Changes

-Guardian build cost increased by 500

-AirMech HP decreased by 100 (-5%)

-Honeypot upkeep increased from 2 to 3

-Bot Spawner upkeep increased from 1 to 2

-Tesla Tower armor creased from 80 to 60

- Bombs carry weight decreased from 1300 to 600

- Level 4 Creep missile damage decreased from 80 to 70


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Update #274.3 - Build 76180 Feburary 1st, 2019[]

Live Balance Update

Balance Changes

-Osprey HP decreased from 1700 to 1600

-Osprey Heal Beam repair rate decreased by another 10% (air and ground)

-Jackal armor piercing decreased from 30 to 20

-Bertha armor piercing increased from 80 to 90

-Statis Mine build cost decreased from 2000 to 1400

-Statis Mine build time decreased from 3 to 2

-added a small amount of blast damage on death to offensive trucks and cars


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Update #274.3 - Build 76180 Feburary 1st, 2019[]

Live Balance Update

Balance Changes

-Osprey HP decreased from 1700 to 1600

-Osprey Heal Beam repair rate decreased by another 10% (air and ground)

-Jackal armor piercing decreased from 30 to 20

-Bertha armor piercing increased from 80 to 90

-Statis Mine build cost decreased from 2000 to 1400

-Statis Mine build time decreased from 3 to 2

-added a small amount of blast damage on death to offensive trucks and cars


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Update #274.3 - Build 76180 Feburary 1st, 2019[]

Live Balance Update

Balance Changes

-Osprey HP decreased from 1700 to 1600

-Osprey Heal Beam repair rate decreased by another 10% (air and ground)

-Jackal armor piercing decreased from 30 to 20

-Bertha armor piercing increased from 80 to 90

-Statis Mine build cost decreased from 2000 to 1400

-Statis Mine build time decreased from 3 to 2

-added a small amount of blast damage on death to offensive trucks and cars


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Update #274.2 - Build 76180 November 9th, 2018[]

Live Balance Update

Balance Changes:

- Tesla Tower reload time decreased from 4 to 3

- Gatty armor piercing increased from 1 to 5

- Rocketeer HP decreased from 24 to 28

- Rocketeer HP decreased from 350 to 275

- Rocketeer move speed decreased from 5.0 to 4.0

- Osprey Heal Beam repair rate decreased by 10% (air and ground)


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Update #273 - Build 75908 July 18th, 2018[]

Testing fixes for a number of Market issues and compatibility with Wastelands. Full notes after we're sure this is the final build. :)

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Update #272 - Build 75515 July 2, 2018[]

4th of July and Summer are here!

Changes:

- Adding new Freedom Event Bundle

- Add "Watch Replay" button on endgame

- Disable infantry wandering movement for units owned by human players.

- Added Credit Income stats for the Moneymaker to its description

- Add WarMech soundtrack inventory Bundle

Balance:

- Warthog Gun Spray damage multiplier increased to +15% ability per level

- Outpost upkeep decreased from 18 to 12

- Osprey Heal Beam multiplier decreased to +20% ability per level

- 20% helix missile/rocket fire speed buff

Bugfixes:

- Fix "add" invite menu3d showing up if slot filled (AM-11361)

- Check "sg teamswap" symbol when hitting "play 1v1" button while in a group (AM-11359)

- fix missile silo launch sound timing - spawn from silo, not the marker

- Grammar fix for updated GenPower descriptions (AM-11367)

- potential bug fix for player/team editor selector

- fix y positioning of check boxes (not owned and vip shop) in AMS shop UI

- fix album bundles from showing up multiple times in your inventory

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Update #271 - Build 75366 June 27, 2018[]

This is mostly a balance and bugfix update.  The team has been working on getting AirMech Wastelands ready for release.  Some larger Strike features are in development, including a rework to the team queuing systems and being in game together while looking for a group.  Some of those changes were available for preview in the last few Canary builds, but alas, they need significantly more work, so for this update they are disabled.

Changes:

- Updating VIP Shop Ticket icon

- make faction discord links clickable

- Adding Void Skull

- Adding Prismatic Diamond Skull

- Adding Helmet Recipe Icon

- Adding Book Recipe Icon

- Adding Black Diamond Skull

- Adding Black Diamond Dice Pet

- update surrender timer clock: 20s -> 10s

- Add support for fuel consumption on usage of Helix grenades ability and guided airmode missiles

- Add support for energy use on Blade Guardian hits

- Add info tab log on crate open events

- Add hp and energy drain back to Osprey on it's drain beam ability usage

- Add counts to market items, automatic listing for things with multiples

Balance:

- don't issue blade guardian damage if AirMech doesn't have enough energy for the hit

- Jumper HP decreased from 300 to 225

- Jumper armor decreased from 35 to 25

- Gorgon attack range decreased from 22 to 17

- don't allow Angel's sniper stasis ability to charge up more than 1 shot

- Bomber melee armor piercing increased from 30 to 50

- AirMech Boost energy use increased from 1.0 to 2.5

- AirMech Boost cooldown increased from 0.21 to 0.42

Bugfixes:

- Update "LobbyTransformPanel" position if in a 3v3 custom lobby (AM-10965)

- Possible fix for wrong AirMech for group member when going back to the Strike lobby from a match (AM-11330)

- Fix version number size when language set to Chinese (AM-11071)

- Fix rarity color for mini inspect dialog

- Fix player status bars not showing up ingame (AM-11121)

- Fix player getting into a weird state if they hit esc during endgame cinematic (AM-11324)

- Fix name when inspecting a bundle item (AM-11095)

- Fix missing sg menu3d that was causing asserts

- Fix diamond roll meter UI

- Fix custom game ready/start (AM-11357)

- Fix "mapLobbyState" transition for spectators (AM-11325)

- Fix "LobbyTransformPanel" RTT in practice lobby mode (AM-11124)

- Clear "try on" head when changing team colors (AM-11332)

- Add "Purchase with Honor" button to localized "inspect" texture (AM-11066)

- update default DND state to last 24 hours.  Backend will clear on logoff

- Some layout fixes for faction chat ui (AM-11326)

- potential fix for stuck unit recycling state

- Fix model material for "Beta Bomber"

- fix display on minimap of neutral outposts to be grey

- Fix discord link display in faction ui (AM-11327)

- Fix collision on some mountain tiles (AM-11353)

- Add Fall Crate to Crates Inventory Set

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Update #270.5 - Build 74156 May 11, 2018[]

Testing new ranking/matching systems, expect a few updates on the way to 271...

Activated abilities have been disabled in Strike, as they were confusing and few people used them, which made some classes a bit too powerful. Abilities will be rebalanced to take this into account. (Wastelands keeps activated abilities as it is not a balance issue there)

Known bug of being able to switch to Unranked while in queue. If you do this, you will likely not match with anyone. So don't press it. :)

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Update #270 - Build 74046 May 06, 2018[]

Surprise! We're well into Season 2 it seems, this was part of some changes and improvements we are making to matchmaking and we wanted to have a clean break. We're currently debating doing 2 or 3 months for Seasons, and I'm personally leaning toward 3 so it can match the "seasons".


We wanted to intoduce a new lower priced way for new players to get VIP status, as the previous Starter Pack has a lot of currency in it but almost has too much if you are not sure what you need. Combined with the many requests to have another way to get the <.E>Nexus Warthog<.>, and the Warthog being a new player favorite, this seemed like a great pacakge. So for $5 (USD, local currency may change) you get the Nexus Warthog (which means you can use Warthog), 1000 Diamonds, lifetime Silver VIP, and Boosts. Plus it doesn't overlap with the old Starter Pack, so anyone can pick it up and it's still a great piece of kit.

Lots of bug fixes and getting things in place for our new Tournament system, Diamond Roll improvements, etc. Read all about it below!

Changes:

- Renaming "Void Crate" to "Void Plans Crate"

- New <.E>Starter Pack<.> with <.E>Nexus Warthog<.> and 1000 Diamonds

- Rename old Starter Pack to <.E>Strike Pack<.>, nothing else changed

- Adding Black Diamond Roll effects

- Show total units next to upkeep on spectator hud

- Show player credits on spectator hud instead of ping

- make minimized chat window take the same number of characters as the big one, should always be the same

- let everyone autoroll in diamond raffles if they are in game and not AFK

- don't allow q-heal/repair to start while the AirMech is transforming

- Added Void Shot Tracers to Void Collection Set

- Updates/bugfixes to Touranment system

- Show player status bars while in the Pit

- Temporarily remove player count, as it was wrong (didn't refresh right, didn't show players per game type)

<BG>Balance:<>

- Jammer move speed increased from 3 to 6

<BG>Bugfixes:<>

- Fixing transition from black -> normal rolls for materials and diamond lobby panel

- Fixing overlap on locked cosmetic hover for new craftable icon AM-10934

- Fixed a spot where units could be dropped in the trees on Duel

- Fixed a spot where infantry could be dropped in the rocks on Storm

- Fix right clicking on the bracket button to load the tournament editor (AM-10822)

- Fix ready button for unfair teams in lobby (AM-10828)

- Fix positioning for "InLobbyMenuPowerButton" (AM-10916)

- Fix overlapping text in tournament brackets ui (AM-10783)

- Fix Honor tooltip display (AM-10924)

- Fix Honor badge messages not displaying when clicking on them in Chat

- Fix "TournamentMasterRefresh" symbol not getting set when viewing the tournament list

- Fix "no show" red bar for winners in tournament brackets ui

- Don't show tournament "Go" button if not active

- Don't allow you to spectate a no-show match and update tooltip to match

- Don't allow players to change loadouts while playing a challenge map (AM-10921)

- Blocked units from being dropped on cliff edges behind the fortress on Twin Peaks

- potential bug fix for Neo EMP triggering cooldown but not EMP attack/effect on triggering close to transform transition

- Fix honor badge trailing space (AM-10917)

- fix angel sniper stasis shot ability not triggering correctly on F3/keyboard activation

- Don't toggle chat box if pressing enter while writing a mail message (AM-10835)

- Clear mini inspect dialog when you try to market list something (AM-10827)

- another potential fix for fog display issue when using spectator freecamera

- add terrain height tracking on Bomber Mantis strike projectile to improve it's usability on sloped terrain

- hide XP tip on player card

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Update #269.5 - Build 73744 April 25th, 2018[]

Changes:

- remove blast damage from Helix Rockets in Strike

- adding welcome panel back to lobby

- reduce helix ground rockets range - equal to Bomber Mantis strike now

- helix guided missile buf - +25% base damage, +18% missile speed, with the same range

- fix so 'show tooltips in game' option won't also turn off tooltips in the menus

- adding Void Eagle nanoforge formula

- turn off launch bundle

- Show a dialog message when the Tournament round ends and your opponent is a no show

- Moved rank/season numbers into actual leaderboards ui

Balance:

- Gemini build time decreased from 8.0 to 7.5

- Gemini build cost decreased from 7000 to 6000

- Gemini shot damage decreased from 100 to 80

- Gemini aim turn rate increased from 80 to 95

- Gemini carry weight decreased from 1300 to 1150

- Seeker hit points increased from 950 to 1150

- Blade Guardian can now hit targets while in air mode

- Gangster HP decreased from 1600 to 1375

- Gangster upkeep increased from 1 to 2

- Armadillo hit points increased from 850 to 950

Bugfixes:

- Set "TournamentMasterRefresh" symbol when tournament list is shown (AM-10596)

- Hide "BracketsButton" when the daily rewards menu is loaded

- Fix wrong map being selected if you lose/quit out of a practice map

- Fix up readied player in a tournament lobby and the opponent is a no show when the round ends (AM-10773)

- Fix up display of qualifying/round start and end times in tournament list ui

- Fix spectator tournament title/subtitle getting cut off (AM-10583)

- Fix up display of countdown timer in spectator lobby (AM-10583)

- Fix right click on shop items (AM-10645)

- Fix overlapping mode labels in lobby (AM-10641)

- Fix name display in brackets for round 2/3 (AM-10752)

- Fix mode when changing custom room from 1v1/3v3 to 2v2(AM-10643)

- fix for progress bar for Qualifier round

- Fix for neutral units spawned from elevators on Duel not getting attacked by player built units (AM-10746)

- Fix assert symbol assert with new accounts (AM-10747)

- Fix "no show" red bar for winners in tournament brackets ui

- Fix "LobbyMenuReady" menu position for spectator lobby (AM-10584)

- Don't display name if qualifier symbol is "0"

- Fix tournament bracket times placement

- Add a background blocker for map list menu that clears it if clicked (AM-10695)

- Fix reclaimable body destruction piece for Gangster/Jackal (AM-10595)

- Fix horns on Blue Skull pet (AM-10619)

- fix for diamond bundles showing up in collection wish list

- fix cleanup of do not disturb state on the client

- Fix barrel spin for Nexus Warthog robot mode (AM-10749)

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Update #269 - Build 73650 April 21th, 2018[]

Another big balance and bugfix patch!

Changes:

- remove blast damage from Helix Rockets in Strike

- adding <.E>Void Eagle<.> nanoforge formula: <.E>Eagle Pet<.> and any 3 Void Plans

- Improved Chinese localizations

- fix some cases where part gambling might not return an item

- reworking Helix homing missile fire in air (was stacking too many missiles)

- hide seller name in player market items unless focused

- Updating DeepSea Osprey description text

- update helix rocket blast damages

- don't draw fortress line state (area restriction) when in free camera mode

- Display sg banned message if you're in a group and get banned (AM-10576)

- Color tweaks to Void Tracers and adding gameTime to stop anims in pause

- adding RocketsLifespan setting for helix

- Adding purple, green and blue versions of void tracers

- adding airmech dmg -> airmech ground/air mult dps scalars

- Adding "noScrap" flag to <.E>Eagle Pet<.> and <.E>Void Eagle<.>, as part of changes for AM-10581

- Added dialog box message for when you're sg banned and try to create/join a group (AM-10577)

- Add promos for void tracers

- Add permanent sg ban message (AM-10577)

- Add option to disable mention sound (AM-10617)

- Add right click on market item to list all of that type

- Add a list on the side of sell UI that shows current prices of item on market (AM-10573)

- Moved rank/season numbers into actual leaderboards ui

- Hide rank info when in "Faction Rank Wins"

- Tweak "Faction Rank Wins" tab width in rankings menu

- Remove "Hammer Throw Enabled" text from ABHammerThrow ability tool tip (AM-10318)

- Additional cleanup of Ability tool tip text (Google translate non-sense)

- reenable game balance sheet parsing in AMS

Balance:

- Gangster HP decreased from 1600 to 1375

- Gangster upkeep increased from 1 to 2

- clean warthogs' dmg increase at range ranges, since they will cause extra work for no effect now

- set AirMechGndMultDPS to 1.15 for all mechs except for warthog, which is still just 1.0

- buffer paladin hammer base damage 60->80 to compensate for fixing [type]MultDPS application

- buff missile homing damage (50->100) to make up for fire count change (max charge of 1 projectile)

- adjust base helix fire rate periods for missiles - 1 -> 1.2 s for grenades, 0.666 -> 0.75s for rockets

- council balance update of: RocketsDamage = 142.5, 71.25, 47.5, 35.625, 28.5

- reworking Helix ground rockets damage formula to be more consistent with damage output prior to autofire changes

- reduce helix ground rockets range - equal to Bomber Mantis strike now

- helix guided missile buf - +25% base damage, +18% missile speed, with the same range

- make warthog and neo melee attack damage subject to target MultDPS modifiers

- buff warthog and neo melee to compensate for MultDPS against units (so the effective damage should be the same)

- buff striker and bomber melee to compensate for MultDPS against units (so the effective damage should be the same as it was before)

- give warthog it's own melee projectile type to differentiate from a2g for stats and target calculation checks

Bugfixes:

- Set "TournamentMasterRefresh" symbol when tournament list is shown (AM-10596)

- Hide "BracketsButton" when the daily rewards menu is loaded

- Fix wrong map being selected if you lose/quit out of a practice map

- Fix up display of qualifying/round start and end times in tournament list ui

- Fix spectator tournament title/subtitle getting cut off (AM-10583)

- Fix up display of countdown timer in spectator lobby (AM-10583)

- Fix right click on shop items (AM-10645)

- Fix overlapping mode labels in lobby (AM-10641)

- Fix mode when changing custom room from 1v1/3v3 to 2v2(AM-10643)

- Fix "LobbyMenuReady" menu position for spectator lobby (AM-10584)

- Fix reclaimable body destruction piece for Gangster/Jackal (AM-10595)

- Fix horns on Blue Skull pet (AM-10619)

- Fix crash when deploying a unit without a fort/outpost (AM-10193)

- Update display of rank to show 1v1/2v2 based on what rankings tab you're in

- Fixup naming of Bomber Variants set

- fix target damage scaling for Airmech ability damage output (Mantis Strike, Bombs, Power Sword, Bomber Melee)

- fix so 'show tooltips in game' option won't also turn off tooltips in the menus

- fix damage scaling to target for Paladin Hammer

- fix damage scaling against units for Saucer Deathray

- fix damage scaling against units/forts/outposts for Helix missiles and rockets

- Open the simple group if you kick a player while in a ranked 2v2 lobby (AM-10625)

- Quit out of a simple group if you kick a player or an invite is declined while in the limbo state

- Fix "BikeSideCar" tire z-spin (AM-10547)

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Update #268.8 - Build 73407 April 12th, 2018[]

Mostly incremental balance and bugfixes involved in the overhaul of how Helix uses Rockets. What seemed like a simple change on the surface snowballed into a lot of unintended stacking of damage and projectiles. Along with some other balance tweaks this should be a most welcome hotfix. :)

Balance:

- reworking Helix ground rockets damage formula to be more consistent with damage output prior to autofire changes

- rework Helix Missile Launch ability to auto fire on chargeup.  Consistent fire rate - buff to higher level Missile Launcher ability

- Paladin hammer damage 45 -> 60

- Paladin hammer armor piercing 50 -> 70

- fix target damage scaling for Airmech ability damage output (Mantis Strike, Bombs, Power Sword, Bomber Melee)

- fix damage scaling to target for Paladin Hammer

- fix damage scaling against units for Saucer Deathray

- fix damage scaling against units/forts/outposts for Helix missiles and rockets

- Paladin Hammer stasis is now level based. 2s -> 2s, 2.5s, 3s, 4s at Hammer ability level 1->4

- reworking Helix homing missile fire in air (was stacking too many missiles)

- adjust base helix fire rate periods for missiles - 1 -> 1.2 s for grenades, 0.666 -> 0.75s for rockets

- adding RocketsLifespan setting for helix

Bugfixes:

- Fix crash when deploying a unit without a fort/outpost (AM-10193)

- some of the Helix balance changes could be considered bugs, but are listed in the other section

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Update #268.5 - Build 73323 April 11th, 2018[]

We'll call this a half-patch since it's focused on bugs, balance, and general quality of life improvements. Work on the Tournament system continues with it intending to be the main feature of the upcoming patch. We will be publicly testing that with trial Tournaments, so if you see one pop up you are welcome to enter it but expect there could be some bugs while we finish things up. Note that you will need to have played several Ranked 1v1 games to even join the queue to try and play a Tournament! The first test will be 1v1 Tournaments with 2v2 coming a bit later. Most of the initial testing will be in 1v1 since 90% of the systems are needed for that and we can just focus on team tournaments as phase two.

Changes:

- Allow players to opt-out of new player flow early if they are ready (set once per game launch)

- More updates to Power Shield ability text

- rework Helix Missile Launch ability to auto fire on chargeup.  Consistent fire rate  buff to higher level Missile Launcher ability

- Change how collision works for Helix missiles (half change, half bug fix)

- Updating tooltip for Hammer Throw to include new stasis property

- Hide "power button" when not in fullscreen (Esc key for ingame menu)

- Updating Power Shield tool tip to use Damage Elimination text and replacements

- Update text for "Dialog Message Nanoforge Not Owned"

- Text updates for Power Shield ability text

- Setup new AirMech class variant sets

- Add AirMech Head Collection Sets

- add 'Hammer Stasis Time Bonus' property

- add 'EMP Stasis Time Bonus' setting for Neo EMP/stasis blast to boost effect duration

- continue Tournament work (not player facing yet)

Balance:

- update power shield ability (Warthog & Paladin) to be straight damage elimiation: 50%, 60%, 70%, 80%

- Paladin hammer damage 45 > 60

- Paladin hammer armor piercing 50 > 70

- Paladin Hammer stasis is now level based. 2s > 2s, 2.5s, 3s, 4s at Hammer ability level 1>4

- Helix changes above could affect balance (though were not done for balance reasons)

Bugfixes:

- Fix Kudos gear being hidden from Shop sometimes (after using filters on the Market)

- Some checks before showing head icons for purchasing on endgame screen

- Fix overlapping "Get More Diamonds" button

- Fix market items showing up in the shop

- Fix "invite bot" option showing up in 2v2 when switching from 1v1

- Cleanup some faction symbols when doing a logout

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Update #268 - Build 73231 April 06, 2018[]

Name Your Price Launch Bundle!

Launching out of Early Access has been amazing so far. We've spent less time with servers on fire than we expected after the initial weekend, and were very happy to be able to focus on more minor bug fixes and balance issues. We'd like to celebrate this by doing one of the most popular types of bundles from the past--a "Name Your Price" Bundle just for launch! Click the banner, pick a price (the minimum price varies according to payment options on platform/country) and pay what you want for 2000 Diamonds. Only have a dollar in your Steam wallet? No problem! No strings attached, this is a great way to get a few extra Diamonds to do whatever you want with.

Did I mention the Nexus Warthog yet? Well now I did, and this is a skin I've wanted to add for a long time. Something about mechs in white looks great to me, and there's nothing in the Warthog wardrobe that looks anything like this. We're not selling this one for Diamonds. It is the "Beat the Average"  reward for this Name Your Price bundle. When you are picking your price, pay special attention to the current average. All you have to do is beat that average price by a penny and you'll get the Nexus Warthog Don't have a Warthog yet? Owning any skin grants you instant access to the class. Since the Warthog is a great mech for starting out (even with the minor balance pass you'll see below) it felt like the perfect match for this event.

Please note! You can only buy this bundle ONCE, since obviously the fact you can set any price would make it very farmable. So first consider if you want the Nexus Warthog or not, because if you pay under the average price, there is no option to then add it. We have no plans to sell this unique skin for Diamonds in the future, so this is the best way to add it to your collection.

Changes

- NEW Nexus Warthog as reward for beating the average in NYP Launch Bundle

- don't show 'bad ping' indicator in games using the fallbehind networking model

- make the 'falling behind' tip take priority over the 'bad ping' tip, rather than the other way around

- only show 'badping' state if the simple group is configured as a LockStep game (which is NOT the default anymore)

- lower requirement to get out of new player flow

Balance

- update Warthog gunstrage damage bonus per council feedback: 15%, 30%, 45%, 60%  (from 25%, 50%, 75%, 100%)

- Rocketeer move speed increased from 3.5 to 5.0

- Rocketeer HP decreased from 500 to 350

- Gangster carry weight increased from 710 to 1100

- Moneymaker build time decreased from 8.0 to 5.5 (Council request)

<BG>Bugfixes<>

- Fix for being put on opposite teams with your friend in unranked games

- Fallback method for pinging servers to fix "no ping data" cases

- Make Ultimate Moneymaker match base unit build speed

- bug fix for Angel triggering loop cooldown state without loop actually happening when done during transformation to air mode

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Update #267.1 - Build 73179 April 6th, 2018[]

Small bugfix patch ahead of a bigger update coming later on Friday. We wanted to get these fixes out and verify they are working in case they need further adjustments and we can get that into the "real" update.

Changes:

- Balance pass for Warthog

- Set Ultimate Moneymaker build time the same as Moneymaker (bug or change?)

<BG>Bugfixes:<>

- Fix for being put on opposite teams with your friend in unranked games

- Fallback method for pinging servers to fix "no ping data" cases

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Update #267 - Build 73090 April 3rd, 2018[]

I'm making a note here: Huge success!

We survived the weekend! Launch is going well, and after fixes this weekend things seem to be in a more reliable state. Chat has been good since Sunday night and Market has been good since Monday. We've been gathering feedback from the large influx of new players and very carefully planning out the next changes--unlike normal, we're a bit more nervous about wanting to upset things when we have so many new players joining us. So this patch focuses on bug fixes and tweaks to the user experience.

New players are strongly encouraged to play the pilot missions under Training. They start out easy and get harder, and have really nice Quest rewards tied to them. The Challenges are super quick to do and also give good reward. You should level up super fast by starting there instead of focusing on Quickplay. We have also reduced the level requirement to get out of the "new player flow", but please do practice the basics first or get a friend to join you before you go full PvP. Once you are level 4, use Custom Games to setup whatever kind of practice environment you want.

We've finished the core of the new automated Tournaments system and will start to test this on the live server. Most of the bits are a bit temporary looking, and hidden unless there is an active Tournament, so you won't see anything at first. But if you do, know we are testing things and it might have some bugs. The plan is to have tournaments for various skill levels and sizes weekly in every region with some nice rewards for everyone.

Changes:

- Stubbing in map selection for tournaments (preparing for testing)

- First pass on new watch/spectate ui

- Added spectator server flag on watch ui

- Moneymaker build time decreased from 8.0 to 5.5 (Council request)

- Setup collections button in lobby

- Replacing temp map preview for storm

- Removed Facebook quest (since we removed our Facebook page)

- lower requirement to get out of new player flow

- update display requirements for promo tabs

- Added bottom gradient for mini inspect dialog to indicate more text

- Added a longer version for the descriptions on the mini inspect dialog if there aren't any buttons

Bugfixes:

- Stability fixes for Market and Chat servers

- Hong Kong server should be back online

- Fix for joining queue after setting up team using the bottom menu shortcuts

- Fix quit from tutorial

- Some tweaks for new watch/spectate menu

- read market 'error' result on myandavail and make it available to script

- Modify "no game to spectate message" on watch menu

- Keep top container in spectate menu ui visible when no match is selected

- Fix size of player names when inspecting a match to spectate

- Fix overlapping text in spectator menu

- Fix not being able to click "P" to switch to party chat (AM9773)

- Small tweak for AirMech class selector in hangar

- Added "disabled minimap" ui state

- Updated some challenge maps that were hiding minimap to use new disabled state

- Add 'DeployAutoSwitch' symbol to saved settings

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Update #266.2 - Build 73025 March 30th, 2018[]

AirMech is exiting Early Access

We could probably stop the patchnotes right there. It feels surreal to be finally getting ready to push that button to leave Early Access on Steam. I believe we will go down in the record books as the game in Early Access the longest, and absolutely the one that had the biggest evolution and active development in that phase.

During these almost 6 years, the definition of Early Access has changed. When we started, it was the only way to do an open beta as F2P was just becoming a thing way back then. And while the game has changed, we have not wiped player data, and only very rarely had any downtime. We have put a lot of effort into operating the game as if it were fully released--because it was fully released.

So why stay in Early Access? As Carbon's first game as a studio, and our first shot at F2P, we had no idea what we were doing. We know a lot more now, not sure how much of it is useful, but we immediately saw how tricky it is to find a good spot where a F2P game can survive. When we started out, the goal was simply to make a good game, and we figure the money stuff will just work out. But designing from a traditional point of view was not a great fit for F2P. The goal evolved into "make the best game you can AND try to earn enough to pay the dev team to keep working on AirMech".

We found this incredibly difficult, and in fact found the most success in partnerships to help continue to move AirMech forward. Working with Ubisoft to create AirMech Arena for consoles, then working with Oculus and Valve to bring AirMech Command to VR. Working on these projects was our way to bring resources back to the core AirMech game.

The addition of the Warzone map series to AirMech was a significant investment and a new approach to what the game would offer. More PvE content, to see how that would be liked. Feedback was very positive actually, but it further reduced the PvP player pool. We gained new players, but lost old players, and while the player population was stable we found the revenue was significantly reduced. We spent a ton of money making a lot of new content for the game which ended up killing revenue for the game. Oops.

This was the inflection point. AirMech either gets "released" at that moment, and probably never touched by us again (because we can't afford to based on what it was making), or we double down and go back to AirMech's PvP roots--in a way, AirMech 2.0. This is AirMech Strike. We gutted lobbies, groups, stripped out progression based power, every aspect was inspected and considered if it was interfering with fair and balanced PvP in any way--and removed if so.

All the things that were "removed" of course became quite a large collection of things--enough to make a game out of. The 7 Warzone maps would become the foundation of AirMech Wastelands, which is over 40 and counting, as it is still in the middle of development. Just like Strike was no longer held back by PvE, Wastelands was no longer held back by PvP, which meant we were free to go full RPG with everything becoming about leveling up and getting sweet loot. Parts are "balanced" in the same way they would be in any loot based RPG, where later missions are harder, so you need to level up, find better gear--and reset to the next heroic difficulty level if you make it all the way through. It's really exciting stuff, but I don't want to get too distracted talking about it here.

And here we are. So many things not done, yet things are in a pretty stable spot making this a great time to slip out of Early Access ahead of the next big features coming to AirMech--key among them is a new automated Tournament system. We have been working on this for a while, and it's not something we want to turn on if we have a bunch of new players flowing in, but after things calm down we will immediately start running these automated tournaments for players. It is safe to assume that in every region there will be at least one tournament a week, and we may even open up this system for player or Faction created tournaments. Prizes are setup when you create them, along with the conditions to enter, the size and mode, with built in tools to track your status and get you into your matches. I feel this is the crowning component to make AirMech fulfill its PvP promise.

Veterans, I cannot say thank you enough for your support to get us to this point. Your feedback, encouragement, and financial support have made AirMech possible. Half of the funding from AirMech has come from the players, and without that it is unlikely we would have been able to continue to spend so much time working on it. AirMech has never been in danger of being shut down--to me the danger is always that we can't put enough developers on it to make it as great as I'd like it to be. Revenue from AirMech will continue to be invested back into AirMech--and there is no limit to what I would like to improve or expand with sufficient revenue.

And to newer players, it is great to have you join us. I hope you have a good time and enjoy our community and game. We really appreciate feedback from everyone more than you realize. Either using the ingame tool, Discord, or the forums, all feedback is an equal voice here.

Without further delay....PREPARE FOR BATTLE!

-James

Changes:

- Updated AirMech class buttons in customization ui

- Make it rain Diamonds during a Diamond Roll

- make chat window not dragable

- improve spectate hud layout

- fix display of recalibrated airmech parts in strike

- animate lobby tree

- add proper art for Rumble 3

- testing game event cards

- reduce keypress influence to switch from gamepad back to mouse keyboard input.  So you can more easily play with gamepad, and use the keyboard for some commands

- Added springtime lobby tree

- More sound effects hookups for ui

- FollowMech: Tighten up the moving target, increase the range where it will settle for when stopped.

- FollowMech: units more likely to stay put once they get into position.

- Add Wind sfx to Training level, to break up some of the quiet spots when no action takes place

- Add additional Sets for missing holidays

- Add additional themed content sets

- Move holiday Sets and put them in calendar order

- Add missing and new items to existing Sets

Balance:

- update saucer deathray AOE damage to council numbers (25%, 2->4 range)

- allow saucer deathray to target airmode airmechs and air units

- adding pulsed AOE damage to Saucer Deathray ability

Bugfixes:

- clear bishop menu on match loading screen, which is only an issue because of promote to top stuff, meaning for almost a year we haven't been clearing it properly...might be unintended consequences from this "fix" so watch out

- remove tax book popup from clicking on tax rate (causes problems)

- fixes to various windows focus/close states

- fix not being able to create market listing

- Updated "turret drop" in Strike tutorial so that it works better (can be dropped on any socket now to continue)

- Fix transition when exiting out of a match

- small fixes to shop background

- fix some ability trigger input not respecting cooldown buffs - Saucer teleport

- Added different diamond roll effects based on graphics quality

- Added video option to disable diamond roll effects

- Added a button to clear the diamond roll effects early

- Comment out UseScript for GVIPCube7 and GVIPCube30, since these are no longer consumable items

- Make "tab" button only cycle loadouts when ui open

- Make "tab" cycle chat tabs if loadouts ui is not open

- Fix team slot when in custom room and switching to a 1v1

- Mark TruckRatters as noTrade to be consistent with other units

- Hide more chat ui elements when using a gamepad

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Update #266 - Build 72976 March 28th, 2018

Prepare yourself--AirMech will be leaving Early Access on Friday the 30th.

Note this does NOT mean we are done with AirMech--far from it. We are leaving Early Access because we think the game is now representative of what AirMech 2.0 (Strike) is as a PvP focused F2P game, and we are in a pretty stable spot for the client and servers, so it's an excellent time to take that Early Access label off.

It should go without saying since in almost 6 years since alpha was available that we have not had to wipe or reset anything, so of course we won't be doing that as we leave Early Access either. There will be some minor changes, such as the Beta Bundle being removed, the Founder badge no longer available, maybe some things set to Ancient status as it makes sense--lots of little cleanup things.

Also recall that March 31st is the final day to activate your free AirMech Wastelands gift for players who became VIPs before the deadline back in the fall.

Thanks to everyone who has been with us so far! Over 2.2 million accounts have been created on PC, which does not include the millions of players of AirMech Arena on consoles. This has been a great journey to take AirMech this far and we look forward to exploring the world of AirMech and WarMech for a long time to come. :)

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Update #265.1 - Build 72762 March 22nd, 2018[]

What are you buying? What are you selling?

As we move into the home stretch toward leaving Early Access, we wanted to give the Player Market one more chance of being opened up. The game has changed a lot in what items are desireable and what affects gameplay, so our concerns about keeping the Player Market restricted to VIPs may no longer be needed. We will definitely be keeping an eye on all things related to the Player Market since we would love to have it open to everyone again if we can avoid the headaches that came along with it.

Please be aware that for convenience we allow items that are intended for AirMech Wastelands to be shown in AirMech Strike. As the new Player Market was originally supposed to be exclusively for Wastelands players, this was fine, but it does have the potential to cause confusion. If new players are confused a bit about things which have the Wastelands icon, try to help explain how it works and be patient as we give this a shot.

We welcome feedback from old players as well as new about the Player Market and how it fits into the game. We want to improve the messaging that explains things like the Sale Fee and the Listing Fee, and how getting VIP status (any purchase) removes a large chunk of the Sale Fee. We are also looking into creating Buy Orders to compliment the current selling system to make it easier for players to turn a profit from their collections.

Changes:

- prepare market for non-VIP use

- add market chat tab

- add Rumble 3 promo banner and billboard

- merge selling dialog into main market window

- add more use tips for how to sell on market window

- make mail close buttons like others in the UI

- add dedicated Market chat channel

- add icon shortcuts for inventory/market/friends to info tab

- Enable PiDay items on Strike/Wastelands

- don't mark books as wastelands content, since they aren't anymore

- Added sfx for when unit configuration ui slides open

- Added sfx when market ui open/closes

- add 'Collection' and 'Market' ui nav links

<BG>Bugfixes:<>

- fix for "create listing" not working (.1 update)

- fix crashbug from patch preview related to latency check

- potential bugfix for Angel being locked out of sniper rifle after in air ability activation of loop

- fix jerky camera transitions when watching different players as a spectator

- update spectators to be able to see player cards w/ carried units all the time

- fix unit pickup/drop scripts to correctly update carry unit UI tab states for update of spectator seeing them all

- bug fix for collection sets stat display/counts

- comment out Gorgon's "MeleeDPS" so it doesn't show DPS vs Ground on the stat card

- Stubbed in faction kudos/xp boost indicators in the lobby ui

- Hide 'EventDoubleTitleXP' and 'EventDoubleTitleK' if unit customization ui is open

- Fix unlock dialog not displaying the right icon on the endgame screen

- Fix unlock dialog and menu3d overlapping on the endgame screen

- Fix 'TryOutQuit' button placement

- Fix assert when unlocking heads on endgame screen

- update attempt for player status cards for everyone when spectating - WIP - this is much more work than originally thought

- Some cleanup for settings/pause menu

- Small tweak for showing stats in mini inspect ui

- Remove local build speed display in spectate ui

- quick and dirty potential 'fix' for stuck special stance state req

- on market filter change, reset the page count to 1 so you see the top of the list

- increase get market data defer delay from 0.7 seconds to 2.5 seconds so you are less likely to see the game system notify full screen popup when re-requesting market data, and the backend has to regenerate the universe

- if there are team 1 bots, do 2P pvp style listing in watch tab rather than '1v1 pvp'

- remove some old icons from AMS game watch listings (infinite no overtime symbol and ultimates allowed symbol)

- Hook up 'Market' chat link

- Fixup some naming inconsistencies with Player 0-6 in the Editor

- Fix tryout/try me button hidden state not getting set correctly

- Fix for unit stats not showing up when hovering over icon in mini inspect/unlock dialog

- fix decoupling of rendering state for helix grenades targeting. Add display position slewing.  Moved from SimTickPlayer to VisTickPlayers - probably some other rendering in there that should come out..

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Update #250 - Build 68640 December 2nd, 2017[]

Spectating is back, Jumping, and how to Chat

Spectating should finally be really fixed now. Sorry for that not working lately!

The new Jump/Boost system is 95% in place, just needs a little more tuning and tweaking, and then we'll balance it for all the classes so each has its own feel. The Boost is activated by doing a double jump in a direction, and it uses some Energy. If you would rather always Boost on jump, there is a game option to make it default that way. We still have a few bugs related to getting up on things that don't make sense, but we're aware of those and will be fixing it. Already it changes combat a ton and has been fun to play around with.

We reworked Chat a couple patches ago and didn't explain in detail how it works. We probably need to add a Chat tutorial! The main thing we set out to solve was accidentally chatting while ingame, which sucked. So we started fixing that and ended up making a lot of small changes. The most important thing to learn about the new chat is the double-Enter action. Tapping Enter twice will minimize or maximize chat. When chat is maximized, you can type and pressing enter keeps your cursor in chat. If chat is minimized, then every time you press enter the chat will get de-focused.

The intended flow is that most of the time when you are playing, chat is minimized, and if you see something you need to respond to, or want to message your teammate, you press Enter, type your message, and press Enter again and you're back playing. When chat has focus, you can use Tab to switch between channels. And just in case you didn't know, you can right-click their name and it will @name them.

General Updates:

- improvements to Helix grenade targeting and effects

- Carbon color Void mechs are now purple because that's cooler than orange

- add game option for how Jump/Boost works

Bug Fixes:

- various desync and crash fixes

- List PvP games in Watch tab again

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Update #249.2 - Build 68490 November 30th, 2017[]

Another small patch to keep Strike caught up with the Wastelands builds. Some crash and desync bug fixes to enjoy.

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Update #249.1 - Build 68369 November 27th, 2017[]

We've got a quick patch to fix some issues with loadouts and other settings getting wiped out when swapping between Strike and Wastelands. Also a fix for purchasing cash-only items from the Shop.

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Update #249 - Build 68290 November 24th, 2017[]

AirMech Ability Reworks and Bug Fixes

We've got a large list of changes to bring over from our work on Wastelands. Many of these changes directly affect gameplay. Some AirMech abilities have been changed to include a charge up mechanic. A charge bar will appear over your mech's HP bar while charging. All AirMechs can now jump up to higher terrain with Spacebar. Press it twice to boost forward for a quick escape!

Unit deployment has been improved with a 'Deploy to Target' mechanic. Set a rally point for newly built units by pressing E. Press once to set the flag on your AirMech, twice to set it on the ground at your AirMech's location, and once more to clear the deploy to target behavior. Units will also deploy from the nearest friendly structure automatically by default. You can hold Ctrl when giving a build order to keep the unit in queue for pickup later. Veterans probably won't like this behavior, so we've added an option in the Gameplay Settings to swap the Ctrl keybind. This will hold all units in queue unless Ctrl is held when issuing build orders.

General Updates:

- press Spacebar to jump while in ground mode, press again to boost forward at the cost of some fuel

- press E to set a rally point on your mech, press again to set it on the terrain, and once more to clear it

- updates/rework on mouse aiming

- units now deploy automatically at nearest friendly structure, hold Ctrl to store in queue

- swap Ctrl key behavior in Settings > Gameplay

- max build queue reduced from 8 to 6

- replaced Angel's Glide ability with Stasis Shot, which temporarily disables enemies

- Helix's ground guns replaced with rockets, hold to charge for more rockets

- Helix's missiles replaced with grenades

- Bomber's bombs now have a charge, level 4 bombs have napalm!

- right-click in ground mode for Warthog's melee

- units are highlighted when the mouse cursor is over them

- Striker shield absorbs damage at the cost of energy again

- Striker sword now drains energy per successful hit

- Saucer deathray no longer consumes energy while charging up

- updates to Medic Osprey ground mode

- updates to some Challenge maps

- tweaks to the new player tutorial

- pressing Enter now focuses chat, Tab will switch chat channels

- added a shortcut to the shop from the lobby

- removed unused piercing stat from Whopper

Bug Fixes:

- fixed zero Kudos reward on endgame screen

- potential long-awaited fix for repeat Steam achievements

- fixed Blaster Guardian not firing while in air mode

fix fully heal at outpost

- fixed a bug that prevented AirMechs from fully healing from an outpost

- fixes for main lobby

- fixed launching solo custom lobbies for players without server compatibility

- fixed missing icons on gamepad build menu

- fixed diamond purchases (for Steam users)

- fixed a crash when saving maps in the editor

- fixed launching published maps

- fixed AirMech button in main lobby

- fixed overlapping page buttons in AirMech customization UI

- fixed Helix's transformation when firing

- fixed Paladin AI using the Speed Aura

- fixed a desync when inviting players from the Friends window

- fixed market listings appearing in the shop after swapping menus

- fixed private listing symbol in market list view

- fixed Buy Now! button in market list view

- fixed spectator minimap sizing

- fixed some missing tiles on some Challenge maps

- fixed the scaffolding prop on Biohazard so players can walk over them

- minor prop fixes for Dust

- fixed missing background on password field for new account creation

Balance Changes:

- Angel and Helix had their energy capacity cut in half (to match all other classes)

- AirMech ability damage scaling per level decreased from 4% to 2.5%

- AirMech HP scaling per level decreased from 5% to 3.5%

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Update #248.1 - Build 66938 October 30, 2017[]

We really need to patch for reasons, part 2!

We've been buried in Wastelands work, and haven't been patching Strike, but we really need to get the builds closer together for things moving forward. Lots of changes, even some ability reworks for AirMechs, and lots of stuff not tested well in Strike--so we're going to do a live "beta" test of this build, get feedback, and fix things up. So there might be some glitches with the game today! Just know it's sort of expected, and we're fixing things as they come up, and will update again later today.

Join us in Discord for the absolute latest on both Strike and Wastelands: https://discord.gg/VM3QuGh

Helix and Bomber are both in the middle of reworks. Angel's Sniper mode has changed--right click to enter it, then left click to fire. Right click again to exit, or just moving will cancel it (try this). Striker's Sword is reworked too, just right click to use it. When you left click to fire, you'll automatically switch back. We are trying to remove holding two buttons at once for abilities--it's just bad ergonomics.

General Updates:

- updated disconnect dialog when disconnected from a match or main menu

- tweaks for shooting AirMech guns at different elevations

- added sound effect when an AirMech is being repaired by a unit

- unit outlines when using the Follow order now fade over time

- new AirMech selection UI

- updates and improvements to minimap icons

- updated audio for Fixer's heal beam

- added audio for AirMech footsteps

- improved collision on Bomber's Mantis Strike for hitting infantry and flier units

- removed the Explore option

- increased separation between flier units

- units will revert to the Fallback order if the AirMech they were following is destroyed

- Map Editor performance improvements

- added the Follow order to Map Editor scripting

- added undo/redo options to the Map Editor

- allow scrolling with the mouse wheel in Map Editor menus

- chat messages are more noticeable while in a match

- all mine units except Stasis Mine and Missile Silo Marker are invisible to enemies when fully armed

Bug Fixes:

- fixed collision on some props in the lobby

- fixed Generator attempting to repair destroyed AirMechs

- fix for auras not working on unit missile and melee attacks

- fixed linking an existing account to Steam when using username to login instead of email

- improved sample map display in the Map Editor so the UI doesn't disappear

- fixed many issues with the main lobby

- fixed audio playback for skin selection

- fixed camera angle while in a match

- fixed random explosions when entering the lobby

- fixed AirMech abilities activating when the mouse cursor is over UI elements

- fixed a desync that occured when using Bomber's Bombs ability

- fixed Rank text/UI at endgame screen

- fixes and improvements for building units with gamepad

- fixed slot 0 disappearing after cycling through loadouts

- fixes for loadout changes not saving

- fixed swapping of alternate units in lobby UI

- fixed being able to repurchase Stinger and Ratters from the shop

- fixed stats on Ultimate Brute so they match Brute

- fixed some UI chat links

- fixed broken filters with Inventory

- fixed misplaced tail fins on Police Strike in ground mode

- fixed a gap in Gothic Striker's arms

- fixed Flamer's texture

- fixed a bug that caused market listings to appear in the shop

- fixed item names when viewing the market

- fixed blank map selection button when practicing against Samson

- fixed tiny text on in-game level up notification

Balance Changes:

- allow Mantis Strike to hit more targets

- Probe radar range increased from 12 to 20

- Stinger build cost decreased from 3600 to 3200

- Stinger missile damage increased from 50 to 57

- Baloom blast damage increased from 350 to 550

- Baloom upkeep increased from 2 to 3

- Jumper fire delay decreased from 0.3 to 0.25

- Jumper sustain fire time increased from 0.6 to 1.0

- Jumper missile damage decreased from 54 to 40

- Jumper armor piercing increased from 70 to 85

- Jumper missile speed increased from 19 to 24

- Jumper missile lifetime decreased from 1.5 to 1.0

- Ratters HP increased from 450 to 550

- Ratters armor piercing increased from 50 to 70

- Ratters armor decreased from 50 to 20

- Osprey heal beam repair rate increased form 240 to 300 on ground

- Osprey heal beam energy use decreased from 2.6 to 1.9 on ground

- Osprey heal beam repair rate increased form 120 to 180 in air

- Osprey heal beam energy use increased from 1.215 to 1.35 in air

- Vulcan armor piercing increased from 1 to 20

- Vulcan HP increased from 700 to 800

- Vulcan build cost increased from 3000 to 3800

- Vulcan build time increased from 3.5 to 3.8

- Vulcan upkeep decreased from 2 to 1

- Butcher HP increased from 450 to 540

- Bear Trap armor piercing increased from 10 to 20

- Bear Trap damage increased from 15 to 30

- AirMech kill XP increased from 300 to 1000

Known Issues:

- spectating matches is currently broken

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Update #247 - Build 63882 August 22nd, 2017[]

Wastelands Market, Balance, Bugfixes

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

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Update #246 - Build 63608 August 16th, 2017[]

New Lobby Features and 1v1

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)

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Update #245 - Build 63475 August 11th, 2017[]

Generator "Bombs" fix, HUD changes, Loadout fixes, Challenges!

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)

_________________________________

Update #244 - Build 63330 August 9th, 2017[]

  Build Speed Buff, Alternates Fix, Explosions 



Full patch notes coming soon, but mostly bug fixes in this build. Also now each outpost structure will increase build speed by 10% to encourage aggressive play. Some units now have blast damage on destruction--like Generators and the Tesla Tower.


 _________________________________ 

Update #243 - Build 63215 August 8th, 2017[]

  Bots in Custom Games, Faction Emblems 


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


 _________________________________ 


Update #242 - Build 62788 July 29th, 2017[]

  Server selection fixes 


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


 _________________________________ 


Update #241 - Build 62720 July 28th, 2017[]

  Gorgon Production Unlocked! 


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



 _________________________________ 


Update #240 - Build 62508 July 22nd, 2017[]

  Multiplayer Crash Fixes! 


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


 _________________________________ 


  AirMech Strike Patch Notes: 

Update #239 - Build 62437 July 20th, 2017[]

  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)


 _________________________________ 


Update #238 - Build 62317 July 18th, 2017[]

  Number One Request? 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.


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.


Wastelands preview release is on track to release this week for Silver VIP players!


 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


Discuss:  http://airme.ch/2ulrR55 


 _________________________________ 

Update #237 - Build 62003 July 12th, 2017[]

  The Return of Command Mode 


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


 _________________________________ 

Update #236 - Build 61919 July 10th, 2017[]

  Matchmaking and Group Fixes 


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.


 _________________________________ 

Update #235 - Build 61862 July 9th, 2017[]

  Invites and Private rooms 


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

 _________________________________ 


Update #234 - Build 61842 July 8th, 2017[]

  Critical bufixes 


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


 _________________________________ 


Update #233 - Build 61806 July 7th, 2017[]

  A New Dawn 


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 

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