Community Announcements - InsaneFirebat
Carbon Games is thrilled to announce an exciting new change for AirMech: growing crops! Do you live on a farm? Do you like to farm games for Kudos? Well now when you're on your farm, farming AirMech games, you can also farm in your Basecamp!

Everyone should have two Shovels they can use to clear space in their Basecamp (upper left corner) and build their very own home! Start with a Base, then move on to planting some Wheat! Of course, you could also build a Hangar, if you are into that kind of thing.

Is today April 1st? Yes it is! Is this a joke? Excellent question! The Basecamp is a little buggy, and you might need to restart AirMech after you start growing something. Where do we go from here? That depends on how funny people find the joke...if it is a joke? There's actually a lot of really neat features that can expand from here, making unlocking access to things make more sense than simple checkboxes. We can expand this to show more about the setting and how players connect with the larger world around them.

We also have a ton of updates and bugfixes in this patch. Loadouts have been reworked, allowing you to save part configs per AirMech, making it so you can change skins without removing all your parts. Note this means all loadouts are reset, hopefully for the last time! We're also standardizing on 100 Part points for now, though in the future the PvE loadouts will be able to get more. PvP will remain fixed at 100.

Be sure to read below for the full list of additions, bug fixes, and balance changes. Note that Parts are in the middle of a major rebalance and will continue to change over the next couple patches.

General Updates:
  • Easter Content enabled for a limited time!
  • Ultimate Jesus appears as the first seasonal Ultimate!
  • Little Chicken is a new Easter exclusive, breaking out of his colored egg!
  • updates to how AirMech loadouts are managed (PVP/RPG slots work now)
  • new Inventory collection view; browse collection sets more easily!
  • new collection sets: FLA, Thanksgiving, Chinese New Year, Easter, Ultimate Pilots, and Unit sets
  • more updates to the Player Market background
  • new destruction effects for Paladin, Saucer, and Warthog
  • added team colored support for Stasis Mine
  • faction power reworked
  • artillery shot effects reworked
  • new custom game option for higher latency tolerance
  • player profile cards updated with built-in PM window
  • improve Kudos and Diamond collecting animation

Bug Fixes:
  • fixed Liberty Bomb not showing up when being dropped
  • another fix for AirMechs landing on trees
  • fixed a prop that units could be placed on
  • fixed a terrain tile with an odd shadow
  • fix for custom paths awarding XP for auto-deployed units
  • fix for 'Remember Me' login causing custom game options to be inaccessible
  • fix for Osprey heal beam targeting in the air
  • fixed custom game option icons persisting in other lobbies
  • fixed potential game desync bugs related to NavMesh and unit firing
  • Windows XP might now be supported again, unofficially (needs testing)

Balance Changes:
  • stasis now affects AirMech movement speeds (-15% ground, -30% air)
  • all part points adjusted as the first pass at a major part rebalance
  • all AirMechs will have 100 part points available at all levels
  • allow Missile Burst ability to target flier units with priority on enemy AirMechs
  • artillery units are now inherently inaccurate, based on range to the target
  • increased drop rate for the Bombs ability at levels 1 and 2, level 3 remains unchanged
  • SAM build cost increased from 1000 to 1100
  • SAM armor decreased from 25 to 15
  • SAM move speed decreased from 3.5 to 2.5
  • Grinder, Butcher, and Assassin on Hold order will return to their position after engaging enemy units
Community Announcements - InsaneFirebat
We've been making small improvements to the referral rewards for a while now, but haven't properly explained it to everyone. So we added a new promo to call attention to this, and also put your current status on it. Click the "promos" button in the upper left to see it!

Highlights include a chat badge for your first referral, increased rewards when each one hits level 10 (now 500 Diamonds), and 10% of whatever their first purchase of Diamonds back to you! Plus you can now earn the Medic Osprey through referrals.

General Updates:
  • Ultimate HAAT has been added to the shop for shredding enemy AirMechs
  • Medic Osprey can now be earned from referral rewards
  • new chat badge for when your first referral hits level 10
  • make room for both real and locked diamonds to be displayed at top
  • increase required level to buy on market to 10 (testing numbers)
  • more work on the Map Editor
  • updates to the Shop background
  • new Market background
  • updates to the map selection screen
  • Greatest Matches card can now be crafted into Kettle Corn
  • new Tracer, Contrail, and Exhaust collection sets

Bug Fixes:
  • fix for Osprey targeting salvage while in ground mode
  • fix for Bucky targeting the fortress
  • fix for promo cycling issue
  • fixed some props on Salt that could have infantry placed inside
  • fix for infantry moving towards other targets after neutralizing an outpost
Community Announcements - InsaneFirebat
St. Patrick's Day approaches! We get so many requests for Rainbow Contrails to be back in the shop that we added another one--Multi-color Contrails! Take your pick, plus all the other time limited goodies.

You know what St. Patrick's Day makes me think of? Having fun with your friends of course! We thought this would be a great time to try out some new social features to reward good behavior. To start, we're giving actual rewards for getting positive reports--a few Diamonds if the sender is VIP, a few Kudos if they are non-VIP. Remember you don't get anything for sending them, but instead you want to be in good standing with your friends so you can help one another out! We've also made it a bit easier to say thanks to someone doing a Diamond Roll by putting a shortcut to commending them right on the roll banner.

Ever since we removed /brag, it was split between those who were very thankful it was gone, and the competitive players who enjoyed being able to, well, brag. We may have found the right balance--we'll give you one Brag Card per Ranked PvP game you win, and using /brag in chat consumes one card. There's a cap on how many cards you can hold, and we may play with that number depending how they get used or abused.

To top off our goodwill changes, we've removed the time limit for getting rewards for Solo games. It was always confusing, and if non-VIPs want to play a lot of Solo, it probably doesn't hurt much. Blow stuff up and have fun! Remember that Solo games do give less rewards than Coop or PvP however, same as always.

General Updates:
  • St. Patrick's Day content now live
  • new Multi-color Contrails this year
  • testing positive reports giving actual rewards, exact rewards being adjusted
  • changed neutral unit spawns on Duel to be 2 Seekers and 1 Longhorn
  • removed Google as a payment option (Google no longer accepts payment for digital goods)
  • auto-deploy button moved to build tray at the bottom, simple on/off switch
  • more updates to the Hangar background art
  • reset buttons added to Control Settings
  • /diamondsspent and /kudosspent commands added for the Info tab
  • /brag has returned, consumes one Brag Card per use
  • new Brag Card awarded for every ranked PvP match you win (capped like Report Cards)
  • auto-deploy acts as a toggle now
  • remove limit on daily offline rewards for non-VIP players
  • show locked Diamonds at the top for non-VIPs (unlocked Diamonds shown when hovering player portrait)

Bug Fixes:
  • fixed Play menu options getting stuck on screen
  • fix for crashes on start-up
  • fix for units being dropped on a Sandrim prop
  • fix for Custom games not giving rewards for Silver VIPs
  • fix DND status message not showing at bottom of screen
  • fix search name for Common Capsule Plans
  • fix for main menu being hidden after exiting a tryout session
  • fixed wrong server flag being displayed in online games
  • fixed Hangar unit selection getting stuck after clicking pilot/color

Balance Changes:
  • increased delay between missile pairs for Missile Burst ability from 0.2 to 0.35
  • Aegis no longer shoots down any bombs
  • Baloom should now intercept targets for better accuracy

Known Issues:
  • Osprey cannot target salvage in ground mode
Community Announcements - InsaneFirebat
Our pricing experiment continues! As you may have noticed, we're running a test where all the Kudos prices for things have been dramatically reduced. Do new players enjoy it more when they can more easily unlock units, mechs, and parts? We'll find out I guess! Note that during this test we have disable rebuying and selling these things on the Market. But feel free to take advantage of it and complete your collections--and let your friends know this is a great time to get their collections started.

We felt it would be nice to make a card in honor of Leonard Nimoy after his passing. We call it live long and prosper, as he did. The card will be available for a limited time and then retired.

Plus, and I hope you're sitting down, we have just added Orange Contrails to the Shop--try to contain yourself! Apologies for not offering the full range of colors earlier, we're going through and trying to correct that. There's also Blue if that's your thing, and we added a more common version of the MeMo Pad called simply the Kill Pad, so we can make the MeMo one Ancient.

Nicholas has been hard at work improving various particle effects (on top of making those sweet new contrails and tracers) and Matt has been busy tearing the guts out of the level loading. We've been investing considerable effort getting the game ready to be able to send maps down from the server. Which doesn't sound that interesting until you hear that Dan has been spending more time getting the Editor in shape! Watching Matt and Dan work on this stuff is like two sides of a bridge that are going to meet in the middle. I'm super excited that we're almost there!

To top it all off, a ton of balance changes have been handed down from the AirMech Council. See the details below, but I think we're getting to a good spot reacting to player feedback with the recent patches. Still reading? Be sure to follow us on Twitter, where you might catch a glimpse of the new AirMech in development....

General Updates:
  • Collectable Live Long and Prosper card in memory of Leonard Nimoy
  • Kill Pad Pet added to the shop, counts up your kills
  • MeMo Pad is now Ancient, can only be made by crafting
  • Orange Contrails added to the Shop
  • Blue Contrails added to the Shop
  • right-clicking bot difficulty now cycles the other way
  • new Hangar background art (work in progress)
  • missile debris tweaks
  • tweaks to artillery shell particle effects
  • updated impact particles for bombs
  • neutral unit spawns changes on Duel
  • more work on in game editor/sandbox mode
  • new destruction effects for some AirMechs (Striker and Helix) when on the ground

Bug Fixes:
  • some fixes to muzzle flash effects

Balance Changes:
  • changes to radar range for many units
  • Jumper reload time decreased from 3 to 2.5
  • Joker shot damage increased from 10 to 11.32
  • Rebel armor increased from 60 to 65
  • Stinger build time decreased from 11 to 8
  • Dinger build cost decreased from 10000 to 9500
  • Dinger hit points increased from 1000 to 1100
  • Blaster Guardian shot damage increased from 3 to 4
  • Cheap unit alternate hit points modification increased from -14% to -7%
  • Cheap Bucky missile damage modification increased from -20% to -15%
  • Cheap Rebel shot damage modification increased from -20% to -15%
  • Swift Rebel move speed modification increased from +7% to +13%
  • Fine unit alternate build time modification decreased from +20% to +5%
  • Rapid Arty range modification increased from -10% to -8%
  • Neutral Credit Box recycle value decreased from 20000 to 6000
Community Announcements - InsaneFirebat
A special treat for you in this patch--the fan-favorite "ZobaMech" game mode has started to be fleshed out into an actual option in AirMech! We'll see where it goes based on feedback, potentially making custom maps and adding features. Currently you are penalized for being in the air (with damage) and everyone spawns at max level and all abilities maxed. Your Fortress will lose damage when someone on your team dies.

The Full Force cards are finally craftable! The MeMo Pad can be made by putting all of them plus some Book Glue in the Nanoforge. It's a very unique pet that required new code--it's actually a kill counter that goes up to 10.

We're continuing to move features into the ingame editor, so if you have access to the Sandbox/Editor mode be sure to give it a try!

General Updates:
  • more hearts on Heart Exhaust
  • moved custom game options near the ready button
  • Red Envelope description updated
  • add a socket to the bottom right outpost on Spiral
  • added NavMesh and wireframe buttons to the editor and initial unit placement/creation
  • make Companion Cube roll like dice pets
  • Zoba-Mech added as a Custom PvP option

Bug Fixes:
  • potential crash & desync bug fix
  • fixed striker sword idle sound loop on destruction

Balance Changes:
  • artillery deflection range changed to 10 - 26; same for all artillery units
  • change Brute to ingame level 4 required
Community Announcements - InsaneFirebat
Update #200 - Build 33178, February 10th, 2015

It's hard to believe we're at update number 200--or maybe it's not for those who have been following our progress over the years. Continuing our revamp of old systems that just don't make sense anymore, we've turned our attention to the Hangar. It's midway through the redo, but seems stable enough to release for feedback and bug hunting. Things like Unit selection haven't been started yet, as we want to improve that quite a bit too.

Currently the loadout save slots still work for the entire army configuration, but we are considering revising that. Having the units have their own loadout set, and the mech have it's own feels like it would make more sense. In this design, each base AirMech class will have saved loadouts for the Parts, and changing a skin won't change your Parts as it does now. We've stubbed in a bit of this new UI but it doesn't function yet.

We're also testing out the idea of having "Pro" AirMech loadouts that don't have the current level requirements for Parts. Every Pro loadout will have 100 points from the start, and won't gain any more. These will be the loadouts you use for PvP to ensure a level playing field. This also will let us uncap the PvE Loadouts which can get more and more Parts and keep the current level progression.

AirMech Frames is something we've been preparing the art for a while now. Each AirMech class has 7 Frame components, and you will be able to combine them (in the future) and also use them for special Nanoforge conversions. We'll be detailing that more in a future patch, but we're going to start dropping them so that people have them in hand once we are ready to go live with the changes.

General Updates:
- updated Hangar UI
- AirMech frames starting to drop
- improve referral entry/dialog for new players
- various performance optimization work
- new art for team color tiles
- descriptions added for leaderboard badges

Bug Fixes:
- various pathing bugfixes
- update end game messaging when spectating
- some performance improvements to 'high' graphics quality setting
- fix friend icons in the friends dialog (for solo ingame and lobby states)
- bugfix for spamming start when going into a survival match
- fixed air DPS on stat cards for T99 and T45

Balance Changes:
- fix Bucky missile range (after missile speed reduction)
- Ratchet Heal Rate: 50 -> 45
- Ratchet Armor: 75->70
- Honeypot Armor: 65 -> 75
Community Announcements - InsaneFirebat
Update #199.1 - Build 32962, February 5th, 2015

Just a minor update to fix some bugs and add in a new "Very Low" graphics setting. We updated and improved the original 3 settings, but underestimated the number of people with older hardware. We didn't want to leave them unable to play with 60fps, so we added a new setting just for that. Note that the game looks pretty terrible with no shadows! Only use it if you really need to. AirMech runs great on most computers as it is.

General Updates:
  • new 'Very Low' graphics setting (disables shadows)

Bug Fixes:
  • fixed unit/ability hotkeys display
  • fix position of compose message box for accounts that can't attach stuff to mails
  • fixed a tutorial bug which allowed players to be out of view during the capture demonstration
  • fixed a rare desync bug
Community Announcements - InsaneFirebat
Update #199 - Build 32904 February 4th, 2015

Happy Year of the Goat everyone! The Chinese celebrations have so much character to them that time and time again players really enjoy them. We gave them Christmas, and they give us New Year's events with fun themes--12 different animals, and fun things like Red Envelopes. So much stuff to give out!

We're also switching out the gift with purchase to something fitting the New Year theme--the Silver Ram Head! Named silver to represent wealth, we almost renamed it since it is only silver for the blue team--that's right, it has full teamcolor support! And if that wasn't enough, it also gives +5% Kudos when worn ingame! What skin do you think will go best with it?

The new Decay map continues to get tweaks to make it more playable, and the basic editor features should be restored now so you can at least mess around a bit in Sandbox mode.

General Updates:
  • update render quality settings for in game shadows
  • some various particle effects updates

Bug Fixes:
  • fixes to editor mode (still under development)
  • smooth spectator camera movement improvements
  • various fixes to the new Decay map
  • fix so left and right mouse buttons can be remapped
  • some bug fixes to squad movement
  • fixed name links in outgoing mail
  • fixed XP award on Baloom and Hero

Balance Changes:
  • Bombs cost: 1200 -> 1400
  • Bucky missile speed: 19 -> 15
Community Announcements - CarbonJames
We've got a new map you can play in Solo or Custom games! As it becomes finalized we'll move it into the normal multiplayer pool.

It's a bigger map, though the two Forts are near eachother at the top, dividied by a large no man's land filled with floating mines. There's a lot of new double-wide ramps placed around, removing a lot of the bottlenecks and choke points.

Go straight for the enemy Fort? Or move to the bottom of the map and secure more Outposts? Lots of interesting debate already which side is better in this large asymmetric map.

Oh, and it's Double XP Weekend remember. :)
Community Announcements - InsaneFirebat
Have you experienced the new Drop system? Quicker drops, more drops--yummy yummy drops!

Did you make it on the Leaderboards last patch? New badges available for the top players--show them off!

Remember, if someone you referred purchased something, you'll be getting an ingame mail with a Diamond reward. This is in addition to the Quest rewards for referring players.

See you ingame!
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