Updates 262, 263, 264, 265, 266

Date: Tue, 28 Mar 2023
AirMech Strike Game Banner
Genre: Action, Free to Play, Indie, Strategy
Developer: Carbon Games
Release Date: Fri, 30 Mar 2018


Below is a catchup of the recent patches from the last couple weeks. We always post patchnotes ingame, but as we have been super busy preparing to leave Early Access we have let posting here lag a bit behind. Post-Early Access, updates will always be posted here along with ingame.

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.

Changes


  • 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
  • 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
  • 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
  • Remove pre-placed stasis mines on lower pathway of Storm, council request
  • reduce helix missiles activated buff to 2x charge speed (down from 3x)
  • move color chooser above units in lobby
  • Fixed crash bug in the editor related to dragging a tile quickly.
  • Updated Saucer Abduct tool-tip with activated ability information
  • update saucer abduct activated ability per council input +100% rate (base and percent) for 5s on 45s cooldown
  • TankFlak/Gorgon hp 5000->3500 per council decision
  • remove activated spinup ability (resets cooldowns) per council discussion
  • Remove Activated Ability text for Warthog Spin Up ability
  • make 'spectator' UI time controls work in replays
  • fix uplink quest promo display
  • attach email quest used a promo which was in the promos file with stopparse at the top, started a new Common.txt
  • add activated state for saucer's abductability per Council discussion. 30 second cooldown +1000% base HP rate for 1 second
  • call 'gfx refreshMinimap' from 'onRenderChangeViewport' script
  • white minimap state should be fixed after window resize operations
  • new lobby promo for Pepper (rocket turret)
  • Add JungleRain sfx
  • Allow you to unlock colors from color chooser ui
  • update the generation of the excluded servers list
  • update gun activated ability buf to 25% damage (from 50%) normalize all cooldowns to 45 seconds and increase duration from 5 seconds at all levels to 8,10,12,14
  • Display units stats when hovering over the icon in the mini inspect/unlock dialog
  • Adding AES Icon for Saucer
  • Added activated state reveal for saucer abduct 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
  • 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..
  • Updating LobbyEventSpring
  • Update text for "Communication Uplink" Quest, now that reward is back to Diamonds
  • Sword and Snake pets link in chat
  • Some minor fixes for when going in/out of "the pit"
  • Some timing tweaks for map preview ui
  • Pull IntroCam2 on Thar down slightly, so it doesn't display the north-eastern map edges during pans
  • Move starting cameras in a bit on Twin Peaks, to fix seeing level bounds
  • Move starting cameras in a bit on Crater, to fix seeing level bounds
  • Move northern starting camera on Vale in, to fix seeing level bounds
  • Move northern starting camera on Sandrim down slightly, to fix seeing level bounds
  • Hide 'PromoLobby' if in lobby menus
  • Hide 'DailyRewardMaster' if in a simple group
  • Hide "LobbyIconSimpleGroupMembers" if AirMech customization ui is open
  • Fixed going into "the pit" from ranked 1v1 using play sub button
  • Fix spamming of going in/out of "the pit"
  • Fix 'LobbyMenuStatus' overlapping AirMech customization ui
  • Fix gamepad focus for map preview/pregame loadout selection
  • Fix gamepad command press after clearing pregame loadout selection ui
  • Fix editor issue with pets flickering across the map.
  • Fix challenge continue button bringing up the pause menu
  • Fix being able to see level bounds on both side of Nesthorn during intro camera pans
  • Fix AirMech selection not saving when swapping class/skins
  • Don't swap loadouts when holding down right shoulder to bring up the ability upgrade ui
  • Another fix for going into "the pit" when in a 1v1 ranked lobby
  • use emission start offset on guardians spawn to fix stretched initial spawn (was noticable on the blade guardian)
  • update autoexecsrv for 72028 (desync testing patch)
  • Some tweaks for gamepad build menu
  • Some more tweaks for ability upgrade ui for gamepad
  • Some cleanup for 'SwitchToPad' scripts
  • show/hide correct server locations
  • Possible fix for missing unit name in mini inspect/unlock dialog
  • Fix selection outline in loadout customization ui
  • only transport the low byte of iparam on PadStartGlide input action
  • move t99 missile fire smoke puff up a bit
  • use M_HashStringCased instead of 'HeatHash::StringCaseSensitive' on literal strings to hash them at compile time instead of run time
  • pfx system clamp 'maxparticles' to 'stopafterparticle' count if it's <
  • More cleanup of description text for Units (AM-9345)
  • misc nonsense looking at saucer abduction stuff
  • Make left shoulder always bring up the build menu on gamepad
  • Make gamepad build menu show up after a delay
  • Don't swap loadout if gamepad build menu comes up
  • local action state blocking ofr Pad Start/Stop SelfDestruct input actions
  • If brining up the build menu with left shoulder on gamepad, don't do a loadout swap
  • Fixed clipping geo on green sea bomber
  • Fix 'MinimapViewboxSm' size for spectators
  • Fix gamepad ability upgrade ui not clearing when swap loadouts is mapped to right shoulder
  • fix for unit shot leading against other units
  • fix 'DetailQuality' to account for the last quality level now being '4' rather than '3'
  • Fix '_OrderMode' not getting reset when using gamepad to swap loadouts
  • Don't show "GamepadHintDpadIconUpgrade" if not using gamepad
  • add action request blocking state for recycling units m_isRecyclingUnitReq so we don't spam start/stop input actions while we are waiting for a delta action to occur. Might clean up some issues that occur w/ net game action rescheduling

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