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