Patch Notes
What's changed, build by build. Server fixes go live automatically; items marked client update arrive when you install the latest build from Download.
2026-07-06 v0.9 โ The Games Begin โ the Solaris VII arena, a full accolade system, and a sharper battle cam
๐ Fixed ยท now live โ no update needed
- Two broken battle maps were pulled from the rotation โ "A River Runs Through It" (swapped water and land hexes) and "Syreen Ice".
- A 'Mech can't be in two places at once โ one fielded in a live Solaris bout can no longer also be committed to a regular battle, and the reverse.
- Within the Solaris on-demand window, players queuing the same weight division now consolidate into one bout (and a queued gladiator joins a bi-hourly bout that's about to start instead of spinning up a duplicate).
๐จ New in this build ยท client update โ install to get these
- SOLARIS VII โ the arena is open. Send a gladiator to Solaris and fight for fame, C-bills, and a place on the ladder. Queue from anywhere via the SOLARIS GAMES card (one pilot + their 'Mech โ no travel, no fleet), across four weight divisions (Light/Medium/Heavy/Assault). Free-for-all, last 'Mech standing, up to 8 gladiators starting spread evenly around the map edge. A bout runs every 2 hours and on demand โ queue up and the next bout of your division forms within ~2 minutes, other players join the same match, and empty slots are filled by AI gladiators so the Games run around the clock. Consequence-free: your 'Mech is fully repaired before and after and your pilot always walks out โ lose and you lose only the purse and the placement. Placements pay C-bills, Solaris reputation, and pilot XP, and the top three are crowned in the Winner's Circle on gold/silver/bronze podiums, cel-shaded like trophies and bristling with the weapons they fought with.
- ACCOLADES โ a brand-new achievement system that rewards how you fight. Earn accolades in the arena (First Blood, Cockpit Killer, Flawless Victory, Giant Slayer, kill streaks, championships, battles fought, and more) across five rarity tiers up to Mythic. Two kinds: Gladiator accolades belong to a single pilot, and Stable accolades belong to your whole unit. Earn one and a celebration banner punches onto the screen โ the rarer the accolade, the grander the fanfare. The new ACCOLADES button on the Solaris card opens the full catalog with live progress bars toward the next one; your rarest tier frames your gladiator's portrait border, and the top tiers add a glowing emblem and a marquee title. Existing gladiators were caught up to the accolades their record already earned.
- Fame everyone can see โ a titled gladiator now wears their prestige title and accolade border in the lobby, on the ladder, and on the battlefield, marked for every fighter and spectator.
- The action cam nails the hit โ when a shot fires the camera holds on the target so you see the impact, and on a kill it stays for the full destruction instead of cutting away early. Enemy moves and fire sequences now play out in order instead of snapping to the latest state.
- Hover a friendly in the battle roster to see their loadout โ weapons by mount location.
- Auction House search โ filter listings by chassis or part name.
- Hangar quick-filters โ one-click Class (Light/Medium/Heavy/Assault), tech (IS/Clan), and Damaged toggles on top of the text search.
- Faction logos no longer stretch on portrait cards.
๐ญ Coming next
- 'Mech fixes from your reports: missing Targeting Computers on the Clan variants that mount them, the Shrike, and the Osteon configs โ coming in a catalog pass.
- Solaris betting, weight-class matchmaking polish, and more arena venues.
2026-07-01 v0.8 โ The Clans Are Coming โ a canonical 3049 start, the Clan Invasion, and an economy + lore pass
๐ Fixed ยท now live โ no update needed
- A brand-new canonical 3049 galaxy โ every faction now sits on its real 3049 worlds (the Free Rasalhague Republic holds its worlds between the Combine and the Lyran border; the Federated Commonwealth no longer sprawls into the Clan invasion corridor), faction colors are corrected (Capellan dark green, Free Worlds League purple, Magistracy of Canopus light green, Free Rasalhague light blue, Taurian red), and no world is left stranded off the jump network. The rimward frontier is held by Independent garrisons you can attack and take โ and no Inner Sphere faction knows the Clans exist yet.
- The Clan Invasion now plays out โ Clan Wolf, Jade Falcon, Ghost Bear and Smoke Jaguar begin dug into their Kerensky Cluster homeworlds and, when Operation Revival fires, drive in waves straight for the worlds they're meant to occupy, timed to the sim clock. The Inner Sphere gets caught off guard, just like canon. (The Republic of the Sphere stays dormant until 3081.)
- A slower narrative clock โ roughly one sim-year every three days on this build, so the next couple of patches are about learning the systems and the 'Mechs. Gameplay timers โ factory production, jump cooldowns, attack and assault cooldowns, and repairs โ stay pinned to real time and do NOT slow down with it.
- Economy relief โ upkeep is cut roughly in half across the board (DropShips and JumpShips now cost nothing to maintain; only WarShips carry real upkeep) and passive planet income is up, so factions start net-neutral instead of bleeding C-bills.
- "Repair all" from the Mech Lab list no longer hangs behind the loading overlay.
- The Black Market has been removed.
๐จ New in this build ยท client update โ install to get these
- Faction Dossiers โ every faction now carries a real lore description (drawn from the BattleTech Primer), surfaced in its dossier panel.
- Legendary pilots and units carry canonical bios shown under Details, and legendary heroes are called out with a โ LEGENDARY HERO tag and their own portrait (non-legendary pilots draw from the classic portrait pool).
- Every faction is combat-ready from the start โ canon WarShip fleets, DropShips docked on every WarShip and JumpShip so every unit can actually drop 'Mechs into battle, factories on owned worlds, and a homeworld plus surrounding territory for every Clan.
๐ญ Coming next
- A bug sweep on the new start, then continued work on the 'Mech & variant overhaul.
- Solaris arena โ competitive PvP duels.
2026-06-23 v0.7 โ Planetary Assault โ take and hold worlds; a smarter, hungrier galaxy; battle visual pass
๐ Fixed ยท now live โ no update needed
- The galaxy fights back โ AI factions are far more aggressive (the Inner Sphere Great Houses especially), now actively target player-held worlds, hold a grudge for days that hardens into open war if you keep hitting them, go after factory/shipyard/resource-rich worlds, and allied factions coordinate multi-front campaigns against a common enemy.
- Pirate hideouts are now found by scouting an empty world, not by attacking it โ and you can't assault, raid, or recon an abandoned/unowned world unless a pirate hub has been discovered there (and only while the pirates stay).
- More accurate win-probability % โ it now weighs the defenders' committed force, not their whole garrison, so the odds match the fight you're walking into.
- Faster After-Action Reports, and replays now start every 'Mech at its true deployment hex instead of spawning mid-map and snapping into place.
- AI retakes worlds it loses โ including former capitals โ and stops fussing over territory it no longer holds.
- Mobile Fortress talent reworked โ full-tier field repair PLUS 50% cheaper field repairs (replaces an unbuilt ship-class unlock).
- The unreadable all-trees 'Sherwood Forest' map was pulled from the rotation.
๐จ New in this build ยท client update โ install to get these
- PLANETARY ASSAULT โ multi-stage planetary invasions. Declare an assault and fight it drop by drop across up to seven stages (each with its own tonnage budget, map, and turret defense), then capture the world along with its factories and shipyards. A redesigned BATTLES hub (full-screen Engagements + Planetary Assaults with a live 3D orbital feed) ties it together.
- Fight alongside allies โ invite them to your assault (or your DEFENSE) and they field forces into each drop; or post the whole assault/defense as a contract for a merc or pirate to run.
- Beagle Active Probe โ buy an Active Probe in the store and install it in the Mech Lab. In battle it extends your sensor range and pierces enemy ECM.
- SELECT-ALL weapons + SPACE now fires the full alpha strike (it used to skip your turn), and weapon impacts now land on the component actually hit.
- Battle visual pass โ buildings, trees, rocks, and terrain now render as solid structures instead of cyan holograms.
๐ญ Coming next
- A non-Planetary-Assault bug sweep, then a major 'Mech & variant overhaul.
- Solaris arena โ competitive PvP duels.
2026-06-17 v0.6 โ Mech Lab armor controls, Ebon Jaguar + new Clan weapons, contract IS/Clan split, no-pull-in territory disputes
๐ Fixed ยท now live โ no update needed
- Mech Lab armor controls โ per-section and chassis-wide -/+ buttons for single-point precision, decimal armor weight, and MAX ALL now fills your true remaining tonnage (with the correct points-per-ton for Ferro/Hardened armor).
- The Mech Lab engine list now only shows engines your 'Mech can actually run โ it used to list salvaged Clan engines an IS chassis can't use and then fail the save; now what you pick saves cleanly.
- Arrow IV is mountable again โ its crit-slot footprint now fits a single side torso/arm.
- Territory disputes no longer pull you into a battle while you're away โ you get a pending-battle alert and defend on your terms; if you don't respond (or you're offline) the AI takes over and plays the defense instead of conceding a free loss.
- End-of-battle results text is no longer clipped on the left edge.
- A failed or cancelled Discord login no longer crashes the client.
๐จ New in this build ยท client update โ install to get these
- Contracts are now split by side โ Clan factions see and accept Clan-posted contracts, Inner Sphere contracts go to IS mercenary and pirate units, and cross-faction SLDF 'war' contracts are shown to everyone with a clear badge.
- The Ebon Jaguar (Cauldron-Born) arrives with all 12 canon OmniMech configs (Prime, A-H, T, U, X).
- New Clan weapons & equipment โ the Rotary Autocannon (fire 1-6 shots a turn for burst damage, with rising jam risk), LRT torpedoes, Streak LRM, Thunderbolt missiles, Angel ECM, CASE II, and UMU underwater movement.
๐ญ Coming next
- Planetary Assault โ multi-drop planetary invasions (building next).
- Solaris arena โ competitive PvP duels.
- Continued balance tuning on the new Clan weapons โ keep the feedback coming.
2026-06-16 v0.5 โ Inner Sphere/Clan tech split, real-time co-op, new weapons + a big fix batch
๐ Fixed ยท now live โ no update needed
- Inner Sphere and Clan tech are now truly separate โ every weapon has a distinct IS and Clan version (Clan gear is lighter, longer-ranged, and Clan ACs/LRMs have no minimum range), the store is tech-gated to your faction (the only way to field the other side's gear is to salvage or capture it), and existing Clan 'Mechs were refit to proper Clan-spec loadouts.
- The AI fights back for its territory โ factions now mount counter-attacks to retake worlds they lost instead of silently accepting the loss.
- Damaged factories and shipyards recover over time, with a countdown shown in the Operations panel.
- Battle maps now match the planet's biome, so fights look like where they're happening.
- More cleanup of stale / "loaded then did nothing" battles and engagements.
๐จ New in this build ยท client update โ install to get these
- Real-time co-op battles โ when two players drop on the same side, the fight updates live for both of you; ally and enemy moves animate step-by-step instead of snapping, and eliminated players cleanly drop to spectating.
- New weapons & mechanics โ NARC beacons that turn a 'Mech into a missile magnet for 3 turns (friend or foe โ even your own lance), Arrow IV homing artillery, ATM missiles, the Plasma Cannon (dumps heat), Ultra ACs that can double-tap (but may jam), and pulse / Clan Heavy lasers that feel distinct.
- Arrow IV and ATM are now separate munitions you equip โ Arrow IV (single hit) vs Arrow IV Cluster (3-hex splash, hits friend and foe), and ATM Standard / ER / HE per size. Pick the munition in the Mech Lab and buy its ammo in the store.
- Field Repair & Rearm straight from the fleet drawer โ patch up and reload anywhere, no trip home; plus a free ammo top-off after every drop. Ammo is tracked per-caliber and the store stocks every type.
- ENGINES tab in the store โ buy engines directly (including Clan & XXL), tech-gated, then install them in the Mech Lab.
- Batch apply a saved loadout and the lab offers to buy any missing parts in one go; new Mech Lab IS/Clan filter and a Personnel filter by planet / fleet.
- Store now groups Inner Sphere / Clan / shared gear with tech-base tags, and half-ton weapons (Clan SRM 2, machine guns, flamers) read their correct weight instead of 0t.
- Legendary pilots wear a gold star; invited allied drops are visually separated in your engagements; failures across the app surface as on-screen toasts; the battle FIRE button uses a clear crosshair.
- Visual fixes โ floating weapons on several re-skinned Clan 'Mechs (KitFox, Stormcrow, Ebon Jaguar) sit right, floating-island maps no longer show a hollow underbelly, a new crisp mouse cursor, the end-of-battle summary scrolls, battle replays lay out correctly on the first frame, and 'Mech walk/run speed is consistent between the card and the customization menu.
- Fixed combat "walking in place" โ a 'Mech could snap back mid-move with two or more units fighting; movement now reconciles cleanly.
๐ญ Coming next
- Solaris arena โ competitive PvP duels on the new real-time battle tech.
- Planetary Assault โ multi-stage planetary invasions (design is locked; build next).
- Continued balance tuning on the new Clan weapons and artillery โ keep the feedback coming.
2026-06-15 v0.3 โ Battle-map clarity, armor types, and a stack of fixes
๐ Fixed ยท now live โ no update needed
- NEW โ Water mechanics. Water is now a real tactical factor: stand in it to vent heat (wading cools your leg heat sinks; fully submerged in deep water cools your WHOLE 'Mech), deep water is now crossable (walk or jump โ you can't run into or through water), a submerged 'Mech can only fire energy weapons (water stops ballistics + missiles), 'Mechs in water are harder to hit (partial cover), and jump jets now clear water and high ground cleanly. Careful: a 'Mech that falls or shuts down while fully submerged will drown its pilot if it can't recover.
- Jump movement fixed โ jumping now costs 1 point per hex and flies over terrain and elevation, so you can finally hop onto a ridge within your jump range.
- Battles no longer get stuck โ unresolved fights resolve on schedule, so the map keeps moving.
- Drop with your friends โ invite fellow players into your battles even without a formal alliance; open a coalition and budget them in.
- Mechs no longer teleport mid-fight โ fixed a desync that could snap 'Mechs to the wrong hex when two or more players fought at the same time.
- Your fleets stay put โ the AI no longer commandeers a player's fleets; "do not move" is on by default for every player.
- Every fleet has proper transport โ a JumpShip plus a 32-slot DropShip โ so you can always move and deploy your 'Mechs.
- Mercenaries always have work โ the public contract board stays stocked.
- Heat runs cool again โ double heat sinks were dissipating at half rate; they now cool correctly.
- Clan weapons are true Clan-tech โ proper stats for Clan Flamers, Ultra ACs, ER lasers, LRMs and more (lighter, longer-ranged, no minimum range on Clan ACs/LRMs). The Mech Lab and the battlefield agree.
- Your worlds keep their defenders โ the AI no longer strips a planet's garrison bare to stack one giant fleet.
- The market buys cleanly โ fixed the "item not included in the list" error when buying parts and raw materials.
- Jump jets work in the Mech Lab โ adding them correctly raises your jump range.
- Less repetitive ARIA chatter โ pirate-hunt warnings no longer spam when several factions come after you at once.
- Joining an ally's drop actually drops you in โ your committed lance deploys with them (or is cleanly released and returned if the operation falls through).
- Hired pilots show up right away โ newly recruited pilots now appear in the assign-pilot picker without a relog.
- Alpha strikes can mix weapon types โ fire missiles and direct-fire weapons together in one volley. Missiles still arc over any 'Mech blocking the line.
๐จ New in this build ยท client update โ install to get these
- Clearer friendly/enemy markers on the battle map โ big, bright ally (cyan) and enemy (red) icons under each 'Mech that read even fully zoomed out.
- Floating 'Mech cards pop โ status cards above each 'Mech sit on a solid panel instead of washing out against the battlefield.
- Buttons look like buttons โ a UI sweep so every button has a clear edge and reads as clickable.
- Armor types matter now โ pick your armor in the Mech Lab and it changes how you fight: Ferro-Fibrous packs more armor per ton; Reflective shrugs off energy weapons (but takes double from melee); Reactive eats missiles; Hardened halves all incoming damage but is heavy and costs a point of running speed.
- Sibko Academy for Clans โ Clan commands get a dedicated tab in Personnel to take on fresh sibko-bred warriors.
- Select-all weapons in the battle weapons panel for a one-tap alpha strike.
- The target box now shows the enemy's weapon loadout and mount locations (e.g. '2x ER Medium Laser (L Arm)').
- Each weapon in the battle panel now shows its heat next to its ammo.
- Pilot roster: a new 'unassigned only' filter to quickly find crew without a 'Mech.
- Estimated hit % shown per weapon and on the FIRE button (factors gunnery, range, movement, heat).
- Tooltips no longer get cut off at the edge of the screen.
- Assign-pilot menu restyled to match the rest of the UI.
- Audio settings save between sessions and apply correctly on launch; intro music respects your volume.
- New display option: Windowed (Borderless) mode.
- Intro video plays once per launch (no replay when you return to the login screen).
๐ญ Coming next
- More battle-map readability and visual polish.
- Faction logos across the portal and in-game.
- Ongoing balance and AI tuning based on what you run into โ keep the feedback coming.