# AirMech Update #250 - Jumping for Joy! - Product: AirMech (https://whatsnew.fyi/product/airmech) - Vendor: Carbon Games - Date: 2017-12-02 - Original notes: https://store.steampowered.com/news/app/206500/view/2912096327581816134 - Permalink: https://whatsnew.fyi/product/airmech/releases/2017-12-02-update-250-jumping-for-joy What's New is an index, not a publisher: every entry below links to the vendor's own release notes, which are the authoritative source. Entries are labelled where they are hand-curated sample data, pre-releases, or drawn from a secondary source such as a developer blog. Reuse: the summaries, labels and curation here are © What's New. Quote freely with attribution and a link back; wholesale republication of the corpus is not permitted — terms: https://whatsnew.fyi/terms. The vendors' own release notes remain their publishers'. --- - **added** — All AirMechs can now jump to higher terrain with Spacebar, and press twice to boost forward for a quick escape - **added** — Deploy to Target mechanic allowing players to set a rally point by pressing E to flag on their AirMech, twice for ground placement, and once more to clear - **added** — Game option to make Boost activate by default on jump instead of requiring double jump in a direction - **added** — Game option to swap Ctrl keybind behavior in Settings > Gameplay to hold all units in queue unless Ctrl is held when issuing build orders - **added** — Double-Enter action in chat to minimize or maximize chat window - **added** — Tab key to switch between chat channels when chat has focus - **added** — Right-click on player name in chat to @mention them - **added** — Shortcut to the shop from the lobby - **added** — Units are highlighted when the mouse cursor is over them - **changed** — Some AirMech abilities now include a charge up mechanic with a charge bar appearing over your mech's HP bar - **changed** — Unit deployment now automatically deploys from the nearest friendly structure by default, with hold Ctrl to keep the unit in queue for pickup later - **changed** — Max build queue reduced from 8 to 6 - **changed** — Angel's Glide ability replaced with Stasis Shot, which temporarily disables enemies - **changed** — Helix's ground guns replaced with rockets that can be held to charge for more rockets - **changed** — Helix's missiles replaced with grenades - **changed** — Bomber's bombs now have a charge mechanic, with level 4 bombs having napalm - **changed** — Helix grenade targeting and effects improved - **changed** — Carbon color Void mechs are now purple - **changed** — Mouse aiming updated and reworked - **changed** — Warthog's melee activated by right-clicking in ground mode - **changed** — Striker shield absorbs damage at the cost of energy again - **changed** — Striker sword now drains energy per successful hit - **changed** — Saucer deathray no longer consumes energy while charging up - **changed** — Medic Osprey ground mode updated - **changed** — Chat reworked to prevent accidentally chatting while in-game - **changed** — Enter key now focuses chat instead of sending messages immediately - **changed** — Some Challenge maps updated - **changed** — New player tutorial tweaked - **removed** — Removed unused piercing stat from Whopper - **fixed** — Various desync and crash fixes - **fixed** — PvP games now listed in Watch tab again - **fixed** — Zero Kudos reward on endgame screen - **fixed** — Repeat Steam achievements - **fixed** — Blaster Guardian not firing while in air mode - **fixed** — AirMechs not fully healing from an outpost - **fixed** — Main lobby issues - **fixed** — Launching solo custom lobbies for players without server compatibility - **fixed** — Missing icons on gamepad build menu - **fixed** — Diamond purchases for Steam users - **fixed** — Crash when saving maps in the editor - **fixed** — Launching published maps - **fixed** — AirMech button in main lobby - **fixed** — Overlapping page buttons in AirMech customization UI - **fixed** — Helix's transformation when firing - **fixed** — Paladin AI using the Speed Aura - **fixed** — Desync when inviting players from the Friends window - **fixed** — Market listings appearing in the shop after swapping menus - **fixed** — Private listing symbol in market list view - **fixed** — Buy Now! button in market list view - **fixed** — Spectator minimap sizing - **fixed** — Missing tiles on some Challenge maps - **fixed** — Scaffolding prop on Biohazard so players can walk over them - **fixed** — Minor prop fixes for Dust - **fixed** — Missing background on password field for new account creation We've got a large list of changes to bring over from our work on **AirMech Wastelands**. Many of these changes directly affect gameplay. Some AirMech abilities have been changed to include a charge up mechanic. A charge bar will appear over your mech's HP bar while charging. All AirMechs can now jump up to higher terrain with Spacebar. Press it twice to boost forward for a quick escape! Unit deployment has been improved with a 'Deploy to Target' mechanic. Set a rally point for newly built units by pressing E. Press once to set the flag on your AirMech, twice to set it on the ground at your AirMech's location, and once more to clear the deploy to target behavior. Units will also deploy from the nearest friendly structure automatically by default. You can hold Ctrl when giving a build order to keep the unit in queue for pickup later. Veterans probably won't like this behavior, so we've added an option in the Gameplay Settings to swap the Ctrl keybind. This will hold all units in queue unless Ctrl is held when issuing build orders. The new Jump/Boost system is 95% in place, just needs a little more tuning and tweaking, and then we'll balance it for all the classes so each has its own feel. The Boost is activated by doing a double jump in a direction, and it uses some Energy. If you would rather always Boost on jump, there is a game option to make it default that way. We still have a few bugs related to getting up on things that don't make sense, but we're aware of those and will be fixing it. Already it changes combat a ton and has been fun to play around with. We reworked Chat a couple patches ago and didn't explain in detail how it works. We probably need to add a Chat tutorial! The main thing we set out to solve was accidentally chatting while ingame, which sucked. So we started fixing that and ended up making a lot of small changes. The most important thing to learn about the new chat is the double-Enter action. Tapping Enter twice will minimize or maximize chat. When chat is maximized, you can type and pressing enter keeps your cursor in chat. If chat is minimized, then every time you press enter the chat will get de-focused. The intended flow is that most of the time when you are playing, chat is minimized, and if you see something you need to respond to, or want to message your teammate, you press Enter, type your message, and press Enter again and you're back playing. When chat has focus, you can use Tab to switch between channels. And just in case you didn't know, you can right-click their name and it will @name them. ##### General Updates: - improvements to Helix grenade targeting and effects - Carbon color Void mechs are now purple because that's cooler than orange - add game option for how Jump/Boost works - press Spacebar to jump while in ground mode, press again to boost forward at the cost of some fuel - press E to set a rally point on your mech, press again to set it on the terrain, and once more to clear it - updates/rework on mouse aiming - units now deploy automatically at nearest friendly structure, hold Ctrl to store in queue - swap Ctrl key behavior in **Settings > Gameplay** - max build queue reduced from 8 to 6 - replaced **Angel**'s Glide ability with Stasis Shot, which temporarily disables enemies - **Helix**'s ground guns replaced with rockets, hold to charge for more rockets - **Helix**'s missiles replaced with grenades - **Bomber**'s bombs now have a charge, level 4 bombs have napalm! - right - click in ground mode for **Warthog**'s melee - units are highlighted when the mouse cursor is over them - **Striker** shield absorbs damage at the cost of energy again - **Striker** sword now drains energy per successful hit - **Saucer** deathray no longer consumes energy while charging up - updates to **Medic Osprey** ground mode - updates to some Challenge maps - tweaks to the new player tutorial - pressing Enter now focuses chat, Tab will switch chat channels _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/206500/view/2912096327581816134]_