AirMech - CarbonJames

The Gangster makes short work of lighter units.

AIRMECH STRIKE UPDATE #262

The Gangster is now available! With wheels in stead of treads, this heavy truck chassis has a lot of mobility, decent armor, and a nasty gattling gun. Sounds pefectly OP--be aware it isn't cheap to build and requires level 6 to build, so don't think you'll be Fort rushing using these out of the gate. But once you can build them, they are quite a threat to infantry and AirMechs alike.

We have another new unit coming next week, however our primary focus is on bugfixes right now, next up being a deeper balance pass to prepare for finally hitting that "release" button and leaving Early Access! There are always a ton of things we want to do but the game is in a nice stable spot where it makes sense to leave Early Access.

A feature we have been working on but probably won't be finalized for leaving Early Access is our new automated Tournament system. Inspired by Bloodline Champions, we wanted to make it much easier to host weekly tournaments all around the world on a regular and automated schedule. More info on this soon, and we might be running some small and quick tournaments over the next week for testing. This is intended to replace the previous weekly leaderboard race for PvP rewards. It's also possible (but not yet confirmed) that players or Factions will be able to create tournaments specifying their own rules and prizes. We see a lot of really cool things that can come from this.

We love getting bug reports, balance feedback, and whatever is on your mind using the ingame reporting tool! While we can't reply to them, we do read them all and appreciate your feedback. Especially now as we are working down to our final short list of things to do before we fully launch AirMech Strike to the world!

NEW CONTENT
  • Gangster - fast attack vehicle with a chaingun. Level 6 build requirement.
  • Protectorate of Justice- pet designed by Liquidsnake3 (Shop variant, can be Gold plated)
  • Wisdom Guardian- pet designed by Liquidsnake3 (special reserve)
  • Disco Ball- pet designed by ProProProPro (Shop variant)

CHANGES
  • Local Player fog now focuses on the watch player, not the local player.
  • let allies, spectators and replays show cloaked units w/ a min clamp on the cloaking (0.75) as the local player sees themselves
  • Updated FAQs
  • increased Missile Silo Marker HP to prevent Striker Sword from destroying it without assistance 3500 > 4500
  • add even lower quality 4 level, no shadows (Wreckz mode)
  • reduce default quality for weaker GPUS to 3 and 4 respectively
  • reword shadow sampling logic for all shaders and quality levels
  • add gaussian blur passes and offset subpixel sampling in most shadow sampling
  • update Disco Ball icon
  • tournament UI work (in progress)
  • setting up tournament join commands
  • setting up brackets and qualifiers for tournament
  • preliminary gamepad support for main menu (work is being done, still not useable)
  • make invite list background size dynamic
  • Hide chat during map preview mode
  • Don't show map preview on tutorial map
  • Disable tournament billboard in lobby
  • Update Common Name for Gold VIP Cubes
  • Some more setup for faction boosts
  • Update some mini inspect buttons
  • on unit stealth, don't make completely invisible to spectators and replays
  • Adding crate sequence back into strike and fixing up timing
BUGFIXES
  • fix missing checkbox for central asia region
  • don't refund ability point on extra guardian removal, since this system has long changed and it's a bug/exploit
  • Fix overlapping "Leave the pit" button
  • Intro cameras adjusted / all rotation cams replaced
  • Changed lighting effects to start after intro cams
  • Some tweaks for for clearing the sample map fixed height when going into tryout/pit
  • Some misc updates for Wastelands promo
  • Some fixes for inviting players/adding bots while in "the pit"
  • Setup "map preview" before pregame loadout choice
  • put in extra check if spectator for bindings
  • move around leaderboard menu
  • Possible fix for loadouts getting copied and saved
  • fix conflict of activeloadout name for ingame (possible Loadout duplication/swap fix?)
  • more fixes for lobby slots with different game modes
  • fixes to lobby slot order, invites, teamswapping
  • Fix tooltip for sg member icons while in "the pit"
  • Fix chat in lobby
  • show ping info for Hong Kong server
  • Fix assert when scrolling in inventory ui
  • Disable late glow once crate opening sequence is done
  • change where backend disconnect messages are logged
  • change indexes of practice pilots to sync bot adding and training menu
  • Updating text for SYS_IsOnline and SYS_IsOffline, and adding game tags
  • updates for traditional chinese language usage
  • Updated "OpenCrate3D" so that it can be skipped and cleared correctly
  • Tweeks to the rocketeer to help not get stuck in the air, away from the land.
  • Some tweaks so that the ingame loadout stuff doesn't touch the "ActiveLoadout" symbol at all
  • Some more cleanup for ingame loadout stuff
  • some gnd/air SI force updates to reduce first time visual popping particularly when transforming down to ground mode for the first time
  • more state initialization to try to address debris position popping
  • Fix up overlapping text in quests ui
  • Fix up market listings ui after getting inventory
  • Some cleanup for mini inspect/unlock dialog
  • Fix repeat build name label being the wrong unit
  • Fix gamepad ability ui not clearing correctly
  • Fix mini inspect info when inspecting something from mail ui
  • Fix market ui after accepting the terms
  • Fix going into editor mode from pause menu
  • Fix "resume" button on pause menu
  • draw units in the stealth state so you can actually see them at clamped stealth amount for allies/spectators/etc this includes mines
  • use a ModelMatPresent material on the assassin/InfantrySpy so you can actually see it on the fort/outpost present platform
  • don't show HpWarnRing or HpCriticalRing when spectating, since these are LocalAM_ symbols which will be 0 index when spectating
  • Clear some dialog menus when using item from mini inspect dialog
  • add non-stealthed versions of mine materials so they don't disappear on the unit present platform in forts and outposts

That's all for now. Over the next week we'll be making more annoucements about the exact end of the free Founder's badge window, the end of the Beta Bundle, and the date we will be leaving Early Access. Thanks to everyone who helped along the way, you will find lots of benefits for being counted among those who played the game before the full launch!
AirMech - CarbonJames

The Gangster makes short work of lighter units.

AIRMECH STRIKE UPDATE #262

The Gangster is now available! With wheels in stead of treads, this heavy truck chassis has a lot of mobility, decent armor, and a nasty gattling gun. Sounds pefectly OP--be aware it isn't cheap to build and requires level 6 to build, so don't think you'll be Fort rushing using these out of the gate. But once you can build them, they are quite a threat to infantry and AirMechs alike.

We have another new unit coming next week, however our primary focus is on bugfixes right now, next up being a deeper balance pass to prepare for finally hitting that "release" button and leaving Early Access! There are always a ton of things we want to do but the game is in a nice stable spot where it makes sense to leave Early Access.

A feature we have been working on but probably won't be finalized for leaving Early Access is our new automated Tournament system. Inspired by Bloodline Champions, we wanted to make it much easier to host weekly tournaments all around the world on a regular and automated schedule. More info on this soon, and we might be running some small and quick tournaments over the next week for testing. This is intended to replace the previous weekly leaderboard race for PvP rewards. It's also possible (but not yet confirmed) that players or Factions will be able to create tournaments specifying their own rules and prizes. We see a lot of really cool things that can come from this.

We love getting bug reports, balance feedback, and whatever is on your mind using the ingame reporting tool! While we can't reply to them, we do read them all and appreciate your feedback. Especially now as we are working down to our final short list of things to do before we fully launch AirMech Strike to the world!

NEW CONTENT
  • Gangster - fast attack vehicle with a chaingun. Level 6 build requirement.
  • Protectorate of Justice- pet designed by Liquidsnake3 (Shop variant, can be Gold plated)
  • Wisdom Guardian- pet designed by Liquidsnake3 (special reserve)
  • Disco Ball- pet designed by ProProProPro (Shop variant)

CHANGES
  • Local Player fog now focuses on the watch player, not the local player.
  • let allies, spectators and replays show cloaked units w/ a min clamp on the cloaking (0.75) as the local player sees themselves
  • Updated FAQs
  • increased Missile Silo Marker HP to prevent Striker Sword from destroying it without assistance 3500 > 4500
  • add even lower quality 4 level, no shadows (Wreckz mode)
  • reduce default quality for weaker GPUS to 3 and 4 respectively
  • reword shadow sampling logic for all shaders and quality levels
  • add gaussian blur passes and offset subpixel sampling in most shadow sampling
  • update Disco Ball icon
  • tournament UI work (in progress)
  • setting up tournament join commands
  • setting up brackets and qualifiers for tournament
  • preliminary gamepad support for main menu (work is being done, still not useable)
  • make invite list background size dynamic
  • Hide chat during map preview mode
  • Don't show map preview on tutorial map
  • Disable tournament billboard in lobby
  • Update Common Name for Gold VIP Cubes
  • Some more setup for faction boosts
  • Update some mini inspect buttons
  • on unit stealth, don't make completely invisible to spectators and replays
  • Adding crate sequence back into strike and fixing up timing
BUGFIXES
  • fix missing checkbox for central asia region
  • don't refund ability point on extra guardian removal, since this system has long changed and it's a bug/exploit
  • Fix overlapping "Leave the pit" button
  • Intro cameras adjusted / all rotation cams replaced
  • Changed lighting effects to start after intro cams
  • Some tweaks for for clearing the sample map fixed height when going into tryout/pit
  • Some misc updates for Wastelands promo
  • Some fixes for inviting players/adding bots while in "the pit"
  • Setup "map preview" before pregame loadout choice
  • put in extra check if spectator for bindings
  • move around leaderboard menu
  • Possible fix for loadouts getting copied and saved
  • fix conflict of activeloadout name for ingame (possible Loadout duplication/swap fix?)
  • more fixes for lobby slots with different game modes
  • fixes to lobby slot order, invites, teamswapping
  • Fix tooltip for sg member icons while in "the pit"
  • Fix chat in lobby
  • show ping info for Hong Kong server
  • Fix assert when scrolling in inventory ui
  • Disable late glow once crate opening sequence is done
  • change where backend disconnect messages are logged
  • change indexes of practice pilots to sync bot adding and training menu
  • Updating text for SYS_IsOnline and SYS_IsOffline, and adding game tags
  • updates for traditional chinese language usage
  • Updated "OpenCrate3D" so that it can be skipped and cleared correctly
  • Tweeks to the rocketeer to help not get stuck in the air, away from the land.
  • Some tweaks so that the ingame loadout stuff doesn't touch the "ActiveLoadout" symbol at all
  • Some more cleanup for ingame loadout stuff
  • some gnd/air SI force updates to reduce first time visual popping particularly when transforming down to ground mode for the first time
  • more state initialization to try to address debris position popping
  • Fix up overlapping text in quests ui
  • Fix up market listings ui after getting inventory
  • Some cleanup for mini inspect/unlock dialog
  • Fix repeat build name label being the wrong unit
  • Fix gamepad ability ui not clearing correctly
  • Fix mini inspect info when inspecting something from mail ui
  • Fix market ui after accepting the terms
  • Fix going into editor mode from pause menu
  • Fix "resume" button on pause menu
  • draw units in the stealth state so you can actually see them at clamped stealth amount for allies/spectators/etc this includes mines
  • use a ModelMatPresent material on the assassin/InfantrySpy so you can actually see it on the fort/outpost present platform
  • don't show HpWarnRing or HpCriticalRing when spectating, since these are LocalAM_ symbols which will be 0 index when spectating
  • Clear some dialog menus when using item from mini inspect dialog
  • add non-stealthed versions of mine materials so they don't disappear on the unit present platform in forts and outposts

That's all for now. Over the next week we'll be making more annoucements about the exact end of the free Founder's badge window, the end of the Beta Bundle, and the date we will be leaving Early Access. Thanks to everyone who helped along the way, you will find lots of benefits for being counted among those who played the game before the full launch!
AirMech - CarbonJames

Love is in the air (literally) in the world of AirMech--and this year we see the arrival of Valentine Neo as a timed exclusive Variant! New tracers are also available, the Cupid's Arrow, and the return of the Pink Heart and Rainbow Heart exhaust cosmetics.



Introducing THE PIT

If you used the Try Out feature recently, you've seen how you take cosmetics and mechs for a little test run in a mini arena to see what it looks like in game. You might have also found the area to the north that takes you to a combat arena where you can fight things. But you might have also been disappointed to see there wasn't a way to use that mode while in queue.

We saw this as a lost opportunity for anyone waiting in queue. Yes, wait times are way down, but if you are looking for a specific mode, you have high rank and/or are in a part of the world with less players, the wait is never fun. So we decided it should be fun.

Currently in testing, this mode takes you to the Try Out zone, then just head north to enter the Pit. You'll face mini-waves of enemies to clear before new ones spawn. Just a few are there for testing now, but we will add a lot more to keep things interesting.



AirMech - CarbonJames

Love is in the air (literally) in the world of AirMech--and this year we see the arrival of Valentine Neo as a timed exclusive Variant! New tracers are also available, the Cupid's Arrow, and the return of the Pink Heart and Rainbow Heart exhaust cosmetics.



Introducing THE PIT

If you used the Try Out feature recently, you've seen how you take cosmetics and mechs for a little test run in a mini arena to see what it looks like in game. You might have also found the area to the north that takes you to a combat arena where you can fight things. But you might have also been disappointed to see there wasn't a way to use that mode while in queue.

We saw this as a lost opportunity for anyone waiting in queue. Yes, wait times are way down, but if you are looking for a specific mode, you have high rank and/or are in a part of the world with less players, the wait is never fun. So we decided it should be fun.

Currently in testing, this mode takes you to the Try Out zone, then just head north to enter the Pit. You'll face mini-waves of enemies to clear before new ones spawn. Just a few are there for testing now, but we will add a lot more to keep things interesting.



AirMech - CarbonJames


Big things to note are the new abilities for Neo and Osprey. Neo now can do a powerful backstab attack while cloaked, and also has a super-stealth activated mode. Osprey has turned to the dark side and has tuned his nano tool to disassemble enemy units as a weapon! Both are experimental and will get ongoing improvements, fixes, and balanced. Feedback is most welcome.



This patch (and the pre-patch just before) was testing out something requested by members of the community: the removal of level requirements to build the more powerful units. These units generally are very expensive, take a long time to build, and use a lot of upkeep, so their feeling was why restrict them? In the end, I think this would make it so the whole game would have to be toned down. Instead I want to see super units stay super units, and put level requirements back on them. But, it was a fun experiment to do along with the community. We like to try things out sometimes especially if the community can make a strong case for it. This system will be changed back for next patch, so last chance to mess around with it!

Lots of significant changes to server selection process. A few bugs were found that potentially allowed some players to escape the servers they should be assigned to, cascading into bad games for whoever they matched with. We also redid how we calculate the estimated pings, and while we were at it we revamped the region map to provide more detailed feedback on which servers are good, ok, and bad. Click the region icons near the bottom when you are queued in any online game to bring it up.


General Updates:
  • main menu rework
  • "Try Me" and "Try On" option added for AirMechs and some cosmetics
  • pre-game timer is now 60 seconds in solo matches
  • loadout cycling reduced from 3 to 2 for online and solo matches
  • made Neo Cloak an activated ability
  • added a melee sneak attack to Neo's Cloak
  • Neo will now be slightly visible for the local player when cloaked
  • Neo rework is still ongoing, so there will be some issues...
  • improved targeting AirMechs in ground mode with Osprey's Heal Beam
  • Osprey Heal Beam no longer overheals to power shield. Restore ability now has activated mode which overshields nearby units
  • Osprey Heal Beam can lifedrain Enemy units. Try it out
  • this is a work in progress...
  • right trigger now fires Angel's Railgun when using gamepad
  • added icons for AirMech heads
  • Hero units now accept orders
  • "Challenge" and "Defeat Pilot" Quests updated and re-enabled
  • added progress bars when hovering over a Quest
  • reduced level requirements on PvP Quests
  • AirMech AI will no longer build in the pre-game phase
  • reduced collision size of medium units
  • Bomber no longer faces the mouse cursor when bombing
  • Collection browse mode added back to the Inventory UI
  • updates and improvements to server browser and latency checking
  • boost Icons added back into menus and game UI
  • added support for more Steam currencies
  • in-game AirMail enabled for all players
  • removed stray music fades from maps

    Bug Fixes:
  • Angel sniper shot should be working again
  • Bomber rapid fire rate issue fixed
  • fix for Neo not being able to shoot after using Backstab attack
  • multiple crash and desync fixes!
  • fixed Paladin guns popping when firing while walking, jumping, and throwing
  • fixed Saucer getting stuck facing North when transforming from air mode
  • fixed overlapping Ready button in loadout creation UI when in a lobby
  • fixed VIP Shop filter getting reset when chat is opened
  • fix for selected AI bots not being the ones that appear when starting a game
  • fix for Ultimate Moneymaker showing incorrect description text in Strike
  • fix for opening chat links when in a match and chat is minimized
  • fix for opening the pause menu during endgame
  • fixed up "drag to remove" in loadout creation UI, use right-click to remove a unit
  • fix for Sets menu overlapping Inventory UI
  • fixed highlight on "Destruction Detail" bar in options UI
  • fix for hat slot appearing empty in AirMech customization UI
  • fix for opening the Wastelands Market when the pause menu is opened
  • fixed old Booster Pack bundles appearing in purchase dialogs
  • fix for HUD not appearing when restarting a match
  • fixed "Cancel Invite" for multiple players in a lobby
  • fix for invisible Neo heads
  • fix for units getting pushed up onto higher ground
  • fixed blank preview tab in AirMech inspect dialog
  • fix for practice pilots being ultra weak
  • fixed some floating props on Thar and Salt
  • fixed units not attacking the Fortress on Challenge 3
  • fix for price buttons not showing up in unlock dialog
  • fixed Market listing Cancel button overlapping the price

    Balance Changes:
  • Removed in-game level locks from all units (temporary experiment)
  • Goliath build cost increased from 14500 to 17000
  • Goliath HP decreased from 3600 to 3400
  • Gorgon HP decreased from 5000 to 2250
  • Gorgon shot damage decreased from 35 to 30
  • Gorgon armor piercing increased from 35 to 65
  • Gorgon carry weight decreased from 5200 to 3500
  • Bertha build cost increased from 14500 to 17000
  • Bertha splash range decreased from 6 to 2
  • Turtle upkeep decreased from 3 to 2
  • Gatty HP increased from 1100 to 1500
  • Gatty shot damage increased from 16 to 24
  • T45 build time decreased from 5 to 3
  • Stinger build time decreased from 5 to 3
  • Joker build cost increased from 1000 to 1500
  • Bomber air speed reduced while charging Bombs
AirMech - CarbonJames


Big things to note are the new abilities for Neo and Osprey. Neo now can do a powerful backstab attack while cloaked, and also has a super-stealth activated mode. Osprey has turned to the dark side and has tuned his nano tool to disassemble enemy units as a weapon! Both are experimental and will get ongoing improvements, fixes, and balanced. Feedback is most welcome.



This patch (and the pre-patch just before) was testing out something requested by members of the community: the removal of level requirements to build the more powerful units. These units generally are very expensive, take a long time to build, and use a lot of upkeep, so their feeling was why restrict them? In the end, I think this would make it so the whole game would have to be toned down. Instead I want to see super units stay super units, and put level requirements back on them. But, it was a fun experiment to do along with the community. We like to try things out sometimes especially if the community can make a strong case for it. This system will be changed back for next patch, so last chance to mess around with it!

Lots of significant changes to server selection process. A few bugs were found that potentially allowed some players to escape the servers they should be assigned to, cascading into bad games for whoever they matched with. We also redid how we calculate the estimated pings, and while we were at it we revamped the region map to provide more detailed feedback on which servers are good, ok, and bad. Click the region icons near the bottom when you are queued in any online game to bring it up.


General Updates:
  • main menu rework
  • "Try Me" and "Try On" option added for AirMechs and some cosmetics
  • pre-game timer is now 60 seconds in solo matches
  • loadout cycling reduced from 3 to 2 for online and solo matches
  • made Neo Cloak an activated ability
  • added a melee sneak attack to Neo's Cloak
  • Neo will now be slightly visible for the local player when cloaked
  • Neo rework is still ongoing, so there will be some issues...
  • improved targeting AirMechs in ground mode with Osprey's Heal Beam
  • Osprey Heal Beam no longer overheals to power shield. Restore ability now has activated mode which overshields nearby units
  • Osprey Heal Beam can lifedrain Enemy units. Try it out
  • this is a work in progress...
  • right trigger now fires Angel's Railgun when using gamepad
  • added icons for AirMech heads
  • Hero units now accept orders
  • "Challenge" and "Defeat Pilot" Quests updated and re-enabled
  • added progress bars when hovering over a Quest
  • reduced level requirements on PvP Quests
  • AirMech AI will no longer build in the pre-game phase
  • reduced collision size of medium units
  • Bomber no longer faces the mouse cursor when bombing
  • Collection browse mode added back to the Inventory UI
  • updates and improvements to server browser and latency checking
  • boost Icons added back into menus and game UI
  • added support for more Steam currencies
  • in-game AirMail enabled for all players
  • removed stray music fades from maps

    Bug Fixes:
  • Angel sniper shot should be working again
  • Bomber rapid fire rate issue fixed
  • fix for Neo not being able to shoot after using Backstab attack
  • multiple crash and desync fixes!
  • fixed Paladin guns popping when firing while walking, jumping, and throwing
  • fixed Saucer getting stuck facing North when transforming from air mode
  • fixed overlapping Ready button in loadout creation UI when in a lobby
  • fixed VIP Shop filter getting reset when chat is opened
  • fix for selected AI bots not being the ones that appear when starting a game
  • fix for Ultimate Moneymaker showing incorrect description text in Strike
  • fix for opening chat links when in a match and chat is minimized
  • fix for opening the pause menu during endgame
  • fixed up "drag to remove" in loadout creation UI, use right-click to remove a unit
  • fix for Sets menu overlapping Inventory UI
  • fixed highlight on "Destruction Detail" bar in options UI
  • fix for hat slot appearing empty in AirMech customization UI
  • fix for opening the Wastelands Market when the pause menu is opened
  • fixed old Booster Pack bundles appearing in purchase dialogs
  • fix for HUD not appearing when restarting a match
  • fixed "Cancel Invite" for multiple players in a lobby
  • fix for invisible Neo heads
  • fix for units getting pushed up onto higher ground
  • fixed blank preview tab in AirMech inspect dialog
  • fix for practice pilots being ultra weak
  • fixed some floating props on Thar and Salt
  • fixed units not attacking the Fortress on Challenge 3
  • fix for price buttons not showing up in unlock dialog
  • fixed Market listing Cancel button overlapping the price

    Balance Changes:
  • Removed in-game level locks from all units (temporary experiment)
  • Goliath build cost increased from 14500 to 17000
  • Goliath HP decreased from 3600 to 3400
  • Gorgon HP decreased from 5000 to 2250
  • Gorgon shot damage decreased from 35 to 30
  • Gorgon armor piercing increased from 35 to 65
  • Gorgon carry weight decreased from 5200 to 3500
  • Bertha build cost increased from 14500 to 17000
  • Bertha splash range decreased from 6 to 2
  • Turtle upkeep decreased from 3 to 2
  • Gatty HP increased from 1100 to 1500
  • Gatty shot damage increased from 16 to 24
  • T45 build time decreased from 5 to 3
  • Stinger build time decreased from 5 to 3
  • Joker build cost increased from 1000 to 1500
  • Bomber air speed reduced while charging Bombs
AirMech - CarbonJames


Happy 2018 everyone! As this is a big year for AirMech we wanted to kick it off with a "Name Your Price" Bundle to celebrate the New Year!

It's a special bundle with both Diamonds and Kudos and you can set any price you want (dependant on regional currency, usually around $1 minimum) and you get it, but only for a very limited time!

As an extra bonus, beat the AVERAGE price paid (it is updated live) and you will get two exclusive New Year's cosmetics: the brand new Celebration Exhaust effect, and the 2018 Holohat!



Since this bundle lets YOU set the price, it is only available ingame--we'd like to offer it on the main Store page if we could.

Join us in chat for plenty of special rolls and celebrations! We just did a great update with new features, fixes, and balance--we'll post that as a seperate patchnotes post shortly.
AirMech - CarbonJames


Happy 2018 everyone! As this is a big year for AirMech we wanted to kick it off with a "Name Your Price" Bundle to celebrate the New Year!

It's a special bundle with both Diamonds and Kudos and you can set any price you want (dependant on regional currency, usually around $1 minimum) and you get it, but only for a very limited time!

As an extra bonus, beat the AVERAGE price paid (it is updated live) and you will get two exclusive New Year's cosmetics: the brand new Celebration Exhaust effect, and the 2018 Holohat!



Since this bundle lets YOU set the price, it is only available ingame--we'd like to offer it on the main Store page if we could.

Join us in chat for plenty of special rolls and celebrations! We just did a great update with new features, fixes, and balance--we'll post that as a seperate patchnotes post shortly.
Dec 14, 2017
AirMech - CarbonJames
Another update! First thing you will notice is a new welcome screen with messages of the day and a quick link to patchnotes:



Last night we pushed AirMech Strike Update #252, Build 69114. The new holiday packs/bundles are also live, and the full Christmas event will be on momentarily. Nicholai has arrived and is regularly gifting players in chat with random rolls. A few more surprises are coming very soon...

The next set of changes for loadouts are in and we are getting close to having this done. Now you can use Tab to cycle loadouts (which you setup in the lobby) instantly. You currently cycle through all of your loadouts, but we will be restricting this to 2 or 3 loadouts which you will choose during the pregame. Currently you can still right-click units on the UI to make individual swaps, but this is just meant as a fallback if there are bugs with Tab. You should arrange your loadouts and name them accordingly so that swapping during the match is what you expect. One loadout could be for early game, one for guardians and ordanance, another for late game pushing. Get creative, and give us feedback on how this feels for competitive play.

About those new bundles! We have a ton of Christmas content, and wanted to combine that with Diamonds and Keys to offer some super values just during the holiday season. These will only be around for a short while, going away just after Christmas. Be sure to take a look at what they contain because the value really adds up for these. They have the same Diamonds as you'd get from a normal bundle, but with bonus Keys and lots of rare holiday pets, heads, and other cosmetics.

We're still on track to close out the year exiting Early Access and launching Season 1 of AirMech Strike! Join us in chat for lots of giveaways and fun.

General Updates:
  • New Welcome screen on startup
  • Tab instantly switches loadouts ingame
  • Alternates now save in loadouts properly
  • 3 Special Holiday Bundles added
  • Do Not Disturb button moved to be easier to access
  • Mic defaults to push to talk on new accounts (there is a game setting for this)
  • Move mic status button so you can click on it easier to mute
  • Gold VIP status now active for anyone with $50 USD (localized) lifetime spend
Bug Fixes:
  • various desync and crash fixes
  • Gold VIP auto-rolling should be fixed
  • fix camera behavior at end of Salt matches

Dec 14, 2017
AirMech - CarbonJames
Another update! First thing you will notice is a new welcome screen with messages of the day and a quick link to patchnotes:



Last night we pushed AirMech Strike Update #252, Build 69114. The new holiday packs/bundles are also live, and the full Christmas event will be on momentarily. Nicholai has arrived and is regularly gifting players in chat with random rolls. A few more surprises are coming very soon...

The next set of changes for loadouts are in and we are getting close to having this done. Now you can use Tab to cycle loadouts (which you setup in the lobby) instantly. You currently cycle through all of your loadouts, but we will be restricting this to 2 or 3 loadouts which you will choose during the pregame. Currently you can still right-click units on the UI to make individual swaps, but this is just meant as a fallback if there are bugs with Tab. You should arrange your loadouts and name them accordingly so that swapping during the match is what you expect. One loadout could be for early game, one for guardians and ordanance, another for late game pushing. Get creative, and give us feedback on how this feels for competitive play.

About those new bundles! We have a ton of Christmas content, and wanted to combine that with Diamonds and Keys to offer some super values just during the holiday season. These will only be around for a short while, going away just after Christmas. Be sure to take a look at what they contain because the value really adds up for these. They have the same Diamonds as you'd get from a normal bundle, but with bonus Keys and lots of rare holiday pets, heads, and other cosmetics.

We're still on track to close out the year exiting Early Access and launching Season 1 of AirMech Strike! Join us in chat for lots of giveaways and fun.

General Updates:
  • New Welcome screen on startup
  • Tab instantly switches loadouts ingame
  • Alternates now save in loadouts properly
  • 3 Special Holiday Bundles added
  • Do Not Disturb button moved to be easier to access
  • Mic defaults to push to talk on new accounts (there is a game setting for this)
  • Move mic status button so you can click on it easier to mute
  • Gold VIP status now active for anyone with $50 USD (localized) lifetime spend
Bug Fixes:
  • various desync and crash fixes
  • Gold VIP auto-rolling should be fixed
  • fix camera behavior at end of Salt matches

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