Standard Versus - Balance Adjustments
Centurion
\[Melee Mode]: Required attacks to switch modes: 15 → 20; fully restores HP upon switching to melee mode.
With \[Dual Wield] activated, required attacks to switch to \[Melee Mode] increase by 100%.
Developer Note: We want the Centurion to perform more ranged attacks before engaging in melee, delaying its entry into the frontline.
Battlefield Powers
\[Nuke]: Cost 350 → 300, added a 1-round research cooldown.
\[Lightning Storm]: Cost 350 → 300, added a 1-round research cooldown.
\[Ion Blast]: Cost 250 → 200, added a 1-round research cooldown.
Developer Note: After opponents pick high-impact Battlefield Powers from Reinforcements, we want to give players more time to react and counter.
Star Expedition - New Co-op Mode
You can now invite friends (or other players from public chat) to embark on 2-player Star Expeditions together.
Star Expedition - General Optimizations
Optimized the visual effects of the expedition preparation screen.
Optimized the visual effects of the Hangar (Unit Modification) screen.
Replaced placeholder icons for certain reinforcement cards.
Friends currently playing Star Expedition are now visible in the friends list.
The leaderboard now displays players' all-time high expedition scores.
Star Expedition - Balance Adjustments
Centurion
HP 12500 → 15000
Default Tech changed from \[Homing Missile] to \[Melee Mode]
\[Melee Mode]: Required attacks to switch modes: 15 → 20; fully restores HP upon switching to melee mode.
With \[Dual Wield] activated, required attacks to switch to \[Melee Mode] increase by 100%.
\[Homing Missile] Missile damage now scales with unit level, +800 per Level
Abyss
\[Disintegration] Deals damage equal to 30% of the target's current HP → Deals damage equal to 20% of the target's current HP
\[Swarm Missiles] Each missile deals 800 damage → Each missile deals 600 damage
\[Dark Companion] Cost 200 → 500
\[Vertical Sweep] ATK modifier +50% → +80%; Cost 150 → 100
\[Range Enhancement] Cost 300 → 500
War Factory
\[Phoenix Production] Maximum production count: 6
\[Steel Ball Production] Production interval 5s → 7s, maximum production count: 10
\[Sledgehammer Production] Production interval 3.5s → 4.9s, maximum production count: 14
\[Armor Enhancement] Blocks 60 damage per Level → blocks 80 damage per Level, HP modifier +50% → +60%, Cost 200 → 100
\[Launcher Overload] Range modifier -20 → -10
\[Photon Coating] Duration 30s → 40s
\[Range Enhancement] Cost 300 → 500
Mountain
\[Extended Range Ammo] Range modifier +200 → +160, Attack modifier -60% → -75%
\[Saturation Bombardment] Attack Interval modifier +100% → +120%
\[Mountain Plating] Damage blocked per hit 1500 → 1000
\[Anti-Aircraft Ammunition] ATK reduced by 40%
\[Range Enhancement] Cost 300 → 500
Mustang
Default Tech changed from \[Armor-Piercing Bullets] to \[Aerial Specialization]
\[High-Explosive Ammo] ATK reduced by 10%
\[Culling Rounds] Execution HP threshold per Level +400 → +300
Vortex
Default Tech changed from \[Mobile Power Station] to \[Electromagnetic Twin]
\[Electromagnetic Twin] Phantom ATK is 30% of the main body's ATK → Phantom ATK is 100% of the main body's ATK
Sledgehammer
Default Tech changed from \[Mechanical Rage] to \[Armor Enhancement]
\[Armor Enhancement] Blocks 60 damage per Level → Blocks 80 damage per Level
Stormcaller
\[Armor-Piercing Ammo] Attack Interval modifier +15% → +0%, ATK modifier+120% → +100%
Steel Ball
Default Tech changed from \[Energy Absorption] to \[Kinetic Charge]
\[Armor Enhancement] Blocks 60 damage per Level → Blocks 80 damage per Level
Fire Badger
Default Tech changed from \[Counter-Fire] to \[Napalm]
Flame duration 8s → 12s
Arclight
\[Shockwave] Damage 100 → 200
Hound
HP 879 → 1054
\[Armor Enhancement] Blocks 60 damage per Level → Blocks 80 damage per Level
Removed the \[Fire Extinguisher] Tech
Rhino
Removed the \[Power Armor] Tech
\[Armor Enhancement] Blocks 60 damage per Level → Blocks 80 damage per Level
Scorpion
Default Tech changed from \[Field Maintenance] to \[Doubleshot]
\[Armor Enhancement] Blocks 60 damage per Level → Blocks 80 damage per Level
Farseer
Default Tech changed from \[Scanning Radar] to \[Burst Mode]
Attack Interval +160% → +200%
Sandworm
\[Anti-Aerial] Cost 200 → 100
\[Armor Enhancement] Blocks 60 damage per Level → blocks 80 damage per Level
Vulcan
Default Tech changed from \[Sticky Oil Bomb] to \[Incendiary Bomb]
\[Armor Enhancement] Blocks 60 damage per Level → Blocks 80 damage per Level
Typhoon
\[Maintenance Array] Healing 600 → 700
Fortress / Melting Point / Overlord / Wraith / Tarantula / Phantom Ray
\[Armor Enhancement] Blocks 60 damage per Level → Blocks 80 damage per Level
Experimental Death Knell
Experimental Death Knell can now be sold
Core Building
Fortifying Core Buildings no longer reduces the \[EMP Paralyze] duration caused by core destruction.
Developer Note: This reduces the viability of the strategy where players completely abandon one core building.
Reinforcements
Supply gain for skipping normal Reinforcement: 50 → 100
Supply gain for skipping the Titan Reinforcement on Round 7: 50 → 1000
Added \[Supply Drop]: Get 600 Supply in the next Round, Cost 200
\[Intro Promo] Cost 200 → 300
\[Classic Gunnery] Cost 0 → 200
\[Tactical Synergy]: When there are 9 different unit types on the field, all units gain +20% ATK and +20% HP; Cost 0 → 100
\[Intensive Training] Cost 0 → 300, and this Reinforcement is non‑repeating now
Equipment
\[Enhancement Module] Units equipped with this item will have their XP gain speed increased by 200%; Cost 100 → 0
\[Super Heavy Armor] Cost 0 → 100
\[Mustang Production Line] Cost 0 → 100
\[Tank Production Line] Cost 0 → 100
\[Steel Ball Production Line] Cost 0 → 100
\[High-Flammability Ammo] Cost 200 → 100
\[Small Laser Sights] Cost 200 → 150
\[Small Firepower Control System] Cost 200 → 150
\[Small Heavy Armor] Cost 200 → 150
\[Small Amplifying Core] Cost 200 → 150
Assets
\[Tech Passkey] Load 7 → 4
\[VIP Patron] Load 3 → 4
\[Intensive Training] Load 2 → 4
\[Retrofit Blueprint] is no longer effective on the Experimental Death Knell
Bugfixes
Fixed several UI visual issues
Fixed several localization issues
Fixed the issue where some skins did not display correctly in Star Expedition
Fixed the issue where a Centurion with \[Melee Mode] tech would enter melee mode immediately after teleporting into flank
Fixed the issue where the damage of the last bullet of a Centurion before entering \[Melee Mode] was calculated incorrectly
Fixed incorrect interactions between cloaked units and flying units
How to access the Public Test Server
1. Locate Mechabellum in your Steam library, right-click on it, and select Properties...

2. In the pop-up Properties window, select the Game Versions & Betas tab, and then choose public_test from the menu of NAME & DESCRIPTION

3. Wait for the update to complete. Please note that the version should display as public_test. Now click Play, and you can get access to the Public Test Server.

4. In order to switch back to the Live Server, please repeat these steps and select Default Public Version from the menu.
Feedback & Bug Reports
Feel free to submit feedback, suggestions, or report bugs for this update via the following channels.
Mechabellum Discord: https://discord.gg/mechabellum
Mechabellum Reddit: https://www.reddit.com/r/Mechabellum/
Mechabellum Steam Discussions: https://steamcommunity.com/app/669330/discussions/