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Mechanoids

GeneralMechs · Automation · Biotech · Performance · Combat · Enemy · AI · Mech · Mechanoids · UI
8 patcheslast touched 43mo ago-4

Power trajectory

Up = buffed, down = nerfed
-60Feb 29, 2020Feb 15, 2023Feb 29, 2020 — Update 1.1.2559 released +0 / -0 (cum 0)Mar 7, 2020 — Update 1.1.2566 released +1 / -6 (cum -5)Mar 11, 2020 — Update 1.1.2570 released +0 / -0 (cum -5)Oct 22, 2022 — Update 1.4.3525 hotfixes some issues +1 / -0 (cum -4)Nov 3, 2022 — Multiple updates for 1.4 and Biotech +3 / -3 (cum -4)Nov 11, 2022 — Recent patches for 1.4 +0 / -2 (cum -6)Dec 17, 2022 — Update 1.4.3580 fixes and wishing you a happy 2023! +1 / -0 (cum -5)Feb 15, 2023 — Update 1.4.3641 released +1 / -0 (cum -4)
Zoom into one ability:18 abilities tracked
Filter by change type:7 types in this subject

Patch history

  1. Feb 15, 2023·Update 1.4.3641 released+1
    • 🐛Bug fixglobal work speedaffected by darknessunaffected

      Fixed a bug where mech global work speed was affected by darkness, making it consistent with move speed.

      bugfix

    • 🐛Bug fixHealer Mech Seruminteractiontargets suppressionfixed

      Fixed an issue where psychic suppression was targeted by the healer mech serum.

      bugfix

    • 🛠QoLperformance impactReduced

      Reduced the performance impact of idle mechanoids, improving game stability with many mechs.

      quality

  2. Nov 11, 2022·Recent patches for 1.4-2
    • 🐛Bug fixParamedic Mechmovementcarry while jumpingcannot carry while jumping

      Paramedic mechs can no longer carry pawns while jumping, correcting a behavior bug.

      Fix: Paramedic mechs can't carry pawns while jumping.

    • 🐛Bug fixMech Bossesaggroattack when disabledno attack

      Mech bosses will now correctly remain passive if the mechanoid faction is disabled.

      Fix: When the mechanoid faction is disabled, mech bosses will not attack pawns.

    • 🐛Bug fixMech Drop Beaconsspawn methodno podsmech pods

      Mechs summoned via beacons now correctly spawn inside mech pods.

      Fix: Mechs summoned from mech drop beacons don't spawn in mech pods.

    • 🐛Bug fixColony Mechsbandwidthno cost when abandonedconsumes bandwidth

      Abandoned colony mechs now correctly continue to consume bandwidth.

      Fix: A colony mech that is abandoned at a tile will still consume bandwidth.

    • 🎯Behaviorwork typesIncreased

      Labor mechanoids now have more work types, allowing Fabricors to prepare meals and Lifters to handle body disposal.

      Fabricors can now butcher and cook; Lifters can operate crematoriums.

    • 📊NumericTunnelerarmorIncreased

      Tunneler mechanoids received an armor buff to improve their effectiveness in melee combat.

      Beefier for melee combat.

    • 📊NumericCleansweeperresearch requirementStandard MechtechBasic Mechtech

      Cleansweepers are now accessible via Basic Mechtech research, making colony cleaning available sooner.

      Available earlier in the game.

    • 📊NumericMilitordamageReduced

      The Militor's mini-shotgun deals slightly less damage.

      Mini-shotgun damage lowered.

    • 📊NumericMilitorcooldownIncreased s

      The Militor's mini-shotgun now has a longer cooldown between shots.

      Ranged cooldown increased.

    • 📊NumericBossesEMP resistanceIncreased

      Mechanoid bosses are now more resistant to EMP attacks.

      Harder to disable with EMP.

    • 🐛Bug fixAI behavior

      Fixed rare errors that caused mechanoids to freeze or fail to act in specific scenarios.

      Fixed errors preventing mechs from acting in niche circumstances.

    • 🎯BehaviorGestationstabilityAdded

      Added safety checks to mech gestation to prevent potential crashes or errors.

      Added null checks for safety.

    • 🔁Reworkcluster positioning

      Refactored the mech cluster position finder to be more robust and flexible.

      Refactor

    • 🐛Bug fixstatusdormantactive

      Fixed an issue where some mechanoids remained labeled as 'dormant' after awakening.

      Fix

    • 🔊AudioLordJob_SleepThenAssaultColonywake-up soundNoneAdded

      Added the missing wake-up sound for mechanoids using the SleepThenAssaultColony job.

      Fix

  3. Mar 7, 2020·Update 1.1.2566 released+1-6
    • 🎯Behaviorspawn frequencyReduced

      Significantly reduced the frequency of random mechanoid clusters not connected to quests.

      Fewer random clusters

    • NewLarge Turretminimum rangeAdded

      Mech large turrets now have a minimum range, preventing them from hitting targets too close to the turret.

      Cannot fire at point-blank

    • 📊NumericMortarinitial warmup60120 s

      Mech mortars now take twice as long to warm up for their first shot.

      Slower initial fire

    • 📊NumericMortarcooldown4480 s

      Mech mortars have a significantly increased cooldown between shots.

      Slower fire rate

    • 🔁ReworkMortarspawn limitCombat ThreatProblem Causer

      Reclassified as a problem causer, ensuring clusters only spawn a single mortar.

      Only one per cluster

    • 📊NumericCharge Blaster Turretburst shots2416

      Reduced the number of shots in a charge blaster turret burst.

      Lower burst damage

    • 📊NumericHeavy Turrethealth380280 HP

      Reduced the maximum health of mech heavy turrets.

      Easier to destroy

    • 🐛Bug fixInfoCardStats Display

      Fixed an issue where unrelated stats were appearing on the mechanoid InfoCard.

    • 🐛Bug fixCompact WeaponryItem TypeReplacement PartsRemoved

      Fixed a bug where compact weaponry acted as replacement parts.

Mechanoids balance history — RimWorld