- Steam Cards and Badges now available! - 17 March 2022
Hello, The title says it all really. We've added in Steam cards and badges for those who enjoy collecting them! Thanks, Ignatius
- Patch 053: Eisenstein Prime – 04th Mar 2022 - 4 March 2022
A couple of requested features in today’s patch including the much requested patrol feature. Patrol (Default Hotkey: C)- Trains patrolling will repeat a route between their starting location and a location set by you. This can be between two facilities, empty stretches of track, mining platforms, or any other location you choose. You can use patrolling trains’ devices and aim and shoot with them without removing patrolling behavior. Trains can load and unload minerals automatically if they can, as well as repair, if possible, while still in patrol behavior. Only changing speeds, directions, or giving any navigational commands will break the patrol. Campaign Difficulty – The option to choose difficulty will now be present to players if they’re starting a new game or starting a mission from the mission select screen. You can also go to the options menu, the gameplay sub-section, and chang…
- Patch 052: Red Moon – 1st Feb 2022 - 1 February 2022
Some fixes this week, the headline being that AI movement continues to improve and we’re very close now to it being free of any glaring issues: Fixed issues with AI trains getting stuck on certain maps (6, 9, 17, 19) Fixed a crash sometimes when trains enter intersections from the tail end Fixed an issue regarding destroyed facilities’ shields coming back after loading a save file Fixed a crash issue for M18 save files
- Patch 051: Fireworks – 24th Jan 2022 - 24 January 2022
We’ve been working on a bunch of improvements and fixes for the past few weeks. Improvements to our audio, ability/device fixes, a fix for AI trains yo-yoing, a myriad of save/load fixes, difficulty smoothing and more: Improved the SFX in many areas, including some devices getting their unique SFX implemented Slightly eased the difficulty of Mission 11 and 19 based on player feedback Fixed issues with AI trains yo-yoing Fixes issues with using the salvage devices on Zed and Iron Strike Fixed the Jammer device not working properly Fixed an issue with using an Artillery Station on Mission 4 not counting as leaving stealth mode Fixed a crash occurring when pressing the “N” key (thank you Lancelot!) Fixed an issue with key rebinding resetting to default after exiting the game (shout out to Lancelot again!) Fixed an issue with achievements not being rewarded correctly Fixed an issue with clo…
- Patch 050: Fireworks– 5th Jan 2022 - 5 January 2022
A happy new year to everyone! This patch contains a multitude of new VFX for the various devices you can use. This includes VFX for the device’s projectiles, VFX for when they impact or explode, and VFX for any buff/debuff effects on a train. Added in unique VFX for many devices Fixed an issue where the player’s trains might sometimes “yo-yo” at a Y section in the track. We’re still working on fixing the issue for the enemy trains Fixed an issue with Horde where the enemy spawns would all come from the same spot always Fixed an issue where sandstorm VFX would clip through the camera sometimes Here's a preview of some of our new VFX! Scramble Tempest Blood Totem
- Patch 049: Pentum Plus Plus – 30th Dec 2021 - 30 December 2021
Likely our last patch for what’s been a very interesting and eventful year, Patch 49 is a small one has a few fixes and QoL additions that will improve your experience: Aiming with a train from under a shield will now turn red, indicating to the player to not fire (another WkSD request!) Added a small new feature where the camera snaps to its default height and angle. The hotkey is “N”. We may add it on the UI as well Mission 6 difficulty smoothing was overwritten previously and has now been re-added; fewer trains are built by the AI at the beginning Fixed an issue where Platinum platforms wouldn’t give a passive income Fixed an issue where the obsolete party widget reappeared Fixed an issue where some AI facilities would be revealed through FoW, but we still have some work to do as certain levels and parts of facilities still do show through FoW I hope everyone has a great end to 2021…
- Patch 048: Pentum Plus – 23rd Dec 2021 - 23 December 2021
A few bugs have come to our attention post 1.1 and we’re working through fixing them. Here’s a list of what’s changed in today’s patch: Fixed an issue where auto-repair would trigger first before auto-unload, we wanted it the other way around since you might need those same resources to pay for the repairs in the first place Color corrected the new facility renders on the research screen Fixed an issue with trains’ health segments turning black after unloading minerals Fixed a cinematic in mission 2 where a train would be invisible Fixed an issue where AI trains would try and heal their damaged buildings with the Repairbots device, even though Repairbots doesn’t work on facility shields Fixed an issue where the Corrosion projectile VFX was too small and at an odd angle Removed certain research items that were impossible to reach due to unattainable pre-reqs (another shout out to WSkD he…
- Patch 1.1 - Pentum Update - 22 December 2021
Patch 1.1 is here! We may have been gone for a month, but we put that time to good use and put the game on a major diet. We’re pleased to say that we’ve more than halved our install size and the game should come in under 23GB now! There are many other fixes and features to be found in 1.1. Check them out! Reduced install size – As mentioned above, we’re well under our initial target of 30GB so very happy with this one! Improved Pathfinding – Improved pathfinding for player trains when right clicking in Satellite View Improved Horde Mode – Horde mode gets a major revamp with customizable variables and better information for the player. Not only can you now customize the difficulty of Horde in various ways, but you’ll get better information on the pre-set difficulties as well New UI for facility abilities – A quality of life improvement for players to have a better understanding of when a…
- Our Plans for 1.1 - 10 December 2021
EDIT - We need another day to further test out our new patch so unfortunately we'll be delaying it for a day. The good news is that the install size has essentially halved, so expect to shave off a total of approx. 24GB of the install size! Hello everyone! It's been a blur of a month since Miner's Mettle left Early Access and launched version 1.0! We had been dropping regular, twice a week updates in November, but have slowed down a bit in the past week or so. The reason for this is we've been working on update 1.1, which is our largest update yet and required a few weeks in the oven before launching. 1.1 will require a large download, as we're changing the structure of the game files to decrease the size of the install on your PC. The game was optimized towards the smallest download sizes possible, at the expense of a large install size, but this doesn't make sense for a single player…
- Mission 7 Hotfix - 25 November 2021
We had a really annoying bug with repeating dialogue in Mission 7, happy to say it's been squashed now. We've also removed certain things from appearing in cut scenes, such as aiming reticules, ability VFX, etc.
- Patch 046: Landscaping – 24th Nov 2021 - 24 November 2021
Some UI improvements on this patch, continuing our Quality of Life changes as requested by you, the players. Also a few bug fixes, and finetuning missions 3 and 6 for pacing and difficulty. Mining Platform Icons – We’ve added in two new passive icons. One, the Node Value, displays the amount of minerals a node contains. The other, Storage, displays how many minerals are currently being stored. This should help players not only understand the relationship between Nodes, Storage and Trains, but also know the exact numbers at any given point Facility Health Icon – Similar to the above but pertaining to shield layer values. All facilities now have a passive icon that displays the exact total shield health that the facility is currently protected by Mission 3 – We’ve made some changes to the enemy AMP behavior, restricting it from wandering too far away, as well as removing the second Artill…
- Patch 045: Fixer Upper – 19th Nov 2021 - 20 November 2021
Some more fixes heading your way! Fixed an issue with skipping conversations sometimes breaking mission flow Fixed an issue with pathfinding when right click moving with a docked unit Fixed an issue where a crash would occur if an AI train crossed into a specific tunnel in M20 Fixed an issue with Zed Repair Garages not giving an energy boost to units as the upgrade describes Fixed an issue with Kylian Shield Generators giving permanent invincibility to any unit under their shield bubbles Updated facility research descriptions to be more concise and accurate
- Patch 044: Magician’s Birthday – 18th Nov 2021 - 18 November 2021
Thanks to Thrillwizard for submitting a bug report yesterday. Got his issue fixed and a few other improvements in today’s patch. Fixed mission flow breakage in M13 and M22 Fixed an issue with Kylian Radar Towers not getting the extra shielding capacity when upgraded Fixed an issue with Zed Repair Garages not being able to unload and process minerals for spending Health Bar placements have been adjusted for aesthetic reasons Made the number of facilities (of the same type) that can be built consistent – now it is 1 at Level 1, 2 at Level 2 and 3. Fixed an issue with the Glossary not unlocking certain items as you progress through the campaign
- Patch 043: More Barking – 16th Nov 2021 - 16 November 2021
A small patch, finishing off our bark issues and adjusting the Research screen UI. Fixed a few issues regarding barks, and it should now be in a much better state regarding sometimes stopping Adjusted the Common Upgrades tab in the Research Screen so you don’t need to scroll down anymore to see all the research options Increased the reveal area of artillery shots to keep it consistent with similar changes made to other abilities.
- Patch 042: Who Let the Dogs Out – 12th Nov 2021 - 12 November 2021
Another patch just in time for the weekend! Fixed an issue where the priority on barks (dialogue where units confirm actions, as an example) was not resetting. This resulted in mostly silence and non-firing barks by the end of a mission. Added in Repair Auto-cast, which is on by default but can be changed in settings. This allows damaged docked units to automatically be repaired (in HQs and Repair Garages) provided resources are available to do so. Unloading takes priority over it, so it will unload first and then repair. Artillery Emplacements are the most used facility, since their specialty of destroying facility shields is very valuable. As such, we’ve added in hotkeys for them (assigned to 9 and 0). Radar Towers are the second most used facility and they’ve also had hotkeys assigned to them (7 and 8). Facility circular health icons’ placement has been readjusted so they are clearer…
- Patch 41: Space Truckin' - 10 November 2021
The patch blitz continues! We had some tricky untangling to do with save/load which slowed down what we hoped would be a daily cadence of patches, but it should make save/load significantly more robust and we hope to have another patch or two before the week is out. Keeping the facility tree on the right side of the HUD open by default since it’s quite useful. Fixed an issue with the camera dipping down and clipping through the ground if the player had selected a facility that gets destroyed Fixed an issue with spamming right click to undock a train would cause the train to re-start the undocking process, thus never undocking Fixed an issue with Artillery Stations not revealing FoW after their projectiles land. This also made use go through and make changes to the amount of FoW revealed by most abilities, this has been increased in most cases Fixed an issue where level 2, 3 and 4 Recon…
- Patch 039: A New Era - 4 November 2021
We’ve gotten lots of good feedback from our 1.0 launch, and here’s the first patch aiming at improving the game and experience for our players. We have a couple more patches coming in tomorrow as well to further help improve mission flow. Glossary – Fixed some typos and some placeholder text that was not replaced HUD – Added in a big, pretty Satellite View button on the top right of the HUD and removed the small section on the bottom left that contained it Fixed a potential crash where players could select and possess a buildable spot where an AI train had docked Fixed potential mission flow breakages in mission 3 Fixed an issue with Mission 22’s debriefing not showing up as it should Added in two new resolutions at players’ request (1360x768, and 3840x 2160) Game Icon – Put in a higher resolution version of Miner’s Mettle icon in the toolbar Added in the Credits section (we wants that…
- Leaving Early Access! - 3 November 2021
After 4 years of work, the day has finally come! Miner’s Mettle has left Early Access and is now 1.0 and beyond! The main addition to the work of the past half year is the story campaign, but there’s much, much more! We’d like to thank everyone who helped us reach this moment – family, friends, mentors, and you! Story Campaign – Follow Roland’s story in this 22-mission campaign. The campaign is fully voiced. Advanced AI – The AI has been improved not just for the campaign but for Horde Mode as well. The most obvious improvement is that they no longer cheat and know where you are always, but instead must recon you first. They also come in various types, can use different abilities, and exhibit different behaviors. Improved Graphics – We’re worked hard on improving the lighting and textures of our campaign maps, which are some of the prettiest we’ve ever made. Improved Audio – We have mus…
- The Wandering Mania Patch - 1 November 2021
Hello, After dropping the campaign on the weekend, Wandering Mania gave us a bunch of detailed bug reports. While we weren't able to get everything fixed, we've made some progress and we've named the patch in their honor. - Fixed a Save/Load crash which occurred whenever the enemy faced were Responders. This will not work on pre-existing save files, so you'll need to create new ones. - Fixed a bug preventing Kylian from being able to research Compartment Management System II (this blocked them from having more than 2 empty compartments on their train). - Fixed a bug regarding Iron Strike and researching Amp Communication System II (the pre-requisites were unexpectedly not required). - Better descriptions in the Research Tab for abilities and common upgrades. - Made some changes in the campaign to make mission flow sturdier and less prone to breaking. - Changed the amount of Pentum in Ho…
- Welcome to the Jungle! - 31 October 2021
Hello, We've just dropped our story campaign update! We used to do bi-weekly patches up until the end of March before we stopped to focus on the campaign so this is the culmination of the last 7 months' efforts for us. The patch is around 10GB. We initially had it at close to a 30GB update before some last minute work compressed it significantly. It's coming to you as 0.99 Early Access and not 1.0 (there are some bugs and fixes that will be in Wednesday's 1.0 launch but are not in today's patch); so if you're looking for a more polished experience I recommend waiting a few more days. But if not, then dive right in! Thanks, Ignatius