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MechQuest: Analysis of 2/4/09 Release

Posted by The Peanut Master on February 4, 2009

This week’s minor release introduced oodles of minor releases, including initiative, level 30 house mecha and Sepulchure upgrades, the death of the Newbatron strategy, and some various buffs and nerfs throughout enemy stats.

Level 30 House Mecha/Sepulchure Upgrades


The house mecha and Sepulchure received level 30 upgrades, with nothing but normal base stat and default weapon upgrades. No new specials or cool features were introduced with either of these mecha.


Nice to see the major mecha getting the appropriate level 30 upgrades in due time.


I can’t help but feverishly wish Sepulchure would stop being upgraded because of its complete disgrace to balance in MechQuest, even though I know it won’t ever happen.

Grade of Release

9.0/10. Yes, there was no chance in hell Sepulchure wouldn’t be upgraded, but I’d still like to see it stop being upgraded, and so every time it does get uprated I will automatically deduct a point. Yes, I’m evil. Scrap evil. *evil laugh*

Newbatron Cheat Strategy Removal


At long last, the strategy *wince* of equipping the level 1 Newbatron with high-level weapons to dominate past scaled quests has finally been removed, instead taking the average of the level of your mecha and the highest level weapon equipped and making that variable the level of the enemy you face. This was implemented to keep players from mowing through quests they aren’t man enough to beat fairly, and pretty much forces players to use their best setup to beat quests, scaled or not.


Everything. Everything. Yesyesyesyesyes. DO NOT R.I.P., newbatron cheat. This is just awesome. It upgrades this mini-release to Chuck Norris status, I don’t care how small it was (although it was fairly large for a minor release). This is the best thing evar.


Cons? Hah, don’t be silly.

Grade of Release

/10. ‘Nuff said.



Enemies now have a certain chance to make the first move in a battle, whereas before we the player always acted first. We still have the upper edge in the odds and can be increased much further training luck or reflex, but enemies will act first some of the time, and it’s something we will have to account for in future battles.


This definitely evens the playing field a ton with enemy battles, and it adds a lot more realism to fights. I love how you can increase your odds by training luck and reflex as well.


I’m still torn as to whether this should have been implemented at all. One turn influences a battle so so much, and having the enemy start first can easily change the tide of the battle tremendously. It completely removes any consistency with battles when one battle you go first and dominate and the next the enemy goes first and you lose. Also, luck getting another major booster to its long list of buffs is starting to make it seem overpowered, and I am worried that is currently the case.

Grade of Release

8.0/10. Not sure where I’m leaning with this release, so I’m just sticking in the middle for now. We’ll see how it ultimately works out.

Battle Scaling/Universo Changes


To compensate for the difficulty-altering initiative addition, AE has reduced the health of all enemies level 24 and below. In addition, hard and extreme battle modes were buffed significantly to truly give the hard-core player a challenge to depend on. The Universo boss fight has also been changed: After death, you return to the fight you are on instead of starting back at the beginning.


Pretty much everything, here. Big props to AE for figuring out the Universo death issue and fixing it in a timely manner, and the buffs and nerfs seem very appropriate and fit.


*left blank for a reason*

Grade of Release

10.0/10. Coolio foshoolio. This is what gets the job done: Minor changes that add up in a big way.

Overall Grade of Release

9.5/10. Yes, yes, and yes. This is what a mini-release is supposed to look like. Nothing glamorous, just essential changes to the game that add up and make a huge differenece. It’s one of those releases that really hits me in a way that makes me know AE really does care about the future and isn’t just focused on releasing big, shiny things without the foundations for them *stares long and hard at AQWorlds, then stares some more, with a slight snarl being heard in the distance*.  Well done, AE. 🙂

Hope you enjoyed this on-time analysis! 🙂


9 Responses to “MechQuest: Analysis of 2/4/09 Release”

  1. ZamuelNow said

    There actually is a downside to altering the Newbatron Glitch. The flames. It burns…IT BURNS!

    Concerning Seppy, I can go into economics mode and state how letting it be upgraded past level 50 would be a financial misstep but I’m not.

  2. StJason said

    Peanut… Ya dun got my graw… 9.5/10??!?!?!? Are you insane? Insensate? Imbicillic? This is giving so much what the game was needed (besides, even if you rule out the infinity over ten rating, your average still is at least a 9.75..) This is a perfect ten. Okay, Sepulture sucks, we can all agree, but let’s face it. It was a simple moneymaker for AE, moreso then the bought credits from any system. Of course they are going to milk it. You might as well argue about the unfairness of Nova Gem items.

    10/10. Admit it. This was a perfect and needed update.

  3. ZamuelNow said

    As much as I loved the release, quirks with Initiative prevents a clean 10/10. 9.75/10 might be in order though since the team did right by the game’s overall health with this release.

  4. Come on, the infinity out of 10 should have been plenty to fill your high grade appetites. 😛

    JK, but really, the 9.5 was a result of an 8.0 out of Initiative and 9.0 out of mecha upgrades. Yes, an infinity and a 10 helps tremendously, but actually, 10 + 10 (counted as infinity here) + 9 + 8 / 4 = 9.25, which rounds up to 9.3 which rounds up to 9.5, so all makes sense here.

  5. TW25 said

    I completely agree with the section on the Newbatron…technique. And i am also glad to see the return of the mini release on Wednesday and I don’t think they could have had a better return. I was originally going to post about how good Sepulchure is but halfway through writing it I realized I was insane.

  6. Arikromus (Cyouni) said

    I especially love the section on the: Infinity/10.
    Technically, at a certain level of weaponry, the Newbatron cheat is still useable. 😦

    Let me know when Reflex actually matters in Initiative, when I lost twice to 0 Luck and Reflex enemies, with me having 78 Reflex…

  7. StJason said

    A twist on this that I have used is to use low-level weapons to lower your average. I still use my Stun Gun Mk2 sometimes, but on my level 25 ARH, I will typically get a level or two lower enemy just by equipping it…

  8. ZamuelNow said

    Interesting, I thought the team said it didn’t work in reverse.

  9. Arikromus (Cyouni) said

    It shouldn’t, as it should take the highest-level equipped weapon…
    Which, if you have the defaults, should be the same as your mech…

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