Greetings! Just like I promised I've done quite a bit of updating to all the older house mechas. If you noticed anything weird in the past couple of house using one of the ones that got updated it was because I had to manually go in and adjust them. Everything should be setup properly now but if you notice anything I missed let me know on the forums in the thread for these DN's and I'll get it fixed!
RuneHawk (Base version to 3.8)
FA Mechronomicon CD 4 25% chance each for one of the following to happen.
- Icy Shard: 120% damage. 30% chance to stun for 1 turn and inflicts 1/1.5/2x EP DoT for 3 turns. - Ghostly Gun: 120% damage, +30 BtH for all hits. - Magic Missile: 100% damage, increases Boost by 20 for 2 turns. - Healing Chant: Heals 30% of your total health.
BA Fire Phoenix CD 3 110% damage Inflicts a .8/1/1.2x HP DoT effect for 4 turns.
FS Arcane Orb CD 1 100% damage Damages foes EP by 50% of the damage done.
BS Arcane Orb CD 1 100% damage Damages foes EP by 50% of the damage done.
HD Warp Visage CD 3 110% damage Lowers enemy Defense by -20 for 3 turns. Increases your Defense by 20 for 3 turns.
BD Mana Burst CD 5 120% damage Increases EP Regen by 50% and lowers enemy EP regen by 50% for 3 turns.
Mystraven (Base version to 3.8)
FA Volt Slasher CD 4 110% damage Inflicts a 1/1.5/2x HP DoT effect for 4 turns.
BA Shock Bolas CD 3 100% damage Stuns foe for 1 turn.
FS Compound Archer CD 1 100% damage +50% chance to crit
BS Compound Archer CD 1 100% damage +50% chance to crit
HD Lotus Missiles CD 3 110% damage Increases Bonus by +20 for 3 turns. Increases Boost by +15 for 3 turns.
BD Mist Kick CD 5 120% damage Lowers enemy Bonus by -100 for 1 turn. Lowers enemy Defense by -20 for 5 turns.
Wolfblade (Base version to 3.8)
FA Wolfsmasher CD 4 120% damage Stuns for 1 turn
BA Howitzer CD 2 100% damage Each use increases the damage by 20% up to a cap of +100% damage.
FS Piercing Round CD 2 115% damage Lowers enemy Defense by -10 per use for 3 turns and caps at -40. Stacks with BS.
BS Piercing Round CD 2 115% damage Lowers enemy Defense by -10 per use for 3 turns and caps at -40. Stacks with FS.
HD Wolf's Rage CD 5 120% damage Increases Boost by 25 for 5 turns.
BD Wolf Smash CD 2 120% damage If your HP is < 50% - Damage increased by 50%. If your HP is > 50% - BtH for the attack is raised by 100.
A bunch of the older effects were either gimmiked in a way, like the Runehawk healing effect on the FA needing a random chance of greater than 90 as well as being below a certain amount of HP, or were setup in a really weird and convoluted way that didn't really equal out to what was intended in the coding. Now all 3 types have effects that more closely feel like the intent of the house itself and have weapons in every slot which should help out in terms of overall power of the mecha themselves.
In addition to these updates I also swapped the Advanced Wolfblade Head Weapon with the Body Weapon. All that did was make it equal to the others in that you can now customize the Head Weapon without losing the effect that the mecha was designed around. I got a request to do so when I was in there tinkering with the older mecha and it made sense to with how the other advanced versions were setup.
I also did some poking around in the labyrinth quest to see if I could figure out why people were getting stuck on walls randomly. The quest isn't setup like any other quest that we do so it took quite a bit of tinkering but it shouldn't catch you on walls anymore. I wouldn't suggest purposefully running into the same wall over and over because I can't guarantee that won't cause it to still happen, but you shouldn't get caught randomly on the edge of a wall anymore.
As for other news, the birthday mecha and items for Maegwyn will stay up until Monday and then disappear for another year. Grab them while you can! Next week I'll also be back with another quest. I'm hopefully going to be able to finish up the last quest in the mini Ebilcorp questline. (When Soluna North is ready they'll all be there in case you've missed any.) We're still working hard to get that area done and ready but we don't know when exactly that will be since Lyris is still working on some art and I still have a bunch of small things and a bunch of quests to build for it.
I also wanted to let you all in on a bit of a secret that will be happening in September. (That's the plan anyway.) AQ, DF, and MQ are all going to be having a crossover event. No, this isn't the anniversary event or anything like that. This is just something I had the privilege of writing to do something fun across all the games. I'm hoping you all will look forward to seeing it as I'm trying to do something really fun for it.
Greetings! I've got an early release this week for you. The Morehawk SCEM is floating its way back to the SC Club!
I stated this one to focus on getting more from your foe. Almost every enemy in the game buffs itself in one way or another and now you can "borrow" some of that power for yourself. The more powerful the buff on your foe the more powerful the nerf will be and the buff you get! This is primarily meant to be used on bosses where they'll be using a lot of effects and buffing themselves up a lot, but with a focus in Pow and Acc you shouldn't have any trouble against basic foes.
Draining Blast FA - 1 hit 130% Damage CD 3 If enemy Boost > 0 - Nerfs foe Boost by half the total amount on the foe and buffs your Boost by the same for 3 turns. (Caps at -40/+40, Min amount -10/+10) else - Nerfs foe Boost by -25 and buffs your Boost by 10 for 3 turns.
Reaping Gatling BA - 6 hits 120% Damage CD 3 If enemy Bonus > 0 - Nerfs foe Bonus by half the total amount on the foe and buffs your Bonus by the same for 3 turns. (Caps at -50/+50, Min amount of -10/+10) else - Nerfs foe Bonus by -30 and buffs your Bonus by 10 for 3 turns.
Phasing Beam FS - 4 hits 130% Damage CD 4 If enemy Defense > 0 - Nerfs foe Defense by half the total amount on the foe and buffs your Defense by the same for 4 turns. (Caps at -30/+30, Min amount of -10/+10) else - Nerfs foe Defense by -15 and buffs your Defense by 10 for 4 turns. (This is separate from the Back Shoulder effect and they can stack.)
Phasing Beam BS - 4 hits 130% Damage CD 4 If enemy Defense > 0 - Nerfs foe Defense by half the total amount on the foe and buffs your Defense by the same for 4 turns. (Caps at -30/+30, Min amount of -10/+10) else - Nerfs foe Defense by -15 and buffs your Defense by 10 for 4 turns. (This is separate from the Front Shoulder effect and they can stack.)
Transient Waves HD - 4 hits 120% Damage CD 1 +50 BtH on each hit. (This doesn't stack. Each hit doesn't get +50 on top of the last. It's a flat 50 per hit.) +20% chance for each hit to crit. (This doesn't stack. Each hit doesn't get +20 on top of the last. It's a flat 20% per hit.)
Crushing Starfall BD - 3 hits 180% Damage CD 6 If enemy ImmoRes > 0 - Nerfs foe ImmoRes by half the total amount on the foe and buffs your ImmoRes by the same for 3 turns. (Caps at -60/+60, Min amount of -10/+10) else - Nerfs foe ImmoRes by -30 for 4 turns.
Last hit attempts to stun at current ImmoRes
Hopefully you all like this different kind of play style. I'm trying to come up with different types of effects and we don't often do any that are reliant on your foe to give the total amount so I figured this would be a good chance to try this out and see how people like it. Since the Morehawk looks kinda creepy and floats like the ghost enemies and has the "wraith" feel to it it seemed fitting for this type of effect to me. Let me know on the forums what you think!
Why a Wednesday release though? During my vacation a few weeks ago I was looking at places to live around the two college's I applied to to finish my degree. I'm having to pack everything up tomorrow and Friday to actually move on Saturday so I wouldn't have time to do this then. This allows me to be able to fix anything that somehow got past testing (and I spent 3 hours testing with all sorts of bosses to make sure it was working so shouldn't be anything) before I have to take down my desktop and pack it and my file repository up. I'll be around tomorrow but after that I'll talk to everyone on Monday!
Greetings! Tonight we've got an update for the houses at G.E.A.R.S.! Each of the house leaders has a test for you. Should you succeed then new specials for some older weapons await you!
The different buttons that are up take you to different fights. The Basic will change based on your level between the base house mecha and the advanced version. The Advanced button will set you up against an Elite House Mecha. The Challenge button will let you face a...special...version of the Elite House Mecha. (Careful with that one) If you beat any of the versions you'll have access to the shop with the rewards so don't feel like you have to beat one of the harder levels. Those are only there if you WANT to try them. A lot of players keep asking me to make more "challenge mode" type content so they have something to test themselves against, so I keep trying to do that whenever I have time during the normal releases.
I had originally planned to give a few more items an update but as I went in and looked it turns out that the original house mecha really need an update in terms of specials and need things like a head and body attack. There's also the issue of getting stuck in the walls of the Labyrinth to select a house in the first place so I'll also try again to fix that. (I already did once with what I thought was causing the problem but people are still getting stuck so I'll need to spend a more dedicated amount of time to find out what's wrong with it.
That's my plan for the week of August 21st (two weeks from tonight) so look forward to those updates then! After I get both of those things sorted, if I have any extra time I'll look into updating some more of the weapons in the shops that need it. I don't know if I'll have that much time since stuck walls are something that is tricky to fix in some cases. (I still can't find the cause for why people are getting stuck in the Police quest after 12 attempts at fixing it. Still trying to find out what people are running into) The base level of the house mecha have been kinda neglected for a while and that's not right so I'm going to make sure that is fixed.
Also since I've been asked "why do I keep doing things like this release and the Wyonna release from last week? Can't we get back to the storyline!" There's a lot of storylines and things that I'd like to start building but my art skills can only go so far and Lyris doesn't have tons and tons of free time. Once Maegwyn makes her final choices on the artists and bug testers we should be able to start doing some more story type quests. I know me throwing together art isn't really something every likes so I'm trying to hold off till we get someone to help Lyris out and we can start having two or more actual artists working on it. I'll still do small storylines, like my EbilCorp one I've been working on, as well as updates like the house mecha one I'm planning, but I really want to hold off on true main storyline releases right now until we have the art to do it justice. I know that's not what a lot of people want to hear but I'd rather do something right than do it piecemeal and it looks bad because my art is bad.
Other than that, it's a very special day for our friendly Otter tomorrow so make sure to check back in for the return of her birthday items! Have a good weekend and enjoy the release!
Greetings! Tonight we have a revamp of an older quest. Wyonna in Soluna Main has been trying to years to decide what house to join. She still can't make up her mind though. Will you be able to help her decide?
The House Leaders have given her access to every normal House Mecha so she can, hopefully, pick one! The Job owners around Soluna have also allowed her to use their Mecha as well since she'd have to help them to get one of her own. I even was nice and gave her access to the new package mecha as well as one I created using a few...interesting...equips.
This will give people a reliable place to test out builds against certain enemies without having to run through the random Soluna battle button to try and find the one they want. It will also also let people who are like Wyonna and still need to choose a House the ability to see all the House Mecha in action and find out which fits their play style. The Ashendal Special mecha is just something fun I put together as it uses some pretty powerful equipment.
Speaking of the Houses, this is leading up to something based around them for next week! No, it's not the Gears Games, (even though we're working on trying to get that ready for this year. There's still a bunch of things we need to get done for that but we're trying!) but I'll be working on it over the weekend to have enough time to make sure it's done right! Hopefully you guys will like it!
Engine Change: I fixed an issue in the Starship where the equip slot suggesting the placement of Hovering items in the back room of the Captains Quarters was actually not functioning. This required an engine change, so be sure to clear cache and refresh your browser if you are not seeing Omega Ver. 4.0.2
New Hovering Items! Lyris made a couple of terrariums (terraria?) and an aquarium and they are in Lisa's shops on the Starship. The Hovering Aquarium and Hovering Desert Terrarium sell for credits, and the Hovering Terrarium is in the Nova Gem shop.
Here's a screenshot of a couple of them in MaegTest's CQ
I'd love to see some screenshots of your starships - feel free to share a link to your screenshots on the forums or via Twitter or Facebook!
Amusing Gremlin: Lyris tried out some new coding for the inhabitant of the Hovering Terrarium so that it would choose from a variety of actions. Flash decided to read it as a directive to cycle the whole game from character creation through login and into the News screen. Fortunately, Vivi was around and Ash popped in from his vacation destination for a bit, and we were able to work together to figure out how to circumvent the strange anomaly. Note that the code Lyris put in had no logical reason not to work! (Huge thanks to all of you for volunteering your time.)
I went ahead and rolled the release live really early because I'll be at the newspaper office all day. Besides writing a story and photographing a parade later, I'm also filling in for the proofreader/receptionist while she's on vacation. And then it'll be the weekend! Music, local Farmers' Market, art and going over MQ Volunteer applications. What are you doing this weekend besides playing MechQuest?
And the Prototype Accelerator Containment Vessel mecha for every StarCaptain on your MechQuest account!
Prototype Accelerator Containment Vessel
What is it? G.E.A.R.S. has many great minds within its halls and they are always pushing the boundaries of what's possible. They came up with a new type of particle accelerator, one that when placed into a vehicle granted it some amazing effects. Upon seeing what it could do in a lesser mecha, the students built this containment vessel specifically designed with combat in mind. It uses the various exotic particles that the accelerator constantly creates to recover energy and keep you in a fight, as well as increasing your combat potential and greatly increasing your chances of winning. The core even has a small chance to create and utilize an as-yet-unnamed particle (only discovered and harnessed by one other, to make the Ubertron). These particles will swap with those in your foe, swapping your HP and EP! The pitfalls discovered in the creation of the Ubertron, however, caused them to come up with a safety mechanism. Upon detection of creation of these particles and the swap with your foe, a safety system will engage and recover a portion of your HP and EP - keeping you in the fight!
This prototype accelerator may never see widespread use because of how dangerous it could be if it winds up in the wrong hands. However, YOU have been chosen by the scientists at G.E.A.R.S. to use this one because of everything you have accomplished! Will you be able to use it to its peak potential and show how powerful it can be?
What does it do? Levels with you to 100, and:
FA - Charged Particle Blaster CD 3 - Hit 1: 30% damage, heals 50% of the damage of the hit as HP. - Hit 2: 40% damage, heals 50% of the damage of the hit as EP. - Hit 3: 50% damage, heals 50% of the damage of the hit as both HP and EP.
BA - Overclocked Force Blade CD 3 120% damage. - Inflicts a 2x HP and EP, 3 turn DoT effect. - If the enemy is Equippable will disable enemy HD weapon.
FS - Collision Launcher CD 1 110% damage. - Nerfs enemy Defense by -55 for 2 turns.
BS - Disruption Particle Launcher CD 2 120% damage. Nerfs enemy Boost by -45 for 2 turns.
HD - Particle Field Generator CD 99 100% damage. - Prevents enemy EP regen for 3 turns. - Buffs Boost by 30 for 75 turns. - Buffs Bonus by 25 for 75 turns.
BD - Particle Accelerator Drive CD 5 - Hit 1: 50% damage, with 100% chance to crit. If this hit connects will lower enemy ImmoRes by -100. - Hit 2: 50% damage, attempts to stun at current ImmoRes. - 4% chance for hit 2 to swap HP and EP values with your foe and then heal 15% of your max HP and EP.
Greetings! Tonight we have a new quest in the mini quest chain I've been working on as a side project. It's almost complete though! The entire chain will be available in a perm spot in the future when we get a secret area all finished up, so if you missed any of the previous parts you will be able to replay them eventually! I tried to get it done last night but due to several issues I ended up running out of time and needing to push it back till today.
A secret EbilCorp research facility has sent out an Omega Level Distress Call! This is only done when containment of a level 9 or above organism fails. What could be going on? One thing is for sure though, Mr. Z will have a few important questions to answer when this is all over!
Something to note is I'll be on vacation all next week, so Mae will be working to get something out for you all to do! After over a year learning new skills, like quest making, and making something for you all to play each week, I need a little time off to recharge and get some much needed sleep.
Hopefully you all enjoy the quest and I'll see you all when I get back!
1) Happy Birthday, Minar! Log in now to commemorate our beloved former MQ artist Minar's birthday with a new e-blade!
2) New Mission Coming This Weekend! Check back to have a first look at some permanent content! When it's ready, you'll access it via Soluna Main - in the future, when Soluna North is ready to roll, that will be its permanent home.
3) Help Wanted! Volunteers!
Are you passionate about MechQuest? Do you have an eye for detail and a nose for news? Do you want to help find the Gremlins (hunt the bugs) so we can get them fixed? We need a couple of qualified volunteers to join our Bughunting team!
Are you an artist and/or animator who uses Flash? Do you love creating mechs, high-tech weapons to equip to them, and perhaps even animating your creations? We are also looking for volunteers to add to the MechQuest development team. We especially need artists and animators who can provide the game with new mecha-equippable weaponry.
To volunteer as a bughunter or artist/animator, please email --> MQartists@mechquest.com with the following info:
Your forums name (if you participate in our forums)
Twitter account name
Facebook account name
primary MQ character name and ID number
*Note on age: we are really looking for artists over the age of 18 but will consider taking on younger talent on an apprenticeship basis.
Artists: please include samples of your Flash art and/or animation. It would be great to see work done in the MechQuest style, but we are interested in seeing a good sample of your range.
Please let us know on the forums - or if you prefer Twitter, tag @MaegwynAE with the hashtag #MQNGS so we can work on meeting your needs.
I hope you are all having a great summer - staying cool in the Northern Hemisphere and keeping warm in the Southern Hemisphere. Doing anything new or special? I'm listening to lots of great music and taking guitar lessons in my spare time.
I'd like to make a big shout-out to Ash and Lyris for their dedication and hard work that they do to make exciting updates happen for you.
As always, thank you so much for playing MechQuest!
This week we've got a total revamp of a planet. There wasn't time to do any other release though because of how large this is, and I appologize for that, but this is part of the overall process we're working on to not only streamline progression but help newer players as a whole.
I'll do a Too Long, Can't Read Everything; at the start though.
- Yokai as a whole has been revamped to make it so that it's part of the level bracket it's supposed to be in. The enemies have been adjusted down some and weird reward stats have been fixed to fit for where the planet is meant to be in the level curve. (I may have missed one or two but I tried to nab everything I could find) This includes a couple quality of life updates like adding a persistance roll to Tenjin's area so you don't get stuck at a 95 roll for days.
- Minar's Birthday weapon has replaced Korin's Ketchup Cannon in Soluna Main! The 4oJ mecha will remain up for this weekend and will then leave until next year!
Ok time to get into all the info about this release for those that really want to know.
Ideally MQ should be seperated out into 4 "sections."
- Basic covers levels 0-25. This gets you into the game, teaches you about effects without overwhelming you with a bunch, and basically gives you everything you need to know to understand how the game itself functions. Once you finish the Soluna Jobs and pick a house this should be around where you're at.
- Intermediate covers levels 20-55. Yes I know this overlaps with the last one. It's supposed to. This bracket is meant to cover the first storylines. Everything so far, not counting the brand new storyline is supposed to fit into this. That means that weapons and mechas from this shouldn't be doing end game effects and damage ranges.If you level quickly enough you may hit level 50 before the end of this so this means you may out level the planets.
- Advanced covers levels 50-85. This will be the next step of the MQ storyline as well as more advanced items and mecha. I have plans to make "Advanced" versions of things like certain holiday mecha, special offer items (these will get updated if necessary to auto change to the new specials once they scale to this range), and SCEM's once we get to this point that have effects that are more powerful than they are currently but AREN'T available to people below this level range. This keeps with the "level up, get stronger, fight stronger foes", mentality at the heart of any RPG.
- Expert covers level 80-100. (100 is the final level cap btw) This is the actual end game level bracket. This is where you'll get things like 85+ Defense and -90 Boost, and things of that nature. REALLY strong effects that go against REALLY strong foes. Getting them at level 50 means that there's no where to go and to actually have a final level cap we have to leave you something to get to there. This is still a long ways off but it's something to look forward to. It'll be a big accomplishment getting here and the power levels will match that. The enemies will match it as well but that's a given.
Yokai was just the first of these adjustments that will happen. Romero, Liath, even things like Westion Pt 2 and Lagos Pt 2 will get adjustments. It won't be in the next month because this takes a lot of time and work, but it will eventually happen. We want the game to feel like you're progressing smoothly, not hitting points where you get massive jumps in power or the enemies you face just suddenly eat your face for no reason.
Yokai is on the latter end of the Intermediate section so it is meant to give you a bit more of a challenge but also a bit stronger rewards. Some of those items were too strong and I've adjusted those down. However some items were too weak so I've adjusted them up some. I'm not perfect though and I had a LOT to get through so if you notice a weapon feels weaker than it should be or was adjusted but seems like it's an odd adjustment go ahead and ask me why on the forums post for this DN. It may be that I missed it in the crowd of items and I need to actually look at it! If I did adjust it I'll explain why the adjustments were made as well. This also goes for enemies. If you find an enemy that is still very very strong I either may have missed it or I didn't take off the total amount I intended to from its overall power. Again, make a post asking why in the forum thread for these DN's and I'll make sure to answer it!
Due to how much work went into doing this I wasn't able to get anything else done for this week. I wanted to do some new items for those players that had already completed the planet but I ran out of time. I'll work with Lyris and see if we can do something special for next week though to make up for it. I don't like not giving everyone something to do but in this case making sure parts of the game fit where they should and making sure new players and returning players aren't caught out with large issues was my priority. I hope everyone can understand that and I'll try my best to get something done ahead of time for the next planet revamp that way everyone has something to do.