Posted December 10, 2021
high rated
Hey folks! I'm waiting on admin permissions from GOG to add patch notes, so I'll have to put them here for now.
Hot on the heels of Friday’s hotfix (and a look at the Road Ahead in terms of upcoming updates), today we’re rolling out V1.01 of Mechajammer, bringing with it a big ol’ list of fixes and improvements to the game.
Many of these issues have been surfaced (and subsequently fixed!) off the back of your reports and suggestions, so a hefty thank you to those of you taking the time share feedback. Below the patch notes, you’ll see names from key members of the community who have helped us with this endeavour. We hope you enjoy basking in the limelight of the Patch Notes as a reward.
Ok! Here’s what you can expect from 1.01:
Design fix:
Give every background the option of having no flaws (flawless options does not include studies bonuses)
Remove being injured from failing rolls that had zero dice (for example when opening/breaking boxes)
Graphics fix:
Scale-up ground items and outline added, so that they can be interacted with more easily
Bug fixes:
Hard-lock bug when using quick save feature fix
Constant flee with PTSD disadvantage
Music track switching fix (usually appeared during save)
Prevented instances of player falling through floors in cars
Police called even when not seen by MFI scanners
Bag doesn't open immediately when talking to companions
Issues with selling items merchants
You can move items around in merchant bags to make more space
Merchants refresh their stock every time you talk to them
Labels should now show on map
Player starts with a chained weapon if it's their highest dice pool
Merchants stand in the light
PTSD proc-ing after every action instead of after failed roll and also adjusted disadvantage outcome - player doesn't flee, just freezes in place for 10 turns
UI fix:
Menus updated with option to return to main menu
Balance Fix:
Improved balancing of Disadvantages
Made Head Injury penalty is now 2 turns instead of 3
Decreased roll odds for Exhaustion and Two Left Feet (rolls every hour)
Adjusted damage for range weapons to balance non-melee builds
Tweaked balancing of early enemies with respect to difficulty
Map fix:
Instances of missing textures fixed
Feature:
Merchants now have new items
Skill:
Added more chemical pools in order to make Chemistry a more useful Skill
Other:
The Mechajammer OST is now live on Steam!
--
Special thanks to the following players who left feedback and bug reports for these issues on Steam forums and Discord. These issues were reported many times by many people, so sorry if we've missed you. We really appreciate how active you've all been!
Munday
Ocean Drive
Jesse Raen
Pull That Up
Mr Mistersen
Vaughn Whiskey
Custer701
Xhazahh
Kolohe
Craftian
Siegdarth
Nameless
Kay
Watchersix
Wizardovoz
--
For bug reporting and other Mechajammer-flavoured discussion, please head to the official Discord server.
Once again, huge thanks to everybody who has picked up the game and shared feedback. We're very grateful to the Mechajammer community, and will have more in the way of updates for you very soon...
— Whalenought Studios & Modern Wolf
Hot on the heels of Friday’s hotfix (and a look at the Road Ahead in terms of upcoming updates), today we’re rolling out V1.01 of Mechajammer, bringing with it a big ol’ list of fixes and improvements to the game.
Many of these issues have been surfaced (and subsequently fixed!) off the back of your reports and suggestions, so a hefty thank you to those of you taking the time share feedback. Below the patch notes, you’ll see names from key members of the community who have helped us with this endeavour. We hope you enjoy basking in the limelight of the Patch Notes as a reward.
Ok! Here’s what you can expect from 1.01:
Design fix:
Give every background the option of having no flaws (flawless options does not include studies bonuses)
Remove being injured from failing rolls that had zero dice (for example when opening/breaking boxes)
Graphics fix:
Scale-up ground items and outline added, so that they can be interacted with more easily
Bug fixes:
Hard-lock bug when using quick save feature fix
Constant flee with PTSD disadvantage
Music track switching fix (usually appeared during save)
Prevented instances of player falling through floors in cars
Police called even when not seen by MFI scanners
Bag doesn't open immediately when talking to companions
Issues with selling items merchants
You can move items around in merchant bags to make more space
Merchants refresh their stock every time you talk to them
Labels should now show on map
Player starts with a chained weapon if it's their highest dice pool
Merchants stand in the light
PTSD proc-ing after every action instead of after failed roll and also adjusted disadvantage outcome - player doesn't flee, just freezes in place for 10 turns
UI fix:
Menus updated with option to return to main menu
Balance Fix:
Improved balancing of Disadvantages
Made Head Injury penalty is now 2 turns instead of 3
Decreased roll odds for Exhaustion and Two Left Feet (rolls every hour)
Adjusted damage for range weapons to balance non-melee builds
Tweaked balancing of early enemies with respect to difficulty
Map fix:
Instances of missing textures fixed
Feature:
Merchants now have new items
Skill:
Added more chemical pools in order to make Chemistry a more useful Skill
Other:
The Mechajammer OST is now live on Steam!
--
Special thanks to the following players who left feedback and bug reports for these issues on Steam forums and Discord. These issues were reported many times by many people, so sorry if we've missed you. We really appreciate how active you've all been!
Munday
Ocean Drive
Jesse Raen
Pull That Up
Mr Mistersen
Vaughn Whiskey
Custer701
Xhazahh
Kolohe
Craftian
Siegdarth
Nameless
Kay
Watchersix
Wizardovoz
--
For bug reporting and other Mechajammer-flavoured discussion, please head to the official Discord server.
Once again, huge thanks to everybody who has picked up the game and shared feedback. We're very grateful to the Mechajammer community, and will have more in the way of updates for you very soon...
— Whalenought Studios & Modern Wolf