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Release Notes for Mechajammer

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
Gameplay
Art
Ruleset
Dialogue

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

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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

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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

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Two quick but important additions to the above:

  1. 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.

  2. 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

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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

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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