Mechadroids Round 2 & Update 1.0.1

Congratulations to the Mechadroids Hall of Famers from round 1! It was a tough round for some people and some vicious fighting took place for those highly coveted positions! The hall of famers will be remembered on the Mechadroids site long after the last Mechadroid has fallen into a crumpled cardboard pile.

That said, onto round 2 and update 1.0.1. The focus of this update is to fix bugs, tweak balance and introduce a few small changes into the game. The exciting new features will come in Round 3 (update 1.1.0).

So, stable that arm back on since it’s round 2… fight!

Here is the full changelog…

New Features:
– ‘Mechadroids News’ now has click-able links (URLs)
– New area ‘Hall of Champions’ has been added to the website, which shows all previous rounds’ winners

Changes:
– 10% bonus XP for ‘player vs. player’ combat (PvP)
– XP bonus for defeating higher level Mechadroids (based on level difference)
– Reduced coolant BP cost from 150 to 80
– Increased weapon and shield prices
– Bot weapons and shields balance tweaked
– Battle calculations now take into account ‘real level’ instead of ignoring pending levels
– Hall of Fame on the website has been renamed to The Arena and shows all player Mechadroids now

Bugs Fixed:
– Server API error when creating Mechadroid
– Fixed a bug relating to the speed attribute
– Players are not awarded BP for attacking and winning against players more than 5 levels above them
– Rebuild sometimes sent the wrong customisation to the server
– Fixed various server errors and warnings
– Player’s rank / player rank starting at 0
– ‘Recent events’ showing duplicate reports when attacking Mechadroids from it
– Adding a friend or foe clears ‘The Boards’
– Adding a friend or foe, who the player has not seen, will crash Mechadroids
– Fixed various crashes

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Interfacing with UI #4 – Coherent UI

February 5th, 2016

This is part of a series of posts revolving around user interface design and development, the introduction and links to the other posts can be found here. Last I wrote about user interfaces I discussed the new Unity UI system and I wrote about our process of porting from Daikon Forge to it. That was a year and a half ago and a lot has changed since then. To keep things interesting we decided to move from Unity UI (yet another move?!) to Coherent UI and I’ll explain why we did it. Why Move… Again?!... (read more)

@RogueVec: And so it begins! #RebootDevelop

19/04/2018 @ 8:05am UTC

@RogueVec: We'll be at @RebootDevelop this year. We can't wait! If you want to hang out just give us a shout! #RebootDevelop2018 #GameDev

16/04/2018 @ 12:06pm UTC

@SolitudeGame: Fullscreen terminals allow you to hook into your ship's guns for fine control! Moddable gun modules, terminals and UI! https://t.co/B5N01jrA70 #GameDev

8/12/2017 @ 4:58pm UTC

@CWolf: Woo! And, now we have a cross-compiled (nix --> win64) @SolitudeGame server in our build and deploy pipeline #RV #GameDev

28/11/2017 @ 3:39pm UTC

@CWolf: CI love #GameDev #RV

21/11/2017 @ 4:06pm UTC