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KickStarter Mechajammer (formerly Copper Dreams) - cyberpunk RPG from Whalenought Studios

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
20,707
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://store.steampowered.com/news/app/485400/view/3112547741695968613
Mechajammer | Post Launch Roadmap
We wish you a Merry Christmas and a Happy New Roadmap!

We're rounding the corner on 2021 and we're going out with a bang!

We'll be taking some time away from socials during the holidays to recharge and gear up for 2022. You can expect us back and responding to players from the 5th of January.

Which leads us to the question: what's in store next for
Mechajammer
?

We've put together the Post Launch Roadmap below, which shows what's on the horizon for the game, and when you can expect updates.

Again, a her-uge thank you to the players who have stuck with us since the game's launching, helping surface issues, offering suggestions and generally helping shape our next steps. This Roadmap wouldn't be possible without your input.

So, here's how the next few month's are looking:


f3ea970eecd7c022e60a2b75fd0b3efdaa66443f.png


December

Since launch, we've put out 4 patches to the game, with a v1.05 on it's way very soon. That's not all though! You can expect unofficial branch updates until the end of December if you opt in to an exclusive 'off the grid' branch, but more on that in a minute.

We'll be bringing you Event Log v2, new quest content, more NPC portraits & expanded dialogue.

You can expect to see a new XP system very soon, too, as well as a balance overhaul and more bug fixes.

January

Key-rebinding is coming!

Improved onboarding and tutorial-flow (we hear you, the tutorial isn't your favourite).

You can also expect Steam Achievements, along with an official achievement guide for those interested, too.

1.1 Update

Companion side-quests, gang quests, new vehicles, unique items for skill types and... skateboards!?

Yes you read all of that correctly. And on top of all that, we'll also be adding Razer Chroma integration and giving you an official guide video.

Hang on, what's this about opting in to an updated branch during December?

Although we'll be off socials from December 20th, there will be balance passes, fixes and updates rolled out to the game in a slightly less official manner. We can't provide patch-notes during this time as we don't have the support during the holidays, and we can't promise the same level of stability, but for those interested in checking out the game with hot-off-the-press improvements and additions, this is the way to go.

If you want to find out the branch details, you can head over to the Mechajammer Discord Server.

--

As always, a huge thank you for your support and feedback over the last two weeks - it doesn't go unnoticed.

Have a happy holidays,

— Whalenought Studios & Modern Wolf

https://store.steampowered.com/news/app/485400/view/4892596133542152604

Mechajammer | V1.05 Patch Notes
XP-rienced players, listen up!
The
Mechajammer
v1.05 patch has now been rolled out, bringing with it a huge list of fixes and improvements to leave you with over the Christmas break. You can also opt into the "Quinton Testing Branch" game branch over on the Mechajammer Discord Server. More details here.

Right, big stuff at the top:

XP


You now have the choice of XP or collecting level-up chips in world during character creation. You'll need to start a new game to use XP. This was suggested by quite a few players at launch and we can't wait to see what you think of this new option!

(
Quick note: re-spawning enemies, including refreshed patrols, rioters, and street enforcers do not offer XP, and factions only provide it after you've attacked or allied with them
)
Armor Rolls


Armor operates by rolling a D6 pool, like aiming, but each dice acts as a boolean point of damage that can be absorbed. Each armor has two main properties besides auxiliary (durability, sell, buy, etc.), these are AC and success chance, visible in their description.

There are an additional 30 pieces of quality tiered inventory items to support this throughout the game. Future (and existing) slots for added AC modules still work, and they now add to the AC dice pool.

AC: xd
where the x is the potential damage can be absorbed by the armor, and also the number of dice being rolled to determine if it will work.
Success: >x
where x is the number the AC dice have to land over to successfully absorb a point of damage
Example: chest armor has: [AC: 5d] [success >3]. Armor rolls 5 six sided dice, and each one landing above 3 negates an incoming damage point:
<3> <6> <3> <4> <1>
Greater than 3: <6> <4>
Damage: -2

Balance


All enemy tiers have more varied health per encounter area, wider range of weapons and drops, as well as the new appropriate XP.

Companion mercenaries given more health and additional aptitude focuses:
  • Aldo
  • Raddo
  • Dex
  • Ivo
  • Darro
  • Gillis
  • Abram
  • Chaaris


Like last time, we've underlined highly-anticipated changes!

UI

  • Event Log: updated language for graze damage from failed aim rolls
  • Repair button only shows if item has wear and tear (durability below maximum)
  • Fixed repair level up not working

  • Fixed: Wolffz Bay map not showing in terminal after cinematic
  • Modifiers from body part targeting show in game feed


Gameplay

  • Dice in chemistry, organics and repair during character creation will start player with items in bag needed to use these skills
  • Fix for respawning enemies from duplicate saves bug
    (You'll need to start a new game, let us know if this crops up again!)
  • Fix for endlessly spawning rioters
  • Increased durability cap of weapons

  • Difficulty balance over NPCs, armor and item use
  • Fix for interacting with cars leading to transport to black screen


Added

  • Choice of XP or collecting level-up chips in world during character creation
    (requires new game to use XP, will otherwise default to collecting chips)
  • New armor sets at merchants
  • New items for every weapon type and study in lockers and from NPCs



Graphics / Maps

  • Fixed various walls around Factus Core not having the line of sight cut-through when appropriate
  • Fixed various collision issues
  • Fixed missing colliders on some of the bridges
  • Fixed low quality mode light texture glitch effect
  • Various map visual fixes for line-of-sight blocking geometry
  • 25 new NPC portraits throughout the game

  • Chain whip fidelity fixed


Balance

  • 30 new armor and helmet inventory items throughout the city, shops, and drops.

  • balance: ruleset update for armor roles
  • new health variety, aptitudes, drops, equipped items and challenge curves for enemies
  • social: rolls have Occult added correctly to charm

--

Special thanks
to the following players who left feedback and submitted bug reports that lead to fixes in v1.05. These issues were reported many times by many people, so sorry if we've missed you.
Big
shout out to the players who gave us files to help fix the dreaded respawning enemies issue!

Toupzy
Davinewrath
FIN
GODHARVEST
Vitamin B2
Jabberwok
Andre
Mr Mistersen
Tdsupreme
Aure
Fimbulherjan
D I N G
GamleKorp
Thewatersupply
N3tgh0st
JC
 

Lyre Mors

Arcane
Joined
Nov 8, 2007
Messages
5,438
They've already implemented an XP system? That doesn't seem like something that should be slapped onto a hot-fix style patch. I appreciate the gesture, but surely it can't bode well for overall balance.

If anyone ends up trying it out, please let us know how it goes. Also whether or not they've addressed the easily exploited melee knock-out skill. I don't believe I've seen a mention of the removal of the HP regeneration mechanic either, which is another huge problem. Along with ranged weapon build viability.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,337
There is no fucking way that two of them can make so many changes this fast. A big part of these additions much have been half finished before release. Which asks a question why they didn't release in EA and make it better. They probably added more stuff in last 2 weeks than last two years.
 
Last edited:

Tyranicon

A Memory of Eternity
Developer
Joined
Oct 7, 2019
Messages
7,846
Armor Rolls


Armor operates by rolling a D6 pool, like aiming, but each dice acts as a boolean point of damage that can be absorbed. Each armor has two main properties besides auxiliary (durability, sell, buy, etc.), these are AC and success chance, visible in their description.

There are an additional 30 pieces of quality tiered inventory items to support this throughout the game. Future (and existing) slots for added AC modules still work, and they now add to the AC dice pool.

AC: xd
where the x is the potential damage can be absorbed by the armor, and also the number of dice being rolled to determine if it will work.
Success: >x
where x is the number the AC dice have to land over to successfully absorb a point of damage
Example: chest armor has: [AC: 5d] [success >3]. Armor rolls 5 six sided dice, and each one landing above 3 negates an incoming damage point:
<3> <6> <3> <4> <1>
Greater than 3: <6> <4>
Damage: -2

Maybe the wording's confusing me, but this seems like both a convoluted and notfun AC system. At higher levels (better armor), you going to have silly things happen like rolling 15d6 all at ~50% success, which is hella RNG. I'm assuming this system only works for small (single digit) armors...

Thankfully it's not tabletop, imagine rolling two handfuls of d6 everytime you get attacked.

Is this cribbed from somewhere or original?
 

mediocrepoet

Philosoraptor in Residence
Patron
Joined
Sep 30, 2009
Messages
13,599
Location
Combatfag: Gold box / Pathfinder
Codex 2012 Codex+ Now Streaming! MCA Project: Eternity Divinity: Original Sin 2
Thankfully it's not tabletop, imagine rolling two handfuls of d6 everytime you get attacked.


:backawayslowly:
Sssshaaadowrun....

Shadowrun (at least in 2nd edition) didn't have soak rolls for armour other than dermal armour. The attack success determined the damage severity with the target number being the attack's damage value less the target's armour value. The target's modified body attribute (body + dermal armour) was rolled to soak damage in order to determine the actual impact of a successful attack. The mechanic doesn't resemble the one described above.

Unless your point was simply about rolling buckets of dice at the table in which case yes, both Shadowrun and WEG D6 games were bad for that.
 

Monolith

Prophet
Joined
Mar 7, 2006
Messages
1,298
Location
München
From what I have seen, Atmosphere, sound, gameplay, world design, the quirkyness all make me wanna grab it. I seem to be more interested in weird and flawed than streamlined and polished nowadays. Pixelhunting? Dammit, I've done worse.

Luckily I have a stash of unplayed games to keep me busy until they patch the shit out of this.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,337
Armor Rolls


Armor operates by rolling a D6 pool, like aiming, but each dice acts as a boolean point of damage that can be absorbed. Each armor has two main properties besides auxiliary (durability, sell, buy, etc.), these are AC and success chance, visible in their description.

There are an additional 30 pieces of quality tiered inventory items to support this throughout the game. Future (and existing) slots for added AC modules still work, and they now add to the AC dice pool.

AC: xd
where the x is the potential damage can be absorbed by the armor, and also the number of dice being rolled to determine if it will work.
Success: >x
where x is the number the AC dice have to land over to successfully absorb a point of damage
Example: chest armor has: [AC: 5d] [success >3]. Armor rolls 5 six sided dice, and each one landing above 3 negates an incoming damage point:
<3> <6> <3> <4> <1>
Greater than 3: <6> <4>
Damage: -2

Maybe the wording's confusing me, but this seems like both a convoluted and notfun AC system. At higher levels (better armor), you going to have silly things happen like rolling 15d6 all at ~50% success, which is hella RNG. I'm assuming this system only works for small (single digit) armors...

Thankfully it's not tabletop, imagine rolling two handfuls of d6 everytime you get attacked.

Is this cribbed from somewhere or original?
Earlier World of Darkness rules had rolls for soaking damage.
 
Glory to Ukraine
Joined
Nov 22, 2020
Messages
2,602
Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming!
WoD games used to have a stat literally called "Soak" back in the day. Anyway if you want to see people rolling buckets of D6, just watch a game of tabletop 40K. An IG squad rapid firing las guns will generate 20 dices, without counting any possible heavy weapons that might be there as well.
 

Gradenmayer

Learned
Joined
Jul 21, 2019
Messages
612
Skill among western devs is in free fall. Has been for 5-6 years at least. Let's stop dancing around the elephant and look truth in the eyes
Bruh, I think experienced dev would reassemble this shit in a month on a 2d engine, like Godot or similar shit.
It's not freefall of skill, it's like a person who does not know how computer works decided to make an RPG and barely managed to do so in 6 years.
 

grimace

Arcane
Joined
Jan 17, 2015
Messages
2,087
https://store.steampowered.com/news/app/485400/view/3112547741695968613
Mechajammer | Post Launch Roadmap
We wish you a Merry Christmas and a Happy New Roadmap!

We're rounding the corner on 2021 and we're going out with a bang!

We'll be taking some time away from socials during the holidays to recharge and gear up for 2022. You can expect us back and responding to players from the 5th of January.

Which leads us to the question: what's in store next for
Mechajammer
?

We've put together the Post Launch Roadmap below, which shows what's on the horizon for the game, and when you can expect updates.

Again, a her-uge thank you to the players who have stuck with us since the game's launching, helping surface issues, offering suggestions and generally helping shape our next steps. This Roadmap wouldn't be possible without your input.

So, here's how the next few month's are looking:



December

Since launch, we've put out 4 patches to the game, with a v1.05 on it's way very soon. That's not all though! You can expect unofficial branch updates until the end of December if you opt in to an exclusive 'off the grid' branch, but more on that in a minute.

We'll be bringing you Event Log v2, new quest content, more NPC portraits & expanded dialogue.

You can expect to see a new XP system very soon, too, as well as a balance overhaul and more bug fixes.

January

Key-rebinding is coming!

Improved onboarding and tutorial-flow (we hear you, the tutorial isn't your favourite).

You can also expect Steam Achievements, along with an official achievement guide for those interested, too.

1.1 Update

Companion side-quests, gang quests, new vehicles, unique items for skill types and... skateboards!?

Yes you read all of that correctly. And on top of all that, we'll also be adding Razer Chroma integration and giving you an official guide video.

Hang on, what's this about opting in to an updated branch during December?

Although we'll be off socials from December 20th, there will be balance passes, fixes and updates rolled out to the game in a slightly less official manner. We can't provide patch-notes during this time as we don't have the support during the holidays, and we can't promise the same level of stability, but for those interested in checking out the game with hot-off-the-press improvements and additions, this is the way to go.

If you want to find out the branch details, you can head over to the Mechajammer Discord Server.

--

As always, a huge thank you for your support and feedback over the last two weeks - it doesn't go unnoticed.

Have a happy holidays,

— Whalenought Studios & Modern Wolf

https://store.steampowered.com/news/app/485400/view/4892596133542152604

Mechajammer | V1.05 Patch Notes
XP-rienced players, listen up!
The
Mechajammer
v1.05 patch has now been rolled out, bringing with it a huge list of fixes and improvements to leave you with over the Christmas break. You can also opt into the "Quinton Testing Branch" game branch over on the Mechajammer Discord Server. More details here.

Right, big stuff at the top:

XP


You now have the choice of XP or collecting level-up chips in world during character creation. You'll need to start a new game to use XP. This was suggested by quite a few players at launch and we can't wait to see what you think of this new option!

(
Quick note: re-spawning enemies, including refreshed patrols, rioters, and street enforcers do not offer XP, and factions only provide it after you've attacked or allied with them
)
Armor Rolls


Armor operates by rolling a D6 pool, like aiming, but each dice acts as a boolean point of damage that can be absorbed. Each armor has two main properties besides auxiliary (durability, sell, buy, etc.), these are AC and success chance, visible in their description.

There are an additional 30 pieces of quality tiered inventory items to support this throughout the game. Future (and existing) slots for added AC modules still work, and they now add to the AC dice pool.

AC: xd
where the x is the potential damage can be absorbed by the armor, and also the number of dice being rolled to determine if it will work.
Success: >x
where x is the number the AC dice have to land over to successfully absorb a point of damage
Example: chest armor has: [AC: 5d] [success >3]. Armor rolls 5 six sided dice, and each one landing above 3 negates an incoming damage point:
<3> <6> <3> <4> <1>
Greater than 3: <6> <4>
Damage: -2

Balance


All enemy tiers have more varied health per encounter area, wider range of weapons and drops, as well as the new appropriate XP.

Companion mercenaries given more health and additional aptitude focuses:
  • Aldo
  • Raddo
  • Dex
  • Ivo
  • Darro
  • Gillis
  • Abram
  • Chaaris


Like last time, we've underlined highly-anticipated changes!

UI

  • Event Log: updated language for graze damage from failed aim rolls
  • Repair button only shows if item has wear and tear (durability below maximum)
  • Fixed repair level up not working

  • Fixed: Wolffz Bay map not showing in terminal after cinematic
  • Modifiers from body part targeting show in game feed


Gameplay

  • Dice in chemistry, organics and repair during character creation will start player with items in bag needed to use these skills
  • Fix for respawning enemies from duplicate saves bug
    (You'll need to start a new game, let us know if this crops up again!)
  • Fix for endlessly spawning rioters
  • Increased durability cap of weapons

  • Difficulty balance over NPCs, armor and item use
  • Fix for interacting with cars leading to transport to black screen


Added

  • Choice of XP or collecting level-up chips in world during character creation
    (requires new game to use XP, will otherwise default to collecting chips)
  • New armor sets at merchants
  • New items for every weapon type and study in lockers and from NPCs



Graphics / Maps

  • Fixed various walls around Factus Core not having the line of sight cut-through when appropriate
  • Fixed various collision issues
  • Fixed missing colliders on some of the bridges
  • Fixed low quality mode light texture glitch effect
  • Various map visual fixes for line-of-sight blocking geometry
  • 25 new NPC portraits throughout the game

  • Chain whip fidelity fixed


Balance

  • 30 new armor and helmet inventory items throughout the city, shops, and drops.

  • balance: ruleset update for armor roles
  • new health variety, aptitudes, drops, equipped items and challenge curves for enemies
  • social: rolls have Occult added correctly to charm

--

Special thanks
to the following players who left feedback and submitted bug reports that lead to fixes in v1.05. These issues were reported many times by many people, so sorry if we've missed you.
Big
shout out to the players who gave us files to help fix the dreaded respawning enemies issue!

Toupzy
Davinewrath
FIN
GODHARVEST
Vitamin B2
Jabberwok
Andre
Mr Mistersen
Tdsupreme
Aure
Fimbulherjan
D I N G
GamleKorp
Thewatersupply
N3tgh0st
JC


All the Mechajammer updates are posted to Steam now?

There's also a Discord for the post-Beta post-release 1.0 testers.

Is Modernwolf helping our hurting Whalenought?
Those pesky publishers pushing release dates before the games are complete.
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,681
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://store.steampowered.com/news/app/485400/view/3112548919384661869

HNY and Welcome Back to Calitana!
v1.06 is just around the corner...

Happy New Year!


We hope you were able to spend time with family, friends and your backlogs of video games :)

Over the holidays we kept a second 'Quinton Testing Branch' open for players who wanted to try out Mechajammer fixes and additions as we worked on them (the branch is still available now!) and we're now putting v1.06 of Mechajammer through our own QA testers before its release.

The 1.06 update will be hitting the main branch soon and you can expect 73 additions, fixes and improvements. Keep your eyes peeled for full details and patch notes very soon.

Until then, we wanted to share some content from the community. We've been excited to see what you've thought of the game so far, your stories and experiences from your time exploring Calitana.

Over on our Discord you've been sharing your character builds!

Kanonite's "child soldier" build

9bbd9b5dffec382609dee770f089e8fd0d64794e.jpg


Naiba's very aptly named "bang bang bang bang" build

be93b7fb73cff82e69e240392040ffc80a025cc6.png


Friday_Living's "69 year old woman" build

3b8295f99c4ab7303619552501c0d3e7c7b2851c.png


Toupzy's "sneak-throw-stab" build

3be2ceb5f7c8bfed3fbb65752532f081a1a83b5b.png


Share your own over on our Discord and we'll show them next time!

We've also been keeping our eyes out for your gameplay videos to gather feedback and see how you're experiencing the game! We particularly enjoyed watching these:



That soundtrack really gives us away...



We've been loving this ongoing series from KormarkTv!



BringItDon has made 7 videos playing through Mechajammer so far, it's been great to watch later content being played



WizardWorm has been helping folks new to the game survive with their series!

Thanks again for sticking by us, it's great to see your reactions to the updates and we can't wait for you to see v1.06 ahead of even bigger updates down the line.

— Whalenought Studios & Modern Wolf
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
20,707
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://store.steampowered.com/news/app/485400/view/3112548919384672660
Mechajammer | V1.06 Patch Notes
It's jam patched ;)

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
 

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