Warhammer 40,000: Mechanicus - Alt
Let's keep this short,
but informative,
and awesome.

We have an Open Beta!
and here's the run down.


Oh, how busy we have been!
We know we've been silent recently, but all for good reason! We've put our heads down focusing on some things we're not able to announce right now, some things that a few people have discovered over on our Discord channel, and finally, what we're all here for, the purpose of this post, the Augment Update!!!

Now, this isn't the official release, but it's no less important!
This is access to the update before the official release. You can access the update on our PTR beta branch, which you can find out how to join here https://steamcommunity.com/sharedfiles/filedetails/?id=1571440010

What are the key points of the update
There's a lot! So here's a really brief summary;
  • IronMan Mode
  • Permadeath
  • Difficulty settings
  • A huge array of Customisation option for those difficulty settings
  • Exploration has been polished
  • Tons of polish to UI elements, enough to make a servo-skull weep sacred oils
  • Fonts are cleaner
  • Balance changes for a couple of things
  • Turkish localisation added!

Now, this is a really brief list! Check out all the Patch notes, future, current or past in this ultimate ChangeLog

We'd really appreciate any feedback on this build, the more the merrier! If you do please make sure you put 1.2.0 beta into your posts either here or on Discord.

I have an idea for a tickbox or modifier, how do I share this
Well, now we've worked hard at the structure of the Customisable Difficulty while also finding meaningful options for you guys to play with, we want to hear what you have to say!

Please post your ideas in the Customise Difficulty suggestions sub-forum so that we can easily identify them for consideration. Please note not all idea are possible. We will do what we can.

I'm going to wait for final release
Just so you know your saves for the beta will be able to carry over to release ;)
But if you're not a beta person that's fine, we will push this build live sometime in the future.
Now if you're currently in a game, we've made a branch called Mechanicus-Classic for all those that want no disruption from this update.

The Mechanicus-Classic branch will stay as 1.1.4 (the current version) forever. This is to avoid any issues should saved games not be backwards compatible for whatever reason.

-------------------------------

The original post can be found here https://steamcommunity.com/app/673880/discussions/0/1678064284152184946/
Warhammer 40,000: Mechanicus - Alt

Just clearing out some bugs... nothing to see

Find all Patch notes, future, current or past in this ultimate ChangeLog

Gameplay & UI:
  • Fixed: Arc Pistol - Logic with friendly fire = broken.
  • Fixed: Deathmarks are phasing into walls, again.
  • Fixed: Enemy trapped (poor guy) (Supreme_Bananas on Steam)
  • Fixed: Missing CP icons
  • Fixed: “From the Mouth of Malediction”: Lifting platforms sometimes not allowing movement.
  • Fixed: HUD disappears in final fight.
  • Fixed: Dead unit deployable on next battle, invisible.
  • Fixed: Servitor T3 skill logic broken.
Localisation:
  • If it "is" worth doing, it is worth doing to completion. -Aphorisms 97
  • Word removed as it had no "purpose", or maybe too much purpose?
  • Typo "an" not needed
  • Recieved has received some fixes

Discuss here
Warhammer 40,000: Mechanicus - Alt

Mac OS X and Linux
Great news! Mechanicus is now fully supporting MacOS and Linux.

Unity Engine update
Not groundbreaking, but if it's better... then it can't be worse, right?

Patch 1.1.3 - the clean up servitor
There have been some none critical bugs just scrapping-up our precious code for some time now. It's probably fair to say that this patch deals with a fair share of those issues.

As you may or may not know (still new fans every day ːsteamhappyː) you can find all Patch notes in our ChangeLog.

What's Next?
We'll be really secretive about the details right now, but here's a Necron Skeleton outline for you.
- An update that will deliver a custom difficulty challenge for all
- more content! (Troops, a discipline, environment and more)
- more polishing... because we can!

Another Thank YOU
Thank you all for the kind words you still keep sharing with us. We just can't get over how much you all appreciate the game we have created and we cannot be more satisfied.
:admech::blackstone::poweraxewpn::skitarii::techpriest:
Warhammer 40,000: Mechanicus - contact@rockpapershotgun.com (Alex Wiltshire)

The Adeptus Mechanicus are one heck of a Warhammer 40K faction. These shadowy racist warrior monks are more machine than human and worship a trinity of machine gods. They say stuff like, From the moment I understood the weakness of my flesh, it disgusted me. I prayed for the strength and certainty of steel. I aspired to the purity of the blessed machine.

Those words are from the intro to Warhammer 40,000: Mechanicus, an excellent turn-based tactics game that really gets> the AdMech. Yet developer Bulwark Studios hadn t even played 40K before they took it on. In order to make it, this small team had to negotiate decades of sacred lore and intense fan expectation while also being disallowed from following existing tactics templates, even 40K s. Such is the challenge of making a licensed game, but sometimes great things can emerge from stricture and a dose of inspiration.

(more…)

Jan 16, 2019
Warhammer 40,000: Mechanicus - Alt

Welcome to 16.01.19.2M
Welcome to 1.1.1

This patch is our focus on some small bugs within the Mechanicus code. Effectively some polishing that will improve certain elements of the game.

Here's a bugged summary of 1.1.1
  • Some guys are no longer flying, and ultimately living in walls. It was rare but annoying.
  • Logic is more logical for logic sake
  • no more #ERROR, yeah that was an error!
  • localisation tweaks
  • Walk on platforms
  • Attacks of opportunity
  • Linux fixes
  • if you've read this far... why? Go look at the proper list. This list is bugged.
Find all Patch notes in our ChangeLog.


[[[Reminder]]] = Previous patch content 1.1.0
If you haven't already, you should really check out the Tiresus Patch 1.1.0 which added new hidden content to Mechanicus.

It features glowing stuff, you should really check it out 😉



Divinity: Original Sin 2 - Definitive Edition - contact@rockpapershotgun.com (Rich McCormick)

I realise, at the end of 2018, that I ve spent much of the year digging back over games released in 2017 and earlier. That s in part because I ve been subject to the demands of evil overlord Graham, but also because I ve been trapped in the gravity well of monster timesinks like Destiny 2 and Divinity 2. When I did reach escape velocity, I cherished my time in the kind of small-and-perfectly-formed games that 2018 did so well: Dead Cells, Celeste, The Banner Saga 3. All of which get honourable mentions in my list, but get beaten out by (more…)

Warhammer 40,000: Mechanicus - contact@rockpapershotgun.com (Dominic Tarason)

Warhammer 40,000: Mechanicus was one of my more pleasant surprises this year. While held back by being a bit easy and buggy, it was still one of the most creative and charming 40k games released in ages, if not ever. Today’s ‘Tiresus patch’, out now and noted here, goes a long way to hammering out the kinks in Bulwark Studios’s game of tactical techno-monk versus alien terminator mummy combat. Bugs have been squished, and while still a bit easy (difficulty options are planned), steamrolling the Necron is harder now. Arguably more important, they’ve added another seven hidden missions and a new boss battle to the game.

(more…)

Dec 17, 2018
Warhammer 40,000: Mechanicus - Alt

The Tiresus patch is finally here!

It's a big one, but because everything pretty much is hidden we aren't listing everything. In short, there's a whole new character mission line to take your Tech-Priests on. With a rather spectacular surprise at the end of the adventure.

For as much as we want to share, please as always check out the ChangeLog

Head over to the official post to Lingua-technis all about it ːtechpriestː
Warhammer 40,000: Mechanicus - Alt
1.0.8
With patch 1.0.8 we are now focusing on balancing Mechanicus to have a nicer and smoother difficulty curve. We understand that change can be hard, and as such we have launched 1.0.8 exclusively (for now) on the PTR. We want to give you all enough time to explore the changes and the patch notes.

For more details on 1.0.8 or in fact any previous patch, check out our master ChangeLog

When will 1.0.8 go LIVE, and leave PTR?
It's possible it may never go live, it might merge with a future patch or go live some time in the future. We cannot say at this point, as balance is a difficult art indeed.

So was this the hidden message?
Not entirely.

So is this happening?
Sure thing! We're also not pleased, but this is just the way things are. We do have a balance patch as you already know, and hope this helps for the week delay.

What were those last two questions about?
Easter eggs

Thank you from myself and the entire Bulwark Studios team




p.s. yes... you probably spotted we didn't post about 1.0.7, it was a thing, and it's currently live. If you weren't aware, our apologies, here's a link https://steamcommunity.com/app/673880/discussions/0/1743353164084350509/
Warhammer 40,000: Mechanicus

A few years ago, Games Workshop loosened their grip on the Warhammer 40,000 setting, and the result has been a glut of small budget games set in the grim darkness of the far future. The quality has been mixed, but every so often a game like Mechanicus comes along that uses that glut to explore a previously neglected corner of the Warhammer universe, and makes it all worthwhile.

The Adeptus Mechanicus are, in many ways, the perfect encapsulation of what Warhammer 40,000 is about, a bizarre gothic fusion of technology and religion. They are the chief scientists of the Empire, but they treat science like a religious cult, venerating tradition and dogma over invention and curiosity. Mechanicus translates this unusual faction into a turn based tactics game, and does so wonderfully, oozing character from every pore.

Mechanicus is written by Ben Counter, who has over forty Black Library (Warhammer’s official book line) novels to his name. This experience shows, and not just because the game casually drops the word “noosphere” in the opening sentence. 

The story is framed by a group of high-ranking tech priests who are constantly debating each mission. They’re all wonderfully quirky characters: Scaevola has removed so much of their humanity they new speak entirely in equations, and they’re excited to recover alien technology, while the devout Videx believes ignorance is strength and anything outside the Imperial dogma must be destroyed. Meanwhile their leader, Faustinius, has quarantined their emotions and only allows themselves to feel when appropriate. They’re Mechanicus’ great strength, and I came to truly treasure their bickering between missions.

The Adeptus Mechanicus are pitted again another of 40k’s weirder factions, the Necrons: slumbering Egyptian-themed terminators from the beginning of time who despise the living. The tech priest’s mission is to explore and investigate this tomb before the Necrons fully awaken, and a constant ticking clock reminds the player of this fact. The missions themselves consist of a series of raids into tombs. You explore these room by room, with little choose-your-own adventure vignettes popping up in each. This overmap stage is Mechanicus’ weakest aspect, the choices presented in these rooms are rarely interesting, and their outcomes seem largely arbitrary, and in the end they just become filler between each fight.

Things become much more interesting in battle. There’s no such thing as cover, which makes combat fast and lethal, initially for the tech priests and then later, after a few upgrades, for the Necrons. Combat revolves around a currency called cognition, which can be earned by scanning obelisks and corpses, as well as lots of other methods, and can be spent on things like extra movement or more powerful actions. 

One of my tech priests was equipped with an axe and a bunch of melee boosting equipment. He mostly spent his cognition on extra movement, sometimes racing the length of the map in order to thwack a robot in the face. Another wielded powerful energy weapons, which required me to spend cognition to fire them at all, meaning he often stood next to an obelisk to perpetually replenish the group’s cognition supply.

Another thing cognition can be used for is to summon troops. Unlike tech priests these units can’t be levelled up and customised: they get dropped on the battlefield mid-combat, and can only perform simple actions like moving and attacking. At first the only troops available are weak servitors that exist mostly to take hits for the tech priests, but later on more powerful variants are unlocked, all the way up to the enormous Kastelan robots. You can invest as heavily or as lightly into troops as you like. Personally I found myself gravitating towards ranged units like the Skitarii, who combined neatly with a support tech priest I’d built with the ability to let them fire a second time on his turn.

As you may have garnered from this, the tech priests themselves are incredibly customisable. Each one can attach various strange gizmos, robotic arms, weapons and other gear, and has six skill trees to mix and match as they see fit. I went heavily into Explorator (melee), Dominus (ranged) and Enginseer (healing), but there were plenty of other options available.

If anything, this customisation can get to be a bit too much. By the time the Necron awakening timer had hit as little as 30%, my tech priests had levelled up so much they were demolishing Necrons in one hit. This isn’t a huge problem—I was still having fun while winning, I’d just substituted trying for victory with striving for efficiency, as any true tech priest would. That, plus a love of bickering cyborgs, is what keeps me coming back to Warhammer 40,000: Mechanicus, and what puts it above the many middling Games Workshop-based games we've seen in recent years. 

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