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.
2026-06-16 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.