Mech Clusters
Power trajectory
Up = buffed, down = nerfedPatch history
- ▲🔁ReworkShield Generatoruptime100%→90%
Mech shields now have a charge cycle where they shut down for one random day every ten days, creating windows of opportunity for attack.
Shields go down 1 day every 10
- ▲📊NumericThreat Timerinitiation timeImmediate→Several Days
Mech cluster condition causers and mortars now take longer to initiate threats, giving the player more time to prepare.
Delayed threat initiation
- ▲🎯BehaviorShieldsstatusActive→Disabled
Mortar and bullet shields now automatically shut down once the cluster is defeated.
Shut down on defeat
- ≈🎨VisualEMP Visuals—→Added
New visual effects clearly indicate when mechs or buildings have been disabled by EMP.
New EMP effects
- ≈🎯Behaviorspawn area
Big mech clusters will now generate in a more compact form if there is insufficient space to spawn the full size.
Behavior change
- ≈🐛Bug fixquest description
Fixed mech cluster quests failing to mention some condition causers in their threat list.
Fix
- ≈🎯Behaviorspawn typeraid strategy→incident
Random mech clusters now appear as their own incident rather than a raid strategy, changing how they trigger.
Changed from raid to incident
- ▲🎯Behaviordrop locationRandom→Adjusted
Mech cluster drop rules adjusted to prevent them from landing too close to the colony or individual colonists.
Avoids colony/colonists
- ≈🛠QoLdeconstruction feedback—→Added
Added feedback when attempting to deconstruct walls of a mech cluster before defeating it, improving clarity on why the action is blocked.
UI feedback