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===
 +
'''Release date:''' 21 August 2022<br>
 +
'''Standalone:''' Yes<br>
 +
'''Changelog:'''<br>
 +
<pre class="mw-collapsible ">
 +
-----------------------------------------
 +
--------- 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.
 +
</pre>
 +
 +
===0.15.3===
 +
'''Release date:''' 5 July 2022<br>
 +
'''Standalone:''' Yes<br>
 +
'''Changelog:'''<br>
 +
<pre class="mw-collapsible ">
 +
-----------------------------------------
 +
--------- 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
 +
 +
</pre>
 +
===0.15.2===
 +
'''Release date:''' 4 July 2022<br>
 +
'''Standalone:''' Yes<br>
 +
'''Changelog:'''<br>
 +
<pre class="mw-collapsible mw-collapsed">
 +
-----------------------------------------
 +
--------- KNOWN ISSUES - 0.15.2 --------
 +
-----------------------------------------
 +
 +
------ 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 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 0.15.2 ------------
 +
-----------------------------------------
 +
 +
 +
------ GAMEPLAY -------
 +
 +
- New Assets
 +
- New Inner Sphere Heavy Mech ; Orion 75t - Ticket cost 10 - Tier 11.
 +
Some variants feature Light Fusion engine which gives side torso transfer rates of 1.4x and back torso 2.0x.
 +
It comes in two speeds, 64kph and 75kph, the 64kph variants are forward buyable to help compete with more expensive clan heavy forward buys.
 +
Note: cockpit texture is not yet done and will be included at further date; foot placement on uneven ground while standing still may cause strange foot twisting like the warhammer, will attempt to fix later.
 +
 +
- Binary Laser Cannon. Slighty more damage than two IS ERLLs but more waste heat and less range. Recieves bonus damage against tanks and air but has a much longer recharge time.
 +
- Light AC/2 ; Light AC/5. Sized down versions of the standard AC/2 and AC/5 retain full raw damage but at the cost of range, splash area, and loss of light kinetic modifier (bonus damage against tanks). 
 +
 +
- Decreased Cluster Arrow outer splash area and increased missile spread to prevent damage against single targets being equal to a volley of standard Arrows (the intent was to less average damage landing).
 +
- Increased power of Base-LAMS to better destroy incoming bombs and arrows quickly.
 +
- Flattened locktime on LRM-15 and LRM-20 with the LRM-10 like was done with the CLRMS.
 +
- Added Vtol version of Air_RAC5 which has less range, splash area, and longer reload time to prevent the Hawkmoth G from being such a terror.
 +
- Increased Snubnose_Thumper Rate of fire to 7 from 6.
 +
 +
- Donar / Hawkmoth
 +
- Increased ticket cost to 4 from 3. Increased tier to 5 from 4.
 +
 +
- Variant tweaks or changes
 +
Archangel Prime - Argus D - Commando B - Mauler G - Chimera A - Warhammer E
 +
 +
------ BUG FIXES ------
 +
 +
- Changed Arrow IV on Daishi C to Cluster.
 +
- Reduced armor on Marauder by ~0.5 tons as it was over the max protection rule.
 +
- Hellhound proxy mesh tweaked on the torso in an attempt to prevent physicalized shots passing through when it is running directly at or away from you. (this issue has existed on flat shaped mechs for awhile now and it is doubtful can be fixed completely but hopefully this will help)
 +
- Fixed several ballistic weapons having a mismatch between the speed of their visibile tracers and the speed of the actual shell entities.
 +
- Fixed missing reactor sound on ArchAngel
 +
 +
------ AUDIO -------
 +
 +
- New IS laser sounds: Normal, ER, Pulse for ir and ground; Clan keeps existing ones
 +
- New sound Binary laser
 +
- New sound events for Light AC2 and Light AC5
 +
- New launcher, whiz, and explosion sound event for Arrow IV Cluster
 +
 +
-------- VISUAL -------
 +
 +
- Water impact effects removed for rapid firing projectile weapons to prevent game going power point
 +
- graphics.cfg updated so that missile smoke trails are active again
 +
</pre>
 +
===0.15.1===
 +
'''Release date:''' 29 April 2022<br>
 +
'''Standalone:''' Yes<br>
 +
'''Changelog:'''<br>
 +
<pre class="mw-collapsible mw-collapsed">
 +
-----------------------------------------
 +
--------- KNOWN ISSUES - 0.15.1 --------
 +
-----------------------------------------
 +
 +
------ 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 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 0.15.1 ------------
 +
-----------------------------------------
 +
 +
 +
------ GAMEPLAY -------
 +
 +
- New Air_Tag version of the TAG laser has less range than the standard ground variant (1000m instead of 1350m) for use on vtols so it is less obnoxious.
 +
- Decreased base spread on HVAC5 to .12 from .2
 +
- Increased rate of fire on Thumper_Stable to 8 from 6
 +
 +
- Variant tweaks or changes
 +
Donar D/C
 +
 +
-------- VISUAL -------
 +
 +
- Improved graphics.cfg to increase fps
 +
 +
------ BUG FIXES ------
 +
 +
- Reverted consolehide command from autoexec because it caused an old shader bug to resurface
 +
</pre>
 +
 +
===0.15.0===
 +
'''Release date:''' 22 April 2022<br>
 +
'''Standalone:''' Yes<br>
 +
'''Changelog:'''<br>
 +
<pre class="mw-collapsible mw-collapsed">
 +
-----------------------------------------
 +
--------- KNOWN ISSUES - 0.15.0 --------
 +
-----------------------------------------
 +
 +
------ 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 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 0.15.0 ------------
 +
-----------------------------------------
 +
 +
 +
------ GAMEPLAY -------
 +
 +
- New Arrow IV ammo variant (Cluster) : Loaded into all single launcher variants, shoots twice as many missiles for half damage and smaller overall explosion radius; retains full missile HP to help break through LAMS cover; larger overall missile spread area and does not destroy narcs.
 +
- Moved Light vtols to new flight model designed to allow better directional movement at the cost of some pitch/roll freedom. Max downward pitch fixed to -45 degrees to prevent "ballooning" over ground targets that could not fire back.
 +
This new model is the basis for upcoming heavy vtols (old model was overly messy to build heavy vtols off of).
 +
NOTE: This model uses new actionmap commands so make sure to set them.
 +
- Reworked AC/20 to fire a burst of three shells for roughly the same DPS as the old model but with far more consistent supression on target. Increased shell flight speed to aid landing more shots.
 +
- Decreased AC/10 damage per shot from 42 to 40. Increased ammo per ton from 160 to 170.
 +
- Decreased ammo on AC5 from 128 to 90.
 +
- Decreased locktime on LRM20 from 2.5 to 2.25 to normalize with LRM15.
 +
- Decreased AECM radar malus effect from -700m to -600m; reduced lockon time modifier from 1.75x to 1.5x.
 +
- Halved reload time for all dual S/SRM launchers to give them some advantage compared to stacked single launchers.
 +
 +
- Blacklanner
 +
- Further decreased max turn rate and turn accleration to be closer to the Ryoken in performance, rather than still being clearly superior.
 +
 +
- Commando
 +
- Moved a bit of armor to the arms.
 +
 +
- Hawkmoth
 +
- Fix for cockpit window facing wrong direction.
 +
- Fix for floating landing gear wheel not retracting correctly.
 +
- Fix for some holes (flipped geo) in the cockpit.
 +
 +
- Huit
 +
- Moving single Arrow IV variants out of Artillery classification to allow for more forward spawns.
 +
- Classifying Huit F "The Senate" as an Artillery platform in the buildrules (is already classified in factory spawn), unlocking base chassis price adjustments to allow for better price tweaking. Price increased by 10k Cbills.
 +
 +
- Rommel
 +
- Increased turret rotation speed of Howizter Rommel to 55 from 40.
 +
 +
- Mars
 +
- Moved Prime and B to XL engines of equiviliant weight, resulting in 53kph speeds. XL engine is 25k cbills more expensive.
 +
 +
- Mithras
 +
- Fixed gearbox on Mithras E, resulting in correctly slower engine without sacrificing its ability to reach said top speed due to transmission issues.
 +
 +
Ares/Morrigu
 +
- Switched CLRM to "Mars" variant CLRMS (shallow arc/ better tracking) for the Ares and Morrigu Primes.
 +
 +
- Variant tweaks or changes
 +
- Lanner G - Bloodasp B - Cauldronborn B/E - Donar F/G - Epona D - Huit D - Archangel Prime/B/C - Atlas D - Chevalier B - Chimera E - Harasser C - Osiris G - Schrek C/G - Uziel D - Sunder Prime/B - Fafnir G - Commando B/F - Cougar D - Mars F
 +
- Partisan E - Hellhound P - Kodiak G - Atlas F - Demolisher D
 +
 +
-------- MAPS ---------
 +
 +
- TC_Palisades: Extended the center brigde capzone to the bottom of the river.
 +
- TC_Canyons: Added two capzones to official version.
 +
 +
 +
------ BUG FIXES ------
 +
 +
- Fix for missing light kinetic modifier against Shoden hull.
 +
- Fixed Donar engine particle effects firing the wrong direction (shooting up into the body and cockpit).
 +
</pre>
 +
 +
===0.14.10===
 +
'''Release date:''' 6 November 2021<br>
 +
'''Standalone:''' Yes<br>
 +
'''Changelog:'''<br>
 +
<pre class="mw-collapsible mw-collapsed">
 +
-----------------------------------------
 +
--------- KNOWN ISSUES - 0.14.10 --------
 +
-----------------------------------------
 +
 +
------ 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 0.14.10 ------------
 +
-----------------------------------------
 +
 +
------ BUG FIXES ------
 +
 +
- Fix for crashes caused by dynamic lights issue.
 +
</pre>
 +
 +
===0.14.9===
 +
'''Release date:''' 1 November 2021<br>
 +
'''Standalone:''' Yes<br>
 +
'''Changelog:'''<br>
 +
<pre class="mw-collapsible mw-collapsed">
 +
-----------------------------------------
 +
--------- KNOWN ISSUES - 0.14.9 ---------
 +
-----------------------------------------
 +
 +
------ 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 0.14.9 ------------
 +
-----------------------------------------
 +
 +
------ BUG FIXES ------
 +
 +
- Fix for glaring issue with reduced view distance of map objects.
 +
</pre>
 +
 +
===0.14.8===
 +
'''Release date:''' 30 October 2021<br>
 +
'''Standalone:''' Yes<br>
 +
'''Changelog:'''<br>
 +
<pre class="mw-collapsible mw-collapsed">
 +
-----------------------------------------
 +
--------- KNOWN ISSUES - 0.14.8 ---------
 +
-----------------------------------------
 +
 +
------ 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 0.14.8 ------------
 +
-----------------------------------------
 +
 +
------ BUG FIXES ------
 +
 +
- Possible fix for autobuying ammo outside of buyzones.
 +
 +
------ GAMEPLAY -------
 +
 +
- Increased AC10 time to overheat to 3.5 seconds from 2.5 seconds.
 +
- Increased VTOL build time to 25 seconds from 10 seconds.
 +
- Decreased Air_UAC20 price to 22k from 26k
 +
 +
- Longtom
 +
- Increased base chassis price by 14,650 cbills.
 +
- Shiva
 +
- Decreased base chassis price by 3k.
 +
- Visigoth
 +
- Decreased base chassis price by 1k.
 +
- Rusalka
 +
- Increased base chassis price by 2k.
 +
 +
- Variant tweaks or changes
 +
- Loki A - Argus D - Atlas D - Osiris B - Regulator E - Warhammer E/D - Novacat B - Shiva A/C/F/G
 +
 +
-------- SOUND --------
 +
 +
- Betty and Duncan Fisher moved to the dialogue slider for volume control
 +
- New interface sounds for Auto-Shutdown override, dump ammo and the firemode switch
 +
 +
 +
-------- VISUAL -------
 +
 +
- Changing default autoexec.cfg included with the base modbuild to one which may reduce frequency of crashes for some players. This will override most of the in-game graphics settings.
 +
 +
---------- UI ---------
 +
 +
- Bigger MWLL style buy menu with pulsating animation
 +
</pre>
 +
 +
===0.14.7===
 +
'''Release date:''' 20 September 2021<br>
 +
'''Standalone:''' Yes<br>
 +
'''Changelog:'''<br>
 +
<pre class="mw-collapsible mw-collapsed">
 +
Version 0.14.7
 +
-----------------------------------------
 +
--------- KNOWN ISSUES - 0.14.7 ---------
 +
-----------------------------------------
 +
 +
------ 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 0.14.7 ------------
 +
-----------------------------------------
 +
 +
------ BUG FIXES ------
 +
 +
- Fix for missing helpers on Demolisher turret in hitbox data.
 +
- Fix for engine penalties on taking damage to back torso not working.
 +
 +
</pre>
 +
 +
===0.14.6===
 +
'''Release date:''' 18 September 2021<br>
 +
'''Standalone:''' Yes<br>
 +
'''Changelog:'''<br>
 +
<pre class="mw-collapsible mw-collapsed">
 +
Version 0.14.6
 +
-----------------------------------------
 +
--------- KNOWN ISSUES - 0.14.6 ---------
 +
-----------------------------------------
 +
 +
------ 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 0.14.6 ------------
 +
-----------------------------------------
 +
 +
------ BUG FIXES ------
 +
 +
- Fix for radar distance data on targets being stuck at 1455m. 
 +
 +
</pre>
 +
 +
===0.14.5===
 +
'''Release date:''' 18 September 2021<br>
 +
'''Standalone:''' Yes<br>
 +
'''Changelog:'''<br>
 +
<pre class="mw-collapsible mw-collapsed">
 +
Version 0.14.5
 +
-----------------------------------------
 +
--------- KNOWN ISSUES - 0.14.5 ---------
 +
-----------------------------------------
 +
 +
------ 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 0.14.5 ------------
 +
-----------------------------------------
 +
 +
------ BUG FIXES ------
 +
 +
- Fixed max throttle penalty for overheating not actually working, now you will be capped to 75% of your max possible speed for the duration of the overheat time.
 +
- Fixed missing DHS on hawkmoth C.
 +
- Returned serverdelete flag to sniper artillery shells to prevent screaming skull shells sitting on the ground making a ruckus.
 +
 +
------- GAMEPLAY ----------
 +
- Removed free ammo on BA SRM on spawn so they now start out empty. Note the HUD will lie to you and say you have some ammo until you switch to the weapon to update, This could not be easily fixed as it is a default state problem rather than it reading your actual ammo.)
 +
- Reduced flamer heat per shot (for user) to 5 from 6.
 +
 +
- Locking Longtom camera min/max pitch with cannon.
 +
Note: this is to test a theory that ghost LT shells are resulting from desync on the longtom cannon's pitch across clients, camera and turret min/max pitch constraints not being identical has been known to cause desync before (see Oro prolonged erection syndrome)
 +
since artillery shells use the "donotfollowcrosshair" flag to force the clients to agree on where the weapon is being fired from, the shell will spawn at whatever pitch the client shows, which would result in different trajectories across clients with only the LT user's perspective being the damaging one.
 +
This is a net negative for LT drivers QoL wise and will be reverted if it does not fix the issue.
 +
 +
- Harasser
 +
- Reworked massbox size and center of gravity to hopefully provide a more stable ride.
 +
 +
- Demolisher
 +
- Moved camera over to the side of the barrels rather than between them.
 +
 +
- Mars
 +
- Speed up Mars turret rotation rate.
 +
- Decreased turret rotation penatly when critically damaged.
 +
- Moved armor from the turret to the front.
 +
 +
- Variant tweaks or changes
 +
- Demo F, Ares Prime, Hawkmoth B/E, Thanatos F, Mars C/B, Behemoth Prime
 +
------- AUDIO ---------
 +
 +
- Reworked Betty pitch and tone so that she is more understandable in louder firefights.
 +
 +
-------- HUD ----------
 +
 +
- Removed distance indicators from the objective icons to prevent easy longtom zeroing, this was a feature never accounted for or intended.
 +
 
 +
-------- MAPS ---------
 +
 +
- TC_Wildlands
 +
- Added repair bays to the forward factories.
 +
 +
- TC_Thunderrift
 +
- Small QoL update. (Could be anything!)
 +
</pre>
 +
 +
===0.14.4===
 +
'''Release date:''' 2 August 2021<br>
 +
'''Standalone:''' Yes<br>
 +
'''Changelog:'''<br>
 +
<pre class="mw-collapsible mw-collapsed">
 +
Version 0.14.4
 +
-----------------------------------------
 +
--------- KNOWN ISSUES - 0.14.4 ---------
 +
-----------------------------------------
 +
 +
------ 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.
 +
 +
------ 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 0.14.4 ------------
 +
-----------------------------------------
 +
 +
------ BUG FIXES ------
 +
 +
- Fix for ambient heat changes on maps not updating to vehicles properly.
 +
- Fix for some damage modifiers being applied to mech "cockpits" but not mech "heads" which was resulting in some large splash weapons destroying mech cockpits faster than intended.
 +
- Removed Bpod from Daishi G to avoid spooky bug involving a memory leak when the mech HUD contained more than 14 weapons.
 +
 +
------- GAMEPLAY ----------
 +
 +
- Increased build time on all ASF to 45 seconds from 10 seconds.
 +
- Increased flame damage modifier for all ground vehicles to 0.025 from 0.01
 +
 +
- Variant tweaks/changes for:
 +
Huit E - Atlas E - Goblin B,E - Harasser F,C - Regulator A - Sunder Prime
 +
 +
- Thanatos
 +
- Increased Ticket cost to 11 from 10
 +
- Thor
 +
- Increased Ticket cost to 11 from 10
 +
- Partisan
 +
- Increased Ticket cost to 6 from 5
 +
- Sunder
 +
- Decreased Base Chassis cost by 1.5k
 +
 +
-------- MAPS ---------
 +
 +
- TC_Kagoshima
 +
- Moved the Karnov from the mid point
 +
- Added ammunition buy zones to side caps
 +
- Added fog to the lower part of the river valley
 +
- Made some holes to railings on D3 base
 +
</pre>
 +
 +
===0.14.3===
 +
'''Release date:''' 22 June 2021<br>
 +
'''Standalone:''' Yes<br>
 +
'''Changelog:'''<br>
 +
<pre class="mw-collapsible mw-collapsed">
 +
Version 0.14.3
 +
-----------------------------------------
 +
--------- KNOWN ISSUES - 0.14.3 ---------
 +
-----------------------------------------
 +
 +
------ 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.
 +
 +
------ 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 0.14.3 ------------
 +
-----------------------------------------
 +
 +
------ BUG FIXES ------
 +
 +
- Fix for hitsound indicators going wild and appearing on weapons they were not meant for while disappearing on those they were.
 +
 +
------- GAMEPLAY ----------
 +
 +
- Decreased minimum arming range on ATM-STD ammo slightly so that it more often hits at stated min range.
 +
- Slight increase for AC10 bullet lifetime, increasing its max range. Lowered damage drop off per meter to 1 from 1.5.
 +
- Increased max range on Small X Pulse Laser to 350 from 300.
 +
 +
- Variant tweaks for:
 +
Regulator C - Argus C - Mars A - Huit E - Kodiak B and D.
 +
</pre>
 +
 +
===0.14.2===
 +
'''Release date:''' 7 June 2021<br>
 +
'''Standalone:''' Yes<br>
 +
'''Changelog:'''<br>
 +
<pre class="mw-collapsible mw-collapsed">
 +
Version 0.14.2
 +
-----------------------------------------
 +
--------- KNOWN ISSUES - 0.14.2 ---------
 +
-----------------------------------------
 +
 +
------ 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.
 +
- Air LBX does not collide with mechlegs
 +
- 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.
 +
 +
------ 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 0.14.2 ------------
 +
-----------------------------------------
 +
 +
------ BUG FIXES ------
 +
 +
- Recovered unique solid red camo for Uziel
 +
- Schreck and Shoden added to material effects
 +
- TC capture UI no longer only shows 6 bases on a map, up to 8 now possible
 +
- Added kinetic air and energy air modifiers to masterlist so that they should now properly interact with BA and mechlegs.
 +
- Cleaned up mechlists.lua tables to perhaps help fix the new somehwat rare nulltable bug causing servers to disallow buying any vehicle after switching maps.
 +
- Fix for missing helper assignments on some blacklanner hitboxes which were causing some weapons to not be properly destroyed when the component was destroyed.
 +
- Heatsinks are properly accounted for during repairs.
 +
 +
------- GAMEPLAY ----------
 +
 +
- Maximum cbill transfer amount set to 5k from 10k.
 +
- Added server cvar (sv_cbill_trade_lock_time) [default= 10 minutes] to forbid cbill sharing for a set amount of time from round start to coincide with other ramp-up mechanics.
 +
- Added new "Suspension Kick" system to all tanks and hovercraft;
 +
- Default bound to weapon group 6, upon press the system will "kick" the tank back away from the direction you're facing with the turret. It can be used every 5 seconds.
 +
  Hovercraft and the Mithras have a less powerful kick for self-righting purpopses on a 10 second cooldown.
 +
(note: due to limitations the LT and rommel A will require you to deploy before using it probably not making it very useful for them)
 +
- New hit type for Arrows and LaserGuidedBombs will destroy narc beacons on contact from overkill.
 +
- Made Vtol wings fully repairable, no longer phyiscally drop their weapons when destroyed.
 +
 +
- Clan LRM changes
 +
-Reduced offset factor (spread) to 2.2 from 2.5
 +
-Increased turn speed to 65 from 60
 +
-Increased max speed to 185 from 175
 +
-Reduced laziness to 15 from 20
 +
-Reduced min range to 10m from 20m.
 +
- Increased fire rate of burst on MRM30 and MRM40 to 9 and 8.333 from 8.333 and 7.5.
 +
- Reduced HPPC emp splash to 5m from 6m (not much difference in most situations).
 +
- Increased inner splash area of LPPC to match that of other PPC classes, increased size of hit particle.
 +
- Normalized all splash areas on LT and Sniper shells to 34m inner and 40m outer.
 +
- Increased ammo per ton on Sniper Artillery to 6 from 3.
 +
- Increased LaserGuidedBomb cost per bomb to 3k from 2k.
 +
- Reduced lifetime on fixed BA claw/machinegun to 300m from 600m.
 +
 +
- Blacklanner
 +
- Reducing turnrate and turn acelleration to better match mechs in its own weight class (it was such an outlier it was out dancing mechs half its weight, much less mechs its own weight).
 +
 +
- Huit
 +
- Moved Huit B and E out of artillery class for more forward buys.
 +
 +
- Chevalier
 +
- Reduced base chassis price by 100.
 +
 +
- Longtom
 +
- Increased ticket cost on death to 11 from 8.
 +
- Replaced BHP with BAP on all variants.
 +
- Corsair/Sulla
 +
- Increased ticket cost on death to 7 from 6.
 +
 +
- Mars
 +
- Raised chassis up for better wheel clearance, reducing incidents of getting stuck on shallow inclines and bumps.
 +
- Added an additional Pointdefensesystem on the front of the chassis to defend against BA approaching from the front.
 +
 +
- Schrek
 +
- Raised chassis up for better wheel clearance, reducing incidents of getting stuck on shallow inclines and bumps.
 +
 +
- Shoden
 +
- Raised chassis up for better wheel clearance, reducing incidents of getting stuck on shallow inclines and bumps.
 +
 +
- Locust IIC
 +
- Increased tier to 4 from 3.
 +
 +
-------- VISUAL --------
 +
 +
- Longtom
 +
- Replaced longtom shell particle with something easier to see and track (may help with ghost shells, not sure yet)
 +
 +
- Shoden
 +
- Removed camo paint from wheels to prevent hypnowheel effects.
 +
 +
-------- AUDIO --------
 +
 +
-Whiz sound added to laser-guided bombs.
 +
 +
---------- UI ---------
 +
 +
- Added new precise heatsinks health bar indicator.
 +
- New indicator for auto-shutdown status on ground assets.
 +
- TC capture UI adjusted to accomodate HUD changes.
 +
- Reworked weapon group indicators:
 +
Green outer ring: dark colored = less than all weapons ready, light colored = all weapons are ready, off = no weapons ready
 +
Blue inner ring: dark colored = less than all weapons in range, light colored = all weapons in range, off = no weapons in range,
 +
special state red = below min range on some or all weapons, special state yellow = damage drop off on some or all weapons
 +
see https://www.youtube.com/watch?v=RouNhxjunC0 for a detailed explanation.
 +
 +
------ CONTROLS -------
 +
 +
- After an auto-shutdown a power up can now be queued as soon as the message "cooling down" is displayed.
 +
 +
----- SYSTEMS -------
 +
 +
- Added server-side player chat mute function.
 +
- Added server-side cbill trade lock with a default of 10 minutes at the beginning of a game.
 +
</pre>
 +
===0.14.1===
 +
'''Release date:''' 9 April 2021<br>
 +
'''Standalone:''' Yes<br>
 +
'''Changelog:'''<br>
 +
<pre class="mw-collapsible mw-collapsed">
 +
Version 0.14.1
 +
-----------------------------------------
 +
--------- KNOWN ISSUES - 0.14.1 ---------
 +
-----------------------------------------
 +
 +
------ 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.
 +
- Air LBX does not collide with mechlegs
 +
- 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.
 +
 +
------ 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
 +
 +
-----------------------------------------
 +
------------- VERSION 0.14.1 ------------
 +
-----------------------------------------
 +
 +
------ BUG FIXES ------
 +
 +
- Fix for Blacklanner missing a barrel helper on the right arm causing the barrel to be missing on some variants and the hitbox for the right arm bugging out onto the entire chassis on all variants.
 +
 +
------ VISUAL -------
 +
 +
- Halved the size of light AC muzzle flash effects so it is less blinding on some vehicles.
 +
- Removed first person spent shell effects from all weapons.
 +
 +
------- AUDIO ---------
 +
 +
- Distancing first person weapons sound events from impacts further because it seems that firing sounds still get stolen by impacts although they should not
 +
 +
-------- MAPS ---------
 +
 +
- TC_Enkeladus
 +
 +
- Disabled aurora effects in the sky to test if it helps with client crashes.
 +
 +
------ CONTROLS -------
 +
 +
- Removed shared key binds of legacy and new targeting functions in the default actionmaps, this caused unintended behavior as the two functions conflicted.
 +
The idea was to allow players to choose the legacy controls via an opt out while preserving old custom keybinds. Unfortunately it did not work out as intended.
 +
New Default binds are as follows:
 +
- E key uses new target nearest/next ground function
 +
- T key uses original cycle all targets function
 +
- G uses new target nearest next air function
 +
- All friendly functions remain legacy
 +
Anyone who chooses to retain their old bindings manually, please remember to clear any leftover conflicts in they keybinds for targeting.
 +
 +
Description how the next / nearest controls work:
 +
- press once = target nearest enemy
 +
- keep pressing after that = cycling through target list (next nearest -> furthest away)
 +
- after the time window for the next press (1.5 seconds) has expired the first press will target the nearest enemy again
 +
 +
- Removed obsolete presets in actionmapper.
 +
</pre>
 +
 +
===0.14.0===
 +
'''Release date:''' 3 April 2021<br>
 +
'''Standalone:''' Yes<br>
 +
'''Changelog:'''<br>
 +
<pre class="mw-collapsible mw-collapsed">
 +
Version 0.14.0
 +
-----------------------------------------
 +
--------- KNOWN ISSUES - 0.14.0 ---------
 +
-----------------------------------------
 +
 +
------ 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.
 +
- Air LBX does not collide with mechlegs
 +
- 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.
 +
 +
------ 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
 +
 +
-----------------------------------------
 +
------------- VERSION 0.14.0 ------------
 +
-----------------------------------------
 +
 +
------ BUG FIXES ------
 +
 +
- Disabled TAG homing for AirSRMs
 +
- Reverting serverdelete and changing codebase for LT shells back to rocket code to try and prevent stealth LT shells.
 +
- Removed crazy turn penalty from chevalier turret destruction.
 +
 +
------ GAME SYSTEMS -------
 +
 +
- Added Compact Fusion Engine; side torso modifier x0.66, back torso modifier x1.0, less speed loss from engine damage.
 +
- Reduced detection range on Colliope base turrets to 500m for all vehicle types.
 +
- Reduced lockdown time when autoshutdown to 2 seconds from 8 seconds; increased heat damage protection by 2%.
 +
 +
------- GAMEPLAY ----------
 +
 +
- New Assets
 +
- New Clan Heavy Wheeled Tank Shoden (70t); ticket cost 8; tier 11.
 +
- New InnerSphere Assault Tank Schrek (80t); ticket cost 8; tier 10.
 +
- New Archangel InnerSphere Assault Mech (100t); ticket cost 15; tier 15.
 +
 +
- Weapons
 +
- Added air versions of all classes of Large Lasers; identical in mechanics to ground versions but have air-energy damage type for better modifiers against other aircraft.
 +
- Reduced cost of CERPPC by 500 cbills.
 +
- Switched out hittypes on PDS to increase performance against BA.
 +
- Decreased damage on hawkeye(mgun turret) to 4 from 5.
 +
- Added in some cruise altitude for ERATMs to help avoid hitting ground objects when travelling long distances.
 +
- Increased speed of Sniper Artillery Shells to 144 from 120; this increased their max range to 700m from 500m.
 +
- Reduced heat per shot of Small-X-Pulse-Laser to 1.6 from 1.94
 +
- MRM20 now 7 tons in buildrules from 8.
 +
- Charge up time removed from single Air-Gauss carriers. Dual Air-Gauss retain chargetime, as do all forms of Heavy Air-Gauss.
 +
- MG AMS now only shoots down hostile projectiles and causes signifigantly less damage to playable assets
 +
 +
- Commando
 +
- Moved some armor to arms from side torsos.
 +
 +
- Visigoth
 +
- Moved some armor to tail.
 +
 +
- Catapult
 +
- Corrected missing armor on side torsos which was supposed to be taken from arms.
 +
- Decreased size and moved location of head hitbox.
 +
 +
- Sunder
 +
- Moved armor towards center.
 +
 +
- Mars
 +
- Added rear PDS for back defense like the Behemoth has.
 +
- Changed a couple wheels to "driving" to help getting stuck on small inclines.
 +
 +
- Anubis
 +
- Increased torso yaw limit to 120 from 110.
 +
 +
- Partisan
 +
- Decreased turret yaw speed to 200 from 211.
 +
 +
------ VISUAL -------
 +
 +
- Hellhound
 +
- tweaked shader on standard gunmetal for better specular sheen; increased contrast on diffuse.
 +
 +
- Sunder
 +
- tweaked textures so that back torso details show up normally, tweaked shader to ease up on sheen.
 +
 +
- Blacklanner
 +
- Added cockpit art.
 +
 +
- Rommel , Marauder, Mithras, Locust
 +
- tweaked shader on standard gunmetal for better specular sheen.
 +
 +
-Solitaire
 +
- tweaked shader on standard gunmetal for better specular sheen.
 +
- tweaked shaders to better match anubis torso.
 +
 +
- Anubis
 +
- tweaked shader on standard gunmetal for better specular sheen.
 +
- tweaked shaders to better match solitaire legs.
 +
 +
- Vulture
 +
- tweaked shader on standard gunmetal for better specular sheen.
 +
- tweaked texture to better match madcat legs.
 +
 +
- Catapult
 +
- Added textures to arm holder parts. Added texture and plugged holes in gyroyaw.
 +
- Resized torso; -6% on x-axis; +6% on y-axis. Retooled hitboxes.
 +
- Added cockpit art.
 +
 +
- Broadsword dropship
 +
- Added new more detailed textures
 +
 +
 +
------- AUDIO ---------
 +
 +
- Priority changes so that the sounds of slow firing weapons never get overshadowed by fast firing ones
 +
 +
- Attenuation changes to PPCs to give them more "bite" when heard from medium distance
 +
 +
 +
-------- MAPS ---------
 +
 +
- TC Frostbite
 +
- Reduced the amount of destructables entities (mostly trees) to lessen server memory load
 +
- Changed default ToD to evening/late afternoon
 +
- Changed dynamic light levels to reduce snowblind effect with HDR rendering
 +
- Rearranged some buildings and props on forward factory bases, and added functional queue system on single hangars to prevent most hangar pileups
 +
- Added new MG AMS turrets on both forward factories
 +
 +
- TC Marshes
 +
- Changed the whole base layout for better game flow
 +
- Added VTOL factories for both sides
 +
- Lowered the water level to make tank driving less frustrating
 +
- Added possibility of buying and upkeeping Aeros on mid base
 +
 +
- TC Kagoshima
 +
- Added Middle cap point
 +
- Moved far corner capture points closer to center
 +
- Rearranged some buildings and props on forward factory bases
 +
- Added new MG AMS turrets on both forward factories
 +
- Added more functional spawn points to clan side forward factory to fix the issue of not being able to spawn in there sometimes
 +
 +
- TC Scorched
 +
- Removed the various small arms from Aurora dropship
 +
- Added spawn helpers to the dropship factories to make assets spawn closer to ground and prevent vehicles flipping over
 +
- Minor turret rework for the dropship bases
 +
- Removed the terrain spike from the IS fortress runway
 +
 +
- TC Ivory Tower
 +
- Added new pathway towards middle from IS side forward factory
 +
- Added new tunnel shortcut near mid cap
 +
 +
- TC Wildlands
 +
- Fixed the E6 forward factory asset spawn issue
 +
 +
- TC_Enkeladus
 +
- Thickened ice sheets to prevent jumpjeting exploiting
 +
- Reworked iceshets to be more tank friendly
 +
- Reworked baselayout/capweights/logistics to condense play area
 +
 +
------ CONTROLS -------
 +
 +
- Complete set of new targeting controls:
 +
 +
- Target nearest / next enemy surface
 +
- Target nearest / next enemy air
 +
- Target previous enemy surface
 +
- Target previous enemy air
 +
- Target nearest / next friendly surface
 +
- Target nearest / next friendly air
 +
- Target previous friendly surface
 +
- Target previous friendly air
 +
 +
These controls are the new default, the old controls have been moved to a new category called "legacy targeting".
 +
The default keys will be added in the action mapper so you will most likely have to fix your bindings there.
 +
If you use air targeting controls and no air target is around, your current ground target will be retained and
 +
you get an error message from Betty and vice versa.
 +
</pre>
 +
 +
===0.13.4===
 +
'''Release date:''' 7 February 2021<br>
 +
'''Standalone:''' Yes<br>
 +
'''Changelog:'''<br>
 +
<pre class="mw-collapsible mw-collapsed">
 +
Version 0.13.4
 +
-----------------------------------------
 +
--------- KNOWN ISSUES - 0.13.4 ---------
 +
-----------------------------------------
 +
 +
------ 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.
 +
- Air LBX does not collide with mechlegs
 +
- 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.
 +
- Chain fire settings will be saved but not loaded correctly in a newly bought asset
 +
 +
---- 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.
 +
 +
------ 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
 +
 +
-----------------------------------------
 +
------------- VERSION 0.13.4 ------------
 +
-----------------------------------------
 +
 +
---- GAME SYSTEMS -----
 +
 +
- Including possible lagfix code into servers. No way to test it but to try it with full actual games, might help, might do nothing, might explode.
 +
- Stealth GECM assets when detected by hostile C3 are no longer shared through the enemy network.
 +
 +
------- GAMEPLAY ----------
 +
 +
- Increased StealthGECM detection debuff to -700m from -650m
 +
- Decreased AC10 overheat time from 4 to 2.5; increased damage per shot to 42 from 30.
 +
- Increased outer splash EMP damage on ERPPC to 280 from 230.
 +
- Decreased heat generation on CERPPC from 276 to 265.
 +
- Increased Rate of Fire on Sniper Artillery to 6 from 3.
 +
- Increased damage on all classes of Small Pulse Laser to 27 from 15; Increased modifier vs BA to 1.3 from 0.8.
 +
- Mars
 +
- Moved armor from turret to front.
 +
- Increased netural turn rate and eased up on suspension.
 +
 +
-------- VISUAL -----------
 +
 +
- Sunder
 +
- Tweaked standing animation to not be so stiff-knee'd.
 +
 +
- Hellhound
 +
- Tweaked standing animation to not be so stiff-knee'd.
 +
</pre>
 +
===0.13.3===
 +
'''Release date:''' 26 October 2020<br>
 +
'''Standalone:''' Yes<br>
 +
'''Changelog:'''<br>
 +
<pre class="mw-collapsible mw-collapsed">
 +
Version 0.13.3
 +
-----------------------------------------
 +
--------- KNOWN ISSUES - 0.13.3 ---------
 +
-----------------------------------------
 +
 +
------ 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.
 +
- Air LBX does not collide with mechlegs
 +
- 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.
 +
- Chain fire settings will be saved but not loaded correctly in a newly bought asset
 +
 +
---- 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.
 +
 +
------ 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
 +
 +
-----------------------------------------
 +
------------- VERSION 0.13.3 ------------
 +
-----------------------------------------
 +
 +
------ BUG FIXES ------
 +
 +
 +
- Added Cougar left arm missing lower geometry
 +
- Map reverb processing volume on Gauss chamber sound events accidently set to 200% instead of 0% adjusted
 +
 +
------- AUDIO ---------
 +
 +
- Clan and IS win/lose message soundevents map reverb processing removed
 +
</pre>
 +
 +
===0.13.2===
 +
'''Release date:''' 24 October 2020<br>
 +
'''Standalone:''' Yes<br>
 +
'''Changelog:'''<br>
 +
<pre class="mw-collapsible mw-collapsed">
 +
Version 0.13.2
 +
-----------------------------------------
 +
--------- KNOWN ISSUES - 0.13.2 ---------
 +
-----------------------------------------
 +
 +
------ 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.
 +
- Air LBX does not collide with mechlegs
 +
- 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.
 +
- Chain fire settings will be saved but not loaded correctly in a newly bought asset
 +
 +
---- 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.
 +
 +
------ 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
 +
 +
-----------------------------------------
 +
------------- VERSION 0.13.2 ------------
 +
-----------------------------------------
 +
 +
------ BUG FIXES ------
 +
 +
- Donar Prime and A are no longer sensor blind and undetectable
 +
- Small Laser on Owens A is no longer floating
 +
- Fixed floating cougar lower arms after they were destroyed.
 +
----------- UI ------------
 +
 +
- Crosshair: - Sights in default and friendly stage have dark outline and in locked stage have red outline for better contrast visibility
 +
 +
- Redrawn lock brackets have been slimmed
 +
- Locking stage is green tinted for higher contrast to locked stage
 +
- Lock text is blinking fast
 +
- Lock brackets in locked stage have red outline for better contrast visibility
 +
 +
- Autojoin buttons have been removed from the team selection menus
 +
 +
- Loading screen tips reworked to be more relevant
 +
 +
-------- MAPS -------------
 +
 +
(Extended notes also applicable to 0.13.1)
 +
 +
- TC_Outskirts
 +
 +
- Added support for TOD server settings.
 +
- Recommended TOD times:
 +
-default (load the map without server TOD setting)
 +
-night: 01:00
 +
-day + weather effects: 17:00
 +
-night + weather effects: 23:00
 +
- note: weather effects synch within 25 secs
 +
 +
 +
- TC_Dune
 +
 +
- Added support for TOD server settings.
 +
- Fix for repair bays wrongly repairing neutral parties.
 +
- Recommended TOD times:
 +
-default (load the map without server TOD setting)
 +
-night: 01:00
 +
-day + weather effects: 17:00
 +
-night + weather effects: 23:00
 +
- note: weather effects synch within 25 secs
 +
 +
- TC_Oasis
 +
 +
- Added support for TOD server settings.
 +
- Recommended TOD times:
 +
-default (load the map without server TOD setting)
 +
-night: 01:00
 +
-day + weather effects: 17:00
 +
-night + weather effects: 23:00
 +
- note: weather effects synch within 25 secs
 +
 +
- TC_Wildlands
 +
 +
- Added support for TOD server settings.
 +
- Added eastern factory, adjusted base weights and game flow.
 +
- Added secondary hangars to the original forward factories.
 +
- Forward factories can no longer repair.
 +
- Recommended TOD times:
 +
-default (load the map without server TOD setting)
 +
-night: 01:00
 +
-day + weather effects: 17:00
 +
-night + weather effects: 23:00
 +
- note: weather effects synch within 25 secs
 +
 +
- TC_ValleyForge
 +
 +
- Strengthened main base defenses.
 +
- Added support for TOD server settings.
 +
- Recommended TOD times:
 +
-default (load the map without server TOD setting)
 +
-night: 01:00
 +
-day + weather effects: 17:00
 +
-night + weather effects: 23:00
 +
- note: weather effects synch within 25 secs
 +
 +
- TC_Bogs
 +
 +
- Removed Artillery Class from all factories.
 +
</pre>
 +
===0.13.1===
 +
'''Release date:''' 14 October 2020<br>
 +
'''Standalone:''' Yes<br>
 +
'''Changelog:'''<br>
 +
<pre class="mw-collapsible mw-collapsed">
 +
Version 0.13.1
 +
-----------------------------------------
 +
--------- KNOWN ISSUES - 0.13.1 ---------
 +
-----------------------------------------
 +
 +
------ 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.
 +
- Air LBX does not collide with mechlegs
 +
- 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.
 +
 +
---- 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.
 +
 +
------ 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
 +
 +
-----------------------------------------
 +
------------- VERSION 0.13.1 ------------
 +
-----------------------------------------
 +
 +
------ BUG FIXES ------
 +
- Fixed saving of weapon groups, a save will now happen 6 seconds after the last interaction with the weapon manager
 +
- Fix for tank pilots getting instagibbed by high speed collisions. This fix is much like the sudden pilot death syndrome fix in that it will work "most" of the time but the tank itself dying can still occasionally happen.
 +
 +
 +
------ GAME SYSTEMS -------
 +
 +
- Removed C3 coverage requirement for detecting enemy narcs. You will now always know if you are narced.
 +
- All mech variants now respect max armor protection limits from CBT.
 +
Armor had to be removed from the following variants as they were violating the rule:
 +
All Cauldronborns except the C
 +
Cougar Prime,D,F
 +
Locust IIC Prime, A, F
 +
Madcat D,E,F,G
 +
All Warhawks.
 +
Puma Prime, D
 +
Shadowcat A, B
 +
Solitaire D
 +
Thor Prime, A, C, D
 +
All Ullers
 +
Vulture E
 +
Avatar F
 +
Awesome Prime, B, C, G
 +
All Commandos
 +
All Marauders
 +
Osiris D, F
 +
Thanatos C, D
 +
 +
------- GAMEPLAY ----------
 +
 +
 +
- Matched LBX2 flight speed to that of other LBX shells.
 +
- C/LRM-5 rate of fire decreased to 14 from 15.
 +
- C/LRM-10 ROF increased to 11 from 10.
 +
- C/LRM-15 ROF increased to 10 from 8.3.
 +
- C/LRM-20 ROF increased to 9 from 7.5.
 +
- Increased cost of C/UAC2 by 100.
 +
- Decreased Air_UAC2 damage to 14 from 15.
 +
- Increased AC10 flight speed to 1400 from 1200; halved gravity.
 +
 +
-Rework for Calliope turrets:
 +
 +
- Replaced twin Medium lasers with twin Large Lasers (700m).
 +
- Missiles will now track and do damage (450m range)
 +
- Replaced Mguns with UAC2s (500m range)
 +
- Reduced ASF/VTOL detection to 600m from 700m.
 +
- Increased turn rate to better keep up with moving targets.
 +
 +
- Updated Eagleeye and Hawkeye turrets with the latest versions of their weapons, improving their kill power.
 +
 +
- Cougar
 +
- Reduced size of the torso on the X-axis by 10%.
 +
- Reworked armor distribution based off the puma.
 +
- Tweaked armor costs on some variants.
 +
- Reduced ticket cost to 4 from 5; Reduced tier to 5 from 6.
 +
 +
- Mars
 +
- Mars C now counts as artillery class for factories.
 +
 +
- Donar
 +
- Reduced base chassis cost by 3k.
 +
- Moved some armor from Tail and Engine to Body.
 +
 +
- Hawkmoth
 +
- Moved some armor from Tail and Engine to Body.
 +
 +
- Avar
 +
- Moved some armor from Body, Tail, and Engine to Wings.
 +
 +
- Corsair
 +
- Moved some armor from Tail and Body to Wings.
 +
----------- UI ------------
 +
 +
- Improved color coding: Positive information (weapon ready, active tag or narc...) is shown in blue and green, negative information (all alarms, problematic heat increase) is shown in yellow and red
 +
 +
- Crosshair: - Moved all components closer to the center
 +
- New Crosshair adjacent heat indicator that shows the heat zones of the main indicator as well as a new one: if you fire a single Clan ER-PPC at the border of the yellow zone heat rises to the border
 +
  of the red zone immediately, old yellow is shown in orange here
 +
- New lock brackets with canon gold color on lock
 +
- Crosshair turns canon gold color when over enemy target with active sensors
 +
- Sniper artillery gets makeshift crosshair (also on the mobile long toms because of the nature of the current solution)
 +
 +
- Mech HUD:  - Added new NARCed alarm, old friendly tag and narc indicator on the main console removed
 +
 +
- Tank HUD:  - Added breached engine alarm and new NARCed alarm, old friendly tag and narc indicator on the main console removed
 +
 +
- ASF/VTOL HUD: - Moved all HUD elements closer to the center, resized STALL and PULL UP alarm, moved sea level altitude indicator, added new NARCed alarm, old friendly tag and narc indicator on the main console removed
 +
 +
- ASF speedometer text now shows true optimal control speed zone in blue:
 +
-blue   : 90% to  94% control
 +
-light blue: 95% to  97% control
 +
-white blue: 98% to 100% control
 +
 +
- Out of bounds message is now more transparent
 +
 
 +
 +
--------- AUDIO -----------
 +
 +
- Moved most impacts below first person weapon sounds in priority, Betty sounds all on Betty priority, third person looped weapon sounds moved above others because it is weird when they cut out in mid playback
 +
- Volume of general missile and TBolt explosions reduced, PPC firing sounds volume increased, Small X-Pulse firing sound volume reduced
 +
- HUD sounds that remained in mwll_weapons moved to mwll_interface
 +
- Behemoth engine sound pitched a bit lower, more appropriate for 100 ton tank
 +
- Added new NARC alarm klaxon
 +
- Switched AC5 with AC10 sound and wise versa since AC5 is a bigger caliber now
 +
- Missiles spilling from a destroyed launcher now have missile explosion sfx on impact
 +
- Removed map reverb processing from cockpit and asset internal sounds
 +
 +
-------- VISUAL -----------
 +
 +
- Switched AC5 and UAC5 impact effects and tracers with AC10 impact effects and tracers and wise versa since AC5 and UAC5 are a bigger caliber now
 +
- Adjusted camo torso materials for the Cougar to better line up with the puma leg materials.
 +
- Cougar torso camos are now matched with their legs
 +
- Recovered Thanatos "tuki" camo
 +
 +
-------- MAPS -------------
 +
 +
- TC_Outskirts
 +
 +
- Added support for TOD server settings.
 +
 +
- TC_Dune
 +
 +
- Added support for TOD server settings.
 +
- Fix for repair bays wrongly repairing neutral parties.
 +
 +
- TC_Oasis
 +
 +
- Added support for TOD server settings.
 +
 +
- TC_Wildlands
 +
 +
- Added support for TOD server settings.
 +
- Added eastern factory, adjusted base weights and game flow.
 +
- Added secondary hangars to the original forward factories.
 +
- Forward factories can no longer repair.
 +
 +
- TC_ValleyForge
 +
 +
- Strengthened main base defenses.
 +
- Added support for TOD server settings.
 +
 +
</pre>
 +
 +
 +
===0.13.0===
 +
'''Release date:''' 19 September 2020<br>
 +
'''Standalone:''' Yes<br>
 +
'''Changelog:'''<br>
 +
<pre class="mw-collapsible mw-collapsed">
 +
Version 0.13.0
 +
-----------------------------------------
 +
--------- KNOWN ISSUES - 0.13.0 ---------
 +
-----------------------------------------
 +
 +
------ 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.
 +
- Air LBX does not collide with mechlegs
 +
- 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.
 +
 +
---- 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.
 +
 +
------ 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
 +
 +
-----------------------------------------
 +
------------- VERSION 0.13.0 ------------
 +
-----------------------------------------
 +
 +
------ BUG FIXES ------
 +
 +
- Fixed Air-StreakSRMs only reloading half tons after the initial ton was spent.
 +
- Better aligned Air-RAC5 tracers to help prevent ghost tracers.
 +
- Fixes for slight unintended damage variance on some ER lasers compared to their normal counterparts.
 +
- Fix for Base LAMS not correctly destroying artillery shells.
 +
- Fix for reversing troubles on the Oro, Rommel, and Goblin
 +
- Workaround fix for camo schemes not being applyed to the Pods and Barrels on tanks and hovercraft.
 +
- Adjusted damage thresholds on auto turrets to prevent them constantly smoking after taking little damage.
 +
- Fixed long standing issue with Oro cannon becoming severely misaligned.
 +
- Fixed issue with the arrows on the Regulator G not firing from the correct angles.
 +
- Fixed issue with passive on Vtols not granting any additional radar cover, like ASF it was set to -1m, which was intended for ASF. Now properly sets detectability to 500m from 999m.
 +
 +
------ GAME SYSTEMS -------
 +
 +
- Added live Time of Day setting system: Server admins now can use new commands to instantly change the Time of Day in the current map:
 +
  - sv_timeofdaygetinfo: Get current TOD status of the map.
 +
  - sv_timeofdaysettime: Set time of day (0-24).
 +
  - Note that not all of the maps properly support the whole day cycle.
 +
 
 +
- Update to Weapon Manager
 +
- Rapid fire ballistic weapons and flamers ignore chain fire mode and will keep operating in group mode
 +
- It is no longer possible to remove weapons from a group while firing them
 +
- Fire groups that only contain rapid fire ballistic weapons and flamers can not be set to chain fire.
 +
  An error sound will play
 +
- As soon as a weapon other than rapid ballistics and flamers is added to the group chain fire mode is available
 +
- When all other weapons get removed from the group and only rapid ballistics or flamers remain group fire will
 +
  be forced (Betty message)
 +
- Rapid ballistic weapons and flamers in a mixed group will be removed while firing. They will be re-added as
 +
  soon as firing has stopped.
 +
 +
-  Damage Modifier increases against ASF
 +
- Mgun x2.8 -> x3.0
 +
- Energy-air modifier vs
 +
- Medium ASF  x1.6 -> x1.7
 +
- Heavy ASF  x1.6 -> x1.8
 +
- Assault ASF x1.6 -> x1.75
 +
 +
- Engine Damage Rework for Mechs
 +
- Previously, engines would go to 50% power when backtorso hit 80% damaged.
 +
  Now, STD engines will go to 85% speed at 80% damage and 75% speed at 100% damage.
 +
  XL engines will go to 66% at 80% damage and 50% speed at 100% damage.
 +
 +
- Adjusted Mass across all the Tanks to create a more logical weight curve for push fights.
 +
 +
- Reworked all front hit boxes on tanks and hovercraft so that more of the front profile is only covered in front hitbox rather than being split between front and sides.
 +
 +
- All fusion engine tanks now recieve 1 free HS per 20 tons of weight rounded down, and hovercraft half of this. This change is to better represent the importance of the ten free HS fusion vehicles recieve over ICE vehicles in CBT.
 +
 +
- Updating front hitbox transfer rates for tanks and hovercraft.
 +
Was incorrectly larger than turret transfer rate and is now lower.
 +
This will greatly slow down the rate at which some vehicles (particularly hovercraft) die to frontal fire.
 +
Turrets still always have more armor however.
 +
 +
- Increased Staretime(locktime) modifier for stealth GECM to 2.75 from 2.35.
 +
------- GAMEPLAY ----------
 +
 +
- New Assets
 +
- New Clan Assault tank Mars (100t); Ticket cost 13; tier 14
 +
- New InnerSphere Assault tank Behemoth(100t); Ticket cost 12; tier 13
 +
- Sniper Artillery Cannon; Very short range (500m) high arcing mortar for close range base sieges. Full LT damage and splash, but poor ammo per ton and very slow reload.
 +
- Hyper Velocity AC/5; Very long range (1300m), poor dps overtime but splash and shake with many shells being thrown down range; high spread, good for ranged suppression.
 +
- C3 Master System; Works like normal C3 for the purposes of sharing information, but recieves all friendly c3 globally across the map, ignoring the usual 1000m chain distance requirement.
 +
- AutoFlamer turrets target enemy BA/Mechs/Vechiles to 150m.
 +
- Stablized Thumper variant for the Behemoth; thanks to the large and heavy frame of the Behemoth it is able to fire its thumper piece without the need to deploy, however the fire rate is reduced to snubnose thumper levels.
 +
- New unqiue art for MRM10/20/30 external launchers.
 +
- VtolGECM brings vtol detectability down to 700m from the 999m ASFGECM was granting.
 +
- Weapons
 +
- Reworked AC/10 to fire many smaller caliber shells with decent shake and splash, high up time for maximum suppression.
 +
- Increased ER-ATM damage to 97 from 86.
 +
- Increased Air-UAC/2 damage to 15 from 12.
 +
- Increased HMG damage to 15 from 14; Increased dropoff distance begin to 350m from 250m; Increased bullet lifetime.
 +
- Decreased ROF on Mgun to 800 from 1000; Increased damage to 5 from 4.
 +
- Reduced Snubnose Thumper gravity to standard 9.81; Increased speed to 350 from 300; Increased price to 28k from 27k.
 +
- Increased Flamer distance to 150m from 100m; Doubled projectile speed and better matched it to tracers; better heat transfer but quicker self overheat to prevent lockdown spam.
 +
- Decreased RAC2 price to 6500 from 7000.
 +
- PointDefenseSystem now targets enemy Vtols at 300m and enemy ASF at 450m.
 +
- Decreased ELRM heat to 7.5 from 8.8; Decreased cost of ELRM-15 to 7000 from 7500; Decreased cost of ELRM-20 to 9000 from 10000.
 +
- Increased I-Hgauss cost increased to 27k from 23k.
 +
- Adjusted heat profile of Air-ClanLPL for better usability.
 +
- Adjusted MRM/10 spread to bring it in line with the other launcher sizes.
 +
- Decreased Air_Gauss chargeup time to 0.5 seconds from 1 second; decreased cost to 13.5k from 15k.
 +
- Increased Air_MRM30 cost to 8k from 6k and AirMRM40 to 10k from 8k.
 +
- Avar
 +
- Decreased ticket cost to 3 from 4.
 +
- Moved more armor to the wings.
 +
 +
- Anubis
 +
- Decreased base chassis price by 2k.
 +
- Decreased Tier to 4 from 5.
 +
 +
- Sunder
 +
- Build rule change; All JJs are half their usual tonnage; (the same perk as the Thor)
 +
- Increased torso yaw limit to 110 degrees from 96 to match the Thor.
 +
- Decreased base chassis price by 1k.
 +
 +
- Marauder
 +
- Increased base chassis price by 3k.
 +
 +
- Goblin
 +
- Increased max speed by 3/kph
 +
 +
- Thor
 +
- Decreased base chassis price by 1k.
 +
 +
- Hellhound
 +
- Fix for floating back torso fire.
 +
- Decreased Tier to 6 from 7.
 +
 +
- Long Tom
 +
- Added defense smoke launchers to the front of the tank to help cover its retreats; as with all smoke particles in cryengine2, can be very finicky about when it wants to render, particularly when zoomed in, but better than nothing.
 +
- Decreased top speed slightly.
 +
- Decreased missile modifier to x0.6 from x0.85, giving it more survivability against bombstrikes, missile fire, and counter artillery.
 +
- Increased internal hull health to properly reflect its 95 ton weight.
 +
- All three variants now have full sensor suites and C3master systems.
 +
- Increased ammo per ton on all variants to 8 from 5.
 +
- Changed damage ratio on inner and outer splash to 50/50 from 66/33.
 +
- Decreased reload time to 10 from 14.
 +
- Adjusted splash radius across the three ammo types for a smoother curve.
 +
- Added two more equipment slots for further LAMS and self defense support.
 +
 +
- Rommel
 +
- Reworked suspension and turn rates.
 +
 +
- Oro
 +
- Reworked suspension and turn rates.
 +
 +
- Awesome
 +
- Base price chassis tweak, tweaked some middling armor prices so that they more correctly line up with the price of increased armor on the top end.
 +
 +
- Fafnir
 +
- STD fusion engine price decreased bt 6k
 +
 +
- Donar & Hawkmoth
 +
- Decreased ticket costs to 3 from 4.
 +
 +
- Rusalka
 +
- Increased ticket cost to 10 from 9
 +
- Increased tier to 10 from 9.
 +
 +
--------- AUDIO -----------
 +
 +
- Overall sound effect volume reduced by including altered Crysis environmental and physics sounds
 +
- Improved distance attenuation for all weapons
 +
- Number of instances for impact sfx greatly reduced, should no longer remove the other sound effects in big fights
 +
- Added sound support for new HVAC 5 and Sniper Artillery Cannon
 +
- Changed Thumper impact to make it more recognizable
 +
- More variety for critical explosions
 +
- Firing sounds rebalanced with LUFS meter to be below the volume of asset explosions
 +
- Improvement on dud missile sfx
 +
 +
-------- VISUAL -----------
 +
 +
- Explosion chains on mechs are more varied and individual to the mech in question
 +
- Flamer vfx particle count cut by more than half and other optimizations
 +
 +
-------- MAPS -------------
 +
 +
- Replaced forward bases on TC_Inferno to prevent them being functionally destroyed by critical explosions.
 +
- Added a center cap zone to TC_ThunderRift.
 +
- Added some missing proxy meshes to some standard base structures used on many maps.
 +
 +
</pre>
 +
 +
===0.12.2===
 +
'''Release date:''' 11 May 2020<br>
 +
'''Standalone:''' Yes<br>
 +
'''Changelog:'''<br>
 +
<pre class="mw-collapsible mw-collapsed">
 +
Version 0.12.2
 +
-----------------------------------------
 +
--------- KNOWN ISSUES - 0.12.2 ---------
 +
-----------------------------------------
 +
 +
------ 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.
 +
- The Oro and Rommel cannot turn while reversing.
 +
- Air LBX does not collide with mechlegs
 +
- 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
 +
- Mobile Long Tom may not be able reverse if the turret is alligned with the carriage. Turn the turret right to max offset to start reversing.
 +
 +
---- 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.
 +
- For as of yet unknown reasons a wrong missile locking sound plays that is very hard to hear, if the asset possesses two or more different missile systems first the wrong sound plays until the system with lower lock time
 +
  confirms the lock and after that actually the correct one plays. In this situation for each system a lock confirmation sound will play. This will be fixed in an upcoming update.
 +
 +
-------- 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.
 +
 +
------ 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
 +
 +
-----------------------------------------
 +
------------- VERSION 0.12.2 ------------
 +
-----------------------------------------
 +
 +
------ BUG FIXES ------
 +
 +
- Fix for AECM reward code causing servers to crash in some instances.
 +
</pre>
 +
 +
===0.12.1===
 +
'''Release date:''' 1 May 2020<br>
 +
'''Standalone:''' Yes<br>
 +
'''Changelog:'''<br>
 +
<pre class="mw-collapsible mw-collapsed">
 +
Version 0.12.1
 +
-----------------------------------------
 +
--------- KNOWN ISSUES - 0.12.1 ---------
 +
-----------------------------------------
 +
 +
------ 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.
 +
- The Oro and Rommel cannot turn while reversing.
 +
- Air LBX does not collide with mechlegs
 +
- 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
 +
- Mobile Long Tom may not be able reverse if the turret is alligned with the carriage. Turn the turret right to max offset to start reversing.
 +
 +
---- 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.
 +
- For as of yet unknown reasons a wrong missile locking sound plays that is very hard to hear, if the asset possesses two or more different missile systems first the wrong sound plays until the system with lower lock time
 +
  confirms the lock and after that actually the correct one plays. In this situation for each system a lock confirmation sound will play. This will be fixed in an upcoming update.
 +
 +
-------- 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.
 +
 +
------ 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
 +
 +
-----------------------------------------
 +
------------- VERSION 0.12.1 ------------
 +
-----------------------------------------
 +
 +
------ BUG FIXES ------
 +
 +
- Work around for vehicles getting stuck on the marker beacons for capzones in TC. (note that, this is a workaround and not a proper fix, so there might be some maps that still have the problem. Further, some maps might have minor graphical issues where light bulbs are replaced with small floating diamonds.)
 +
- Fix for missing backtorso modifier on XL engine hellhounds.
 +
- Fix for Huit still having engine boost heat.
 +
- Fix for Thor gauss explosion being in the wrong arm.
 +
- Fix for AC2s having too much ammo when first bought.
 +
- Fix for cockpit PPC firing sound not playing properly.
 +
 +
------ GAMEPLAY -------
 +
 +
- Added reward for covering teammates with AECM and bonus reward for every enemy narc prevented onto teammates.
 +
- Increased Jump jet fuel across all classes by 5.
 +
- Changed heat generation of all (c)LRMs to 7.5. most launchers were 8.8, but the LRM5s were bugged at 5.7.
 +
- Increased Thunderbolt 10/15/20 heat generation to 100/150/200 from 80/110/140
 +
- Lowered HVAC10 shot pressure (shake) to 500 from 650.
 +
- All tanks now should have deploy function.
 +
- Increased MRM flight speed to 450 from 400. Lowered offset factor (spread) to 1.525 from 1.55). Lowered minimum range to 60m from 65m.
 +
- Air MRMs now share ground MRM's minimum range. (60m from 20m)
 +
- Lowered LBX2 spread from 0.2 to 0.15
 +
 +
 +
- Mithras
 +
- Changed massbox and rig YET AGAIN in the endless quest for better drivability.
 +
- Increased turret traversal speed.
 +
 +
- Kodiak
 +
- Increased base chasis price to 73k.
 +
- Removed debugging JJs present in 0.12.0 causing it to jump further than intended.
 +
 +
- Sunder
 +
- Removed 20 frames from Landing animation for better responsiveness when landing.
 +
 +
- Argus
 +
- Increased max reverse speed to 11 from 9.
 +
- Increased maxturnrate to 0.9 from 0.8
 +
- Increased turn acceleration to 2 from 1.8
 +
- Small amount of armor from the side torsos to the arms.
 +
 +
----- AUDIO -----
 +
 +
- Warning sounds on HAGs removed to not discourage mag dumping
 +
- More bass for explosion sounds
 +
- Sharp impact for asset explosions (Thunderbird change)
 +
- More bass for arty firing sounds
 +
- Rebalance of vehicle engines aka audible hovers and Huey
 +
- FSBs reorganized, unnecessary folder deleted
 +
 +
-------- HUD ----------
 +
 +
- Added minimum range data to missile launcher names in the weapon list.
 +
 +
</pre>
 +
 +
===0.12.0===
 +
'''Release date:''' 10 April 2020<br>
 +
'''Standalone:''' Yes<br>
 +
'''Changelog:'''<br>
 +
<pre class="mw-collapsible mw-collapsed">
 +
Version 0.12.0
 +
-----------------------------------------
 +
--------- KNOWN ISSUES - 0.12.0 ---------
 +
-----------------------------------------
 +
 +
------ 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.
 +
- The Oro and Rommel cannot turn while reversing.
 +
- Air LBX does not collide with mechlegs
 +
- 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
 +
 +
---- 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.
 +
- For as of yet unknown reasons a wrong missile locking sound plays that is very hard to hear, if the asset possesses two or more different missile systems first the wrong sound plays until the system with lower lock time
 +
  confirms the lock and after that actually the correct one plays. In this situation for each system a lock confirmation sound will play. This will be fixed in an upcoming update.
 +
 +
-------- 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.
 +
 +
------ 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
 +
 +
-----------------------------------------
 +
------------- VERSION 0.12.0 ------------
 +
-----------------------------------------
 +
 +
------ BUG FIXES ------
 +
 +
- Fixed floating LAMS on Thanatos Torso.
 +
- Possible fix for missiles locked onto the Xerxes flying over it rather than into it. (needs testing)
 +
- Fixed issues with highjacking mechs even though they had destroyed head armor.
 +
- Missile locking plays correct locking sound on assets with different missile systems and lock timings.
 +
- Recovered 3 missing Betty messages and the redzone alarm klaxon.
 +
 +
---- GAME SYSTEMS -----
 +
 +
- Narcs will no longer activate when hitting friendlies.
 +
- Reduced damage transfer rate from destroyed back torsos in mechs with STD engines from 3x to 1.5x.
 +
- Removed boost heat generation from all tanks.
 +
- Improved max reverse speed for most tanks.
 +
- Reduced light knietic modifier against hovercraft from 1.3x to 1.2x
 +
- Tweaked Hawkmoth, Donar, and Avar base chassis prices to smooth out variant availability at first few ranks.
 +
- Cbill transfer timer will not start if the transfer failed.
 +
- All tanks which can deploy now have a deploy time of 1 second from instant.
 +
 +
------ GAMEPLAY -------
 +
 +
- New Assets
 +
- New Clan Assault mech Kodiak (100t); 16 ticket cost; tier 15.
 +
- New IS Assault mech Sunder (90t); 13 ticket cost; tier 14.
 +
 +
 +
- Weapons
 +
- Reduced reload time for Air_RACs from 10 seconds to 3 (mostly relevant for hawkmoths).
 +
- Reduced lock on time for Clan LRM-5 to 1.85 seconds from 2.
 +
- Reduced Clan ERPPC cost from 11.5k to 11k.
 +
- Reduced AC5 Rate of Fire from 12.5 to 11.
 +
- Increased AC5 cost to 4k from 3750
 +
- Increased UAC5 cost to 4.5k from 4250
 +
- Increased LBX5 cost to 4.5k from 4k
 +
- Increased Clan UAC2 cost to 3.2k from 2.7k
 +
- Increased Clan LBX5 cost to 4.5k from 4.2k
 +
- Reduced Snub nose thumper gravity to 14 from 19.
 +
 +
- Commando
 +
- Increased torso bobbing in animations.
 +
- Reduced tier from 3 to 1
 +
 +
- Hellhound
 +
- Increased torso bobbing in animations.
 +
 +
- Morrigu
 +
- Reduced base chassis price by 6k.
 +
- Reduced ticket cost from 12 to 10.
 +
- Reduced tier from 15 to 12.
 +
- Reworked mass box, increased engine power, and improved steering and acceleration. The morrigu is 80 tons, not 100.
 +
- Improved turret turn speed.
 +
- Removed dreaded D variant for breaking build rules (Mars tank is next patch, but doing this early because I didn't want to work on both at the same time :P)
 +
- Atlas
 +
- Reduced head and arm armor and increased right torso armor.
 +
- Increased torso turn speed to 80 from 76.
 +
- Improved turn speed and turn rate.
 +
- Moved gun mounts on arms from below the fists to above them for better usability.
 +
 +
- Fafnir
 +
- Reduced turn rate acceleration slightly
 +
 +
- Daishi
 +
- Reduced turn rate acceleration
 +
 +
- Rifleman
 +
- Reduced overall size of both legs and torso by 15% on all axis. Moved the radar closer to the body. Reworked all hitboxes.
 +
 +
- Loki
 +
- Moved chassis to FF armor to improve overall protection.
 +
- Added one free LAMS to all variants, those which had one already now have two.
 +
 +
- Mithras
 +
- Reduced turret turn penalty when damaged.
 +
 +
- Awesome
 +
- Reduced Tier to 12 from 13.
 +
 +
- Mauler
 +
- Increased Tier to 13 from 11.
 +
 +
- Bushwacker
 +
- Reduced ticket cost to 7 from 8
 +
 +
- Avatar
 +
- Increased ticket cost to 10 from 9.
 +
 +
- Hephaestus
 +
- Increased ticket cost to 3 from 2.
 +
 +
----- AUDIO ------
 +
 +
- Tanks and Hovercraft now have an appropriate deploy and undeploy sound.
 +
- HE and Cluster Bomb have an improved drop sound and the Laser-guided Bomb has a unique launch sound.
 +
- Bass boost for all AC10 and 20s (HVAC10 was fine).
 +
 +
----- VISUAL -----
 +
 +
-Laser-guided Bomb no longer uses arrow vfx
 +
 +
------- UI -------
 +
 +
- Missiles no longer lock when ammo is empty.
 +
- Missile lock will not be maintained when reserve ammo tons are loading.
 +
 +
------ MISC ------
 +
 +
- Reworked entire file structure in pak files in order to clean out old unused files and prevent old files from overwriting newer versions.
 +
- New server Cvars for logging tickets and purchases.
 +
- New credits added.
 +
- Updated loading screen tips.
 +
 +
</pre>
 
===0.11.4===
 
===0.11.4===
 
'''Release date:''' 19 January 2020<br>
 
'''Release date:''' 19 January 2020<br>
 
'''Standalone:''' Yes<br>
 
'''Standalone:''' Yes<br>
 
'''Changelog:'''<br>
 
'''Changelog:'''<br>
<pre class="mw-collapsible">
+
<pre class="mw-collapsible mw-collapsed">
 
Version 0.11.4
 
Version 0.11.4
 
-----------------------------------------
 
-----------------------------------------

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:

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----------------------------------------- --------- 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:

[Collapse]
----------------------------------------- --------- 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
Changelog:

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0.15.1

Release date: 29 April 2022
Standalone: Yes
Changelog:

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0.15.0

Release date: 22 April 2022
Standalone: Yes
Changelog:

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0.14.10

Release date: 6 November 2021
Standalone: Yes
Changelog:

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0.14.9

Release date: 1 November 2021
Standalone: Yes
Changelog:

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0.14.8

Release date: 30 October 2021
Standalone: Yes
Changelog:

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0.14.7

Release date: 20 September 2021
Standalone: Yes
Changelog:

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0.14.6

Release date: 18 September 2021
Standalone: Yes
Changelog:

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0.14.5

Release date: 18 September 2021
Standalone: Yes
Changelog:

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0.14.4

Release date: 2 August 2021
Standalone: Yes
Changelog:

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0.14.3

Release date: 22 June 2021
Standalone: Yes
Changelog:

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0.14.2

Release date: 7 June 2021
Standalone: Yes
Changelog:

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0.14.1

Release date: 9 April 2021
Standalone: Yes
Changelog:

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0.14.0

Release date: 3 April 2021
Standalone: Yes
Changelog:

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0.13.4

Release date: 7 February 2021
Standalone: Yes
Changelog:

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0.13.3

Release date: 26 October 2020
Standalone: Yes
Changelog:

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0.13.2

Release date: 24 October 2020
Standalone: Yes
Changelog:

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0.13.1

Release date: 14 October 2020
Standalone: Yes
Changelog:

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0.13.0

Release date: 19 September 2020
Standalone: Yes
Changelog:

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0.12.2

Release date: 11 May 2020
Standalone: Yes
Changelog:

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0.12.1

Release date: 1 May 2020
Standalone: Yes
Changelog:

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0.12.0

Release date: 10 April 2020
Standalone: Yes
Changelog:

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0.11.4

Release date: 19 January 2020
Standalone: Yes
Changelog:

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0.11.3

Release date: 27 December 2019
Standalone: Yes
Changelog:

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0.11.2

Release date: 10 August 2019
Standalone: Yes
Changelog:

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0.11.1

Release date: 26 July 2019
Standalone: Yes
Changelog:

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0.11.0

Release date: 25 July 2019
Standalone: Yes
Changelog:

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0.10.3

Release date: 8 January 2019
Standalone: Yes
Changelog:

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0.10.2

Release date: 5 January 2019
Standalone: Yes
Changelog:

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0.10.1

Release date: 27 October 2018
Standalone: Yes
Changelog:

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0.10.0

Release date: 19 October 2018
Standalone: Yes
Changelog:

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0.9.4

Release date: 28 April 2018
Standalone: Yes
Changelog:

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0.9.3

Release date: 10 March 2018
Standalone: Hotfix
Changelog:

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0.9.2

Release date: 3 March 2018
Standalone: Yes
Changelog:

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0.9.1

Release date: 28 October 2017
Standalone: No
Changelog:

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0.9.0

Release date: 15 October 2017
Standalone: Yes
Changelog:

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0.8.6

Release date: 28 July 2017
Standalone: No
Changelog:

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0.8.5

Release date: 23 May 2017
Standalone: No
Changelog:

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0.8.4

Release date: 14 May 2017
Standalone: No
Changelog:

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0.8.3

Release date: 9 May 2017
Standalone: No
Changelog:

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0.8.2

Release date: 16 December 2016
Standalone: No
Changelog:

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0.8.1

Release date: 02 December 2016
Standalone: No
Changelog:

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0.8.0 Community Edition

Release date: 28 October 2016
Standalone: No
Changelog:

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0.7.1

Release date: 27 January 2013
Standalone: No
Changelog:

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0.7.0

Release date: 16 January 2013
Standalone: No
Changelog:

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0.6.1

Release date: 26 July 2012
Standalone: No
Changelog:

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0.6.0

Release date: 26 July 2012
Standalone: Yes
Changelog:

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0.5.6

Release date: 23 April 2012
Standalone: No
Changelog:

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0.5.5

Release date: 6 February 2012
Standalone: No
Changelog:

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0.5.4

Release date: 20 December 2011
Standalone: No
Changelog:

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0.5.3

Release date: 1 November 2011
Standalone: No
Changelog:

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0.5.2

Release date: 19 October 2011
Standalone: No
Changelog:

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0.5.1

Release date: 29 May 2011
Standalone: No
Changelog:

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0.5.0

Release date: 27 May 2011
Standalone: Yes
Changelog:

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0.4.9

Release date: 16 February 2011
Standalone: No
Changelog:

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0.4.8

Release date: 03 February 2011
Standalone: No
Changelog:

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0.4.7

Release date: 02 February 2011
Standalone: No
Changelog:

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0.4.6

Release date: 01 February 2011
Standalone: No
Changelog:

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0.4.5

Release date: 31 January 2011
Standalone: No
Changelog:

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0.4.4

Release date: 26 January 2011
Standalone: No
Changelog:

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0.4.3

Release date: 02 January 2011
Standalone: No
Changelog:

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0.4.2

Release date: 31 December 2010
Standalone: No
Changelog:

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0.4.1

Release date: 29 December 2010
Standalone: No
Changelog:

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0.4.0

Release date: 29 December 2010
Standalone: Yes
Changelog:

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0.3.2

Release date: 12 July 2010
Standalone: No
Changelog:

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0.3.1

Release date: 23 June 2010
Standalone: No
Changelog:

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0.3.0

Release date: 12 June 2010
Standalone: Yes
Changelog:

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0.2.0

Release date: 25 February 2010
Standalone: Yes
Changelog:

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0.1.0

Release date: 16 January 2010
Standalone: No
Changelog:

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Beta Hotfix 1

Release date: 29 December 2009
Standalone: No
Changelog:

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Beta 1.0

Release date: 27 December 2009
Standalone: Yes