Difference between revisions of "Mechwarrior: Living Legends/Versions"

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==Versions history==
 
==Versions history==
 +
===0.17.4===
 +
'''Release date:''' 18 December 2024<br>
 +
'''Standalone:''' Yes<br>
 +
'''Changelog:'''<br>
 +
<pre class="mw-collapsible ">
 +
-----------------------------------------
 +
--------- KNOWN ISSUES - 0.17.4 --------
 +
-----------------------------------------
 +
 +
------ GAMEPLAY -------
 +
 +
- If you are lucky, your pulse lasers occasionally will fire an additional laser pulse. Despite being useful in some situations, this is not intended. Sorry! :)
 +
- In the Coupled Unlocked mode, when the reticule is very close to the center of the screen, the torso will stop moving, but the reticule will keep trying to recenter.
 +
- BA SRMs always update in the HUD correctly whether they are selected or not, but only after they have been selected once after a respawn happened. After they have been selected, weapons can be switched, and they will always update correctly.
 +
- When left empty, each BA SRM tube needs to be manually reloaded (can be initiated by using the fire button)
 +
- BA hardmount MG cannot be fired during SRM reload while the SRM are selected
 +
- BA arm remains in position when hardmount MG is expended - weapon switch clears it
 +
- BA hardmount MG triggers "reloading" state on one of the SRM indicators when they are selected
 +
- BA hardmount MG lacks a muzzleflash effect. (it was heavily bugged) Tracers still work properly, however.
 +
- Bpod hit detection remains buggy
 +
- In rare cases directly after buying an asset, a mixed weapon group will only fire for one cycle and then stop. Works normally after that.
 +
- BA will show up as both air and surface targets
 +
- Upon entering a Heavy Vtol your Free Reticule setting will be forced to On (Off is not supported on them) since this is a global setting, next time you get in a mech it will still be on, so if you prefer off in mechs you will need to press the button to turn it off every time after you take a heavy vtol.
 +
- Spawning into Hvtols is disallowing BA weapon purchases due to the bugzone flag not getting updated correctly; thus it depends on if you were in a buy zone when you died whether it will work or not.
 +
 +
---- GAME SYSTEMS -----
 +
 +
- Crashes can happen. Workarounds are available in the Troubleshooting guide.
 +
- You might get stuck in the connecting screen. This depends on your ISP, but if that happens, a workaround is available in our Troubleshooting guide.
 +
 +
------- AUDIO ---------
 +
 +
- Due to a hack required for new leg sets and animations to create footstep sounds and footstep effects, all mechs will play one footstep sound anytime they come to a complete stop even though they are not moving.
 +
-------- MAPS ---------
 +
 +
- TC_Palisades: Both ASF factories will only build one ASF at a time.
 +
- TC_Tukayyid trees may still cause some convergence issues when aiming directly at them. We are working on a permanent solution to this, but the most prominent issue with the trees has been resolved
 +
- TC_Scorched on low settings may cause blinding issues in the water
 +
 +
-------- HUD ----------
 +
 +
- Certain HUD elements might overlap other UI elements.
 +
- BA SRM ammo counter does not update until the weapon was selected and the reload on them was triggered once
 +
- There is a hang up in frames when you switch targets when using the tank HUD.
 +
- BA SRM ammo counter states you have one ammo when you spawn, which you do not. This could not be easily fixed as it is a default state problem rather than it reading your actual ammo. Once you switch to the weapon, it will read your actual ammo and update.
 +
 +
------ CONTROLS -------
 +
 +
- DirectInput Joystick support has been removed due to instability. You can continue using your joystick by following this guide: https://wiki.mechlivinglegends.net/index.php/Joystick_Setup
 +
 +
-------- VISUAL -------
 +
 +
- Enabling R_TexturesStreaming 1 will result in several material features being unsupported, which will cause several unintended graphical problems.
 +
- Sometimes solid yellow camo looks like gold on certain assets
 +
- Sometimes darker camos will appear to have a uniform sheen over them in certain lighting, this is because the gloss in diffalpha feature fails, which many older assets rely on for their specular data. It is unclear why this happens.
 +
 +
-----------------------------------------
 +
------------- VERSION 0.17.4 ------------
 +
-----------------------------------------
 +
 +
------ GAMEPLAY -------
 +
 +
- Adjusted head hitboxes on the follow assets due to them either being far too large or too small;
 +
- Cougar, Daishi, Lobo, Archangel, Atlas (now is the right eye area only), Awesome, Bushwacker, Warhammer.
 +
 +
- Madcat MKII
 +
- Moved armor from externals into arms.
 +
- Daishi
 +
- Reduced Base Chassis Cost by 3k.
 +
 +
- Variant tweaks or changes
 +
MKII A - Daishi A,B - Mithras G - Novacat F - Avatar G - Corsair D.
 +
 +
------ BUG FIXES ------
 +
 +
- Reconfigured hitboxes on the Harasser and Hephaestus to fix several deadzones.
 +
- Included Warhammer cockpit glass into main torso geometry rather than as a called up extra part (this was causing problems with hit detection).
 +
</pre>
 +
 +
===0.17.3===
 +
'''Release date:''' 4 November 2024<br>
 +
'''Standalone:''' Yes<br>
 +
'''Changelog:'''<br>
 +
<pre class="mw-collapsible ">
 +
-----------------------------------------
 +
--------- KNOWN ISSUES - 0.17.3 --------
 +
-----------------------------------------
 +
 +
------ GAMEPLAY -------
 +
 +
- If you are lucky, your pulse lasers occasionally will fire an additional laser pulse. Despite being useful in some situations, this is not intended. Sorry! :)
 +
- In the Coupled Unlocked mode, when the reticule is very close to the center of the screen, the torso will stop moving, but the reticule will keep trying to recenter.
 +
- BA SRMs always update in the HUD correctly whether they are selected or not, but only after they have been selected once after a respawn happened. After they have been selected, weapons can be switched, and they will always update correctly.
 +
- When left empty, each BA SRM tube needs to be manually reloaded (can be initiated by using the fire button)
 +
- BA hardmount MG cannot be fired during SRM reload while the SRM are selected
 +
- BA arm remains in position when hardmount MG is expended - weapon switch clears it
 +
- BA hardmount MG triggers "reloading" state on one of the SRM indicators when they are selected
 +
- BA hardmount MG lacks a muzzleflash effect. (it was heavily bugged) Tracers still work properly, however.
 +
- Bpod hit detection remains buggy
 +
- In rare cases directly after buying an asset, a mixed weapon group will only fire for one cycle and then stop. Works normally after that.
 +
- BA will show up as both air and surface targets
 +
- Upon entering a Heavy Vtol your Free Reticule setting will be forced to On (Off is not supported on them) since this is a global setting, next time you get in a mech it will still be on, so if you prefer off in mechs you will need to press the button to turn it off every time after you take a heavy vtol.
 +
 +
---- GAME SYSTEMS -----
 +
 +
- Crashes can happen. Workarounds are available in the Troubleshooting guide.
 +
- You might get stuck in the connecting screen. This depends on your ISP, but if that happens, a workaround is available in our Troubleshooting guide.
 +
 +
------- AUDIO ---------
 +
 +
- Due to a hack required for new leg sets and animations to create footstep sounds and footstep effects, all mechs will play one footstep sound anytime they come to a complete stop even though they are not moving.
 +
-------- MAPS ---------
 +
 +
- TC_Palisades: Both ASF factories will only build one ASF at a time.
 +
- TC_Tukayyid trees may still cause some convergence issues when aiming directly at them. We are working on a permanent solution to this, but the most prominent issue with the trees has been resolved
 +
- TC_Scorched on low settings may cause blinding issues in the water
 +
 +
-------- HUD ----------
 +
 +
- Certain HUD elements might overlap other UI elements.
 +
- BA SRM ammo counter does not update until the weapon was selected and the reload on them was triggered once
 +
- There is a hang up in frames when you switch targets when using the tank HUD.
 +
- BA SRM ammo counter states you have one ammo when you spawn, which you do not. This could not be easily fixed as it is a default state problem rather than it reading your actual ammo. Once you switch to the weapon, it will read your actual ammo and update.
 +
 +
------ CONTROLS -------
 +
 +
- DirectInput Joystick support has been removed due to instability. You can continue using your joystick by following this guide: https://wiki.mechlivinglegends.net/index.php/Joystick_Setup
 +
 +
-------- VISUAL -------
 +
 +
- Enabling R_TexturesStreaming 1 will result in several material features being unsupported, which will cause several unintended graphical problems.
 +
- Sometimes solid yellow camo looks like gold on certain assets
 +
- Sometimes darker camos will appear to have a uniform sheen over them in certain lighting, this is because the gloss in diffalpha feature fails, which many older assets rely on for their specular data. It is unclear why this happens.
 +
 +
-----------------------------------------
 +
------------- VERSION 0.17.3 ------------
 +
-----------------------------------------
 +
 +
------ BUG FIXES ------
 +
 +
- Added some pointer safety checks to footstep code to prevent crash on build problem.
 +
</pre>
 +
 +
===0.17.2===
 +
'''Release date:''' 2 November 2024<br>
 +
'''Standalone:''' Yes<br>
 +
'''Changelog:'''<br>
 +
<pre class="mw-collapsible ">
 +
-----------------------------------------
 +
--------- KNOWN ISSUES - 0.17.2 --------
 +
-----------------------------------------
 +
 +
------ GAMEPLAY -------
 +
 +
- If you are lucky, your pulse lasers occasionally will fire an additional laser pulse. Despite being useful in some situations, this is not intended. Sorry! :)
 +
- In the Coupled Unlocked mode, when the reticule is very close to the center of the screen, the torso will stop moving, but the reticule will keep trying to recenter.
 +
- BA SRMs always update in the HUD correctly whether they are selected or not, but only after they have been selected once after a respawn happened. After they have been selected, weapons can be switched, and they will always update correctly.
 +
- When left empty, each BA SRM tube needs to be manually reloaded (can be initiated by using the fire button)
 +
- BA hardmount MG cannot be fired during SRM reload while the SRM are selected
 +
- BA arm remains in position when hardmount MG is expended - weapon switch clears it
 +
- BA hardmount MG triggers "reloading" state on one of the SRM indicators when they are selected
 +
- BA hardmount MG lacks a muzzleflash effect. (it was heavily bugged) Tracers still work properly, however.
 +
- Bpod hit detection remains buggy
 +
- In rare cases directly after buying an asset, a mixed weapon group will only fire for one cycle and then stop. Works normally after that.
 +
- BA will show up as both air and surface targets
 +
- Upon entering a Heavy Vtol your Free Reticule setting will be forced to On (Off is not supported on them) since this is a global setting, next time you get in a mech it will still be on, so if you prefer off in mechs you will need to press the button to turn it off every time after you take a heavy vtol.
 +
 +
---- GAME SYSTEMS -----
 +
 +
- Crashes can happen. Workarounds are available in the Troubleshooting guide.
 +
- You might get stuck in the connecting screen. This depends on your ISP, but if that happens, a workaround is available in our Troubleshooting guide.
 +
 +
------- AUDIO ---------
 +
 +
- Due to a hack required for new leg sets and animations to create footstep sounds and footstep effects, all mechs will play one footstep sound anytime they come to a complete stop even though they are not moving.
 +
-------- MAPS ---------
 +
 +
- TC_Palisades: Both ASF factories will only build one ASF at a time.
 +
- TC_Tukayyid trees may still cause some convergence issues when aiming directly at them. We are working on a permanent solution to this, but the most prominent issue with the trees has been resolved
 +
- TC_Scorched on low settings may cause blinding issues in the water
 +
 +
-------- HUD ----------
 +
 +
- Certain HUD elements might overlap other UI elements.
 +
- BA SRM ammo counter does not update until the weapon was selected and the reload on them was triggered once
 +
- There is a hang up in frames when you switch targets when using the tank HUD.
 +
- BA SRM ammo counter states you have one ammo when you spawn, which you do not. This could not be easily fixed as it is a default state problem rather than it reading your actual ammo. Once you switch to the weapon, it will read your actual ammo and update.
 +
 +
------ CONTROLS -------
 +
 +
- DirectInput Joystick support has been removed due to instability. You can continue using your joystick by following this guide: https://wiki.mechlivinglegends.net/index.php/Joystick_Setup
 +
 +
-------- VISUAL -------
 +
 +
- Enabling R_TexturesStreaming 1 will result in several material features being unsupported, which will cause several unintended graphical problems.
 +
- Sometimes solid yellow camo looks like gold on certain assets
 +
- Sometimes darker camos will appear to have a uniform sheen over them in certain lighting, this is because the gloss in diffalpha feature fails, which many older assets rely on for their specular data. It is unclear why this happens.
 +
 +
-----------------------------------------
 +
------------- VERSION 0.17.2 ------------
 +
-----------------------------------------
 +
 +
----- GAMEPLAY ------
 +
 +
- Increased weapon cost of the Sniper Artillery to 37900 from 32000
 +
 +
- Variant tweaks or changes
 +
- Daishi A - Lobo C - Enfield F - Ares B
 +
 +
- Lobo
 +
- Reduced hitbox sizes for externals to more tightly hug the geometry and reduce the overlap on the torsos and arms.
 +
 +
------ BUG FIXES ------
 +
 +
- Removed some third person camera views from live build which were intended for testing in alpha.
 +
- Fix for MKII Arms not using free ret correctly.
 +
 +
------- AUDIO ---------
 +
 +
- Added new code to detect non-traditional footfall timings so that mech footstep sounds do not skip over some animations (hellhound walk/commando walk/hellion walk/run) this should allow any further non traditional leg setups to correctly play sounds in the future.
 +
 +
-------- VISUAL -------
 +
 +
- Lobo
 +
- Reworked running animation to give it both more vertical bob and switching its hip twist to be correctly aligned with which foot it is putting forward, this should also smooth the transition between running and fast walk.
 +
 +
- Hellion
 +
- Increased hip joint geometry length so that the legs no longer visually seperate from the pelvis when running.
 +
 +
- Shiva
 +
- Removed geometry from the inner side of the cockpit glass to prevent glare effects from blinding the pilot.
 +
 +
- Changed Sniper Artillery visual to match other artillery pieces for better visibility.
 +
 +
-------- MAPS ---------
 +
 +
- Adjusted Ammo/Repair points among the capture points on TC_Dune.
 +
</pre>
 +
 +
===0.17.1===
 +
'''Release date:''' 9 August 2024<br>
 +
'''Standalone:''' Yes<br>
 +
'''Changelog:'''<br>
 +
<pre class="mw-collapsible ">
 +
-----------------------------------------
 +
--------- KNOWN ISSUES - 0.17.1 --------
 +
-----------------------------------------
 +
 +
------ GAMEPLAY -------
 +
 +
- If you are lucky, your pulse lasers occasionally will fire an additional laser pulse. Despite being useful in some situations, this is not intended. Sorry! :)
 +
- In the Coupled Unlocked mode, when the reticule is very close to the center of the screen, the torso will stop moving, but the reticule will keep trying to recenter.
 +
- BA SRMs always update in the HUD correctly whether they are selected or not, but only after they have been selected once after a respawn happened. After they have been selected, weapons can be switched, and they will always update correctly.
 +
- When left empty, each BA SRM tube needs to be manually reloaded (can be initiated by using the fire button)
 +
- BA hardmount MG cannot be fired during SRM reload while the SRM are selected
 +
- BA arm remains in position when hardmount MG is expended - weapon switch clears it
 +
- BA hardmount MG triggers "reloading" state on one of the SRM indicators when they are selected
 +
- BA hardmount MG lacks a muzzleflash effect. (it was heavily bugged) Tracers still work properly, however.
 +
- Bpod hit detection remains buggy
 +
- In rare cases directly after buying an asset, a mixed weapon group will only fire for one cycle and then stop. Works normally after that.
 +
- BA will show up as both air and surface targets
 +
- Upon entering a Heavy Vtol your Free Reticule setting will be forced to On (Off is not supported on them) since this is a global setting, next time you get in a mech it will still be on, so if you prefer off in mechs you will need to press the button to turn it off every time after you take a heavy vtol.
 +
 +
---- GAME SYSTEMS -----
 +
 +
- Crashes can happen. Workarounds are available in the Troubleshooting guide.
 +
- You might get stuck in the connecting screen. This depends on your ISP, but if that happens, a workaround is available in our Troubleshooting guide.
 +
 +
------- AUDIO ---------
 +
 +
- Due to a hack required for new leg sets and animations to create footstep sounds and footstep effects, all mechs will play one footstep sound anytime they come to a complete stop even though they are not moving.
 +
- The hellion has two footfalls at full gallop but sounds only play for one, this will be addressed going forward.
 +
-------- MAPS ---------
 +
 +
- TC_Palisades: Both ASF factories will only build one ASF at a time.
 +
- TC_Tukayyid trees may still cause some convergence issues when aiming directly at them. We are working on a permanent solution to this, but the most prominent issue with the trees has been resolved
 +
- TC_Scorched on low settings may cause blinding issues in the water
 +
 +
-------- HUD ----------
 +
 +
- Certain HUD elements might overlap other UI elements.
 +
- BA SRM ammo counter does not update until the weapon was selected and the reload on them was triggered once
 +
- There is a hang up in frames when you switch targets when using the tank HUD.
 +
- BA SRM ammo counter states you have one ammo when you spawn, which you do not. This could not be easily fixed as it is a default state problem rather than it reading your actual ammo. Once you switch to the weapon, it will read your actual ammo and update.
 +
 +
------ CONTROLS -------
 +
 +
- DirectInput Joystick support has been removed due to instability. You can continue using your joystick by following this guide: https://wiki.mechlivinglegends.net/index.php/Joystick_Setup
 +
 +
-------- VISUAL -------
 +
 +
- Enabling R_TexturesStreaming 1 will result in several material features being unsupported, which will cause several unintended graphical problems.
 +
- Sometimes solid yellow camo looks like gold on certain assets
 +
- Sometimes darker camos will appear to have a uniform sheen over them in certain lighting, this is because the gloss in diffalpha feature fails, which many older assets rely on for their specular data. It is unclear why this happens.
 +
 +
-----------------------------------------
 +
------------- VERSION 0.17.0 ------------
 +
-----------------------------------------
 +
 +
----- GAMEPLAY ------
 +
 +
- Variant tweaks or changes
 +
- Warhammer A,C,D,F - MKII C
 +
 +
------ BUG FIXES ------
 +
- Fixed torso missile weapons helper on Chimera.
 +
 +
---- GAME SYSTEMS -----
 +
 +
- Included a few more textures recompressions.
 +
</pre>
 +
 +
===0.17.0===
 +
'''Release date:''' 13 July 2024<br>
 +
'''Standalone:''' Yes<br>
 +
'''Changelog:'''<br>
 +
<pre class="mw-collapsible ">
 +
-----------------------------------------
 +
--------- KNOWN ISSUES - 0.17.0 --------
 +
-----------------------------------------
 +
 +
------ GAMEPLAY -------
 +
 +
- If you are lucky, your pulse lasers occasionally will fire an additional laser pulse. Despite being useful in some situations, this is not intended. Sorry! :)
 +
- In the Coupled Unlocked mode, when the reticule is very close to the center of the screen, the torso will stop moving, but the reticule will keep trying to recenter.
 +
- BA SRMs always update in the HUD correctly whether they are selected or not, but only after they have been selected once after a respawn happened. After they have been selected, weapons can be switched, and they will always update correctly.
 +
- When left empty, each BA SRM tube needs to be manually reloaded (can be initiated by using the fire button)
 +
- BA hardmount MG cannot be fired during SRM reload while the SRM are selected
 +
- BA arm remains in position when hardmount MG is expended - weapon switch clears it
 +
- BA hardmount MG triggers "reloading" state on one of the SRM indicators when they are selected
 +
- BA hardmount MG lacks a muzzleflash effect. (it was heavily bugged) Tracers still work properly, however.
 +
- Bpod hit detection remains buggy
 +
- In rare cases directly after buying an asset, a mixed weapon group will only fire for one cycle and then stop. Works normally after that.
 +
- BA will show up as both air and surface targets
 +
- Upon entering a Heavy Vtol your Free Reticule setting will be forced to On (Off is not supported on them) since this is a global setting, next time you get in a mech it will still be on, so if you prefer off in mechs you will need to press the button to turn it off every time after you take a heavy vtol.
 +
 +
---- GAME SYSTEMS -----
 +
 +
- Crashes can happen. Workarounds are available in the Troubleshooting guide.
 +
- You might get stuck in the connecting screen. This depends on your ISP, but if that happens, a workaround is available in our Troubleshooting guide.
 +
 +
------- AUDIO ---------
 +
 +
- Due to a hack required for new leg sets and animations to create footstep sounds and footstep effects, all mechs will play one footstep sound anytime they come to a complete stop even though they are not moving.
 +
 +
-------- MAPS ---------
 +
 +
- TC_Palisades: Both ASF factories will only build one ASF at a time.
 +
- TC_Tukayyid trees may still cause some convergence issues when aiming directly at them. We are working on a permanent solution to this, but the most prominent issue with the trees has been resolved
 +
- TC_Scorched on low settings may cause blinding issues in the water
 +
 +
-------- HUD ----------
 +
 +
- Certain HUD elements might overlap other UI elements.
 +
- BA SRM ammo counter does not update until the weapon was selected and the reload on them was triggered once
 +
- There is a hang up in frames when you switch targets when using the tank HUD.
 +
- BA SRM ammo counter states you have one ammo when you spawn, which you do not. This could not be easily fixed as it is a default state problem rather than it reading your actual ammo. Once you switch to the weapon, it will read your actual ammo and update.
 +
 +
------ CONTROLS -------
 +
 +
- DirectInput Joystick support has been removed due to instability. You can continue using your joystick by following this guide: https://wiki.mechlivinglegends.net/index.php/Joystick_Setup
 +
 +
-------- VISUAL -------
 +
 +
- Enabling R_TexturesStreaming 1 will result in several material features being unsupported, which will cause several unintended graphical problems.
 +
- Sometimes solid yellow camo looks like gold on certain assets
 +
- Sometimes darker camos will appear to have a uniform sheen over them in certain lighting, this is because the gloss in diffalpha feature fails, which many older assets rely on for their specular data. It is unclear why this happens.
 +
 +
-----------------------------------------
 +
------------- VERSION 0.17.0 ------------
 +
-----------------------------------------
 +
 +
----- GAMEPLAY ------
 +
 +
- New Assets
 +
- New Clan Light Mech Hellion (30t); ticket cost 3; tier 5
 +
  - Note that the called up missile box launchers will count as side torso but will fall off when destroyed and reappear when repaired (like uziel side torsos).
 +
This was done because splitting lightmech armor up into externals would be too punishing for survivability and the plug and play nature of the loadouts would make keeping track of them on the paperdoll a chore.
 +
-Known issue: the hellion has two footfalls at full gallop but sounds only play for one, this will be addressed going forward.
 +
- New Clan Medium Mech Lobo (40t); ticket cost 6; tier 7
 +
- New InnerSphere Medium Mech Enfeild (50t); ticket cost 7; tier 7
 +
 +
- Weapons
 +
- ERATMs now have kinetic-air damage type from missile for the purposes of bonus damage against aircraft.
 +
  This has also resulted in small bonus damage against tanks and hovercraft but since they were quite awful against those assets to begin with the difference will not be too noticable.
 +
- Reduced offset_factor(spread) of StreakSRMs to 1.3 from 1.4. Since spread will effectively decrease the further the missile cloud flies, the clan versions were hitting more accurately at their max range than their IS counterparts were hitting at their own maxrange, this should alliviate the problem.
 +
- Increased firing speed of the MRM40 so that the total firing time better matches the 30 and 20.
 +
- Removed trivial (.003) heat from Mgun firing and set it to 0, while they never gained any heat from firing this might have been reducing cooling while firing by adding nonzero heat.
 +
- Reduced maxspread on Mguns to .3 from .4
 +
- Added Vtol_UAC20 variant which flies slower and only to ground max range (~350m) for use on the Anhur.
 +
 +
- Shadowcat
 +
- Fix for missing halfton on the Prime (went into armor)
 +
- Fix for overtonnage on the F; (lost some armor and a heatsink)
 +
 +
- Harasser
 +
- Retooled massbox and suspension/engine setup in an attempt to address stability issues with remaining upright.
 +
 +
- Orion
 +
- Changed forward buy rules to be based off engine type rather than speed. All XL engines are backbuy while all Light engines are forward buy.
 +
 +
- Warhammer
 +
- Reduced base chassis cost by 1k.
 +
- Tier 10->9
 +
 +
- Rifleman
 +
- Tier 8->9
 +
 +
- Bushwacker
 +
- Increased max turn-speed to 1.1 from 1.0
 +
 +
- Warhawk(Masakari)
 +
- Increased maxheat curve to 915c from 900c.
 +
  The warhawk in CBT was based heavily on high heat energy loadouts+targeting computer; since we dont have a targeting computer and our heat system is more punishing to clan mechs overall than it is in CBT,
 +
          we've slightly increased the heat capacity of the warhawk against all other mechs to help it better standout in its role against competing options.
 +
 +
- Anhur/Karnov
 +
- Tweaked the following damage modifiers; Energy 1.0x->1.1x; Energy-air 1.05x -> 1.1x; Heavykinetic 1.0x->1.2x.
 +
While Hvtol survivability is in a good place when being properly teamshot (as they usually will be) the damage from lasers and Gauss was a bit disappointing when managing to hit them.
 +
 +
- Variant tweaks or changes
 +
- Regulator Prime, E - Morrigu Prime - Demolisher Prime
 +
 +
------ BUG FIXES ------
 +
 +
- Fixed Warhammer lowerarms not following free reticule properly.
 +
- Fixed Huit normals texture being incorrect file type.
 +
- Fixed various material errors which may have been taxing the game causing instability.
 +
- Fixed Loki lower arms not following free reticule properly and having hitbox issues.
 +
- Fixed silent UAC2s on Corsair B
 +
- Fixed missing buy menu data on Vtols and Orion falsely claiming to have a STD engine rather than a Lt engine.
 +
 +
------- AUDIO ---------
 +
 +
- Note; due to heavily outdated project source files having to be used to add new mech engine sounds, some mech sound tweaks from the past few updates might no longer be included. =/
 +
 +
---- GAME SYSTEMS -----
 +
 +
- Recompressed and optimized entire texture library for more efficent vram usage; this includes all major paks and resulted in significant storage savings for some of them. Further, this may reduce performance drain from the HUD elements as the were completely uncompressed!
 +
- CapturePoint can now be triggered manually, enabling flow graph re-synchronization across clients. (mapper stuff)
 +
 +
------ VISUAL ------
 +
 +
- Retooled the materials and texture sets for every single playable vehicle to save on vram when possible and improve usage of specular layers for better detail visibility.
 +
- All camo materials are now based on their original materials rather than a blanket standard one which should mean they better retain their details and look less bland.
 +
- Updated default graphics.cfg and autoexec.cfg.
 +
 +
</pre>
 +
 +
===0.16.4===
 +
'''Release date:''' 29 March 2024<br>
 +
'''Standalone:''' Yes<br>
 +
'''Changelog:'''<br>
 +
<pre class="mw-collapsible ">
 +
-----------------------------------------
 +
--------- KNOWN ISSUES - 0.16.4 --------
 +
-----------------------------------------
 +
 +
------ GAMEPLAY -------
 +
 +
- If you are lucky, your pulse lasers occasionally will fire an additional laser pulse. Despite being useful in some situations, this is not intended. Sorry! :)
 +
- In the Coupled Unlocked mode, when the reticule is very close to the center of the screen, the torso will stop moving, but the reticule will keep trying to recenter.
 +
- BA SRMs always update in the HUD correctly whether they are selected or not, but only after they have been selected once after a respawn happened. After they have been selected, weapons can be switched, and they will always update correctly.
 +
- When left empty, each BA SRM tube needs to be manually reloaded (can be initiated by using the fire button)
 +
- BA hardmount MG cannot be fired during SRM reload while the SRM are selected
 +
- BA arm remains in position when hardmount MG is expended - weapon switch clears it
 +
- BA hardmount MG triggers "reloading" state on one of the SRM indicators when they are selected
 +
- BA hardmount MG lacks a muzzleflash effect. (it was heavily bugged) Tracers still work properly, however.
 +
- Bpod hit detection remains buggy
 +
- In rare cases directly after buying an asset, a mixed weapon group will only fire for one cycle and then stop. Works normally after that.
 +
- BA will show up as both air and surface targets
 +
- Upon entering a Heavy Vtol your Free Reticule setting will be forced to On (Off is not supported on them) since this is a global setting, next time you get in a mech it will still be on, so if you prefer off in mechs you will need to press the button to turn it off every time after you take a heavy vtol.
 +
 +
---- GAME SYSTEMS -----
 +
 +
- Crashes can happen. Workarounds are available in the Troubleshooting guide.
 +
- You might get stuck in the connecting screen. This depends on your ISP, but if that happens, a workaround is available in our Troubleshooting guide.
 +
 +
------- AUDIO ---------
 +
 +
- Due to a hack required for new leg sets and animations to create footstep sounds and footstep effects, all mechs will play one footstep sound anytime they come to a complete stop even though they are not moving.
 +
 +
-------- MAPS ---------
 +
 +
- TC_Palisades: Both ASF factories will only build one ASF at a time.
 +
- TC_Tukayyid trees may still cause some convergence issues when aiming directly at them. We are working on a permanent solution to this, but the most prominent issue with the trees has been resolved
 +
- TC_Scorched on low settings may cause blinding issues in the water
 +
 +
-------- HUD ----------
 +
 +
- Certain HUD elements might overlap other UI elements.
 +
- BA SRM ammo counter does not update until the weapon was selected and the reload on them was triggered once
 +
- There is a hang up in frames when you switch targets when using the tank HUD.
 +
- BA SRM ammo counter states you have one ammo when you spawn, which you do not. This could not be easily fixed as it is a default state problem rather than it reading your actual ammo. Once you switch to the weapon, it will read your actual ammo and update.
 +
 +
------ CONTROLS -------
 +
 +
- DirectInput Joystick support has been removed due to instability. You can continue using your joystick by following this guide: https://wiki.mechlivinglegends.net/index.php/Joystick_Setup
 +
 +
-------- VISUAL -------
 +
 +
- Sometimes solid yellow camo looks like gold on certain assets
 +
 +
-----------------------------------------
 +
------------- VERSION 0.16.4 ------------
 +
-----------------------------------------
 +
 +
------ BUG FIXES ------
 +
 +
- Fixed Warhammer model lacking lower arms causing both arms to take damage regardless of where the model is hit.
 +
 +
------- AUDIO ---------
 +
 +
- Repacked the three audio paks and removed their compression to assist with audio queues loading smoothly as they're called.
 +
 +
---- GAME SYSTEMS -----
 +
 +
- Reverted code changes introduced to prevent problems with the free reticule cvar toggle in order to help debug possible causes of the audio vine boom bug.
 +
</pre>
 +
 +
===0.16.3===
 +
'''Release date:''' 20 February 2024<br>
 +
'''Standalone:''' Yes<br>
 +
'''Changelog:'''<br>
 +
<pre class="mw-collapsible ">
 +
-----------------------------------------
 +
--------- KNOWN ISSUES - 0.16.3 --------
 +
-----------------------------------------
 +
 +
------ GAMEPLAY -------
 +
 +
- If you are lucky, your pulse lasers occasionally will fire an additional laser pulse. Despite being useful in some situations, this is not intended. Sorry! :)
 +
- In the Coupled Unlocked mode, when the reticule is very close to the center of the screen, the torso will stop moving, but the reticule will keep trying to recenter.
 +
- BA SRMs always update in the HUD correctly whether they are selected or not, but only after they have been selected once after a respawn happened. After they have been selected, weapons can be switched, and they will always update correctly.
 +
- When left empty, each BA SRM tube needs to be manually reloaded (can be initiated by using the fire button)
 +
- BA hardmount MG cannot be fired during SRM reload while the SRM are selected
 +
- BA arm remains in position when hardmount MG is expended - weapon switch clears it
 +
- BA hardmount MG triggers "reloading" state on one of the SRM indicators when they are selected
 +
- BA hardmount MG lacks a muzzleflash effect. (it was heavily bugged) Tracers still work properly, however.
 +
- Bpod hit detection remains buggy
 +
- In rare cases directly after buying an asset, a mixed weapon group will only fire for one cycle and then stop. Works normally after that.
 +
- BA will show up as both air and surface targets
 +
- Upon entering a Heavy Vtol your Free Reticule setting will be forced to On (Off is not supported on them) since this is a global setting, next time you get in a mech it will still be on, so if you prefer off in mechs you will need to press the button to turn it off every time after you take a heavy vtol.
 +
 +
---- GAME SYSTEMS -----
 +
 +
- Crashes can happen. Workarounds are available in the Troubleshooting guide.
 +
- You might get stuck in the connecting screen. This depends on your ISP, but if that happens, a workaround is available in our Troubleshooting guide.
 +
 +
------- AUDIO ---------
 +
 +
- Due to a hack required for new leg sets and animations to create footstep sounds and footstep effects, all mechs will play one footstep sound anytime they come to a complete stop even though they are not moving.
 +
 +
-------- MAPS ---------
 +
 +
- TC_Palisades: Both ASF factories will only build one ASF at a time.
 +
- TC_Tukayyid trees may still cause some convergence issues when aiming directly at them. We are working on a permanent solution to this, but the most prominent issue with the trees has been resolved
 +
- TC_Scorched on low settings may cause blinding issues in the water
 +
 +
-------- HUD ----------
 +
 +
- Certain HUD elements might overlap other UI elements.
 +
- BA SRM ammo counter does not update until the weapon was selected and the reload on them was triggered once
 +
- There is a hang up in frames when you switch targets when using the tank HUD.
 +
- BA SRM ammo counter states you have one ammo when you spawn, which you do not. This could not be easily fixed as it is a default state problem rather than it reading your actual ammo. Once you switch to the weapon, it will read your actual ammo and update.
 +
 +
------ CONTROLS -------
 +
 +
- DirectInput Joystick support has been removed due to instability. You can continue using your joystick by following this guide: https://wiki.mechlivinglegends.net/index.php/Joystick_Setup
 +
 +
-------- VISUAL -------
 +
 +
- Sometimes solid yellow camo looks like gold on certain assets
 +
 +
-----------------------------------------
 +
------------- VERSION 0.16.3 ------------
 +
-----------------------------------------
 +
 +
------ BUG FIXES ------
 +
 +
- Rebuilt Gamedata.pak to fix leaked HAG20 modification (was used to record sound for APG) which should'nt have been in live build.
 +
 +
SOUND BUG IS BEING INVESTIGATED BUT NO LEADS SO FAR, TAKE CARE USING HEADPHONES WHILE PLAYING
 +
</pre>
 +
 +
===0.16.2===
 +
'''Release date:''' 9 February 2024<br>
 +
'''Standalone:''' Yes<br>
 +
'''Changelog:'''<br>
 +
<pre class="mw-collapsible ">
 +
-----------------------------------------
 +
--------- KNOWN ISSUES - 0.16.2 --------
 +
-----------------------------------------
 +
 +
------ GAMEPLAY -------
 +
 +
- If you are lucky, your pulse lasers occasionally will fire an additional laser pulse. Despite being useful in some situations, this is not intended. Sorry! :)
 +
- In the Coupled Unlocked mode, when the reticule is very close to the center of the screen, the torso will stop moving, but the reticule will keep trying to recenter.
 +
- BA SRMs always update in the HUD correctly whether they are selected or not, but only after they have been selected once after a respawn happened. After they have been selected, weapons can be switched, and they will always update correctly.
 +
- When left empty, each BA SRM tube needs to be manually reloaded (can be initiated by using the fire button)
 +
- BA hardmount MG cannot be fired during SRM reload while the SRM are selected
 +
- BA arm remains in position when hardmount MG is expended - weapon switch clears it
 +
- BA hardmount MG triggers "reloading" state on one of the SRM indicators when they are selected
 +
- BA hardmount MG lacks a muzzleflash effect. (it was heavily bugged) Tracers still work properly, however.
 +
- Bpod hit detection remains buggy
 +
- In rare cases directly after buying an asset, a mixed weapon group will only fire for one cycle and then stop. Works normally after that.
 +
- BA will show up as both air and surface targets
 +
- Upon entering a Heavy Vtol your Free Reticule setting will be forced to On (Off is not supported on them) since this is a global setting, next time you get in a mech it will still be on, so if you prefer off in mechs you will need to press the button to turn it off every time after you take a heavy vtol.
 +
 +
---- GAME SYSTEMS -----
 +
 +
- Crashes can happen. Workarounds are available in the Troubleshooting guide.
 +
- You might get stuck in the connecting screen. This depends on your ISP, but if that happens, a workaround is available in our Troubleshooting guide.
 +
 +
------- AUDIO ---------
 +
 +
- Due to a hack required for new leg sets and animations to create footstep sounds and footstep effects, all mechs will play one footstep sound anytime they come to a complete stop even though they are not moving.
 +
 +
-------- MAPS ---------
 +
 +
- TC_Palisades: Both ASF factories will only build one ASF at a time.
 +
- TC_Tukayyid trees may still cause some convergence issues when aiming directly at them. We are working on a permanent solution to this, but the most prominent issue with the trees has been resolved
 +
- TC_Scorched on low settings may cause blinding issues in the water
 +
 +
-------- HUD ----------
 +
 +
- Certain HUD elements might overlap other UI elements.
 +
- BA SRM ammo counter does not update until the weapon was selected and the reload on them was triggered once
 +
- There is a hang up in frames when you switch targets when using the tank HUD.
 +
- BA SRM ammo counter states you have one ammo when you spawn, which you do not. This could not be easily fixed as it is a default state problem rather than it reading your actual ammo. Once you switch to the weapon, it will read your actual ammo and update.
 +
 +
------ CONTROLS -------
 +
 +
- DirectInput Joystick support has been removed due to instability. You can continue using your joystick by following this guide: https://wiki.mechlivinglegends.net/index.php/Joystick_Setup
 +
 +
-------- VISUAL -------
 +
 +
- Sometimes solid yellow camo looks like gold on certain assets
 +
 +
-----------------------------------------
 +
------------- VERSION 0.16.2 ------------
 +
-----------------------------------------
 +
 +
----- GAMEPLAY ------
 +
 +
- Increased AC10 projectile speed to 1650 from 1400
 +
- Increased AC20 projectile speed to 1500 from 1200
 +
- Removed unintended ability for SRMs to follow TAGs
 +
- Reworked Thunderbolt ammo code to make them functionally similar to other missiles (may make them more consistent)
 +
- Rebased all Thunderbolt shared refire rates around a point between the old Tbolt-15 and old Tbolt-10 rates (from Tbolt-20 rate) {read this as faster}
 +
 +
- Anhur
 +
- Adjusted critical engine modifier to 0.7 engine power from 0.6 to give them minimal ability to fly.
 +
 +
- Karnov
 +
- Adjusted critical engine modifier to 0.7 engine power from 0.6 to give them minimal ability to fly.
 +
- Adjusted hitboxes on engines so that they're protected on sides by wing hitboxes so that you will no longer instnantly lose engines if you bump into objects from the side.
 +
 +
- Masakari
 +
- Reduced size of torso by ~5% on all axis.
 +
- Reworked hitboxes.
 +
- Moved torso missile spawn points forward to help prevent missiles appearing to spawn in cockpit effect.
 +
- Cbill Tier 14 -> 12
 +
- Ticket Cost 13 -> 12
 +
 +
- Variant tweaks or changes
 +
- Mithras G, Oro E, Xerxes D, Commando E, Corsair B, Karnov B, Osiris B, Rusalka F, Sparrowhawk Prime, Bushwacker E, Corsair Prime.
 +
 +
------ VISUAL -------
 +
 +
- Added Three new Camo patterns; WaspblackGreen, WaspblackBlue, WaspblackPurple.
 +
 +
- Added/finished cockpit art to the following assets:
 +
-Avar -Masakari -Archangel -Warhammer
 +
-Sulla -Shadowcat -Atlas -Hawkmoth
 +
-Visigoth -Solitaire -Chimera -Karnov(sortof...)
 +
-Bloodasp -Uller -Avatar -Novacat
 +
-Cougar -Anhur -Fafnir
 +
-Daishi -Corsair -Hollander
 +
-Loki -Shiva -Orion
 +
-MKII -SparrowHawk -Thanatos
 +
 +
-Added normal maps for following existing cockpits:
 +
-Commando
 +
-Sunder
 +
-CauldronBorn
 +
 +
-Fixed wonky UVs causing stretchy textures in Uziel cockpit.
 +
 +
------ BUG FIXES ------
 +
 +
- Fixed syntax error in actionmaps.xml/defaultprofile/actionmapper which was causing some binds to not stick/constantly reset.
 +
- Fixed Jumping Orions sometimes losing all jumpjet fuel and gaining infinite heat capacity (missing leg mass).
 +
- Fixed missing RecoillessRifle modifiers on the Regulator.
 +
- Restored a half ton of Ryoken B which was missing.
 +
 +
---- GAME SYSTEMS -----
 +
 +
- Updated graphics.cfg to include most of the updated balanced user.cfg setting used on the wiki. Better shadow rendering, SSAO on by default for everything not to look so dull/flat, dyntexmaxsize to reduce fps drops on texture heavy locations.
 +
Also included the function hot keys from the wiki that do:
 +
    F4 toggles shadow rendering (disabling all shadows will increase FPS)
 +
  F9 toggles Shader post processing (Very slightly increases FPS but some maps look dull / desaturated with it disabled, removes depth of field blur effect while zooming, removes god-rays and shimmering underwater effects)
 +
  F10 toggles Crysis's FPS counter
 +
    F11 toggles net_channelstats - use to diagnose red-x / lossy connection to servers. Check the troubleshooting wiki for net_channelstats details
 +
  PAUSE toggles HUD - for screenshots
 +
</pre>
 +
 +
 +
===0.16.1===
 +
'''Release date:''' 25 July 2023<br>
 +
'''Standalone:''' Yes<br>
 +
'''Changelog:'''<br>
 +
<pre class="mw-collapsible ">
 +
-----------------------------------------
 +
--------- KNOWN ISSUES - 0.16.1 --------
 +
-----------------------------------------
 +
 +
------ GAMEPLAY -------
 +
 +
- If you are lucky, your pulse lasers occasionally will fire an additional laser pulse. Despite being useful in some situations, this is not intended. Sorry! :)
 +
- In the Coupled Unlocked mode, when the reticule is very close to the center of the screen, the torso will stop moving, but the reticule will keep trying to recenter.
 +
- BA SRMs always update in the HUD correctly whether they are selected or not, but only after they have been selected once after a respawn happened. After they have been selected, weapons can be switched, and they will always update correctly.
 +
- When left empty, each BA SRM tube needs to be manually reloaded (can be initiated by using the fire button)
 +
- BA hardmount MG cannot be fired during SRM reload while the SRM are selected
 +
- BA arm remains in position when hardmount MG is expended - weapon switch clears it
 +
- BA hardmount MG triggers "reloading" state on one of the SRM indicators when they are selected
 +
- BA hardmount MG lacks a muzzleflash effect. (it was heavily bugged) Tracers still work properly, however.
 +
- Bpod hit detection remains buggy
 +
- In rare cases directly after buying an asset, a mixed weapon group will only fire for one cycle and then stop. Works normally after that.
 +
- BA will show up as both air and surface targets
 +
- Upon entering a Heavy Vtol your Free Reticule setting will be forced to On (Off is not supported on them) since this is a global setting, next time you get in a mech it will still be on, so if you prefer off in mechs you will need to press the button to turn it off every time after you take a heavy vtol.
 +
 +
---- GAME SYSTEMS -----
 +
 +
- Crashes can happen. Workarounds are available in the Troubleshooting guide.
 +
- You might get stuck in the connecting screen. This depends on your ISP, but if that happens, a workaround is available in our Troubleshooting guide.
 +
 +
------- AUDIO ---------
 +
 +
- Due to a hack required for new leg sets and animations to create footstep sounds and footstep effects, all mechs will play one footstep sound anytime they come to a complete stop even though they are not moving.
 +
 +
-------- MAPS ---------
 +
 +
- TC_Palisades: Both ASF factories will only build one ASF at a time.
 +
- TC_Tukayyid trees may still cause some convergence issues when aiming directly at them. We are working on a permanent solution to this, but the most prominent issue with the trees has been resolved
 +
- TC_Scorched on low settings may cause blinding issues in the water
 +
 +
-------- HUD ----------
 +
 +
- Certain HUD elements might overlap other UI elements.
 +
- BA SRM ammo counter does not update until the weapon was selected and the reload on them was triggered once
 +
- There is a hang up in frames when you switch targets when using the tank HUD.
 +
- BA SRM ammo counter states you have one ammo when you spawn, which you do not. This could not be easily fixed as it is a default state problem rather than it reading your actual ammo. Once you switch to the weapon, it will read your actual ammo and update.
 +
 +
------ CONTROLS -------
 +
 +
- DirectInput Joystick support has been removed due to instability. You can continue using your joystick by following this guide: https://wiki.mechlivinglegends.net/index.php/Joystick_Setup
 +
 +
-------- VISUAL -------
 +
 +
- Sometimes solid yellow camo looks like gold on certain assets
 +
 +
-----------------------------------------
 +
------------- VERSION 0.16.1 ------------
 +
-----------------------------------------
 +
 +
----- GAMEPLAY ------
 +
 +
- Karnov
 +
- Moved some armor from wings to body
 +
- Increased average max forward speed up to ~181kph from ~161kph
 +
- Ticket cost 10->9
 +
- Tier 11->9
 +
- Base Chassis cost reduced by 10k
 +
- Turned mounted RL10s on wings inward by 1 degree to help with convergence
 +
- Removed Heavy Kinetic Bonus Modifier, reduced Light Kinetic Bonus Modifier to 1.05 from 1.15
 +
- Anhur
 +
- Moved some armor from wings to body
 +
- Increased average max forward speed up to ~181kph from ~161kph
 +
- Ticket cost 11->10
 +
- Tier 12->11
 +
- Base Chassis cost reduced by 10k
 +
- Removed Heavy Kinetic Bonus Modifier, reduced Light Kinetic Bonus Modifier to 1.05 from 1.15
 +
 +
- Black Lanner
 +
- Ticket cost 8->10
 +
- Tier 9->10
 +
 +
- Ryoken
 +
- Ticket cost 10->9
 +
- Base Chassis cost reduced by 1k
 +
 +
- Variant tweaks or changes
 +
- Oro E, Behemoth B, Karnov Prime/B/E, Anhur B
 +
 +
------ BUG FIXES ------
 +
 +
- Fix for bug where whenever anyone entered an Hvtol all players in server were forced out of Locked Reticule Mode.
 +
- Fixed missing Cougar B radar
 +
- Fixed missing ammo inventories for Hawkmoth and Anhur
 +
</pre>
 +
 +
===0.16.0===
 +
'''Release date:''' 22 July 2023<br>
 +
'''Standalone:''' Yes<br>
 +
'''Changelog:'''<br>
 +
<pre class="mw-collapsible ">
 +
-----------------------------------------
 +
--------- KNOWN ISSUES - 0.16.0 ---------
 +
-----------------------------------------
 +
 +
------ GAMEPLAY -------
 +
 +
- If you are lucky, your pulse lasers occasionally will fire an additional laser pulse. Despite being useful in some situations, this is not intended. Sorry! :)
 +
- In the Coupled Unlocked mode, when the reticule is very close to the center of the screen, the torso will stop moving, but the reticule will keep trying to recenter.
 +
- BA SRMs always update in the HUD correctly whether they are selected or not, but only after they have been selected once after a respawn happened. After they have been selected, weapons can be switched, and they will always update correctly.
 +
- When left empty, each BA SRM tube needs to be manually reloaded (can be initiated by using the fire button)
 +
- BA hardmount MG cannot be fired during SRM reload while the SRM are selected
 +
- BA arm remains in position when hardmount MG is expended - weapon switch clears it
 +
- BA hardmount MG triggers "reloading" state on one of the SRM indicators when they are selected
 +
- BA hardmount MG lacks a muzzleflash effect. (it was heavily bugged) Tracers still work properly, however.
 +
- Bpod hit detection remains buggy
 +
- In rare cases directly after buying an asset, a mixed weapon group will only fire for one cycle and then stop. Works normally after that.
 +
- BA will show up as both air and surface targets
 +
- Upon entering a Heavy Vtol your Free Reticule setting will be forced to On (Off is not supported on them) since this is a global setting, next time you get in a mech it will still be on, so if you prefer off in mechs you will need to press the button to turn it off every time after you take a heavy vtol.
 +
 +
---- GAME SYSTEMS -----
 +
 +
- Crashes can happen. Workarounds are available in the Troubleshooting guide.
 +
- You might get stuck in the connecting screen. This depends on your ISP, but if that happens, a workaround is available in our Troubleshooting guide.
 +
 +
------- AUDIO ---------
 +
 +
- Due to a hack required for new leg sets and animations to create footstep sounds and footstep effects, all mechs will play one footstep sound anytime they come to a complete stop even though they are not moving.
 +
 +
-------- MAPS ---------
 +
 +
- TC_Palisades: Both ASF factories will only build one ASF at a time.
 +
- TC_Tukayyid trees may still cause some convergence issues when aiming directly at them. We are working on a permanent solution to this, but the most prominent issue with the trees has been resolved
 +
- TC_Scorched on low settings may cause blinding issues in the water
 +
 +
-------- HUD ----------
 +
 +
- Certain HUD elements might overlap other UI elements.
 +
- BA SRM ammo counter does not update until the weapon was selected and the reload on them was triggered once
 +
- There is a hang up in frames when you switch targets when using the tank HUD.
 +
- BA SRM ammo counter states you have one ammo when you spawn, which you do not. This could not be easily fixed as it is a default state problem rather than it reading your actual ammo. Once you switch to the weapon, it will read your actual ammo and update.
 +
 +
------ CONTROLS -------
 +
 +
- DirectInput Joystick support has been removed due to instability. You can continue using your joystick by following this guide: https://wiki.mechlivinglegends.net/index.php/Joystick_Setup
 +
 +
-------- VISUAL -------
 +
 +
- Sometimes solid yellow camo looks like gold on certain assets
 +
 +
-----------------------------------------
 +
------------- VERSION 0.16.0 ------------
 +
-----------------------------------------
 +
 +
---- GAME SYSTEMS -----
 +
 +
- Added sv_Leaguemode_buy_anywhere function allowing you to purchase any asset anywhere in the field via console command (I.E. buy IS_CommandoPrime or buy CL_OroD)
 +
- Added sv_leaguemode_instant_factory setting to build all assets in 1 second.
 +
- Added sv_leaguemode_warntime setting to configure duration (in seconds) of leaguemode activation HUD window.
 +
----- GAMEPLAY ------
 +
 +
- New Assets
 +
- New InnerSphere Heavy Vtol Gunship Karnov (60t); ticket cost 10; tier 11
 +
- New Clan Heavy Vtol Gunship Anhur (60t); ticket cost 11; tier 12
 +
Heavy Gunship Vtols are built off extrapolated rules for "support vehicles" and increased VTOL suspension factor beyond 25 tons.
 +
They generally are slower and turn and pitch slower (relatively much slower) compared to Light Vtols.
 +
In return, they have free reticule enabled and most all thier weapons in articulated turrets so they can obtain and track targets even with poor pitch and yaw speeds.
 +
In addition, half of the variants of the Anhur and Karnov have an Infatry Bay allowing BA to spawn and the other half have an Ammo Bay allowing nearby friendlies to reload. All variants have seats for BA ferrying.
 +
- Weapons
 +
- New Clan weapon AP Gauss Array (Anhur exclusive); fires high rate of fire fast flying burst of shots; the array contains 3 AP Gauss, each array has roughly the damage of three small lasers against vehicles plus light kinetic.
 +
- New InnerSphere weapon RocketLauncher-10 (Karnov exclusive); fires slow stream of high splash rockets directly forward; does not support free ton reloads.
 +
- Flamer damage modifier against vehicles increased to x0.1 from x0.025
 +
- Halved fire rate on air LBX5/10/20 and decreased to a third on the air LBX2. Splash damage is on air LBX to help them be more useful against ground and air targets from further away shooting from ASF, however their inclusion on Vtols was causing them to achieve far more DPS than intended.
 +
  Since ASF require another strafe set up to fire again, ASF should not be affected by these nerfs, Vtols however will retain the splash LBX versions but will be much more affected by these refire delays. The new refire times equalize their overall DPS with their ground versions when taking into account the additional splash damage.
 +
- Restored some splash radius back to air LBX5 following firerate change.
 +
- Reduced max ranage of Light Gauss on Vtols to 950 from 1200m.
 +
- Reduced max range of Air LBX2 to 1000m from 1350m.
 +
- Walked back some nerfs to the Cluser Arrow-IVs since they became useless.
 +
- Increased StreakSRM ammo per ton to 96 from 72; Increased inner splash by 0.1m; increased turn speed by 5; decreased offset factor(spread) by .05.
 +
- Returned HVAC/10 Ammo to Light Kinetic type.
 +
- Increased MPL range to 450m from 400m
 +
- Increased MXPL heat per shot to 3.8 from 3.4
 +
- Increased AC/20 heat per shot to 22 from 12
 +
- Reduced damage on UAC2 to 11 from 13
 +
- Normalized all Thunderbolt Fire Rates to match the Tbolt-20; better fire rate per launcher size was meant to benefit LRMs not Tbolts.
 +
- Reduced the amount of errant missiles in MRM40 missing even large targets
 +
- Increased Snubnose Thumper speed to 400 from 350, decreased bullet drop by 10%.
 +
- Increased cost of Vtol RAC5 (on hawkmoth) by 2k.
 +
- Donar
 +
- Increased ticket cost 4->5
 +
- Increased drag for up/down and left/right movement, also reduced engine power for lateral and descending movement.
 +
- Increased Missile Damage modifier to x1.0 from x0.85
 +
 +
- Hawkmoth
 +
- Fleshed out buildrules which had been vague since their introduction; lost 1 ton of armor as a result. (CBT Donar has far more armor than the CBT Hawkmoth, it is not as severe in MWLL but a difference is now respected)
 +
- Increased drag for up/down and left/right movement, also reduced engine power for lateral and descending movement.
 +
- Increased Missile Damage modifier to x1.0 from x0.85
 +
 +
- Orion
 +
- Darkened diffuse texture on material of default gunmetal paint to better match other assets.
 +
 +
- Hephaestus
 +
- Moved LRM20 on Heph A to clan version.
 +
 +
- Regulator
 +
- Moved TAG laser on D variant to the top of the turret.
 +
 +
- Shiva
 +
- Reduced Base Chassis Price of Attacker Class by 4k.
 +
 +
- Variant tweaks or changes
 +
- Schrek C - Avar A, B, C, D, G - Blanner D - CauldronBorn B, D - Cougar B - Orion G - Mauler C, G - Hollander C - Demolisher F - Catapult G - Avatar E - Archangel B - Locust C, D - Hellhound G - Huit D - Hephaestus A - Oro E - Shiva E - Behemoth P,B - Loki G - Hawkmoth C
 +
 +
------ BUG FIXES ------
 +
 +
- Reworked and improved Air Thunderbolts against all aircraft, previously they were extremely inconsistent depending on which ASF they were hitting and doing poor damage to Vtols overall.
 +
- Base LAMS will now shoot down Air Thunderbolts.
 +
- Rerouted missing texture pointers on BA Claw and BA Mgun
 +
- Reexported Longinus textures with correct settings (may have caused instability on DX10)
 +
 +
------ VISUAL ------
 +
 +
- Orion
 +
- Darkened diffuse texture on material of default gunmetal paint to better match other assets.
 +
 +
------ CONTROLS ------
 +
 +
- Removed Free Reticule settings from Mech tab in actionmapper and moved to Vehicle.
 +
- Updated Actionmaps version (beware this will reset your controls to default settings)
 +
 +
</pre>
 +
 
===0.15.4===
 
===0.15.4===
'''Release date:''' 5 July 2022<br>
+
'''Release date:''' 21 August 2022<br>
 
'''Standalone:''' Yes<br>
 
'''Standalone:''' Yes<br>
 
'''Changelog:'''<br>
 
'''Changelog:'''<br>

Latest revision as of 20:34, 18 December 2024

Mechwarrior: Living Legends was first released on 27 December 2009. Since then several versions were released. This page covers the Mod changelogs for each release.


Versions history

0.17.4

Release date: 18 December 2024
Standalone: Yes
Changelog:

[Collapse]
----------------------------------------- --------- KNOWN ISSUES - 0.17.4 -------- ----------------------------------------- ------ GAMEPLAY ------- - If you are lucky, your pulse lasers occasionally will fire an additional laser pulse. Despite being useful in some situations, this is not intended. Sorry! :) - In the Coupled Unlocked mode, when the reticule is very close to the center of the screen, the torso will stop moving, but the reticule will keep trying to recenter. - BA SRMs always update in the HUD correctly whether they are selected or not, but only after they have been selected once after a respawn happened. After they have been selected, weapons can be switched, and they will always update correctly. - When left empty, each BA SRM tube needs to be manually reloaded (can be initiated by using the fire button) - BA hardmount MG cannot be fired during SRM reload while the SRM are selected - BA arm remains in position when hardmount MG is expended - weapon switch clears it - BA hardmount MG triggers "reloading" state on one of the SRM indicators when they are selected - BA hardmount MG lacks a muzzleflash effect. (it was heavily bugged) Tracers still work properly, however. - Bpod hit detection remains buggy - In rare cases directly after buying an asset, a mixed weapon group will only fire for one cycle and then stop. Works normally after that. - BA will show up as both air and surface targets - Upon entering a Heavy Vtol your Free Reticule setting will be forced to On (Off is not supported on them) since this is a global setting, next time you get in a mech it will still be on, so if you prefer off in mechs you will need to press the button to turn it off every time after you take a heavy vtol. - Spawning into Hvtols is disallowing BA weapon purchases due to the bugzone flag not getting updated correctly; thus it depends on if you were in a buy zone when you died whether it will work or not. ---- GAME SYSTEMS ----- - Crashes can happen. Workarounds are available in the Troubleshooting guide. - You might get stuck in the connecting screen. This depends on your ISP, but if that happens, a workaround is available in our Troubleshooting guide. ------- AUDIO --------- - Due to a hack required for new leg sets and animations to create footstep sounds and footstep effects, all mechs will play one footstep sound anytime they come to a complete stop even though they are not moving. -------- MAPS --------- - TC_Palisades: Both ASF factories will only build one ASF at a time. - TC_Tukayyid trees may still cause some convergence issues when aiming directly at them. We are working on a permanent solution to this, but the most prominent issue with the trees has been resolved - TC_Scorched on low settings may cause blinding issues in the water -------- HUD ---------- - Certain HUD elements might overlap other UI elements. - BA SRM ammo counter does not update until the weapon was selected and the reload on them was triggered once - There is a hang up in frames when you switch targets when using the tank HUD. - BA SRM ammo counter states you have one ammo when you spawn, which you do not. This could not be easily fixed as it is a default state problem rather than it reading your actual ammo. Once you switch to the weapon, it will read your actual ammo and update. ------ CONTROLS ------- - DirectInput Joystick support has been removed due to instability. You can continue using your joystick by following this guide: https://wiki.mechlivinglegends.net/index.php/Joystick_Setup -------- VISUAL ------- - Enabling R_TexturesStreaming 1 will result in several material features being unsupported, which will cause several unintended graphical problems. - Sometimes solid yellow camo looks like gold on certain assets - Sometimes darker camos will appear to have a uniform sheen over them in certain lighting, this is because the gloss in diffalpha feature fails, which many older assets rely on for their specular data. It is unclear why this happens. ----------------------------------------- ------------- VERSION 0.17.4 ------------ ----------------------------------------- ------ GAMEPLAY ------- - Adjusted head hitboxes on the follow assets due to them either being far too large or too small; - Cougar, Daishi, Lobo, Archangel, Atlas (now is the right eye area only), Awesome, Bushwacker, Warhammer. - Madcat MKII - Moved armor from externals into arms. - Daishi - Reduced Base Chassis Cost by 3k. - Variant tweaks or changes MKII A - Daishi A,B - Mithras G - Novacat F - Avatar G - Corsair D. ------ BUG FIXES ------ - Reconfigured hitboxes on the Harasser and Hephaestus to fix several deadzones. - Included Warhammer cockpit glass into main torso geometry rather than as a called up extra part (this was causing problems with hit detection).

0.17.3

Release date: 4 November 2024
Standalone: Yes
Changelog:

[Collapse]
----------------------------------------- --------- KNOWN ISSUES - 0.17.3 -------- ----------------------------------------- ------ GAMEPLAY ------- - If you are lucky, your pulse lasers occasionally will fire an additional laser pulse. Despite being useful in some situations, this is not intended. Sorry! :) - In the Coupled Unlocked mode, when the reticule is very close to the center of the screen, the torso will stop moving, but the reticule will keep trying to recenter. - BA SRMs always update in the HUD correctly whether they are selected or not, but only after they have been selected once after a respawn happened. After they have been selected, weapons can be switched, and they will always update correctly. - When left empty, each BA SRM tube needs to be manually reloaded (can be initiated by using the fire button) - BA hardmount MG cannot be fired during SRM reload while the SRM are selected - BA arm remains in position when hardmount MG is expended - weapon switch clears it - BA hardmount MG triggers "reloading" state on one of the SRM indicators when they are selected - BA hardmount MG lacks a muzzleflash effect. (it was heavily bugged) Tracers still work properly, however. - Bpod hit detection remains buggy - In rare cases directly after buying an asset, a mixed weapon group will only fire for one cycle and then stop. Works normally after that. - BA will show up as both air and surface targets - Upon entering a Heavy Vtol your Free Reticule setting will be forced to On (Off is not supported on them) since this is a global setting, next time you get in a mech it will still be on, so if you prefer off in mechs you will need to press the button to turn it off every time after you take a heavy vtol. ---- GAME SYSTEMS ----- - Crashes can happen. Workarounds are available in the Troubleshooting guide. - You might get stuck in the connecting screen. This depends on your ISP, but if that happens, a workaround is available in our Troubleshooting guide. ------- AUDIO --------- - Due to a hack required for new leg sets and animations to create footstep sounds and footstep effects, all mechs will play one footstep sound anytime they come to a complete stop even though they are not moving. -------- MAPS --------- - TC_Palisades: Both ASF factories will only build one ASF at a time. - TC_Tukayyid trees may still cause some convergence issues when aiming directly at them. We are working on a permanent solution to this, but the most prominent issue with the trees has been resolved - TC_Scorched on low settings may cause blinding issues in the water -------- HUD ---------- - Certain HUD elements might overlap other UI elements. - BA SRM ammo counter does not update until the weapon was selected and the reload on them was triggered once - There is a hang up in frames when you switch targets when using the tank HUD. - BA SRM ammo counter states you have one ammo when you spawn, which you do not. This could not be easily fixed as it is a default state problem rather than it reading your actual ammo. Once you switch to the weapon, it will read your actual ammo and update. ------ CONTROLS ------- - DirectInput Joystick support has been removed due to instability. You can continue using your joystick by following this guide: https://wiki.mechlivinglegends.net/index.php/Joystick_Setup -------- VISUAL ------- - Enabling R_TexturesStreaming 1 will result in several material features being unsupported, which will cause several unintended graphical problems. - Sometimes solid yellow camo looks like gold on certain assets - Sometimes darker camos will appear to have a uniform sheen over them in certain lighting, this is because the gloss in diffalpha feature fails, which many older assets rely on for their specular data. It is unclear why this happens. ----------------------------------------- ------------- VERSION 0.17.3 ------------ ----------------------------------------- ------ BUG FIXES ------ - Added some pointer safety checks to footstep code to prevent crash on build problem.

0.17.2

Release date: 2 November 2024
Standalone: Yes
Changelog:

[Collapse]
----------------------------------------- --------- KNOWN ISSUES - 0.17.2 -------- ----------------------------------------- ------ GAMEPLAY ------- - If you are lucky, your pulse lasers occasionally will fire an additional laser pulse. Despite being useful in some situations, this is not intended. Sorry! :) - In the Coupled Unlocked mode, when the reticule is very close to the center of the screen, the torso will stop moving, but the reticule will keep trying to recenter. - BA SRMs always update in the HUD correctly whether they are selected or not, but only after they have been selected once after a respawn happened. After they have been selected, weapons can be switched, and they will always update correctly. - When left empty, each BA SRM tube needs to be manually reloaded (can be initiated by using the fire button) - BA hardmount MG cannot be fired during SRM reload while the SRM are selected - BA arm remains in position when hardmount MG is expended - weapon switch clears it - BA hardmount MG triggers "reloading" state on one of the SRM indicators when they are selected - BA hardmount MG lacks a muzzleflash effect. (it was heavily bugged) Tracers still work properly, however. - Bpod hit detection remains buggy - In rare cases directly after buying an asset, a mixed weapon group will only fire for one cycle and then stop. Works normally after that. - BA will show up as both air and surface targets - Upon entering a Heavy Vtol your Free Reticule setting will be forced to On (Off is not supported on them) since this is a global setting, next time you get in a mech it will still be on, so if you prefer off in mechs you will need to press the button to turn it off every time after you take a heavy vtol. ---- GAME SYSTEMS ----- - Crashes can happen. Workarounds are available in the Troubleshooting guide. - You might get stuck in the connecting screen. This depends on your ISP, but if that happens, a workaround is available in our Troubleshooting guide. ------- AUDIO --------- - Due to a hack required for new leg sets and animations to create footstep sounds and footstep effects, all mechs will play one footstep sound anytime they come to a complete stop even though they are not moving. -------- MAPS --------- - TC_Palisades: Both ASF factories will only build one ASF at a time. - TC_Tukayyid trees may still cause some convergence issues when aiming directly at them. We are working on a permanent solution to this, but the most prominent issue with the trees has been resolved - TC_Scorched on low settings may cause blinding issues in the water -------- HUD ---------- - Certain HUD elements might overlap other UI elements. - BA SRM ammo counter does not update until the weapon was selected and the reload on them was triggered once - There is a hang up in frames when you switch targets when using the tank HUD. - BA SRM ammo counter states you have one ammo when you spawn, which you do not. This could not be easily fixed as it is a default state problem rather than it reading your actual ammo. Once you switch to the weapon, it will read your actual ammo and update. ------ CONTROLS ------- - DirectInput Joystick support has been removed due to instability. You can continue using your joystick by following this guide: https://wiki.mechlivinglegends.net/index.php/Joystick_Setup -------- VISUAL ------- - Enabling R_TexturesStreaming 1 will result in several material features being unsupported, which will cause several unintended graphical problems. - Sometimes solid yellow camo looks like gold on certain assets - Sometimes darker camos will appear to have a uniform sheen over them in certain lighting, this is because the gloss in diffalpha feature fails, which many older assets rely on for their specular data. It is unclear why this happens. ----------------------------------------- ------------- VERSION 0.17.2 ------------ ----------------------------------------- ----- GAMEPLAY ------ - Increased weapon cost of the Sniper Artillery to 37900 from 32000 - Variant tweaks or changes - Daishi A - Lobo C - Enfield F - Ares B - Lobo - Reduced hitbox sizes for externals to more tightly hug the geometry and reduce the overlap on the torsos and arms. ------ BUG FIXES ------ - Removed some third person camera views from live build which were intended for testing in alpha. - Fix for MKII Arms not using free ret correctly. ------- AUDIO --------- - Added new code to detect non-traditional footfall timings so that mech footstep sounds do not skip over some animations (hellhound walk/commando walk/hellion walk/run) this should allow any further non traditional leg setups to correctly play sounds in the future. -------- VISUAL ------- - Lobo - Reworked running animation to give it both more vertical bob and switching its hip twist to be correctly aligned with which foot it is putting forward, this should also smooth the transition between running and fast walk. - Hellion - Increased hip joint geometry length so that the legs no longer visually seperate from the pelvis when running. - Shiva - Removed geometry from the inner side of the cockpit glass to prevent glare effects from blinding the pilot. - Changed Sniper Artillery visual to match other artillery pieces for better visibility. -------- MAPS --------- - Adjusted Ammo/Repair points among the capture points on TC_Dune.

0.17.1

Release date: 9 August 2024
Standalone: Yes
Changelog:

[Collapse]
----------------------------------------- --------- KNOWN ISSUES - 0.17.1 -------- ----------------------------------------- ------ GAMEPLAY ------- - If you are lucky, your pulse lasers occasionally will fire an additional laser pulse. Despite being useful in some situations, this is not intended. Sorry! :) - In the Coupled Unlocked mode, when the reticule is very close to the center of the screen, the torso will stop moving, but the reticule will keep trying to recenter. - BA SRMs always update in the HUD correctly whether they are selected or not, but only after they have been selected once after a respawn happened. After they have been selected, weapons can be switched, and they will always update correctly. - When left empty, each BA SRM tube needs to be manually reloaded (can be initiated by using the fire button) - BA hardmount MG cannot be fired during SRM reload while the SRM are selected - BA arm remains in position when hardmount MG is expended - weapon switch clears it - BA hardmount MG triggers "reloading" state on one of the SRM indicators when they are selected - BA hardmount MG lacks a muzzleflash effect. (it was heavily bugged) Tracers still work properly, however. - Bpod hit detection remains buggy - In rare cases directly after buying an asset, a mixed weapon group will only fire for one cycle and then stop. Works normally after that. - BA will show up as both air and surface targets - Upon entering a Heavy Vtol your Free Reticule setting will be forced to On (Off is not supported on them) since this is a global setting, next time you get in a mech it will still be on, so if you prefer off in mechs you will need to press the button to turn it off every time after you take a heavy vtol. ---- GAME SYSTEMS ----- - Crashes can happen. Workarounds are available in the Troubleshooting guide. - You might get stuck in the connecting screen. This depends on your ISP, but if that happens, a workaround is available in our Troubleshooting guide. ------- AUDIO --------- - Due to a hack required for new leg sets and animations to create footstep sounds and footstep effects, all mechs will play one footstep sound anytime they come to a complete stop even though they are not moving. - The hellion has two footfalls at full gallop but sounds only play for one, this will be addressed going forward. -------- MAPS --------- - TC_Palisades: Both ASF factories will only build one ASF at a time. - TC_Tukayyid trees may still cause some convergence issues when aiming directly at them. We are working on a permanent solution to this, but the most prominent issue with the trees has been resolved - TC_Scorched on low settings may cause blinding issues in the water -------- HUD ---------- - Certain HUD elements might overlap other UI elements. - BA SRM ammo counter does not update until the weapon was selected and the reload on them was triggered once - There is a hang up in frames when you switch targets when using the tank HUD. - BA SRM ammo counter states you have one ammo when you spawn, which you do not. This could not be easily fixed as it is a default state problem rather than it reading your actual ammo. Once you switch to the weapon, it will read your actual ammo and update. ------ CONTROLS ------- - DirectInput Joystick support has been removed due to instability. You can continue using your joystick by following this guide: https://wiki.mechlivinglegends.net/index.php/Joystick_Setup -------- VISUAL ------- - Enabling R_TexturesStreaming 1 will result in several material features being unsupported, which will cause several unintended graphical problems. - Sometimes solid yellow camo looks like gold on certain assets - Sometimes darker camos will appear to have a uniform sheen over them in certain lighting, this is because the gloss in diffalpha feature fails, which many older assets rely on for their specular data. It is unclear why this happens. ----------------------------------------- ------------- VERSION 0.17.0 ------------ ----------------------------------------- ----- GAMEPLAY ------ - Variant tweaks or changes - Warhammer A,C,D,F - MKII C ------ BUG FIXES ------ - Fixed torso missile weapons helper on Chimera. ---- GAME SYSTEMS ----- - Included a few more textures recompressions.

0.17.0

Release date: 13 July 2024
Standalone: Yes
Changelog:

[Collapse]
----------------------------------------- --------- KNOWN ISSUES - 0.17.0 -------- ----------------------------------------- ------ GAMEPLAY ------- - If you are lucky, your pulse lasers occasionally will fire an additional laser pulse. Despite being useful in some situations, this is not intended. Sorry! :) - In the Coupled Unlocked mode, when the reticule is very close to the center of the screen, the torso will stop moving, but the reticule will keep trying to recenter. - BA SRMs always update in the HUD correctly whether they are selected or not, but only after they have been selected once after a respawn happened. After they have been selected, weapons can be switched, and they will always update correctly. - When left empty, each BA SRM tube needs to be manually reloaded (can be initiated by using the fire button) - BA hardmount MG cannot be fired during SRM reload while the SRM are selected - BA arm remains in position when hardmount MG is expended - weapon switch clears it - BA hardmount MG triggers "reloading" state on one of the SRM indicators when they are selected - BA hardmount MG lacks a muzzleflash effect. (it was heavily bugged) Tracers still work properly, however. - Bpod hit detection remains buggy - In rare cases directly after buying an asset, a mixed weapon group will only fire for one cycle and then stop. Works normally after that. - BA will show up as both air and surface targets - Upon entering a Heavy Vtol your Free Reticule setting will be forced to On (Off is not supported on them) since this is a global setting, next time you get in a mech it will still be on, so if you prefer off in mechs you will need to press the button to turn it off every time after you take a heavy vtol. ---- GAME SYSTEMS ----- - Crashes can happen. Workarounds are available in the Troubleshooting guide. - You might get stuck in the connecting screen. This depends on your ISP, but if that happens, a workaround is available in our Troubleshooting guide. ------- AUDIO --------- - Due to a hack required for new leg sets and animations to create footstep sounds and footstep effects, all mechs will play one footstep sound anytime they come to a complete stop even though they are not moving. -------- MAPS --------- - TC_Palisades: Both ASF factories will only build one ASF at a time. - TC_Tukayyid trees may still cause some convergence issues when aiming directly at them. We are working on a permanent solution to this, but the most prominent issue with the trees has been resolved - TC_Scorched on low settings may cause blinding issues in the water -------- HUD ---------- - Certain HUD elements might overlap other UI elements. - BA SRM ammo counter does not update until the weapon was selected and the reload on them was triggered once - There is a hang up in frames when you switch targets when using the tank HUD. - BA SRM ammo counter states you have one ammo when you spawn, which you do not. This could not be easily fixed as it is a default state problem rather than it reading your actual ammo. Once you switch to the weapon, it will read your actual ammo and update. ------ CONTROLS ------- - DirectInput Joystick support has been removed due to instability. You can continue using your joystick by following this guide: https://wiki.mechlivinglegends.net/index.php/Joystick_Setup -------- VISUAL ------- - Enabling R_TexturesStreaming 1 will result in several material features being unsupported, which will cause several unintended graphical problems. - Sometimes solid yellow camo looks like gold on certain assets - Sometimes darker camos will appear to have a uniform sheen over them in certain lighting, this is because the gloss in diffalpha feature fails, which many older assets rely on for their specular data. It is unclear why this happens. ----------------------------------------- ------------- VERSION 0.17.0 ------------ ----------------------------------------- ----- GAMEPLAY ------ - New Assets - New Clan Light Mech Hellion (30t); ticket cost 3; tier 5 - Note that the called up missile box launchers will count as side torso but will fall off when destroyed and reappear when repaired (like uziel side torsos). This was done because splitting lightmech armor up into externals would be too punishing for survivability and the plug and play nature of the loadouts would make keeping track of them on the paperdoll a chore. -Known issue: the hellion has two footfalls at full gallop but sounds only play for one, this will be addressed going forward. - New Clan Medium Mech Lobo (40t); ticket cost 6; tier 7 - New InnerSphere Medium Mech Enfeild (50t); ticket cost 7; tier 7 - Weapons - ERATMs now have kinetic-air damage type from missile for the purposes of bonus damage against aircraft. This has also resulted in small bonus damage against tanks and hovercraft but since they were quite awful against those assets to begin with the difference will not be too noticable. - Reduced offset_factor(spread) of StreakSRMs to 1.3 from 1.4. Since spread will effectively decrease the further the missile cloud flies, the clan versions were hitting more accurately at their max range than their IS counterparts were hitting at their own maxrange, this should alliviate the problem. - Increased firing speed of the MRM40 so that the total firing time better matches the 30 and 20. - Removed trivial (.003) heat from Mgun firing and set it to 0, while they never gained any heat from firing this might have been reducing cooling while firing by adding nonzero heat. - Reduced maxspread on Mguns to .3 from .4 - Added Vtol_UAC20 variant which flies slower and only to ground max range (~350m) for use on the Anhur. - Shadowcat - Fix for missing halfton on the Prime (went into armor) - Fix for overtonnage on the F; (lost some armor and a heatsink) - Harasser - Retooled massbox and suspension/engine setup in an attempt to address stability issues with remaining upright. - Orion - Changed forward buy rules to be based off engine type rather than speed. All XL engines are backbuy while all Light engines are forward buy. - Warhammer - Reduced base chassis cost by 1k. - Tier 10->9 - Rifleman - Tier 8->9 - Bushwacker - Increased max turn-speed to 1.1 from 1.0 - Warhawk(Masakari) - Increased maxheat curve to 915c from 900c. The warhawk in CBT was based heavily on high heat energy loadouts+targeting computer; since we dont have a targeting computer and our heat system is more punishing to clan mechs overall than it is in CBT, we've slightly increased the heat capacity of the warhawk against all other mechs to help it better standout in its role against competing options. - Anhur/Karnov - Tweaked the following damage modifiers; Energy 1.0x->1.1x; Energy-air 1.05x -> 1.1x; Heavykinetic 1.0x->1.2x. While Hvtol survivability is in a good place when being properly teamshot (as they usually will be) the damage from lasers and Gauss was a bit disappointing when managing to hit them. - Variant tweaks or changes - Regulator Prime, E - Morrigu Prime - Demolisher Prime ------ BUG FIXES ------ - Fixed Warhammer lowerarms not following free reticule properly. - Fixed Huit normals texture being incorrect file type. - Fixed various material errors which may have been taxing the game causing instability. - Fixed Loki lower arms not following free reticule properly and having hitbox issues. - Fixed silent UAC2s on Corsair B - Fixed missing buy menu data on Vtols and Orion falsely claiming to have a STD engine rather than a Lt engine. ------- AUDIO --------- - Note; due to heavily outdated project source files having to be used to add new mech engine sounds, some mech sound tweaks from the past few updates might no longer be included. =/ ---- GAME SYSTEMS ----- - Recompressed and optimized entire texture library for more efficent vram usage; this includes all major paks and resulted in significant storage savings for some of them. Further, this may reduce performance drain from the HUD elements as the were completely uncompressed! - CapturePoint can now be triggered manually, enabling flow graph re-synchronization across clients. (mapper stuff) ------ VISUAL ------ - Retooled the materials and texture sets for every single playable vehicle to save on vram when possible and improve usage of specular layers for better detail visibility. - All camo materials are now based on their original materials rather than a blanket standard one which should mean they better retain their details and look less bland. - Updated default graphics.cfg and autoexec.cfg.

0.16.4

Release date: 29 March 2024
Standalone: Yes
Changelog:

[Collapse]
----------------------------------------- --------- KNOWN ISSUES - 0.16.4 -------- ----------------------------------------- ------ GAMEPLAY ------- - If you are lucky, your pulse lasers occasionally will fire an additional laser pulse. Despite being useful in some situations, this is not intended. Sorry! :) - In the Coupled Unlocked mode, when the reticule is very close to the center of the screen, the torso will stop moving, but the reticule will keep trying to recenter. - BA SRMs always update in the HUD correctly whether they are selected or not, but only after they have been selected once after a respawn happened. After they have been selected, weapons can be switched, and they will always update correctly. - When left empty, each BA SRM tube needs to be manually reloaded (can be initiated by using the fire button) - BA hardmount MG cannot be fired during SRM reload while the SRM are selected - BA arm remains in position when hardmount MG is expended - weapon switch clears it - BA hardmount MG triggers "reloading" state on one of the SRM indicators when they are selected - BA hardmount MG lacks a muzzleflash effect. (it was heavily bugged) Tracers still work properly, however. - Bpod hit detection remains buggy - In rare cases directly after buying an asset, a mixed weapon group will only fire for one cycle and then stop. Works normally after that. - BA will show up as both air and surface targets - Upon entering a Heavy Vtol your Free Reticule setting will be forced to On (Off is not supported on them) since this is a global setting, next time you get in a mech it will still be on, so if you prefer off in mechs you will need to press the button to turn it off every time after you take a heavy vtol. ---- GAME SYSTEMS ----- - Crashes can happen. Workarounds are available in the Troubleshooting guide. - You might get stuck in the connecting screen. This depends on your ISP, but if that happens, a workaround is available in our Troubleshooting guide. ------- AUDIO --------- - Due to a hack required for new leg sets and animations to create footstep sounds and footstep effects, all mechs will play one footstep sound anytime they come to a complete stop even though they are not moving. -------- MAPS --------- - TC_Palisades: Both ASF factories will only build one ASF at a time. - TC_Tukayyid trees may still cause some convergence issues when aiming directly at them. We are working on a permanent solution to this, but the most prominent issue with the trees has been resolved - TC_Scorched on low settings may cause blinding issues in the water -------- HUD ---------- - Certain HUD elements might overlap other UI elements. - BA SRM ammo counter does not update until the weapon was selected and the reload on them was triggered once - There is a hang up in frames when you switch targets when using the tank HUD. - BA SRM ammo counter states you have one ammo when you spawn, which you do not. This could not be easily fixed as it is a default state problem rather than it reading your actual ammo. Once you switch to the weapon, it will read your actual ammo and update. ------ CONTROLS ------- - DirectInput Joystick support has been removed due to instability. You can continue using your joystick by following this guide: https://wiki.mechlivinglegends.net/index.php/Joystick_Setup -------- VISUAL ------- - Sometimes solid yellow camo looks like gold on certain assets ----------------------------------------- ------------- VERSION 0.16.4 ------------ ----------------------------------------- ------ BUG FIXES ------ - Fixed Warhammer model lacking lower arms causing both arms to take damage regardless of where the model is hit. ------- AUDIO --------- - Repacked the three audio paks and removed their compression to assist with audio queues loading smoothly as they're called. ---- GAME SYSTEMS ----- - Reverted code changes introduced to prevent problems with the free reticule cvar toggle in order to help debug possible causes of the audio vine boom bug.

0.16.3

Release date: 20 February 2024
Standalone: Yes
Changelog:

[Collapse]
----------------------------------------- --------- KNOWN ISSUES - 0.16.3 -------- ----------------------------------------- ------ GAMEPLAY ------- - If you are lucky, your pulse lasers occasionally will fire an additional laser pulse. Despite being useful in some situations, this is not intended. Sorry! :) - In the Coupled Unlocked mode, when the reticule is very close to the center of the screen, the torso will stop moving, but the reticule will keep trying to recenter. - BA SRMs always update in the HUD correctly whether they are selected or not, but only after they have been selected once after a respawn happened. After they have been selected, weapons can be switched, and they will always update correctly. - When left empty, each BA SRM tube needs to be manually reloaded (can be initiated by using the fire button) - BA hardmount MG cannot be fired during SRM reload while the SRM are selected - BA arm remains in position when hardmount MG is expended - weapon switch clears it - BA hardmount MG triggers "reloading" state on one of the SRM indicators when they are selected - BA hardmount MG lacks a muzzleflash effect. (it was heavily bugged) Tracers still work properly, however. - Bpod hit detection remains buggy - In rare cases directly after buying an asset, a mixed weapon group will only fire for one cycle and then stop. Works normally after that. - BA will show up as both air and surface targets - Upon entering a Heavy Vtol your Free Reticule setting will be forced to On (Off is not supported on them) since this is a global setting, next time you get in a mech it will still be on, so if you prefer off in mechs you will need to press the button to turn it off every time after you take a heavy vtol. ---- GAME SYSTEMS ----- - Crashes can happen. Workarounds are available in the Troubleshooting guide. - You might get stuck in the connecting screen. This depends on your ISP, but if that happens, a workaround is available in our Troubleshooting guide. ------- AUDIO --------- - Due to a hack required for new leg sets and animations to create footstep sounds and footstep effects, all mechs will play one footstep sound anytime they come to a complete stop even though they are not moving. -------- MAPS --------- - TC_Palisades: Both ASF factories will only build one ASF at a time. - TC_Tukayyid trees may still cause some convergence issues when aiming directly at them. We are working on a permanent solution to this, but the most prominent issue with the trees has been resolved - TC_Scorched on low settings may cause blinding issues in the water -------- HUD ---------- - Certain HUD elements might overlap other UI elements. - BA SRM ammo counter does not update until the weapon was selected and the reload on them was triggered once - There is a hang up in frames when you switch targets when using the tank HUD. - BA SRM ammo counter states you have one ammo when you spawn, which you do not. This could not be easily fixed as it is a default state problem rather than it reading your actual ammo. Once you switch to the weapon, it will read your actual ammo and update. ------ CONTROLS ------- - DirectInput Joystick support has been removed due to instability. You can continue using your joystick by following this guide: https://wiki.mechlivinglegends.net/index.php/Joystick_Setup -------- VISUAL ------- - Sometimes solid yellow camo looks like gold on certain assets ----------------------------------------- ------------- VERSION 0.16.3 ------------ ----------------------------------------- ------ BUG FIXES ------ - Rebuilt Gamedata.pak to fix leaked HAG20 modification (was used to record sound for APG) which should'nt have been in live build. SOUND BUG IS BEING INVESTIGATED BUT NO LEADS SO FAR, TAKE CARE USING HEADPHONES WHILE PLAYING

0.16.2

Release date: 9 February 2024
Standalone: Yes
Changelog:

[Collapse]
----------------------------------------- --------- KNOWN ISSUES - 0.16.2 -------- ----------------------------------------- ------ GAMEPLAY ------- - If you are lucky, your pulse lasers occasionally will fire an additional laser pulse. Despite being useful in some situations, this is not intended. Sorry! :) - In the Coupled Unlocked mode, when the reticule is very close to the center of the screen, the torso will stop moving, but the reticule will keep trying to recenter. - BA SRMs always update in the HUD correctly whether they are selected or not, but only after they have been selected once after a respawn happened. After they have been selected, weapons can be switched, and they will always update correctly. - When left empty, each BA SRM tube needs to be manually reloaded (can be initiated by using the fire button) - BA hardmount MG cannot be fired during SRM reload while the SRM are selected - BA arm remains in position when hardmount MG is expended - weapon switch clears it - BA hardmount MG triggers "reloading" state on one of the SRM indicators when they are selected - BA hardmount MG lacks a muzzleflash effect. (it was heavily bugged) Tracers still work properly, however. - Bpod hit detection remains buggy - In rare cases directly after buying an asset, a mixed weapon group will only fire for one cycle and then stop. Works normally after that. - BA will show up as both air and surface targets - Upon entering a Heavy Vtol your Free Reticule setting will be forced to On (Off is not supported on them) since this is a global setting, next time you get in a mech it will still be on, so if you prefer off in mechs you will need to press the button to turn it off every time after you take a heavy vtol. ---- GAME SYSTEMS ----- - Crashes can happen. Workarounds are available in the Troubleshooting guide. - You might get stuck in the connecting screen. This depends on your ISP, but if that happens, a workaround is available in our Troubleshooting guide. ------- AUDIO --------- - Due to a hack required for new leg sets and animations to create footstep sounds and footstep effects, all mechs will play one footstep sound anytime they come to a complete stop even though they are not moving. -------- MAPS --------- - TC_Palisades: Both ASF factories will only build one ASF at a time. - TC_Tukayyid trees may still cause some convergence issues when aiming directly at them. We are working on a permanent solution to this, but the most prominent issue with the trees has been resolved - TC_Scorched on low settings may cause blinding issues in the water -------- HUD ---------- - Certain HUD elements might overlap other UI elements. - BA SRM ammo counter does not update until the weapon was selected and the reload on them was triggered once - There is a hang up in frames when you switch targets when using the tank HUD. - BA SRM ammo counter states you have one ammo when you spawn, which you do not. This could not be easily fixed as it is a default state problem rather than it reading your actual ammo. Once you switch to the weapon, it will read your actual ammo and update. ------ CONTROLS ------- - DirectInput Joystick support has been removed due to instability. You can continue using your joystick by following this guide: https://wiki.mechlivinglegends.net/index.php/Joystick_Setup -------- VISUAL ------- - Sometimes solid yellow camo looks like gold on certain assets ----------------------------------------- ------------- VERSION 0.16.2 ------------ ----------------------------------------- ----- GAMEPLAY ------ - Increased AC10 projectile speed to 1650 from 1400 - Increased AC20 projectile speed to 1500 from 1200 - Removed unintended ability for SRMs to follow TAGs - Reworked Thunderbolt ammo code to make them functionally similar to other missiles (may make them more consistent) - Rebased all Thunderbolt shared refire rates around a point between the old Tbolt-15 and old Tbolt-10 rates (from Tbolt-20 rate) {read this as faster} - Anhur - Adjusted critical engine modifier to 0.7 engine power from 0.6 to give them minimal ability to fly. - Karnov - Adjusted critical engine modifier to 0.7 engine power from 0.6 to give them minimal ability to fly. - Adjusted hitboxes on engines so that they're protected on sides by wing hitboxes so that you will no longer instnantly lose engines if you bump into objects from the side. - Masakari - Reduced size of torso by ~5% on all axis. - Reworked hitboxes. - Moved torso missile spawn points forward to help prevent missiles appearing to spawn in cockpit effect. - Cbill Tier 14 -> 12 - Ticket Cost 13 -> 12 - Variant tweaks or changes - Mithras G, Oro E, Xerxes D, Commando E, Corsair B, Karnov B, Osiris B, Rusalka F, Sparrowhawk Prime, Bushwacker E, Corsair Prime. ------ VISUAL ------- - Added Three new Camo patterns; WaspblackGreen, WaspblackBlue, WaspblackPurple. - Added/finished cockpit art to the following assets: -Avar -Masakari -Archangel -Warhammer -Sulla -Shadowcat -Atlas -Hawkmoth -Visigoth -Solitaire -Chimera -Karnov(sortof...) -Bloodasp -Uller -Avatar -Novacat -Cougar -Anhur -Fafnir -Daishi -Corsair -Hollander -Loki -Shiva -Orion -MKII -SparrowHawk -Thanatos -Added normal maps for following existing cockpits: -Commando -Sunder -CauldronBorn -Fixed wonky UVs causing stretchy textures in Uziel cockpit. ------ BUG FIXES ------ - Fixed syntax error in actionmaps.xml/defaultprofile/actionmapper which was causing some binds to not stick/constantly reset. - Fixed Jumping Orions sometimes losing all jumpjet fuel and gaining infinite heat capacity (missing leg mass). - Fixed missing RecoillessRifle modifiers on the Regulator. - Restored a half ton of Ryoken B which was missing. ---- GAME SYSTEMS ----- - Updated graphics.cfg to include most of the updated balanced user.cfg setting used on the wiki. Better shadow rendering, SSAO on by default for everything not to look so dull/flat, dyntexmaxsize to reduce fps drops on texture heavy locations. Also included the function hot keys from the wiki that do: F4 toggles shadow rendering (disabling all shadows will increase FPS) F9 toggles Shader post processing (Very slightly increases FPS but some maps look dull / desaturated with it disabled, removes depth of field blur effect while zooming, removes god-rays and shimmering underwater effects) F10 toggles Crysis's FPS counter F11 toggles net_channelstats - use to diagnose red-x / lossy connection to servers. Check the troubleshooting wiki for net_channelstats details PAUSE toggles HUD - for screenshots


0.16.1

Release date: 25 July 2023
Standalone: Yes
Changelog:

[Collapse]
----------------------------------------- --------- KNOWN ISSUES - 0.16.1 -------- ----------------------------------------- ------ GAMEPLAY ------- - If you are lucky, your pulse lasers occasionally will fire an additional laser pulse. Despite being useful in some situations, this is not intended. Sorry! :) - In the Coupled Unlocked mode, when the reticule is very close to the center of the screen, the torso will stop moving, but the reticule will keep trying to recenter. - BA SRMs always update in the HUD correctly whether they are selected or not, but only after they have been selected once after a respawn happened. After they have been selected, weapons can be switched, and they will always update correctly. - When left empty, each BA SRM tube needs to be manually reloaded (can be initiated by using the fire button) - BA hardmount MG cannot be fired during SRM reload while the SRM are selected - BA arm remains in position when hardmount MG is expended - weapon switch clears it - BA hardmount MG triggers "reloading" state on one of the SRM indicators when they are selected - BA hardmount MG lacks a muzzleflash effect. (it was heavily bugged) Tracers still work properly, however. - Bpod hit detection remains buggy - In rare cases directly after buying an asset, a mixed weapon group will only fire for one cycle and then stop. Works normally after that. - BA will show up as both air and surface targets - Upon entering a Heavy Vtol your Free Reticule setting will be forced to On (Off is not supported on them) since this is a global setting, next time you get in a mech it will still be on, so if you prefer off in mechs you will need to press the button to turn it off every time after you take a heavy vtol. ---- GAME SYSTEMS ----- - Crashes can happen. Workarounds are available in the Troubleshooting guide. - You might get stuck in the connecting screen. This depends on your ISP, but if that happens, a workaround is available in our Troubleshooting guide. ------- AUDIO --------- - Due to a hack required for new leg sets and animations to create footstep sounds and footstep effects, all mechs will play one footstep sound anytime they come to a complete stop even though they are not moving. -------- MAPS --------- - TC_Palisades: Both ASF factories will only build one ASF at a time. - TC_Tukayyid trees may still cause some convergence issues when aiming directly at them. We are working on a permanent solution to this, but the most prominent issue with the trees has been resolved - TC_Scorched on low settings may cause blinding issues in the water -------- HUD ---------- - Certain HUD elements might overlap other UI elements. - BA SRM ammo counter does not update until the weapon was selected and the reload on them was triggered once - There is a hang up in frames when you switch targets when using the tank HUD. - BA SRM ammo counter states you have one ammo when you spawn, which you do not. This could not be easily fixed as it is a default state problem rather than it reading your actual ammo. Once you switch to the weapon, it will read your actual ammo and update. ------ CONTROLS ------- - DirectInput Joystick support has been removed due to instability. You can continue using your joystick by following this guide: https://wiki.mechlivinglegends.net/index.php/Joystick_Setup -------- VISUAL ------- - Sometimes solid yellow camo looks like gold on certain assets ----------------------------------------- ------------- VERSION 0.16.1 ------------ ----------------------------------------- ----- GAMEPLAY ------ - Karnov - Moved some armor from wings to body - Increased average max forward speed up to ~181kph from ~161kph - Ticket cost 10->9 - Tier 11->9 - Base Chassis cost reduced by 10k - Turned mounted RL10s on wings inward by 1 degree to help with convergence - Removed Heavy Kinetic Bonus Modifier, reduced Light Kinetic Bonus Modifier to 1.05 from 1.15 - Anhur - Moved some armor from wings to body - Increased average max forward speed up to ~181kph from ~161kph - Ticket cost 11->10 - Tier 12->11 - Base Chassis cost reduced by 10k - Removed Heavy Kinetic Bonus Modifier, reduced Light Kinetic Bonus Modifier to 1.05 from 1.15 - Black Lanner - Ticket cost 8->10 - Tier 9->10 - Ryoken - Ticket cost 10->9 - Base Chassis cost reduced by 1k - Variant tweaks or changes - Oro E, Behemoth B, Karnov Prime/B/E, Anhur B ------ BUG FIXES ------ - Fix for bug where whenever anyone entered an Hvtol all players in server were forced out of Locked Reticule Mode. - Fixed missing Cougar B radar - Fixed missing ammo inventories for Hawkmoth and Anhur

0.16.0

Release date: 22 July 2023
Standalone: Yes
Changelog:

[Collapse]
----------------------------------------- --------- KNOWN ISSUES - 0.16.0 --------- ----------------------------------------- ------ GAMEPLAY ------- - If you are lucky, your pulse lasers occasionally will fire an additional laser pulse. Despite being useful in some situations, this is not intended. Sorry! :) - In the Coupled Unlocked mode, when the reticule is very close to the center of the screen, the torso will stop moving, but the reticule will keep trying to recenter. - BA SRMs always update in the HUD correctly whether they are selected or not, but only after they have been selected once after a respawn happened. After they have been selected, weapons can be switched, and they will always update correctly. - When left empty, each BA SRM tube needs to be manually reloaded (can be initiated by using the fire button) - BA hardmount MG cannot be fired during SRM reload while the SRM are selected - BA arm remains in position when hardmount MG is expended - weapon switch clears it - BA hardmount MG triggers "reloading" state on one of the SRM indicators when they are selected - BA hardmount MG lacks a muzzleflash effect. (it was heavily bugged) Tracers still work properly, however. - Bpod hit detection remains buggy - In rare cases directly after buying an asset, a mixed weapon group will only fire for one cycle and then stop. Works normally after that. - BA will show up as both air and surface targets - Upon entering a Heavy Vtol your Free Reticule setting will be forced to On (Off is not supported on them) since this is a global setting, next time you get in a mech it will still be on, so if you prefer off in mechs you will need to press the button to turn it off every time after you take a heavy vtol. ---- GAME SYSTEMS ----- - Crashes can happen. Workarounds are available in the Troubleshooting guide. - You might get stuck in the connecting screen. This depends on your ISP, but if that happens, a workaround is available in our Troubleshooting guide. ------- AUDIO --------- - Due to a hack required for new leg sets and animations to create footstep sounds and footstep effects, all mechs will play one footstep sound anytime they come to a complete stop even though they are not moving. -------- MAPS --------- - TC_Palisades: Both ASF factories will only build one ASF at a time. - TC_Tukayyid trees may still cause some convergence issues when aiming directly at them. We are working on a permanent solution to this, but the most prominent issue with the trees has been resolved - TC_Scorched on low settings may cause blinding issues in the water -------- HUD ---------- - Certain HUD elements might overlap other UI elements. - BA SRM ammo counter does not update until the weapon was selected and the reload on them was triggered once - There is a hang up in frames when you switch targets when using the tank HUD. - BA SRM ammo counter states you have one ammo when you spawn, which you do not. This could not be easily fixed as it is a default state problem rather than it reading your actual ammo. Once you switch to the weapon, it will read your actual ammo and update. ------ CONTROLS ------- - DirectInput Joystick support has been removed due to instability. You can continue using your joystick by following this guide: https://wiki.mechlivinglegends.net/index.php/Joystick_Setup -------- VISUAL ------- - Sometimes solid yellow camo looks like gold on certain assets ----------------------------------------- ------------- VERSION 0.16.0 ------------ ----------------------------------------- ---- GAME SYSTEMS ----- - Added sv_Leaguemode_buy_anywhere function allowing you to purchase any asset anywhere in the field via console command (I.E. buy IS_CommandoPrime or buy CL_OroD) - Added sv_leaguemode_instant_factory setting to build all assets in 1 second. - Added sv_leaguemode_warntime setting to configure duration (in seconds) of leaguemode activation HUD window. ----- GAMEPLAY ------ - New Assets - New InnerSphere Heavy Vtol Gunship Karnov (60t); ticket cost 10; tier 11 - New Clan Heavy Vtol Gunship Anhur (60t); ticket cost 11; tier 12 Heavy Gunship Vtols are built off extrapolated rules for "support vehicles" and increased VTOL suspension factor beyond 25 tons. They generally are slower and turn and pitch slower (relatively much slower) compared to Light Vtols. In return, they have free reticule enabled and most all thier weapons in articulated turrets so they can obtain and track targets even with poor pitch and yaw speeds. In addition, half of the variants of the Anhur and Karnov have an Infatry Bay allowing BA to spawn and the other half have an Ammo Bay allowing nearby friendlies to reload. All variants have seats for BA ferrying. - Weapons - New Clan weapon AP Gauss Array (Anhur exclusive); fires high rate of fire fast flying burst of shots; the array contains 3 AP Gauss, each array has roughly the damage of three small lasers against vehicles plus light kinetic. - New InnerSphere weapon RocketLauncher-10 (Karnov exclusive); fires slow stream of high splash rockets directly forward; does not support free ton reloads. - Flamer damage modifier against vehicles increased to x0.1 from x0.025 - Halved fire rate on air LBX5/10/20 and decreased to a third on the air LBX2. Splash damage is on air LBX to help them be more useful against ground and air targets from further away shooting from ASF, however their inclusion on Vtols was causing them to achieve far more DPS than intended. Since ASF require another strafe set up to fire again, ASF should not be affected by these nerfs, Vtols however will retain the splash LBX versions but will be much more affected by these refire delays. The new refire times equalize their overall DPS with their ground versions when taking into account the additional splash damage. - Restored some splash radius back to air LBX5 following firerate change. - Reduced max ranage of Light Gauss on Vtols to 950 from 1200m. - Reduced max range of Air LBX2 to 1000m from 1350m. - Walked back some nerfs to the Cluser Arrow-IVs since they became useless. - Increased StreakSRM ammo per ton to 96 from 72; Increased inner splash by 0.1m; increased turn speed by 5; decreased offset factor(spread) by .05. - Returned HVAC/10 Ammo to Light Kinetic type. - Increased MPL range to 450m from 400m - Increased MXPL heat per shot to 3.8 from 3.4 - Increased AC/20 heat per shot to 22 from 12 - Reduced damage on UAC2 to 11 from 13 - Normalized all Thunderbolt Fire Rates to match the Tbolt-20; better fire rate per launcher size was meant to benefit LRMs not Tbolts. - Reduced the amount of errant missiles in MRM40 missing even large targets - Increased Snubnose Thumper speed to 400 from 350, decreased bullet drop by 10%. - Increased cost of Vtol RAC5 (on hawkmoth) by 2k. - Donar - Increased ticket cost 4->5 - Increased drag for up/down and left/right movement, also reduced engine power for lateral and descending movement. - Increased Missile Damage modifier to x1.0 from x0.85 - Hawkmoth - Fleshed out buildrules which had been vague since their introduction; lost 1 ton of armor as a result. (CBT Donar has far more armor than the CBT Hawkmoth, it is not as severe in MWLL but a difference is now respected) - Increased drag for up/down and left/right movement, also reduced engine power for lateral and descending movement. - Increased Missile Damage modifier to x1.0 from x0.85 - Orion - Darkened diffuse texture on material of default gunmetal paint to better match other assets. - Hephaestus - Moved LRM20 on Heph A to clan version. - Regulator - Moved TAG laser on D variant to the top of the turret. - Shiva - Reduced Base Chassis Price of Attacker Class by 4k. - Variant tweaks or changes - Schrek C - Avar A, B, C, D, G - Blanner D - CauldronBorn B, D - Cougar B - Orion G - Mauler C, G - Hollander C - Demolisher F - Catapult G - Avatar E - Archangel B - Locust C, D - Hellhound G - Huit D - Hephaestus A - Oro E - Shiva E - Behemoth P,B - Loki G - Hawkmoth C ------ BUG FIXES ------ - Reworked and improved Air Thunderbolts against all aircraft, previously they were extremely inconsistent depending on which ASF they were hitting and doing poor damage to Vtols overall. - Base LAMS will now shoot down Air Thunderbolts. - Rerouted missing texture pointers on BA Claw and BA Mgun - Reexported Longinus textures with correct settings (may have caused instability on DX10) ------ VISUAL ------ - Orion - Darkened diffuse texture on material of default gunmetal paint to better match other assets. ------ CONTROLS ------ - Removed Free Reticule settings from Mech tab in actionmapper and moved to Vehicle. - Updated Actionmaps version (beware this will reset your controls to default settings)

0.15.4

Release date: 21 August 2022
Standalone: Yes
Changelog:

[Collapse]
----------------------------------------- --------- KNOWN ISSUES - 0.15.4 -------- ----------------------------------------- ------ GAMEPLAY ------- - If you are lucky, your pulse lasers occasionally will fire an additional laser pulse. Despite being useful in some situations, this is not intended. Sorry! :) - In the Coupled Unlocked mode, when the reticule is very close to the center of the screen, the torso will stop moving, but the reticule will keep trying to recenter. - BA SRMs always update in the HUD correctly whether they are selected or not, but only after they have been selected once after a respawn happened. After they have been selected, weapons can be switched, and they will always update correctly. - When left empty, each BA SRM tube needs to be manually reloaded (can be initiated by using the fire button) - BA hardmount MG cannot be fired during SRM reload while the SRM are selected - BA arm remains in position when hardmount MG is expended - weapon switch clears it - BA hardmount MG triggers "reloading" state on one of the SRM indicators when they are selected - BA hardmount MG is not yet textured. - BA hardmount MG lacks a muzzleflash effect. (it was heavily bugged) Tracers still work properly, however. - Bpod hit detection remains buggy - In rare cases directly after buying an asset, a mixed weapon group will only fire for one cycle and then stop. Works normally after that. - BA will show up as both air and surface targets ---- GAME SYSTEMS ----- - Crashes can happen. Workarounds are available in the Troubleshooting guide. - You might get stuck in the connecting screen. This depends on your ISP, but if that happens, a workaround is available in our Troubleshooting guide. ------- AUDIO --------- - Due to a hack required for new leg sets and animations to create footstep sounds and footstep effects, all mechs will play one footstep sound anytime they come to a complete stop even though they are not moving. -------- MAPS --------- - TC_Palisades: Both ASF factories will only build one ASF at a time. - TC_Tukayyid trees may still cause some convergence issues when aiming directly at them. We are working on a permanent solution to this, but the most prominent issue with the trees has been resolved - TC_Scorched on low settings may cause blinding issues in the water -------- HUD ---------- - Certain HUD elements might overlap other UI elements. - BA SRM ammo counter does not update until the weapon was selected and the reload on them was triggered once - There is a hang up in frames when you switch targets when using the tank HUD. - BA SRM ammo counter states you have one ammo when you spawn, which you do not. This could not be easily fixed as it is a default state problem rather than it reading your actual ammo. Once you switch to the weapon, it will read your actual ammo and update. ------ CONTROLS ------- - DirectInput Joystick support has been removed due to instability. You can continue using your joystick by following this guide: https://wiki.mechlivinglegends.net/index.php/Joystick_Setup -------- VISUAL ------- - Sometimes solid yellow camo looks like gold on certain assets ----------------------------------------- ------------- VERSION 0.15.4 ------------ ----------------------------------------- ----- GAMEPLAY ------ - Reduced shots in burst on AC/20 to 2 from 3; increased damage per shell to compensate. - Added ServerSpawn flag to LongtomFar and Short ammos - Reduced offset factor on Cluster Arrow IVs to 20 from 25; increased outer explosion radius to 30 from 25. - Variant tweaks or changes Madcat F - CauldronBorn A - Hellhound G - Shiva F - Shiva G - Orion E - Mars D ------ BUG FIXES ------ - Fix for lack of ammo capacity on Daishi C. - Fix for silent UAC2s on Mars C. - Fix for missing Shiva F ammo. - Fix for Shiva G being considered Attacker when it was a Bomber. - Fix for extra DHS on Fafnir E which shouldnt have existed. ------- AUDIO --------- - Reworked Standard Laser firing sounds. Volume and oomph increased on Binary laser cannon firing sound. - Increased volume of engine sounds on IS mechs.

0.15.3

Release date: 5 July 2022
Standalone: Yes
Changelog:

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----------------------------------------- --------- KNOWN ISSUES - 0.15.3 -------- ----------------------------------------- ------ GAMEPLAY ------- - If you are lucky, your pulse lasers occasionally will fire an additional laser pulse. Despite being useful in some situations, this is not intended. Sorry! :) - In the Coupled Unlocked mode, when the reticule is very close to the center of the screen, the torso will stop moving, but the reticule will keep trying to recenter. - BA SRMs always update in the HUD correctly whether they are selected or not, but only after they have been selected once after a respawn happened. After they have been selected, weapons can be switched, and they will always update correctly. - When left empty, each BA SRM tube needs to be manually reloaded (can be initiated by using the fire button) - BA hardmount MG cannot be fired during SRM reload while the SRM are selected - BA arm remains in position when hardmount MG is expended - weapon switch clears it - BA hardmount MG triggers "reloading" state on one of the SRM indicators when they are selected - BA hardmount MG is not yet textured. - BA hardmount MG lacks a muzzleflash effect. (it was heavily bugged) Tracers still work properly, however. - Bpod hit detection remains buggy - In rare cases directly after buying an asset, a mixed weapon group will only fire for one cycle and then stop. Works normally after that. - BA will show up as both air and surface targets ---- GAME SYSTEMS ----- - Crashes can happen. Workarounds are available in the Troubleshooting guide. - You might get stuck in the connecting screen. This depends on your ISP, but if that happens, a workaround is available in our Troubleshooting guide. ------- AUDIO --------- - Due to a hack required for new leg sets and animations to create footstep sounds and footstep effects, all mechs will play one footstep sound anytime they come to a complete stop even though they are not moving. -------- MAPS --------- - TC_Palisades: Both ASF factories will only build one ASF at a time. - TC_Tukayyid trees may still cause some convergence issues when aiming directly at them. We are working on a permanent solution to this, but the most prominent issue with the trees has been resolved - TC_Scorched on low settings may cause blinding issues in the water -------- HUD ---------- - Certain HUD elements might overlap other UI elements. - BA SRM ammo counter does not update until the weapon was selected and the reload on them was triggered once - There is a hang up in frames when you switch targets when using the tank HUD. - BA SRM ammo counter states you have one ammo when you spawn, which you do not. This could not be easily fixed as it is a default state problem rather than it reading your actual ammo. Once you switch to the weapon, it will read your actual ammo and update. ------ CONTROLS ------- - DirectInput Joystick support has been removed due to instability. You can continue using your joystick by following this guide: https://wiki.mechlivinglegends.net/index.php/Joystick_Setup -------- VISUAL ------- - Sometimes solid yellow camo looks like gold on certain assets ----------------------------------------- ------------- VERSION 0.15.3 ------------ ----------------------------------------- ----- GAMEPLAY ------ - Added ServerSpawn flag to LongtomStandardAmmo to see if it forces syncs to avoid ghost shells: it could completely break but only one way to find out :) - Variant tweaks or changes Chevalier Prime ------ BUG FIXES ------ - Fix for Orion center torso LAC5 hitting itself sometimes. - Fix for missing MRM10 ammo inventory on Orion. -------- VISUAL ------- - A few more changes to graphics.cfg to improve the look of maps

0.15.2

Release date: 4 July 2022
Standalone: Yes
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0.15.1

Release date: 29 April 2022
Standalone: Yes
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0.15.0

Release date: 22 April 2022
Standalone: Yes
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0.14.10

Release date: 6 November 2021
Standalone: Yes
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0.14.9

Release date: 1 November 2021
Standalone: Yes
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0.14.8

Release date: 30 October 2021
Standalone: Yes
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0.14.7

Release date: 20 September 2021
Standalone: Yes
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0.14.6

Release date: 18 September 2021
Standalone: Yes
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0.14.5

Release date: 18 September 2021
Standalone: Yes
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0.14.4

Release date: 2 August 2021
Standalone: Yes
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0.14.3

Release date: 22 June 2021
Standalone: Yes
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0.14.2

Release date: 7 June 2021
Standalone: Yes
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0.14.1

Release date: 9 April 2021
Standalone: Yes
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0.14.0

Release date: 3 April 2021
Standalone: Yes
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0.13.4

Release date: 7 February 2021
Standalone: Yes
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0.13.3

Release date: 26 October 2020
Standalone: Yes
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0.13.2

Release date: 24 October 2020
Standalone: Yes
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0.13.1

Release date: 14 October 2020
Standalone: Yes
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0.13.0

Release date: 19 September 2020
Standalone: Yes
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0.12.2

Release date: 11 May 2020
Standalone: Yes
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0.12.1

Release date: 1 May 2020
Standalone: Yes
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0.12.0

Release date: 10 April 2020
Standalone: Yes
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0.11.4

Release date: 19 January 2020
Standalone: Yes
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0.11.3

Release date: 27 December 2019
Standalone: Yes
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0.11.2

Release date: 10 August 2019
Standalone: Yes
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0.11.1

Release date: 26 July 2019
Standalone: Yes
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0.11.0

Release date: 25 July 2019
Standalone: Yes
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0.10.3

Release date: 8 January 2019
Standalone: Yes
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0.10.2

Release date: 5 January 2019
Standalone: Yes
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0.10.1

Release date: 27 October 2018
Standalone: Yes
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0.10.0

Release date: 19 October 2018
Standalone: Yes
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0.9.4

Release date: 28 April 2018
Standalone: Yes
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0.9.3

Release date: 10 March 2018
Standalone: Hotfix
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0.9.2

Release date: 3 March 2018
Standalone: Yes
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0.9.1

Release date: 28 October 2017
Standalone: No
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0.9.0

Release date: 15 October 2017
Standalone: Yes
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0.8.6

Release date: 28 July 2017
Standalone: No
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0.8.5

Release date: 23 May 2017
Standalone: No
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0.8.4

Release date: 14 May 2017
Standalone: No
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0.8.3

Release date: 9 May 2017
Standalone: No
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0.8.2

Release date: 16 December 2016
Standalone: No
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0.8.1

Release date: 02 December 2016
Standalone: No
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0.8.0 Community Edition

Release date: 28 October 2016
Standalone: No
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0.7.1

Release date: 27 January 2013
Standalone: No
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0.7.0

Release date: 16 January 2013
Standalone: No
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0.6.1

Release date: 26 July 2012
Standalone: No
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0.6.0

Release date: 26 July 2012
Standalone: Yes
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0.5.6

Release date: 23 April 2012
Standalone: No
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0.5.5

Release date: 6 February 2012
Standalone: No
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0.5.4

Release date: 20 December 2011
Standalone: No
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0.5.3

Release date: 1 November 2011
Standalone: No
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0.5.2

Release date: 19 October 2011
Standalone: No
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0.5.1

Release date: 29 May 2011
Standalone: No
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0.5.0

Release date: 27 May 2011
Standalone: Yes
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0.4.9

Release date: 16 February 2011
Standalone: No
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0.4.8

Release date: 03 February 2011
Standalone: No
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0.4.7

Release date: 02 February 2011
Standalone: No
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0.4.6

Release date: 01 February 2011
Standalone: No
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0.4.5

Release date: 31 January 2011
Standalone: No
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0.4.4

Release date: 26 January 2011
Standalone: No
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0.4.3

Release date: 02 January 2011
Standalone: No
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0.4.2

Release date: 31 December 2010
Standalone: No
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0.4.1

Release date: 29 December 2010
Standalone: No
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0.4.0

Release date: 29 December 2010
Standalone: Yes
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0.3.2

Release date: 12 July 2010
Standalone: No
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0.3.1

Release date: 23 June 2010
Standalone: No
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0.3.0

Release date: 12 June 2010
Standalone: Yes
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0.2.0

Release date: 25 February 2010
Standalone: Yes
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0.1.0

Release date: 16 January 2010
Standalone: No
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Beta Hotfix 1

Release date: 29 December 2009
Standalone: No
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Beta 1.0

Release date: 27 December 2009
Standalone: Yes