Update 1.1 - The Refracted Update (March 25th, 2022)
1.1 Quests:
- Gang Quests
- Companion quests for Aldo, Raddo & Ivo, Dex, Gillis and Abram
Added:
- Merchants and clinics can be see on minimap and terminal (after receiving notes at the beginning of the game)
- Can radio for gang allies from Terminal menu
- More save slots on save/load screen
- Bribe random spawners to leave you alone
- Skateboards
- New Vehicles
- Merchants to Factus South
- Ammo icon next to weapon
- Player location shows on terminal map
Balance:
- Increased difficulty of Knockout rolls
- Faster bullets
- Removed luck roll when no dice in a skill
- Damage to weapon durability is a roll instead of a flat number
- Mutation damage procs exhaustion ailment, but happens less frequently
- Increased melee range for spears, clubs and chained items
- Social rolls to charm companions become more difficult with increased party size
- Hit roll bonus adds to damage (vs grace + occult + item deflector)
- Updated item durabilities, damage deflection, damage bonuses, and merchant costs
Driving - Fixed Issues:
- Will load game in car if saved while driving
- Car can disappear when player is driving
- NPC cars disappearing while driving
- Bug where you exit car but position remains inside of the car
- Character sprite flickering while driving fixed
- Character sprites on cars disappear when zoomed in
- Character head showing through auto-rickshaw
- Car lights are unpredictable and too dim
- Braking (default hotkey: x)
- Increased gravity for cars
- Sound effect missing for hitting civilians with cars
- Pickup items menu not updating while driving
- Cars on street do not change vehicle types between saves
- Van wheels not turning the correct direction
- Smoothed wheel turning
- No sound playing while reversing
FX - Fixed Issues:
- Bullets appearing too low from guns
- Shooting walls or object makes particles come out of a previously hit location
- ripple particles not showing when walking over water
- Plasma gun missing charge up particle effect
- Light left behind from fires but fire is gone
- Removed noise radius effects while driving
- Fixed stutters that happened while showing bridge raising/lower cinematic
Gameplay
- Adjusted camera to stay closer to the player while moving
- Fixed: Knockout still causing ailment even when roll failed
- Fixed: Combat not ending as expected when hostile NPC is outside sight radius
- Increased walk speed
- Increased blood effects on impact
- Fixed: Using vault generators is missing a cinematic like using bridges
- Fixed: Fires and spills from breakable objects remain between saves
- Fixed: Hackers missing trackball weapon
- Fixed: Bug with arrow hotkeys not working until settings menu is opened
- Fixed: Player does not face computer while using it
- Gang music plays when roving factions attack you
- Fixed: Bullets sometimes disappear without hitting anything
- Fixed: When people shoot a gun they are briefly in shadow after
- Fixed: Sometimes vagrants are in shadow when they should not be
- Fixed: Bug where aiming to weapon was resulting in no damage occuring or weapon breaking
- Fixed: Eating rations not healing character
- Fixed: Weapons stay loaded after you unequip them
- Fixed: Ammo does not load from saved games correctly
- Removed pop up dialogue for police
- Scanners only show visual effects when police are alerted to main player, not rioters
- Fixed: After dinner, Doctor pops between upstairs and downstairs
- Fixed: Vagrant companions not joining you correctly after dinner
- Increased camera pan speed
- Non-hostile NPCs do not start dialogue with you automatically, have icon above head indicating conversation
- Fixed: Parked cars save health and type
- Fixed: Player pathfinds through fire and spills
- Fixed: Spotlights move during turn selection pause
- Fixed: Can see NPCs in shadow when you get close to them
- Fixed: Cyberfreaks utility box triggering incorrect radio call
- Fixed: Extension Blade socket not adding correct distance to melee weapon
UI
- Fixed: Pressing W and S while driving moves game feed up and down
- Vehicle damage only shows in game feed when caused by the main player or done to damage of player's car
- Ammo always shows next to weapon
- Removed rioter info from game feed
- Generators only tell game feed that they need a key when you don't have one
- Can stack rations, fruit, med kits, repair kits, and various other items
- Ammo has higher stack maximum
- Removed deprecated chat messages on right side of HUD
- Removed sound effect that happens when new areas are uncovered during cinematics in intro
- Changed selection color on text on notepad to darker color
- Fixed: XP notice comes after fatal attack in game feed
- Character level shows in character sheet
- Fixed: Disconnected head in character sheet
- Fixed: Hexagon grid only shows walkable tiles
- Combined armor roll min and max shown when inventory is open
- Fixed: Can drag non-matching sockets onto shields
- Fixed: Sight cones for enemies inaccurate while player is in shadow or grass
- Fixed: Tooltips not always working for actions and items
- Fixed: Credit screen font size
- Fixed: Ammo not clickable after unequipping gun
- Fixed: Fire damage not showing in game feed
- Fixed: Procing damage shows up in game feed
Performance
- Reduced memory demand during gameplay
- Reduced some stutters in heavily populated areas
Art
- Fixed: Dead bodies scaled incorrect when returning to an area
- Fixed: Lights are not working for trash cans on fire
- Fixed: Stunned sprites clipping through floor
- Fixed: Utility box outside Miners trigger incorrect dialogue
Companions
- Companions can take pills
- Fixed: Civilian portraits don't save for companions
- Hovering on companion portrait show name, health, group, AI tag and directives
- Fixed: Companions do not attack target when they are in range group but cannot see target
- When directing companion from outside sight radius, companion takes time to travel to new location
Maps
- Fixed several issues with cutaway map visual
- Fixed: can see edge of water on big bridge between old town and factus
- Removed door in building south of old town plaza
- Added more chemical pools to Bottlers' compound
- Fixed: opening in garden maze at Collectors' Estate
- Fixed: Drivers near South Street that drive into building
- Added: Two clinics in Factus Core
- Two additional clinics in Factus Core
- Fixed: civilians in air in factus east main
- Fixed: Issue with bridge colliders while driving over them
- Fixed: Bug with miner's spotlights not turning off after using code
- Added: Lockers with item to Cyberfreaks base
- Shadows corrected in Faith Temple
- Fixed: Hole in geometry near Quinton Trains that could be driven through
- Fixed: Blocked path near Mole people
- Fixed: Incorrect utility box near Miners
- Fixed: Collider issues while driving on bridges near Wolffz Bay
- Fixed: Bottler spotlights moved away from street
- Fixed: Spotlight computer at Miner compound
V1.08 Patch Notes - Feb 11 2022
Hexagonal grid, new coat colours, passing time & more!
Welcome to the Mechajammer v1.08 patch! There's a long list of new features, improvements and fixes!
Load up a game now to try out tile mode - where you can play on a hexagonal grid! You've also been asking about changing the colour of your characters coats for a while now, v1.08 lets you rid of your green jacket for an array of other colours.
There's not just visual changes in this update, but lots of balances to gameplay. Let us know how you find v1.08 over on the Mechajammer discord.
Features Added
- Added menu to rest to pass time and heal life, although at the risk of random encounters
- Added Tile Mode option for combat where players can play on a hexagonal grid
- Notepad can open during dialogue
- Can switch between walk UI and target UI in combat with hotkey for leading shot clarity
- Companions and player pathfind around fire, oil, acid, electric sparks and traps, unless there are no other routes available
- Can hire companions from allied gangs that use range weapons
- Can change player's coat color in character sheet and character creation
- Can name saves in Save/Load menu
UI:
- Button appears on HUD when camera has moved away from player follow zone
- Skip button to cinematic that plays after "New Game" is selected
- Removed text that flashes when using computers after first use
- Tile Mode button added to options menu
- Game Tips menu can be closed with escape
- Escape and Save/Load menu hotkey can both be used to close Save/Load menu
- Fixed bug where companion directive UI triggering while typing in a computer
- Stealth attack and honor disadvantage now show correctly in game feed
- Weapon aiming outcome showing correctly in game feed
- Unhackable computers indicate encryption software immediately
- Hovering over portraits shows names of companions and NPCs
- Game feed shows breakdown of rolls for companions
- Fixed merchant bug where items could get stuck after trying to drag them to a spot they won't fit in
- Fixed various text errors in character description fields
- Fixed various text errors in dialogue
- Added animation to terminal screen
- Leg wounds that slow movement are accurately described in medical section of Character Sheet
- Doors only say "Use Key" if player has key, otherwise indicates key is needed
- Fixed flipped learning comprehension output in Game Feed
- Rounds remaining in bag show when you hover over reload button
- Updated label text on action button hovers to be accurate
Controls
- Fixed bug where camera panning wasn't immediate with W-A-S-D
- Arrow hotkeys (defaulted to camera controls) can be set in Settings menu
- Fixed missing cursor cinematics and credit screen
- Fixed user-changed hotkeys not working until opening the menu the first time
- Fixed waypoint disappearing when you interrupt movement
- Zoomed camera back to show larger zone of interest
Gameplay
- Balance: Increased player max health (for new and saved games)
- Balance: Reduced NPC health (for new and saved games)
- Balance: Increased damage to melee attacks made with range weapons
- Balance: Decreased aim challenge modifier for most weapons
- Balance: Honor disadvantage reduces stealth attack damage instead of blocking it
- Balance: Stealth attacks only require two dice now
- When you using a run potion, sneaking now functions as expected
- Fixed bug where targeted body part can change after selection
- Monster companions AI fixed to not say "Help" when in poor health
- Merchants save inventory until you leave the area and return later
- Fixed bug where player pathfinding ends accurately at clicked waypoint (except when clicking near unwalkable areas)
- Aim to body part hover bug fixed when hovering near walls or water
- Aim to weapon fixed to cause damage to weapon, not target's body
- Fixed bug with advantages and disadvantages saving correclty
- Can charm non-hostile animals with animal empathy
- Fixed healing animal companions
- Fixed bug with gang ally radio call happening for non-allies
- Fixed bug where you can't hover over NPCs until you move when game loads
- Fixed companions not saving correctly after dinner conversation following Three Hand Harry
- Companions save movement directives between saving and loading
- Spotlights pause when game is paused
- Companions can be directed to attack doors, breakable boxes and obstacles, and chests
- Fixed unexpected hovering target that happened while directing companions standing close together
- Fixed resurrected lichin companion spawns attacking player instead of NPCs
- Balance: Fixed bug where you can hire unlimited companions from one gang
- Fixed bug where you can hire more than 20 companions when you hire a mercenary
- Balance: Capped virtue chips that you can purchase from merchant to 3 total (exploration level up path only)
- Fixed money lender dialogue not restarting after you say "Not interested"
- Fixed bug with money lender not putting money in bag correctly
- Computers don't jam the first time you get username incorrect
- Fixed bug where ATM computers don't save their "Used" state and can be reused
- Fixed bug with username logins not registering at ATMs (can be used once)
- Old Town mechanic found his head
- Balance: Stun gun difficulty
- Balance: Pain Threshhold health bonus increased to three points to max health per die
- Fixed bug where repair dice don't show after character creation
- Fixed unarmed pips disappearing after character creation
- Fixed issue that occurs in Townsend Block where player attempts to jump and does not respond to further direction
- Gang reputation meter stops updating after you've defeated the boss
- Fixed the scrap of paper in Old Town Northwest Island that disappears when picked up
- Reversing audio missing after hotkey rebinding fixed
- Fixed bug where vehicles duplicate when saving right after entering vehicle
- Fixed inventory error that occurs when two sockets are added to a weapon
- Fixed issue with inconsistent NPC drivers added to maps
- Fixed issue where NPCs cannot hear player when they are in a car
- Fixed jumping out of vehicles into walls bug
- Car sounds end when car explodes
- Removed repeating dialogue that occurs when you run over rioters
- Missing Fishmonger scout fixed in Factus South
- Missing NPC Gyle correctly showing in bar in Factus Core
- Fixed AgroFax guards missing quip
- Fixed issue where NPC cars unexpectedly disappear
- Fixed bug with gang backup squads stopping after first round
- Companions always drop the loot that you give them
- Balance: Cars do less damage when they hit
- Balance: Cars have more health
- Fixed issue where multiple versions of the Medic and Pelican can show up after dinner
- Bridges closing and opening timed accurately with camera movement
- Scavenger boss loot is reachable
- Updated Ratling spotlight control computer to accept password from note
- Miners spotlight control computer is useable
- Missing NPC Tom in Old Town fixed
- Can heal and talk to companions and non-hostile NPCs during combat
- Sullivan can give you an extra code wheel if you lose it
- Franklin gives you note to take with you to get back to his dock
- Fixed incorrect XP applied when allying with gang boss
- Balance: reduced penalties for attacking in shadow, attacking body parts, attacking moving targets
- Balance: reduced damage penalties for graze attacks
- Fixed issue where knockout attack was occurring even when roll failed
- When NPCs use healing kits they roll for amount healed instead of restoring full health
- Player will not try to reload weapon in combat if there isn't any ammo
- Improved turning for vehicles
FX
- Fixed bug where weapon visual order displayed incorrectly on last frame of animation
- Fire barrels reload correctly after breaking them
- Fixed bug with sprite for Earth Collective troopers
- Portraits for jungle dog and Franklin have brightness adjusted
- Missing floor fixed on Fishmonger map
- Fixed collider missing in tutorial jumping area
- Fixed floor overlap visual effect in Old Town Lender
- Fixed underground boxes in Old Town Plaza
- Fixed shadows missing in Mole commune
- Fixed path missing to Mole commune super mutant
- Fixed inaccurate building interior showing area in final map
- Fixed flickering sidewalk floor Factus South Exit
- Fixed wall that does not disappear near Quinton Trains Industries hallways
- Ratling pants brightness adjusted
- Chicken portrait added
- Hostile drivers in Jungle areas have correct sprite
- Missing floor texture in Black Market dungeon adjusted
- Missing floor texture in Scavenger area fixed
- Radiation Detector and Psionic Detector UI visible above darkened areas of minimap
- Changed scanner sound to photo-taking noise
Special thanks to all the players who left feedback and submitted bug reports that lead to fixes in v1.08. As this was a larger patch, we weren't able to put together a list of players in time, but please know that we have appreciated your encouragement and support over the last 8 patches and we can't wait for you to experience 1.1.
We'll be quiet for a little while as we work away on the 1.1 update coming in the next month, but we hope you enjoy v1.08 and we'll see you soon! Take care!
— Whalenought Studios & Modern Wolf
Mechajammer | V1.07 Patch Notes - Jan 27 2022
Keyboard re-binding has entered the building! (Tap, tap, tap)
The January segment of our Post Launch Roadmap is nearing it's end!
We've been cramming the v1.07 patch full of updates and are now well on the path to 1.1. Highlights from this update include keyboard re-binding, achievements and improvements to the tutorial (we heard you and we've shortened it, too).
(Quick Note: all achievements work as intended apart from one involving a gang of hackers. There’s currently a bug with their spawn node and it will be corrected in v1.08!)
Here is the full v1.07 change-list:
UI
- Tutorial messages updated to accurately reflect systems
- Game feed additions: Faction resolution information
- Game feed additions: Objects taking damage
- Game feed additions: Objects breaking
- Game feed additions: Learning percentage from deciphering text
- Game feed additions: Show text from sign
- Game feed additions: Show when time is added to next action from switching item
- Game feed additions: Fire, oil, acid, traps
- Fixed durability showing several decimals instead of whole integer for items in bag
- Elevator keypad removed option to type alphabet keys
- Fullscreen button fixed to match fullscreen status in Settings menu when starting the game
- Added information about current noise radius to detection map and character sheet in “Crouch Radius” description
- Added skip button for intro as an alternative to double click
Tutorial
- Tutorial integrated into beginning of new games
- Saving and loading functionality added
- Skip functionality added
- Tutorial shortened to reduce intro time
- Clarity added to sight and hearing systems
- Tutorial radio and help notice text updated to accurately reflect systems
- Tutorial ending changed to trigger after last four training drones dispatched
Gameplay
- Fixed bug where traps do not save correctly after being used
- Fixed infinite traps from one bug
- Fixed bug with plasma guns not hitting cars
- Fixed visual issue with attack animation plays twice if you’re hit while prepping attack
- Car lot note has corrected code for elevator
- Fixed ferry that takes player to Arms Guild prison island
- Fixed errors occurring on some machines while changing blocks during bridge cinematic
- Fixed bug with cars not taking damage while parked
- Fixed bug where companion group number saving unpredictably
- Updated incorrect text displaying on Gershwein terminal to return player to train station
- Fixed bug where equipping item did not add one turn to next action
- Updated Gershwein's computer to shows accurate language when opening his study door
- Closing gap between interactive objects more predictable
- Reload noise on game load removed
- Fixed bug where cars cannot hop curbs
- Game correctly pauses when Faction map alert opens
- Fixed bug where fight with boss in gangs triggers combat mode remaining active after combatants have left
- Increased XP gained from allying gangs to balance with destroying gang
- Gang reputation meter updated to be accurate between saves
- Balanced various lockpick rolls
- Sight cones in detection map shrink when you are in grass or shadow to reflect how far an NPC can see
- Fixed bug with surface type modifier not updating noise radius
- Fixed bug where interactive objects are not saving correctly when quick saving then leaving a map and returning
- Updated armor item descriptions to clarify Armor Rolls and Threshold mechanics
Art
- Fixed black box on top of house south of Faith Temple
- Grubworm workers have a different sprite than guards to differentiate hostile workers (coming Tuesday)
- Reduced number of guards in various areas of map for balance
- Fixed bug with flickering lights in Copper Face lab
- Fixed East Bridge block not connecting correctly to neighboring block
- Removed excess new kidney NPCs in Old Town Bridge
- Fixed texture issue with building flickering in Factus West
- Fixed missing texture under building Factus Core South
- Fixing flashing line of sight visual in Factus Core Northeast
- Smuggler area south of Faith rock light of sight issue fixed
- Factus Core west long wall flickering texture fixed
A very special thank you to all the players who have been reporting feedback and patiently waiting for new features! Here's a list of folks that have reported bugs via our Discord that have been fixed in v1.06 and v1.07:
Rithrin
Shizuwolf34
aure
cosplaydiver
D I N G| |xpoopanusx| |Andrew
Andre
Jordiii
fugori
Murdergurl
yarow12
prestoppc
Redglyph
floppy_glass
borkenal
MrMistersen
Toupzy
Doomguy
catmes
syke_low
Naiba
Scramster
yarow12
net8floz
kormakrtv
GamleKorp
For bug-reporting and other Mechajammer-flavoured discussion, please head to the official Discord server.
We're looking forward to seeing what you think of the v1.07 patch and we're already hard at work on v1.08!
Thank you all for your comments and support, until next time,
— Whalenought Studios & Modern Wolf
Update 1.06 - Jan 14th 2022
The highly anticipated v1.06 patch is here!
This is our largest patch to date and it includes all the fixes and additions we worked on throughout the holidays. Some of you may notice a few of these changes from playing on the Quinton Playtesting branch, which we've been happy to see your reactions to over on Discord!
Without further ado, here's the v1.06 changelist:
UI
- Overlapping items bugs fixed
- Notifier in game feed for mutation damage
- Tightened game feed text
- Pelican does not get mini map icon at beginning of game
- “Acquired item” text pops up correctly
- Character sheet shows all advantages and disadvantages next to list of jobs
- “Open Bag” key corrected in options menu
- Fixed typo with one-handed and two-handed edge weapons in character sheet description
- Fixed bug where the notepadopens on the player's HUD incorrectly when the user mashes the “I”
- Fixed incorrect label of settings menu
- Fixed typos with lightning rod text in item description
- Fixed types with commas missing
- Fixed health bar not dropping to zero in training tutorial
- Fixed bug in tutorial where enemies display the unconscious meter incorrectly when the player respawns
- Fixed typo in psionic detector description
- Can read text in hover box over items in top row of inventory bag
- Fixed bug with hovering over side-by-side items in bag not always showing description text
- Can double-click to equip shields and armor in bag
- Fixed equipping shield and two-handed weapons bug
- Game log is smaller and can stay open during gameplay
- Game log starts open
- Game log names are colored for main player, companions and enemies
- Fixed bug with damage roll game log text
- Increased size of merchant bag
- Updated socket sprites
- Fixed bug where socket upgrades dragged onto items without sockets can disappear
- Fixed formatting issues in character creation description text
- Updated description for Action Turns in character screen for accuracy to ruleset
Gameplay
- Pick up items with HUD menu instead of in world clicking
- Fixed bug with items falling outside of walkable areas
- Fixed bug with saving unconscious enemies
- Fixed bug with dropped items having 1 durability
- Fixed bug with bar keep merchant bag in Factus Core
- Fixed bug with MFI scanners spawning in ground
- Fixed bug with MFI scanners drifting too slowly
- Fixed plasma guns not hitting crouched enemy
- Rioters no longer start riots indoors
- Rioters and police leave the area correctly after altercation instead of standing around
- Fixed bug with cars driving through ground over ramped areas
- Backup reinforcements from spotlights limited to 2 groups at once
- Fixed error that occurred while using lightning rod on civilians
- Fixed bug with walking through locker doors
- Fixed bug with walking through lockers after opening
- Fixed enemies that disappear in shadows incorrectly
- Text shows on hover over locked doors that describes door health (fragile/sturdy/indestructible)
- Loot drops further away from locker door to avoid colliding with locker itself
- Fixed hover colors on body parts (bug introduced in 1.04)
- Fixed bug with time passing incorrectly when talking to an evangelist
- Fixed healing time passing incorrectly when healing with medic
- Drones are created in bag inventory item panel instead of with item on ground (due to changes to item pickups)
- Fixed pathfinding issues when clicking over water surface
- Updated note at the Faith to accurately display puzzle colors
- Fixed bug with healing from toxins through clinic dealer in Old Town
- Fixed bug in beginning cinematic where thug runs across bridge after raised
- Fixed debris appearing in wrong location when hitting object or wall
- Increased volume of sound that plays when you hit objects to match other sounds
- Fixed bug where player can bludgeon a box from a distance after switching from range action
- Fixed bug with gang NPCs not turning hostile when you talk to boss
Art
- Fixed shadows not showing correctly in tutorial and in some areas of game maps
- Drone companion plays correct animation while driving and talking
- Fixed bug where dead NPCs show up with incorrect sprite after returning to an area
- Fixed items clipping through floor
Ruleset
- Fixed incorrect pain threshold stats included in roll for knockout attacks
- Fixed bug with rolls for chemistry not calculating learning dice correctly
- Fixed bug with rolls for hacking not calculating learning dice correctly
- Fixed bug with rolls for social not calculating occult dice correctly
- Fixed bug with rolls for repair not calculating learning dice correctly
Dialogue
- Medic plays correct sound effect during dialogue
- Fixed dialogue text error with Bottler and R4T boss
- Companions virtue skills are separated to keep from going off screen during dialogue
- Fixed bug where companion bag opens while talking about skills
- Can talk to Faith Preacher now after ignoring them the first time
- Fixed mismatched warnings from gangs that spawn in street after you infiltrate their base
Due to the size of this patch, we're unable to offer a special thanks to specific community members for their bug reports and feedback that have led to these changes, but we do want to say a huge thank you to the folks that have continued to play on the Quinton branch and help us get Mechajammer to this point! We can't wait for you to see what's in store in v1.07 and beyond.
For bug-reporting and other Mechajammer-flavoured discussion, please head to the official Discord server.
Thank you all for your patience, until next time,
— Whalenought Studios & Modern Wolf
Patch 1.03
We're back again with a quick Mechajammer patch. V1.03 brings with it the highly anticipated fix to the in-game notepad. Pressing ESC will no longer cause your valuable notes to disappear upon re-load, meaning you can take all the notes you like with renewed confidence.
You can also expect to see fixes for issues relating to:
Bugs Fixed
• Spotlights call enemies with corrected sprites
• Fixed bridge with missing floor texture that you can drive off into the water and explode near the Faith Temple
• Fixed end credits hard-lock
• Gate above lab functionality fixed
• Fixed music volume force set to zero
• Fixed Medic not joining dinner conversation
• Copper Face has correct mega-sized sprite
Map
• Fixed blocked path on Old Town apartments stairwell
• Fixed visual anomalies in Agro Dome
• Fixed Mara's note not showing near Agro Dome
• Fixed missing texture in vault in Medic's room
• Fixed missing texture at Collector's Estate pathway
• Fixed doorway that was unwalkable near smugglers
UI
• Fixed notepad not saving when closing with ESC (Triumphant cheers! Hooray!)
• Fixed typing "enter" into computer terminal
• Fixed companion menu squad types button not clickable after opening once
Dialogue
• Fixed soft-lock occurring when the player talks to the Lichin enemy underneath the Black-Market area and other suspicious characters
• Fixed missing dialogue node for final encounter conversation
AI
• Genetically modified bugs attack Agro-Fax security
• Copper Face fleeing bug fixed
--
Special thanks to the following players who left feedback and submitted bug reports that lead to fixes in v1.03. These issues were reported many times by many people, so sorry if we've missed you. As always, we hugely appreciate your time and diligence here.
JesseRaen
Syke_low
D I N G
GODHARVEST
Rithrin
Troupzy
Jabberwok
--
For bug-reporting and other Mechajammer-flavoured discussion, please head to the official Discord server.
Thank you for your patience and lovely comments on yesterdays patch.
— Whalenought Studios & Modern Wolf
Patch 1.02
The Mechajammer v1.02 patch has now been rolled out, bringing with it a nice chunky list of fixes and improvements.
In v1.02 you can expect to see fixes for issues relating to:
Graphics
•
Fix for screen resolution not matching aspect-ratio issue
• Fixed various character sprite and portrait anomalies
• Fix for various walls blocking line of sight
• Faith temple jar material corrected
Bugs Fixed:
•
Gun doesn't reload/shows fully loaded while empty
• Animals sniffing
• Companions multiplying on load
• Renaming companion groups
• Companions not coming with you on ferry or elevators
• Vault doors unlocking with keys dropped by gang bosses
• Incorrect NPC-typing spawning when player hits spotlights
• Train ticket code works at Quinton Train station
• Printouts from Wolffz Bay terminals show up in terminal
• Quinton estate door pathfinding issue
• Items that are dropped from bag saving in world
• Ferry driver joins your party
• Missing dialogue options with civilians under black market
• Floating dogs (!) under black market
• Inconsistent civilians visibility
Map
•
Un-walkable areas over wood bridges fixed in black market area
• Faith temple puzzle fixed
• R4T vault locked correctly
UI
• Trap size in bag
• Aldo dialogue options
• Sprites flicker in UI when hover box is over them
• Pin label field disappearing
• Dialogue items given to full bag now drop to ground instead of disappearing
Dialogue
• Various typos
• Agro-Fax agent dialogue fixed
• South street dialogue interaction cutting early
--
Two quick but important additions to the above:
-
We're aware of issues with Notepad text not saving properly. This is half-fixed, and will only occur if you exit the Notepad with the Escape key. Avoid this, and you should prevent the issue from occurring.
-
We're also looking into an issue where the game is not booting properly for some people. If you think you're being affected by this problem, please send your Player Logs (file-paths below) to us on Discord.
Mac: ~/Library/Logs/Whalenought/Mechajammer/Player.log
Windows: %USERPROFILE%\AppData\LocalLow\Whalenought\Mechajammer\Player.log
--
Special thanks to the following players who left feedback and submitted bug reports that lead to fixes in v1.02. These issues were reported many times by many people, so sorry if we've missed you. As always, we hugely appreciate your time and diligence here.
EnthalpyFlow
Munday
Nordicmonkey
MrMistersen
Craftian
--
For bug-reporting and other Mechajammer-flavoured discussion, please head to the official Discord server.
As always, huge thanks. And until next time.
— Whalenought Studios & Modern Wolf
Patch 1.01
Hot on the heels of Friday’s hotfix, today we’re rolling out V1.01 of Mechajammer, bringing with it a big ol’ list of fixes and improvements to the game.
Many of these issues have been surfaced (and subsequently fixed!) off the back of your reports and suggestions, so a hefty thank you to those of you taking the time share feedback. Below the patch notes, you’ll see names from key members of the community who have helped us with this endeavour. We hope you enjoy basking in the limelight of the Patch Notes as a reward.
Ok! Here’s what you can expect from 1.01:
Design fix:
• Give every background the option of having no flaws (flawless options does not include studies bonuses)
• Remove being injured from failing rolls that had zero dice (for example when opening/breaking boxes)
Graphics fix:
• Scale-up ground items and outline added, so that they can be interacted with more easily
Bug fixes:
• Hard-lock bug when using quick save feature fix
• Constant flee with PTSD disadvantage
• Music track switching fix (usually appeared during save)
• Prevented instances of player falling through floors in cars
• Police called even when not seen by MFI scanners
• Bag doesn't open immediately when talking to companions
• Issues with selling items merchants
• You can move items around in merchant bags to make more space
• Merchants refresh their stock every time you talk to them
• Labels should now show on map
• Player starts with a chained weapon if it's their highest dice pool
• Merchants stand in the light
• PTSD proc-ing after every action instead of after failed roll and also adjusted disadvantage outcome - player doesn't flee, just freezes in place for 10 turns
UI fix:
• Menus updated with option to return to main menu
Balance Fix:
• Improved balancing of Disadvantages
• Made Head Injury penalty is now 2 turns instead of 3
• Decreased roll odds for Exhaustion and Two Left Feet (rolls every hour)
• Adjusted damage for range weapons to balance non-melee builds
• Tweaked balancing of early enemies with respect to difficulty
Map fix:
• Instances of missing textures fixed
Feature:
• Merchants now have new items
Skill:
• Added more chemical pools in order to make Chemistry a more useful Skill
Other:
• The Mechajammer OST is now live on Steam!
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Special thanks to the following players who left feedback and bug reports for these issues on Steam forums and Discord. These issues were reported many times by many people, so sorry if we've missed you. We really appreciate how active you've all been!
Munday
Ocean Drive
Jesse Raen
Pull That Up
Mr Mistersen
Vaughn Whiskey
Custer701
Xhazahh
Kolohe
Craftian
Siegdarth
Nameless
Kay
Watchersix
Wizardovoz
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For bug reporting and other Mechajammer-flavoured discussion, please head to the official Discord server.
Once again, huge thanks to everybody who has picked up the game and shared feedback. We're very grateful to the Mechajammer community, and will have more in the way of updates for you very soon...
— Whalenought Studios & Modern Wolf