Changelog
Recent Updates
Changelog
2026-04-14
Push attack Mechs can now shove an adjacent enemy one hex away during the physical phase. Deals no damage but forces the target to pass a piloting check or fall. Works from any direction - no arc restriction. The AI uses it as a last resort when no damaging attack is available
Weapon status icons Disabled weapons in the targeting panel now show an orange icon indicating why they can't fire (no line of sight, out of arc, destroyed, out of range, submerged) instead of hard-to-read italic text
2026-04-13
Destroyed mechs no longer roll piloting checks after DFA or kick A mech killed by a Death From Above or kick no longer nonsensically passes a piloting check post-mortem
2026-04-12
Charge attack Mechs that walked or ran at least 3 hexes can barrel into an adjacent enemy during the physical phase. Damage scales with the attacker's tonnage and speed, but the attacker takes self-damage to the legs and must pass a piloting check. The AI will charge when it makes tactical sense
Falling changes your facing When a mech falls, it now rolls on the Facing After Fall Table per the rulebook. Your mech may end up facing a different direction after being knocked down
Prone attacker to-hit penalty Prone mechs now take a +1 to-hit penalty when firing, matching the rulebook
Destroyed targets no longer trigger piloting checks Charge, DFA, and kick attacks that destroy the target no longer force a nonsensical piloting roll on the wreck
2026-04-11
Death From Above Mechs that jumped can now land on an adjacent enemy during the physical phase. Deals tonnage/10 x3 damage to the target's upper body, but the attacker takes landing damage to their legs and auto-falls on a miss. High risk, high reward - the AI will use it too
Physical attack tooltips Hovering over Kick, Punch, or Death From Above now shows damage formula and restrictions
Accurate heat projection in extreme environments The cooldown counter and fire panel now account for atmosphere and temperature when showing projected heat. In extreme cold you'll see the extra cooling; in vacuum or extreme heat, the reduced dissipation is shown clearly. The mech tooltip and targeting panel display the breakdown (e.g. "15 sinks (10 base +5 env)")
Movement tiles now visible on wooded terrain Valid movement hexes changed from green to teal so they no longer blend into light woods and other forested terrain
2026-04-10
Battle summary screen After a battle ends, a dramatic Victory or Defeat splash plays once all animations finish. Click Continue to see a full debrief with per-mech stats: location health bars, kills, damage dealt, damage received, and operational status
Rematch Hit the Rematch button on the summary screen to instantly replay the same battle with the same mechs, map, and AI difficulty
Water combat effects Mechs standing in shallow water can no longer fire leg-mounted weapons (shown as "submerged" in the weapon panel). Heat sinks dissipate double in water, up to +6 bonus sinks. The AI respects both rules
2026-04-09
Partial cover Mechs behind higher terrain or standing in shallow water now get +1 to-hit protection. Shots that hit the legs are absorbed by the cover instead of dealing damage
Piloting skill rolls expanded Entering water, attempting to stand while prone, and involuntary heat shutdown now trigger piloting checks. Deeper water is harder to navigate, and overheating mechs risk falling when they shut down
Elevation modifier corrected Removed the homebrew to-hit bonus for high ground. Per the rulebook, elevation affects line of sight and cover but not accuracy
Jumping mechs can now punch and kick Physical attacks are no longer blocked after jumping, matching A Game of Armored Combat (pp. 24-29). Jump behind an enemy and kick their legs out
Turn timeout crash fixed Battles no longer freeze when all mechs in a lance are destroyed during a turn timeout
2026-04-08
Ammo explosion overhaul Overheating mechs now face escalating ammo explosion risk matching the tabletop rules. Heat 19+ requires a 4+ to avoid, heat 23+ requires 6+, and heat 28+ requires 8+. Only the most destructive ammo bin explodes, and the heat effects display now shows the exact roll needed to avoid detonation
2026-04-07
Physical attack rules corrected Running mechs can now punch and kick as intended. Prone mechs can no longer punch or kick
Destroyed mechs no longer block targeting Clicking a hex with a destroyed mech no longer selects the wreck as a target. Hovering still shows the wreck's info, but living mechs take priority
2026-04-06
9 biomes Choose from Grasslands, Dense Forest, Desert, Arctic, Highlands, Badlands, Lunar, Volcanic, or Swampland. Each biome generates distinct terrain with different elevation, cover, and hazards
New terrain types Sand, mud, snow, deep snow, swamp, ice, and pavement join the battlefield. Ice can collapse under heavy mechs, and magma crust can give way to lava
Fire and smoke Fire spreads to adjacent woods each round, burns out over time, and generates smoke that blocks line of sight. Mechs in fire hexes take extra heat
Lava Impassable terrain that inflicts +10 heat per turn to adjacent mechs. Volcanic biome features lava pools and magma crust
Environmental conditions Atmosphere, gravity, temperature, weather, and light now affect battles. Vacuum halves heat dissipation, low gravity boosts jump distance, fog and night reduce accuracy at range
Environment customization Expand the Environment section in the lobby to override atmosphere, gravity, temperature, weather, and light. Each biome sets sensible defaults
Conditions HUD Active environmental conditions display on the battle screen sidebar with color-coded tags
Weather and light overlays Rain, fog, snow, sandstorm, and darkness are now visible on the battlefield
Auto-activation Your first available mech is automatically selected each turn. Press Escape or click Deselect to choose a different one
Per-arm punch attacks Each arm now punches independently with its own to-hit roll, damage, and hit location. Arms that fired weapons are excluded
Engine critical hit heat A damaged engine generates extra heat each turn. First engine hit adds +5, second adds +10
Falling damage from elevation Falling from a hill multiplies damage by the number of levels fallen plus one
Terrain tooltips Hover over any hex to see terrain type, movement cost, elevation, and gameplay effects like cover bonuses, heat penalties, or collapse risks
Condition effects explained The environment panel now shows what each condition does, such as "Heat sinks 50% effective" for vacuum or "+2 to-hit beyond 8 hexes" for blizzard
Mech info bar The sidebar now shows your active mech's name and movement points (walk, run, jump) during the movement phase, or current heat during the attack phase
Cleaner facing picker The remaining movement points display is larger and more readable when choosing a facing direction
Lobby improvements Cleaner layout with game mode label, compact options, and biome selection visible for both PvE and PvP
2026-04-05
Facing costs movement points Each 60-degree facing change now costs 1 movement point, matching tabletop rules. The AI also respects this cost when choosing facing
Remaining movement points shown After moving, the facing picker displays how many movement points you have left and dims directions you can't afford
Community bar on lobby Discord invite and changelog links are now visible on the main screen
Changelog page See what changed in each update at /changelog
Smoother AI animations AI turns now show proper movement paths instead of teleporting
2026-04-04
23 mechs available Expanded the roster from 7 to 23 mechs across all weight classes, including Panther, Valkyrie, Vindicator, Enforcer, Kintaro, Dragon, Grasshopper, Orion, Marauder, Awesome, Battlemaster, and Stalker
Activation choice You now pick which mech acts each turn instead of following a fixed order. Click a mech portrait in the activation bar to select it
Undo activation Changed your mind? Click the active mech again or press Escape to deselect and pick a different one
Tonnage-matched AI The AI now picks mechs that match your lance's total tonnage, so fights feel fairer
Missile cluster hits Missiles now use the cluster hits table from the rulebook. Each group rolls separately for hit location, so a salvo can spread damage across multiple locations
Hit location tables fixed Front, rear, and side arc hit location tables now match the AGoAC rulebook exactly
Minimum range penalty fixed The minimum range to-hit penalty was off by one. Now matches the rulebook formula
Physical attack rules fixed Kick attacks now get the correct -2 modifier, and the prone modifier applies correctly based on range
Target jumped modifier Shooting at a mech that jumped this turn now adds +1 to your to-hit roll
Through-armor criticals Rolling a 2 on the hit location table now triggers a through-armor critical hit, matching the AGoAC rules
Limb blown off on crit roll 12 A critical hit roll of 12 now destroys the entire limb (or head), as per the rulebook
Piloting skill roll triggers Added 20+ damage and kicked triggers for piloting checks, beyond just the kick-miss trigger
Battle log overhaul The battle log now has color-coded entries with expandable fire details showing individual weapon hits
Combat event notifications Critical hits, ammo explosions, limb losses, and mech destructions now display as large floating notifications on the battlefield
Battle persistence Your battle now survives server restarts. If you refresh the page mid-fight, you'll reconnect to the same battle
Tutorial activation step The tutorial now includes a step explaining how to activate mechs
2026-04-03
Renamed to Inner Sphere Online The game has a proper name now
Flexible lance sizes Pick 1 to 4 mechs per lance. PvP supports asymmetric sizes too
Tutorial battle A guided 2v2 tutorial teaches movement, firing, and turn flow
PvP battles Create a battle, share the link, fight a friend in real-time
Return to lobby After a battle ends, you can go back to the lobby to start another
Mech tooltip improvements Tooltips now show front and rear armor separately
Destruction reasons When a mech is destroyed, you can see why (head destroyed, both legs gone, engine crits, ammo explosion)
Stand action for prone mechs Knocked-down mechs can now stand up during the movement phase
Jump arc animation Jump movement now shows a smooth parabolic arc instead of teleporting
Responsive UI The lobby and battle UI now scale properly across different screen sizes
Battle timeouts Inactive battles and pending PvP rooms now clean up automatically
Firing arc fix Fixed incorrect hex angle math that caused wrong firing arc assignments
Weapon destruction Weapons on destroyed locations are now properly disabled
Auto-skip improvements Shutdown mechs and mechs with no physical targets are automatically skipped
2026-04-02
Line of sight enforcement Weapons can no longer fire through obstructing terrain. The targeting panel shows LOS status
2026-04-01
Lance selection lobby Choose your own mechs from a dropdown with specs preview instead of getting a random lance
2026-03-30
AI tactics AI now uses flanking, focus fire, and spread tactics based on difficulty tier
2026-03-29
Physical attacks Punch and kick adjacent enemies with proper hit resolution
Piloting skill rolls Mechs can fall when hit hard, with falling damage and prone state
Ammo system Weapons now consume ammunition. Running out disables the weapon, and ammo can explode from critical hits or overheating
Weapon panel redesign Weapon selection now shows a table with ammo counts, damage, and heat per weapon
Elevation system Hills and valleys affect movement cost, combat modifiers, and line of sight
Heat effects detail The fire panel now shows exactly what will happen at your projected heat level
Terrain tooltips Hover over hexes to see terrain type, movement cost, and elevation
Lance battles 4v4 lance combat on larger maps with balanced team composition
Smarter AI AI considers range, weapon effectiveness, and terrain when moving and firing
Turn timer A countdown timer keeps the game moving
Valley terrain Maps can now generate valleys with negative elevation
2026-03-28
Initial release Core hex-grid engine with movement, combat, heat, terrain, and AI opponent. Canvas-based web client with mech tooltips, battle log, and attack animations