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

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,677
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/3106922597845398382

Mechajammer | V1.07 Patch Notes
Keyboard re-binding has entered the building! (Tap, tap, tap)

The January segment of our Post Launch Roadmap is nearing it's end!

We've been cramming the v1.07 patch full of updates and are now well on the path to 1.1. Highlights from this update include keyboard re-binding, achievements and improvements to the tutorial (we heard you and we've shortened it, too).

(Quick Note: all achievements work as intended apart from one involving a gang of hackers. There’s currently a bug with their spawn node and it will be corrected in v1.08!)


Here is the full v1.07 change-list:

UI
  • Tutorial messages updated to accurately reflect systems
  • Game feed additions: Faction resolution information
  • Game feed additions: Objects taking damage
  • Game feed additions: Objects breaking
  • Game feed additions: Learning percentage from deciphering text
  • Game feed additions: Show text from sign
  • Game feed additions: Show when time is added to next action from switching item
  • Game feed additions: Fire, oil, acid, traps
  • Fixed durability showing several decimals instead of whole integer for items in bag
  • Elevator keypad removed option to type alphabet keys
  • Fullscreen button fixed to match fullscreen status in Settings menu when starting the game
  • Added information about current noise radius to detection map and character sheet in “Crouch Radius” description
  • Added skip button for intro as an alternative to double click


Tutorial
  • Tutorial integrated into beginning of new games
  • Saving and loading functionality added
  • Skip functionality added
  • Tutorial shortened to reduce intro time
  • Clarity added to sight and hearing systems
  • Tutorial radio and help notice text updated to accurately reflect systems
  • Tutorial ending changed to trigger after last four training drones dispatched


Gameplay
  • Fixed bug where traps do not save correctly after being used
  • Fixed infinite traps from one bug
  • Fixed bug with plasma guns not hitting cars
  • Fixed visual issue with attack animation plays twice if you’re hit while prepping attack
  • Car lot note has corrected code for elevator
  • Fixed ferry that takes player to Arms Guild prison island
  • Fixed errors occurring on some machines while changing blocks during bridge cinematic
  • Fixed bug with cars not taking damage while parked
  • Fixed bug where companion group number saving unpredictably
  • Updated incorrect text displaying on Gershwein terminal to return player to train station
  • Fixed bug where equipping item did not add one turn to next action
  • Updated Gershwein's computer to shows accurate language when opening his study door
  • Closing gap between interactive objects more predictable
  • Reload noise on game load removed
  • Fixed bug where cars cannot hop curbs
  • Game correctly pauses when Faction map alert opens
  • Fixed bug where fight with boss in gangs triggers combat mode remaining active after combatants have left
  • Increased XP gained from allying gangs to balance with destroying gang
  • Gang reputation meter updated to be accurate between saves
  • Balanced various lockpick rolls
  • Sight cones in detection map shrink when you are in grass or shadow to reflect how far an NPC can see
  • Fixed bug with surface type modifier not updating noise radius
  • Fixed bug where interactive objects are not saving correctly when quick saving then leaving a map and returning
  • Updated armor item descriptions to clarify Armor Rolls and Threshold mechanics


Art
  • Fixed black box on top of house south of Faith Temple
  • Grubworm workers have a different sprite than guards to differentiate hostile workers (coming Tuesday)
  • Reduced number of guards in various areas of map for balance
  • Fixed bug with flickering lights in Copper Face lab
  • Fixed East Bridge block not connecting correctly to neighboring block
  • Removed excess new kidney NPCs in Old Town Bridge
  • Fixed texture issue with building flickering in Factus West
  • Fixed missing texture under building Factus Core South
  • Fixing flashing line of sight visual in Factus Core Northeast
  • Smuggler area south of Faith rock light of sight issue fixed
  • Factus Core west long wall flickering texture fixed


A very special thank you to all the players who have been reporting feedback and patiently waiting for new features! Here's a list of folks that have reported bugs via our Discord that have been fixed in v1.06 and v1.07:


Rithrin
Shizuwolf34
aure
cosplaydiver
D I N G| |xpoopanusx| |Andrew
Andre
Jordiii
fugori
Murdergurl
yarow12
prestoppc
Redglyph
floppy_glass
borkenal
MrMistersen
Toupzy
Doomguy
catmes
syke_low
Naiba
Scramster
yarow12
net8floz
kormakrtv
GamleKorp

For bug-reporting and other Mechajammer-flavoured discussion, please head to the official Discord server.

We're looking forward to seeing what you think of the v1.07 patch and we're already hard at work on v1.08!

Thank you all for your comments and support, until next time,

— Whalenought Studios & Modern Wolf
 

Viata

Arcane
Joined
Nov 11, 2014
Messages
9,894
Location
Water Play Catarinense
This game is a reminder that small devs should focus on small games. When you have more people, you can try some more complex game. Had they tried to make some small game, they would have finished it years ago, instead of spending all that time and now lose new buyers. Most people are going to think thrice before buying a new game from them.
 

Grotesque

±¼ ¯\_(ツ)_/¯
Patron
Vatnik
Joined
Apr 16, 2012
Messages
9,397
Divinity: Original Sin Divinity: Original Sin 2
This game is a reminder that small devs should focus on small games. When you have more people, you can try some more complex game

nice try but...

Underrail_Title.png
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,677
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/3096790126025541060

Mechajammer | V1.08 Patch Notes
Hexagonal grid, new coat colours, passing time & more!

Welcome to the Mechajammer v1.08 patch! There's a long list of new features, improvements and fixes!

Load up a game now to try out tile mode - where you can play on a hexagonal grid! You've also been asking about changing the colour of your characters coats for a while now, v1.08 lets you rid of your green jacket for an array of other colours.

There's not just visual changes in this update, but lots of balances to gameplay. Let us know how you find v1.08 over on the Mechajammer discord.

Features Added
  • Added menu to rest to pass time and heal life, although at the risk of random encounters
  • Added Tile Mode option for combat where players can play on a hexagonal grid
  • Notepad can open during dialogue
  • Can switch between walk UI and target UI in combat with hotkey for leading shot clarity
  • Companions and player pathfind around fire, oil, acid, electric sparks and traps, unless there are no other routes available
  • Can hire companions from allied gangs that use range weapons
  • Can change player's coat color in character sheet and character creation
  • Can name saves in Save/Load menu


mechajammer-coats-colors-2.gif

UI:

  • Button appears on HUD when camera has moved away from player follow zone
  • Skip button to cinematic that plays after "New Game" is selected
  • Removed text that flashes when using computers after first use
  • Tile Mode button added to options menu
  • Game Tips menu can be closed with escape
  • Escape and Save/Load menu hotkey can both be used to close Save/Load menu
  • Fixed bug where companion directive UI triggering while typing in a computer
  • Stealth attack and honor disadvantage now show correctly in game feed
  • Weapon aiming outcome showing correctly in game feed
  • Unhackable computers indicate encryption software immediately
  • Hovering over portraits shows names of companions and NPCs
  • Game feed shows breakdown of rolls for companions
  • Fixed merchant bug where items could get stuck after trying to drag them to a spot they won't fit in
  • Fixed various text errors in character description fields
  • Fixed various text errors in dialogue
  • Added animation to terminal screen
  • Leg wounds that slow movement are accurately described in medical section of Character Sheet
  • Doors only say "Use Key" if player has key, otherwise indicates key is needed
  • Fixed flipped learning comprehension output in Game Feed
  • Rounds remaining in bag show when you hover over reload button
  • Updated label text on action button hovers to be accurate



Controls


  • Fixed bug where camera panning wasn't immediate with W-A-S-D
  • Arrow hotkeys (defaulted to camera controls) can be set in Settings menu
  • Fixed missing cursor cinematics and credit screen
  • Fixed user-changed hotkeys not working until opening the menu the first time
  • Fixed waypoint disappearing when you interrupt movement
  • Zoomed camera back to show larger zone of interest


Gameplay


  • Balance: Increased player max health (for new and saved games)
  • Balance: Reduced NPC health (for new and saved games)
  • Balance: Increased damage to melee attacks made with range weapons
  • Balance: Decreased aim challenge modifier for most weapons
  • Balance: Honor disadvantage reduces stealth attack damage instead of blocking it
  • Balance: Stealth attacks only require two dice now
  • When you using a run potion, sneaking now functions as expected
  • Fixed bug where targeted body part can change after selection
  • Monster companions AI fixed to not say "Help" when in poor health
  • Merchants save inventory until you leave the area and return later
  • Fixed bug where player pathfinding ends accurately at clicked waypoint (except when clicking near unwalkable areas)
  • Aim to body part hover bug fixed when hovering near walls or water
  • Aim to weapon fixed to cause damage to weapon, not target's body
  • Fixed bug with advantages and disadvantages saving correclty
  • Can charm non-hostile animals with animal empathy
  • Fixed healing animal companions
  • Fixed bug with gang ally radio call happening for non-allies
  • Fixed bug where you can't hover over NPCs until you move when game loads
  • Fixed companions not saving correctly after dinner conversation following Three Hand Harry
  • Companions save movement directives between saving and loading
  • Spotlights pause when game is paused
  • Companions can be directed to attack doors, breakable boxes and obstacles, and chests
  • Fixed unexpected hovering target that happened while directing companions standing close together
  • Fixed resurrected lichin companion spawns attacking player instead of NPCs
  • Balance: Fixed bug where you can hire unlimited companions from one gang
  • Fixed bug where you can hire more than 20 companions when you hire a mercenary
  • Balance: Capped virtue chips that you can purchase from merchant to 3 total (exploration level up path only)
  • Fixed money lender dialogue not restarting after you say "Not interested"
  • Fixed bug with money lender not putting money in bag correctly
  • Computers don't jam the first time you get username incorrect
  • Fixed bug where ATM computers don't save their "Used" state and can be reused
  • Fixed bug with username logins not registering at ATMs (can be used once)
  • Old Town mechanic found his head
  • Balance: Stun gun difficulty
  • Balance: Pain Threshhold health bonus increased to three points to max health per die
  • Fixed bug where repair dice don't show after character creation
  • Fixed unarmed pips disappearing after character creation
  • Fixed issue that occurs in Townsend Block where player attempts to jump and does not respond to further direction
  • Gang reputation meter stops updating after you've defeated the boss
  • Fixed the scrap of paper in Old Town Northwest Island that disappears when picked up
  • Reversing audio missing after hotkey rebinding fixed
  • Fixed bug where vehicles duplicate when saving right after entering vehicle
  • Fixed inventory error that occurs when two sockets are added to a weapon
  • Fixed issue with inconsistent NPC drivers added to maps
  • Fixed issue where NPCs cannot hear player when they are in a car
  • Fixed jumping out of vehicles into walls bug
  • Car sounds end when car explodes
  • Removed repeating dialogue that occurs when you run over rioters
  • Missing Fishmonger scout fixed in Factus South
  • Missing NPC Gyle correctly showing in bar in Factus Core
  • Fixed AgroFax guards missing quip
  • Fixed issue where NPC cars unexpectedly disappear
  • Fixed bug with gang backup squads stopping after first round
  • Companions always drop the loot that you give them
  • Balance: Cars do less damage when they hit
  • Balance: Cars have more health
  • Fixed issue where multiple versions of the Medic and Pelican can show up after dinner
  • Bridges closing and opening timed accurately with camera movement
  • Scavenger boss loot is reachable
  • Updated Ratling spotlight control computer to accept password from note
  • Miners spotlight control computer is useable
  • Missing NPC Tom in Old Town fixed
  • Can heal and talk to companions and non-hostile NPCs during combat
  • Sullivan can give you an extra code wheel if you lose it
  • Franklin gives you note to take with you to get back to his dock
  • Fixed incorrect XP applied when allying with gang boss
  • Balance: reduced penalties for attacking in shadow, attacking body parts, attacking moving targets
  • Balance: reduced damage penalties for graze attacks
  • Fixed issue where knockout attack was occurring even when roll failed
  • When NPCs use healing kits they roll for amount healed instead of restoring full health
  • Player will not try to reload weapon in combat if there isn't any ammo
  • Improved turning for vehicles


FX

  • Fixed bug where weapon visual order displayed incorrectly on last frame of animation
  • Fire barrels reload correctly after breaking them
  • Fixed bug with sprite for Earth Collective troopers
  • Portraits for jungle dog and Franklin have brightness adjusted
  • Missing floor fixed on Fishmonger map
  • Fixed collider missing in tutorial jumping area
  • Fixed floor overlap visual effect in Old Town Lender
  • Fixed underground boxes in Old Town Plaza
  • Fixed shadows missing in Mole commune
  • Fixed path missing to Mole commune super mutant
  • Fixed inaccurate building interior showing area in final map
  • Fixed flickering sidewalk floor Factus South Exit
  • Fixed wall that does not disappear near Quinton Trains Industries hallways
  • Ratling pants brightness adjusted
  • Chicken portrait added
  • Hostile drivers in Jungle areas have correct sprite
  • Missing floor texture in Black Market dungeon adjusted
  • Missing floor texture in Scavenger area fixed
  • Radiation Detector and Psionic Detector UI visible above darkened areas of minimap
  • Changed scanner sound to photo-taking noise


--

Special thanks
to all the players who left feedback and submitted bug reports that lead to fixes in v1.08. As this was a larger patch, we weren't able to put together a list of players in time, but please know that we have appreciated your encouragement and support over the last 8 patches and we can't wait for you to experience 1.1.



--

We'll be quiet for a little while as we work away on the 1.1 update coming in the next month, but we hope you enjoy v1.08 and we'll see you soon! Take care!

— Whalenought Studios & Modern Wolf
 

Tyranicon

A Memory of Eternity
Developer
Joined
Oct 7, 2019
Messages
7,846
I applaud the effort and the intention of fixing the game, but this really should have been released into Early Access and the fact that it wasn't was a major mistake.

ORoF6E4.png
 

buffalo bill

Arcane
Joined
Dec 8, 2016
Messages
1,054
I might try this again if they get rid of the casual-as-fuck constant health regen (it's still in the game, right?)
 

Lyre Mors

Arcane
Joined
Nov 8, 2007
Messages
5,438
I might try this again if they get rid of the casual-as-fuck constant health regen (it's still in the game, right?)

Haven't played it since the initial release, so I'm not sure. It was a specific suggestion that I had left for them - to either remove it or make it toggleable - on their discord, but who knows if it fell on deaf ears or not. If you happen to give it a try soon, would love to know myself. Just a terrible design decision for a game of this type. Removes a lot of tension and elements of attrition in exploration and survivability.
 
Last edited:

Ninjerk

Arcane
Joined
Jul 10, 2013
Messages
14,323
I think it'd be a fine addition if it were an implant you had to find or expend resources to get in the first place.
 

grimace

Arcane
Joined
Jan 17, 2015
Messages
2,087
I applaud the effort and the intention of fixing the game, but this really should have been released into Early Access and the fact that it wasn't was a major mistake.

ORoF6E4.png

I applaud the effort and the intention of fixing the game, but this really should have been released into Early Access and the fact that it wasn't was a major mistake.

ORoF6E4.png
Should have been released into Early Access like 3 years ago


YES. EA.

Early Access. Not Electronic Arts.

Modern Wolf other plans.

https://modernwolf.net/whalenought-studios/mechajammer

Plans to rush an incomplete beta out to market. Publishers, when will you learn this lesson? Never release a game until it's a game.
 

Abu Antar

Turn-based Poster
Patron
Joined
Jan 19, 2014
Messages
14,202
Enjoy the Revolution! Another revolution around the sun that is. Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth


https://store.steampowered.com/news/app/485400/view/5995985659794739465

Mechajammer: The Refracted Update announced at The MIX 10th Anniversary Showcase
Return to Calitana with new quests, vehicles and more on March 24th

Announced during The MIX 10th Anniversary Showcase, Mechajammer: The Refracted Update will be released on March 24th 2022, bringing a host of new content and improvements to the game — free to all existing players.

Check out the new trailer below:

The huge 1.1 update includes:
  1. NEW CHARACTER PORTRAITS
  2. NEW ARMOUR ITEMS
  3. NEW VEHICLES
  4. NEW GANG ALLIANCE QUESTS
  5. MORE COMPANIONS AND QUESTS
  6. ADDED EVENT LOG
  7. PLUS HUNDREDS OF ENHANCEMENTS
Mechajammer is a tactical cyberpunk turn-based RPG set on an off-world grindhouse jungle colony. Skulk through the shadows or charge in guns blazing. Recruit a unique party for large squad-based assaults as your adventure plunges you deep into the city’s secrets
 
Last edited by a moderator:

Diggfinger

Arcane
Joined
Jan 6, 2014
Messages
1,240
Location
Belgium
Aka. The Fractured But(t)Whole update :smug:

...so more quests and companions seems to be the main thing, good right?

capsule_616x353.jpg
 

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