





🌟 Special thanks to our amazing supporters:
✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Benedikt][David Martínez Martí]
The Mechajammer v1.05 patch has now been rolled out, bringing with it a huge list of fixes and improvements to leave you with over the Christmas break. You can also opt into the "Quinton Testing Branch" game branch over on the Mechajammer Discord Server. More details here. Right, big stuff at the top: XP You now have the choice of XP or collecting level-up chips in world during character creation. You'll need to start a new game to use XP. This was suggested by quite a few players at launch and we can't wait to see what you think of this new option! (Quick note: re-spawning enemies, including refreshed patrols, rioters, and street enforcers do not offer XP, and factions only provide it after you've attacked or allied with them) Armor Rolls Armor operates by rolling a D6 pool, like aiming, but each dice acts as a boolean point of damage that can be absorbed. Each armor has two main properties besides auxiliary (durability, sell, buy, etc.), these are AC and success chance, visible in their description. There are an additional 30 pieces of quality tiered inventory items to support this throughout the game. Future (and existing) slots for added AC modules still work, and they now add to the AC dice pool. AC: xd where the x is the potential damage can be absorbed by the armor, and also the number of dice being rolled to determine if it will work. Success: >x where x is the number the AC dice have to land over to successfully absorb a point of damage Example: chest armor has: [AC: 5d] [success >3]. Armor rolls 5 six sided dice, and each one landing above 3 negates an incoming damage point: <3> <6> <3> <4> <1> Greater than 3: <6> <4> Damage: -2 Balance All enemy tiers have more varied health per encounter area, wider range of weapons and drops, as well as the new appropriate XP. Companion mercenaries given more health and additional aptitude focuses:
[ 6050 ]
[ 1675 ]
[ 1971 ]