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.
2026-08-31 v1.7 โ 1.7 โ the torso turns, heat has a release valve, and a dying reactor takes the neighbourhood with it
๐ Fixed ยท now live โ no update needed
- KICKING HAS NEVER WORKED. Every kick in the game's history resolved as a punch โ half the damage, without the to-hit bonus, against the wrong hit location table. One field was being dropped between the client and the server. Kicks now land as kicks.
- The battlefield was misaligned against the server. Half the board's hex columns were offset the wrong way, putting bearings out by up to 60ยฐ โ the cause behind shots that seemed to come from the wrong direction, arcs that didn't match what you could see, and friendly fire that looked unearned.
- A 146-turn battle could be recorded as never having happened. Withdrawing resolved the battle before your client's result arrived, so a long fight was written down as turn one with no losses โ and reported success while doing it. Withdrawal now waits for the real result.
- A live battle you could not rejoin, because of one blank field on the attack record.
- A telegraphed attack now lasts long enough to walk out of. The wind-up was shorter than the time needed to react to it, which made the warning decorative.
- A world you lost still showed as yours. After losing a world โ to a Trial of Possession in particular โ it kept its green YOUR HOLDING marker and stayed in your Operations list. Seventeen separate places were reading ownership without checking whether it was still current. The same fault could refuse the rightful owner permission to defend their own world while letting the previous owner in.
- Illyria has been returned to the Illyrian Palatinate. The scripted 3049 Clan invasion had been told the Palatinate lay in its path; it does not โ it sits on the opposite side of the Inner Sphere from the invasion corridor, and no Clan fleet could have reached it. Clan Jade Falcon took Illyria as a result. The world is back with its owner and no other world was affected.
- 'Mechs could get frozen inside buildings in real-time battles.
- The armour readout has its own column instead of sharing the weapons panel, the production tab remembers where you were reading, and select-all works in a co-located garrison.
๐จ New in this build ยท client update โ install to get these
- TORSO TWIST โ TWIST and TURN are now separate. TWIST (Q/E) turns the TORSO ONLY: free, unlimited, every turn. TURN (Shift+Q/E) turns the LEGS and costs movement, as it always did. They used to be the same button, and it charged you for both while the interface claimed turning was free. How far your torso turns is a property of the chassis. It matters because it decides WHICH ARMOUR FACES THE SHOT โ twist toward a threat and your front armour takes it; twist away and you present your side. Every firing arc follows the twisted torso, arms included, and so does every incoming arc. To-hit is untouched. Your twist persists as you move, and you can see enemy twist too.
- โ SPLASH DAMAGE โ A DYING 'MECH NOW HURTS EVERYTHING WITHIN TWO HEXES, INCLUDING YOURS. Kill something standing next to your own lance and you will lose armour for it. This applies to a 'Mech you killed, one that died on its own, and one you deliberately scuttled โ a reactor going up is a reactor going up. What protects you: distance (damage falls off sharply), cover (a hill or building shields you, using the same rules that decide whether you could have shot through it), and a hard ceiling โ a blast can take a machine apart but CANNOT DESTROY IT. There are no chain reactions; one explosion cannot set off another, so a packed formation will not cascade. You are warned before a killing blow catches your own machines, and the battle log names the blast and everyone caught in it.
- SELF-DESTRUCT โ any 'Mech can scuttle, killing it and taking a chunk out of everything within two hexes. A 'Mech that has lost its weapons or is about to die anyway is no longer worthless: walk it into a group and use it. The confirmation names every machine in the radius, including your own.
- FLUSH COOLANT โ four charges per battle, free to use. Dumps heat immediately, and will BREAK A SHUTDOWN, so a 'Mech that has cooked itself offline can be brought back rather than sat out.
- A NEW DEATH SEQUENCE โ a blue containment orb swells in the chest and collapses, then the detonation, then a shockwave carrying fire outward, then that fire cooling to smoke, and a smouldering corpse with a column rising off it.
- REAR ARMOUR, VERIFIED โ now that incoming arcs follow the torso, a shot from behind is registered as coming from behind and eats REAR armour rather than front. Checked end to end in both the turn-based scene and the RTS.
- REAL-TIME MOVEMENT REBUILT on proper navigation rather than hex-to-hex steps. The stop-and-pivot juking is gone: in our measured soak a 'Mech that came to a complete stop 984 times over a run now stops a handful of times. Units no longer fence each other in โ a lance moves through its own formation in transit and takes its space on arrival โ convoys follow properly at full scale, you land in formation already selected, and ordering Run actually animates as running.
- FIRING ARCS YOU CAN SEE โ the wedge is painted on the actual hexes the fire rules use, cut by real line of sight. A lit hex is one you can genuinely shoot into, and dead ground reads as a hole in the arc rather than a shortened cone. Missiles correctly arc over hills that would block a laser.
- CALL ARTILLERY works. It was built, and its allowance was always zero, so the button existed and could never fire.
๐ญ Coming next
- Escort missions in real time โ the convoy pathing is much better but not trusted yet, so the RTS button stays hidden on those rather than offered and broken. Fight them turn-based for now.
- Capture objectives in real time, alongside escort.
- Stage-specific terrain for Planetary Assault stages 1โ4 โ they still draw the same board pool today. The final Capital Storm stage is correctly themed.
- The next map art pass โ more environment detail, distinctive landmarks, better lighting.
- Real-time battles are still resolved by your client, so closing it mid-battle means the result is not recorded until you rejoin and finish.
2026-08-29 v1.6 โ 1.6 โ one wave-gap modal everywhere, and Trials you can rejoin
๐ Fixed ยท now live โ no update needed
- Withdrawing from a battle could lose the outcome.
- A Trial of Possession already in progress can be rejoined (1.6.1).
๐จ New in this build ยท client update โ install to get these
- The wave-gap modal between reinforcement waves is now the same in real-time and turn-based battles, instead of two behaviours that disagreed.
- Apply-feedback pass across the battle UI from playtest reports.
2026-08-27 v1.5 โ 1.5 โ real-time battles (experimental), and 230 purpose-built battlefields
๐ Fixed ยท now live โ no update needed
- Custom 'Mech movement was not being saved. The Mech Lab computed walk and jump, displayed them, then failed to store them โ so every customised 'Mech was saved with both at zero and fell back to a guess from tonnage, ignoring your engine and dropping jump entirely. 1,247 existing 'Mechs were repaired, 730 of which had lost their jump.
- Jump-capable chassis no longer lose their jump when edited. Some designs carry jump as a chassis capability rather than as fitted jets, and editing those was silently grounding them. They are now marked in the Mech Lab so the integral jump is visible.
- Movement readout clarified โ buttons read 3/4 MP rather than 3 MP, so it is clear you are seeing what remains this turn and not the chassis profile.
- The warship list in Create Fleet could not be scrolled to the bottom; all 49 classes are now reachable.
- Legendary 'Mechs carry a distinct gold shimmer and ember effect in both scenes, replacing a tint that was easy to miss.
๐จ New in this build ยท client update โ install to get these
- REAL-TIME BATTLES (EXPERIMENTAL, OPT-IN). Where an engagement supports it, a LAUNCH RTS button appears in the attack lobby: the same board, the same 'Mechs, the same objectives, played out in real time. Direct your lance directly, group and form up, HOLD FIRE to stop units engaging, reserves and reinforcement between waves, a last-stand window, and the same after-action report. Space pauses everything mid-shot โ weapons fire, missile trails and 'Mechs mid-stride all freeze โ and battles run at up to 4ร. Results are fully authoritative: salvage, damage, injuries and campaign consequences all apply. Nothing requires it; every battle can still be fought the way you always have.
- 230 BATTLEFIELDS, up from 65, built as 3D terrain from the ground up rather than converted from flat hex sheets. Real heightfields shaped by erosion, roads routed across the ground rather than painted on, towns planned as towns. Five new environments โ volcanic, tundra, ice, swamp and built-up โ and two new battlefield types: Spaceport (graded landing fields, long firing lanes broken by hangars) and Battlefield (ground already fought over, scattered with wreckage). Some mission-and-star-class combinations previously had only TWO maps in rotation; they now draw from six to twelve.
2026-08-10 v1.0 โ 1.0 โ a full reset to 3049, staged planetary assaults, chassis mastery, a rebuilt R&D branch, and diplomacy that bites
๐ Fixed ยท now live โ no update needed
- Defence contracts sent the merc you hired to GUARD a world to raid it instead โ and then never paid out. Both halves fixed; hiring out as the defence now works end to end.
- 42 weapon types were silently doing 5 damage. Anything the combat model couldn't resolve fell back to a flat value, so an MRM 40 hit for 5 instead of 40 โ and generated 3 heat instead of 12.
- Enemy forces could spawn underneath a dropship, where they couldn't move and couldn't be shot. Defenders are now displaced clear of the hull before the battle starts.
- The smallest battle maps are retired. With a dropship on the field a 16x17 board left almost nowhere to manoeuvre, so the whole rotation moved up a size band.
- Softening operations credited nobody. Clearing a Secure the Approach stage for a paymaster now advances THEIR campaign, which is the entire point of taking the job.
- A Trial of Possession could not be started against a Clan you weren't allied with โ the card was greyed out with "allied worlds only" even though a Trial against any Clan has always been legal.
- Pilots were welded to a chassis at world creation, so a warrior handed a 25-tonner could never fight in the heavy division.
- Attack declarations were failing silently for a full day, which quietly stopped the AI attacking anyone at all.
- Withdrawing from a battle, ammo counts, death readouts, vehicle pacing and a long list of reported catalogue errors โ tonnage, armour, heat sinks, jump jets and tech base across the whole roster.
๐จ New in this build ยท client update โ install to get these
- A FULL RESET. Every faction, world, 'Mech and pilot starts over on 1 January 3049, on the eve of the Clan Invasion. Nothing carries across โ except your support tickets, which kept their original numbers and threads. The universe is 2,466 worlds, 59 factions, and 219 chassis across 1,739 variants.
- THE ATTACK THEATER โ taking a world is no longer one battle. Soften the target first with raids, recon sweeps, tech theft and disruption strikes; each win raises the buff you carry into the assault. The assault itself runs in stages, each its own battle with its own force, and losing a stage costs you that stage rather than the campaign while the defender reinforces. Every battle opens in a lobby where you build a drop deck against a Battle Value budget, assign pilots, set reserves, and pick your landing zone on the actual board you're about to fight on. Later stages field boss units with their own behaviour โ fortress shields with overload windows, charge attacks, combined-arms escorts.
- YOU CAN'T BE DOGPILED โ you hold at most three incoming and three outgoing Planetary Assaults. A fourth attacker isn't turned away, they're queued, and their assault launches on its own the moment a slot frees. It throttles the rate, not the war. Raids, recon and Trials don't count against it.
- CHASSIS MASTERY โ fielding a chassis counts toward mastery, on offence and defence. Milestones at 100, 250 and 500 fieldings, then doubling, and each one is a CHOICE: take a factory for that chassis, or upgrade the chassis itself. The upgrade is faction-wide and permanent โ +15% armour and structure and +1 heat sink at +, and +30%, +2 heat sinks and +1 to hit at ++. Battle Value rises with it, so a world defended by ++ 'Mechs is genuinely harder.
- RESEARCH & DEVELOPMENT, REBUILT โ the sprawling old tech tree is gone. One branch, twelve nodes, in order, from Field Calibration to Doctrine Supremacy. You earn XP by WINNING battles, scaled to the Battle Value of what you beat, so a real defence is worth more than farming the weakest world in reach. Every node feeds bonuses that are live in battle and on your balance sheet.
- DIPLOMACY THAT BITES โ every faction pair carries a trust score, and every attack moves it, against everyone, not just allies. Raid a neutral and they remember. Gifts raise standing with diminishing returns. Enough trust becomes a real alliance; attacking an ally ends it immediately. As a Clan you may still call a Trial of Possession on any Clan, ally included โ it costs a little standing and the alliance survives. Trials open with a batchall: state your bid, and the defender either accepts with a matching force or refuses, which is dishonourable and invites a full assault.
- THE GRAND COUNCIL โ Clans convene, motions are raised, and votes bind the factions that pass them. Break a treaty you voted for and your standing with every signatory suffers until a 60% quorum is willing to have you back.
- THE CANON TIMELINE โ 43 scripted events fire on their own dates and in order: the Invasion waves, Tukayyid, the Truce, Operation Guerrero, the Lyran Secession, Operation Bulldog, Task Force Serpent, the Great Refusal, the Jihad, the Wars of Reaving. The Truce of Tukayyid genuinely binds โ from May 3052 the invaders stop advancing on the Inner Sphere for fifteen years while staying free to fight each other. When history comes for one of your worlds you defend it yourself, no handicap, and winning keeps the world whether canon agrees or not.
- SHIPYARD โ dropships, jumpships and warships can now be bought outright for C-bills at a 50% premium over build cost. Building them at your own shipyard is still cheaper; this is for when you need a hull now.
- PILOTS FLY ANYTHING โ warriors are no longer tied to a chassis. You pair pilot to machine when you drop, so your best gunner is free for whatever the mission needs.
- PLANETARY HISTORY โ every world records each time it changed hands, in what year, and to whom.
- TIME READS IN SIM DAYS โ the weekly turn is gone and the sim runs on a continuous clock. Durations show sim days with the real-world wait in brackets, and income and upkeep are credited hourly and labelled that way.
- Mech Lab shows weapons you own regardless of tech base, so salvaged and auctioned Clan gear can actually be mounted.
๐ญ Coming next
- Guided tutorials โ the engine is in, the tours land once the screens are final.
- Stock for the black market.
- A handful of chassis are held back until the equipment they mount is modelled properly, rather than shipped wrong.
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.