Mechwarrior: Living Legends/Versions

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Revision as of 15:46, 26 July 2019 by Sabrist (talk | contribs) (added 11.0 change log)
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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

0.11.0

Release date: 25 July 2019
Standalone: Yes
Changelog:

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Version 0.11.0 ----------------------------------------- --------- KNOWN ISSUES - 0.11.0 --------- ----------------------------------------- ------ 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. - Footstep sounds on the locust and commando are present but very quiet. -------- MAPS --------- - TC_Palisades: Both ASF factories will only build one ASF at a time. -------- 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 0.11.0 ------------ ----------------------------------------- ------ BUG FIXES ------ ------ GAMEPLAY ------- - Moved GECM on Shiva A to airGECM rather than ground based. - Cleaned up some lua script errors reguarding buyzones and entering vehicles. - Fixed some issues with ticket decrement ramp up. - Adjusted vulture torso material slightly to match up with the legs a bit better. - Included extra armor for some hawkmoth variants which had the tonnage set aside for it - Floating barrels on Partisan D fixed. - Removed phantom mascing sounds from Raven. - Rommel E should now has increased top speed its larger engine was supposed to provide. - StripeGreenBlack camo now has actual black stripes instead of ugly brown ones. - Fixed BA jumpjets jumping in the wrong direction if you used up all the fuel. ------- AUDIO --------- - Fixed issue with Air UAC 5 playing at max volume across the entire map. - IS ER Small Laser doesn't sound like the Large Laser to a third person anymore. ------- VISUAL -------- - Wrong particle effect for BA PPC and Light PPC fixed. ---- GAME SYSTEMS ----- - Increased base cbill reward for killing a BA to 4000 from 1000. - Added sv_ticket_decrement_rampup_rate as a sever cvar for tweaking. - Ground based MRMs now function similar to their Air based cousins. As a last resort to try and find out why the hit detection is so much worse on MRMs than any other missiles, we've removed the fly by wire tracking to see if this helps the issue. In return MRMs have decreased spread and double their flight speed. However, to prevent overwhelming performance at pointblank range (where SRMs should be taking over) their minumum arming range has been increased to 65m. If this does not help either, wire guidance may make a return. - Removed raise animation from BA Recoilless Rifle - Point Defense System - Doubled HP of PDS to prevent annoying early fire death. - increased damage to 2. - increased detection from 160m to 180m - enabled prediction for better hitrate against fast moving BA (not sure how much it will help) - Laser Anti Missile System - LAMS now requires active radar to function. - Medium BattleArmor (Longinius and Elemental) health and armor regen delay normalized to 10 seconds,health and armor regen persecond while moving normalized to 6 seconds, and 12 seconds while stationary. ------ GAMEPLAY ------- - New Assets - New Clan light mech Locust IIC (25t) - New Clan medium mech Hellhound[Conjurer] (50t) - New IS light mech Commando (25t) - New Heavy Machine Gun weapon for both Clan and IS assets. High damage at very low tonnage and heat, but with extremely limited range. Damage drop off beginning at 200m until dying completely at 400m. - New Maps - SA_Gladiator - TC_Tukayyid - TC_Scorched - Weapons - Increased Air_Thunderbolt damage by ~33% against ground targets. Damage against air targets unchanged. - AC10 explosion radius now matches the AC20. - AC5 explosion radius now matches the old AC10. - Increased the cost on Air_LBXes (the 5 and 10 signifigantly). - Decreased core splash radius on Air LBX2 and 5 by 33%. - Decreased heat from each Arrow IV missile from 75 to 55. - Decreased manual lock time on Arrow IV missile from 16 to 10 seconds (4 to 2.5 seconds when crouched or deployed) - Increased hitpoints on Arrow IV missiles from 210 to 240 against LAMS. - Increased turn speed on Arrow IV missiles from 30 to 35. - Increased core splash radius of LPPC and slightly increased screenshake amount. Also increased size of hit particle for better visual feedback. - Decreased hitpoints on Thunderbolts from 140 to 130. - Increased maximum effective range of the UAC2 from 1200m to 1250m - Increased time to overheat on UAC2 from 8 to 10 seconds. - Decreased AC2 damage from 28 to 23 primary and from 20 to 5 secondary damage. (overall damges were not well taken into account when splash was introduced resulting in overperformance) - Increased AC5 damage from 65 to 75 primary and from 45 to 50 secondary damage. - Normalized mechbased CLRM lock time to 2 seconds (CRLM10 lock time) on all launcher sizes. (this is to help the larger salvos while nerfing LRM5 cheese spam.) - Increased Light Gauss damage from 650 to 700. - Decreased Mgun spread from .05 to .04 - Increased Bpod damage from 250 to 280. - Increased HVAC/10 cost from 9k to 11k. - Decreased UAC/20 heat per shot from 34 to 28 to bring itnto better alignment with the UAC10. - Battle Armor weapons - Removed recoil and spread from BA SRMs. - Increased damage from Recoillless Rifle from 400 to 450. - Increased Grenade Launcher flight speed and outer splash damage. Moved damage type from heavykinetic to energy. Added impulse when firing. - Greatly decreased Inner splash on MPPC and decreased shake amount, slightly decreased overall damage. - Decreased speed and lifetime of BA based SRMs. - Decreased MircoHeavyLaser range from 175m to 125m. - Longtom - Increased maximum turret yaw from 45 degrees to 50. - Added 0.85 missile modifier (similar to VTOLs) to give the Longtom some extra protection against aircraft and missile fire. - Sped up animation for deploy and undeploy (unclear if this will actually trigger however) - Increased inner splash radius to make up ~75% of the total area from ~66% - Increased outer splash radius on standard and short range ammos for better overall hit consisitency with the long range. - Decreased heat by 100 per ammo class. - Decreased ticket cost from 9 to 8 - Increased fire rate on the long and standard ammos to match short range. - Huit - Small improvements to drivability. - Decreased ticket cost from 9 to 8 - Epona - Decreased Epona base chassis cost by 3.4k - Mithras - Decreased base chassis cost by 3k - Tweaked mass box and wheel structure to help combat stopping randomly on map seams. - Oro - Decreased Oro base chassis cost by 8.9k (stock has split 3to1!) - Decreased ticket cost from 7 to 5 - Partisan - Increased base chassis cost for all ICE based partisans by 7.5k. - Increased ticket cost from 4 to 5 - Goblin - Decreased ticket cost from 4 to 3. - Chimera - Engine rating reduced to 86kph from 97kph. - Base armor increased to 8 tons. - A few extra tons freed up from engine decreased spent on additional armor and weapons. - Base chassis cost decreased by 2k. - Moved more armor to missile torso. - Mauler - Increased reverse speed on Mauler again. - Base chassis cost decreased by 2k. - SparrowHawk - Increased ticket cost from 2 to 3. - Loki - Decreased base chassis cost by 2k. - Build rule change: All electronics (including LAMS) are half cost. - All Lokis now come with free Eoptics. - Catapult - Decreased base chassis cost by 2k. - Uziel - Decreased the physical size of the Uziel torso on the X axis by ~20%, resulting in a smaller profile and appearance closer to that of a 50 ton mech rather than a 55 ton. Hit boxes have been reduced to match. - Increased base chassis cost by 5k. - Morrigu - Repainted standard paint scheme from black to metal grey to allow for camos to actually show up. ------ GAME FLOW ------ - Locust IIC ticket cost set at 3 tickets. - Commando ticket cost set at 2 tickets. - Hellhound ticket cost set at 8 tickets. - Tier List Changes Chevy 4->2 Mithras 2->1 Commando 3 Harasser 1->2 LocustIIC 4 Hellhound 8 Partisan 5->6 Oro 9->6 ----- AUDIO ------ - All missiles get engine sounds with increased audible range, differying by missile type - No more audio stealth for VTOLS - New weapons sound for Heavy Machine Gun ---- VISUALS ----- - New effect for BPOD explosion ------ MAPS ------ - Reverted TC_IvoryTower to 8-bay forward hangars - Dune: fixed terrain clipping in Clan main hangar - Harvest: Added extra AA turrets to main airbases - Outskirts: Attempt to fix the issue when rep/rearm stops working after nukes near center/north/south bases

0.10.3

Release date: 8 January 2019
Standalone: Yes
Changelog:

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Version 0.10.3 ----------------------------------------- --------- KNOWN ISSUES - 0.10.3 --------- ----------------------------------------- ------ 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. - 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. ---- 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. -------- MAPS --------- - TC_Palisades: Both ASF factories will only build one ASF at a time. -------- 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 ------ 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 ----------------------------------------- ------------- HOTFIX 0.10.3 ------------ ----------------------------------------- ------ BUG FIXES ------ - Prevented special characters from being used in player nicknames - This is needed to fix a known crash

0.10.2

Release date: 5 January 2019
Standalone: Yes
Changelog:

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Version 0.10.2 ----------------------------------------- --------- KNOWN ISSUES - 0.10.2 --------- ----------------------------------------- ------ 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. ---- 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. -------- MAPS --------- - TC_Palisades: Both ASF factories will only build one ASF at a time. -------- 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 ------ 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 0.10.2 ------------ ----------------------------------------- ------ BUG FIXES ------ - Fixed a crash caused by the chat system - Madcat Prime now recieves its two free tons from previous CLRM build rule changes. - Fix for missing textures on Vulture torso. - Fix for BA SRMs rarely registering hits, they should now always hit reliably. - Fix for RearFiringLaser visual beam not reaching to its full 500m. ---- GAME SYSTEMS ----- - Hatch escape timer globally reduced from 3.5 seconds to 2 seconds. - Hatch escape timer has been removed from the APC. - Select Mech variants now have B-Pod Anti Battle-Armor equipment. These are mounted on the mech's hips and release an explosive when fired (default key 6) which will cripple or heavily damage any BA in a radius around the mech. Note that the damage is not great enough to kill a BA from full health. - Battle Armor now have a hardmounted Machine Gun which can be fired by pressing Mouse 2 (old grenade throwing button). - Activated BA spawning onto infantry bays for the Hephaestus and Goblin. ------ GAMEPLAY ------- - AC2 moved to AP ammo to match the other standard ACs. - ATM [HE] lock time reduced to 0.6 from 1 second. - Decreased the spread cone of ATM-3 [HE] launcher to improve accuracy. - BA Recoilless Rifle animation sped up to more closely match mPPC raise time. - The BA Recoilless Rifle now has Armor piercing capabilities against tanks, hovercraft, and aircraft. Damage modifiers are as follows: - Tanks: 2.25x against side armor - 3x against back armor - 1.5x against turret armor - Hovercraft: 1.3x against side armor - 1.6x against back armor - 1.15x against turret armor - The LT, Huit, and Mithras are considered hovercraft for these modifiers. The APC is not affected. - Vtols: 1.6x - ASF: - Light 1.75x - Medium 2x - Heavy 2.25x - Assault 2.5x - Increased damage of PointDefenseSystem and doubled its HP to prevent it from being destroyed so quickly. - Restored full explosive area of Air_MRMs to match ground MRMs. - Improved BA Grenade Launcher fire rate and explosive radius. Increased the speed and drop of the grenade. - Slightly improved the agility of MRM tracking. - Reworked BA Small Pulse laser to continuously fire, also reworked damage. - Reduced light kinetic modifier against VTOLs from 1.9x to 1.6x - Reduced Mgunammo mass so they don't push hovers as much - Increased TAG range from 1300m to 1350m. - Decreased HAG range from 1250m to 1200m. - Increased Light Gauss range from 1200m to 1250m. - Increased MRM damage from 78 to 82. - BA armor regen delay increased to 5 seconds from 3. - Moved some armor from Cauldron-Born Externals to its Side torsos. - Moved some armor from Argus side torsos onto its Arms. - Improved the turning ability of the Bushwacker. - Reduced cost of BASRM ammo from 2k to 1k. - Reduced BA health and Armor regeneration rate by 25% - Thanatos Build rules tweaks: - Thanatos now received free hard mounted GECM. - Standard and Improved Jump Jets prices and tonnages halved for the Thanatos. - Enabled equipment for the LongTom. The standard now comes with one PDS and one LAMS, the short with two PDS, the long with two LAMS. - Ryoken Build rules tweaks: - Fix for missing internal tonnage in build rules which resulted in an extra ton of podspace. (was counting as 45 tons rather than 55 tons) - Ryoken now no longer recieves a free heatsink. - Ryoken now counts as 10 tickets from 11. - Ryoken - adjusted torso hitboxes on upper torso to match the shape of the lower torso (cockpit canopy). - Hawkmoth Build rules tweak: - Moved Hawkmoth engine to STD from ICE to match Donar as its base chassis price was already set up for STD engine. - Hawkmoth gained 1.5 tons of podspace, all of which went into better weapons to help it keep up with the Donar. - Huit: - Moved to Clan FF armor from standard armor to improve its durability. - Increased base chassis price by 6k. - Redistrubuted armor to areas more likely to be hit. - Mauler: - Base chassis price decreased by 3k. - Improved the max yaw from 90 degrees to 135 - Increased armor on CT slightly. ---- AUDIO CHANGES ---- - Vehicle based weapons are audible for close to 1km from the source. Locate your enemy by the sound of the carnage. - ASF engine sounds changed so that when a player throttles down the plane doesn't get near total audio stealth - Heavy Small and Heavy Medium Laser play charge sounds again -------- MAPS --------- - TC_IvoryTower: Removed erroneous Assault class builds from forward bases (this was never intended) --------- VFX --------- - Adjusted BASRM missile particles to look more like SRMs and less like Tbolts.

0.10.1

Release date: 27 October 2018
Standalone: Yes
Changelog:

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Version 0.10.1 -------------- --- KNOWN ISSUES - 0.10.1 --- ------ 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) ---- 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. -------- MAPS --------- TC_Palisades: Both ASF factories will only build one ASF at a time. -------- 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 ------ 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 0.10.1 ------------ ----------------------------------------- ------ BUG FIXES ------ - Possible fix for slowed economy - Removed melee attack from BA Recoilles Rifle and from BA MP-PPC (caused a crash when used) - Fixed Hollander unable to buy Thunderbolt 5 ammo - Fixed Rusalka F not able to buy bomb reloads - Fixed Rusalka B being able to buy bomb reloads (was not intended) - Fixed all aircraft exiting / ejecting issues - Fixed incorrectly reported BHP / BAP equipment on the HUD - Fixed overheat/ low charge alarm for weapons not playing - Fixed not being able to buy ammo from forward bases - Fixed Goblin spawning underground when bought in a forward base - Fixed BAP/BHP showing up wrong in the HUD - Really fixed flame daisy chain from damaged turrets - TC_Palisades: - Fixed an issue where BA could not capture a base - Fixed runway repair bugs - Fixed IS VTOL spawn-in-hangar bug ---- GAME SYSTEMS ----- - New server cvar: sv_stats_logfile (default value: 1) - This cvar, when set to 1, will make the server produce an XML logfile containing game stats in Documents/My Games/Crysis Wars/MWLL/Stats/ after a game ends - Setting it to 0 will make the server stop writing stat logfiles ------ GAMEPLAY ------- - Increased safe explosion distance for BA SRMs - This reduces likeliness of BA killing themselves when firing their own SRMs - BA Recoilless rifle balance tweak - Increased rate of fire by 50% - Decreased damage by 50% - Decreased bullet speed by 33% (900 to 600 m/s) - BA MP-PPC balance tweak - Increased rate of fire by 38% - Decreased damage by 38% - Override is now a switch and can be enabled / disabled any time - Overheat movement penalties are now applied to the actual max speed of the asset, not to the throttle - This will prevent overheat penalties to mess with the current throttle value - Overheat penalties timer reduced from 4 to 2 seconds ---- AUDIO CHANGES ---- - Added new overheat alarm sound - Added new overheat warning message when reaching the yellow zone on the heat indicator - Changed Pulse Laser and XPulse Laser impacts sounds to be more in line with the general atmosphere of MWLL - Heavy laser fire sound pitch brought in line more with their individual type -------- MAPS --------- TC_Palisades: - Moved western BA spawn closer to mechbays. - Added forbidden areas inside main factories for opposing teams. TC_IvoryTower: Fixed 4-bays factories TC_StoneRose: Removed duplicate spawnpoint icons --------- VFX --------- - Added trail VFX for Recoilless Rifle bullet

0.10.0

Release date: 19 October 2018
Standalone: Yes
Changelog:

[Collapse]
Version 0.10.0 -------------- --- KNOWN ISSUES - 0.10.0 --- ------ 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) ---- 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. -------- HUD ---------- - Certain HUD elements might overlap other UI elements. - BA SRM ammo counter does not update when SRMs are not selected ------ 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 ------ BUG FIXES ------ - Battle Armor damage modifiers are correctly working now, this means machine guns do the correct amount of damage to Battle Armor - Fixed SA and LMS game mode kills being always logged as teamkills when sv_logKills is set to 1 - Fixed an issue where the vehicle turrets (AMS were unaffected) would fire when the left mouse button is pressed - Fixed 3rd person view being available in the APC passenger seat - Fixed Rusalka showing outdated paperdoll - Fixed Anubis cockpit hitbox not following the torso as it moves - Fixed Thor and Loki not exploding and going critical on destruction - Fixed Osiris explosion - Fixed Chevalier turret speed ---- GAME SYSTEMS ----- - e_clouds setting has been locked to 1 for gameplay reasons - Rangefinder max distance doubled to 3000m - Both server and client will print the MWLL version and revision at startup in the log now - The C-Bill donation system now prevents you from being able to donate money to a dead player, and will also show a warning on the screen. - A log message will warn you when you try to change your name in a server where player renaming is disabled ------ GAMEPLAY ------- - ASF and VTOL ejector seats now actually push you out like actual ejector seats - We continued our work on the BA. This iteration allows us to balance the health, armor, regeneration and damage modifiers for each single BA now. - BA now have inertia, instant strafing is no longer possible - BA jumpjets use a new performance curve, jump setting side to side and forward more responsive, - BA jumpjets refuel delay reduced from 1.5 to 1 second - BA jumpjets max fuel slightly increased - Decreased air resistance and floatiness - BA SRM ammo is now limited to 8 in the players inventory + 1 loaded in each tubes (10 total) - BA grenades have been removed - Stocked BA SRM ammo will be removed when entering in a vehicle driver seat (APC is excluded from this) - Weapon changes - Flamer: heat damage slightly reduced - New weapons: - Light Machine Gun (replaces Bear AC) - Medium Machine Gun (replaces BA AC2) - Medium Grenade Launcher - Medium Recoilless Rifle - BA pulse laser - Rework of the vehicle interaction system - Exiting from any vehicle driver's seat is not possible anymore while the vehicle's engine is running and when the related league mode option is disabled - There are 2 ways to leave a vehicle now: hatch escape and ejection sequence. Ejection sequence is available only on vehicles that come with an ejection seat. The ejection seat can only be used once. - Vehicles that come with an ejection systes are: Mechs, ASFs and VTOLs - Vehicles that DO NOT come with an ejection system are: Tracked and wheeled tanks, Hovercraft, APCs and Long Toms - By pressing the interaction ("F" by default) key while the engine is running, the ejection system will be activated, if present and not already used. - If the ejection system has already been used or it is not available, a new sequence is triggered in order to exit the vehicle: the hatch escape. - Hatch escape can be done anytime (unless league mode prevents it - in that case the vehicle would have to be shut down before), but unlike the ejection is not instant and needs 3.5 seconds in order to be completed. In this sequence, the vehicle will start the shutdown sequence and all the controls will be locked. - Shutting down will force the asset to stop, and lock all the controls for the whole duration of the sequence, which is 3 seconds - Shutting down during a jump is not possible anymore - We reworked the heat punishment system, in order to make the whole system easier to deal with. Note that these set of changes are not meant to make the gameplay easier, but to give the auto-shutdown meaning which just used to be a net negative by taking control from the player and still taking all the damage from the heat incurred. - We distinguish 4 different heat levels: safe, danger and overheat and off scale - In the safe zone (below the yellow line), the mech will never shutdown nor will take any heat damage - Reaching the danger zone (between the yellow and the orange line) only heatsinks will take heat damage. If shutdown override is not engaged, heatsinks will gain a heat damage resistance bonus. It will also make the vehicle visible to enemy radars at any range (heat spike radar penalty) - Reaching the overheat zone (over the red line) will cause overheat damage, and applies a different set of penalties. They will be removed 4 seconds after leaving the red line - Max speed cut to 45% - Weapons, jump jets and MASC / boost are disabled - Override will NOT prevent the movement penalties from being applied (weapon lock will be removed if you engage override) - If the vehicle takes more than 17.5% of heat damage to its main compoment (center torso / hull), it will start the auto-shutdown sequence. - As soon as the shutdown sequence kicks in, the vehicle will gain a 65% protection against heat damage. - After an auto-shutdown the vehicle won't be able to power up for 8 seconds. - As flying assets don't have an auto shutdown system, they won't be protected by this security system. - The shutdown override can be enabled at any time (default: H key), but once enabled it stays active for 60 seconds and cannot be disengaged manually, meaning that it has to be engaged manually every 60 seconds. - Vehicle and the heatsinks will always take full damage from overheating when override is active, which can be fatal in the red zone. - Single heatsinks will sustain much more heat damage than double heatsinks - When reaching the off scale point (900 degrees) the vehicle will immediately shut down. - Selling vehicles is not possible anymore in LastManStanding and SolarisArena game modes - Mounted turrets now will focus the currently selected target, if it's shootable, rather than engaging the closest one ------ NEW ASSETS ------ - New Goblin 45 ton tracked tank with a single infantry bay. The bay has no spawn ability - New slimmer torso and new arms for the Vulture as well as a new cockpit interior -------- ASSETS -------- - Tier changes: Mithras: 2, Osiris: 2, Solitaire: 4, Avar: 5 - Ticket changes: Chimera: 4, Regulator: 5, Goblin 5: (new) - Hephaestus got an infantry bay without spawning ability - Sparrowhawk armor rules changed to avoid overly vulnerable bomber variants - Fafnir armor redistributed to center, left and right torso - Mithras reworked to half track, engine power increased and lateral friction decreased to improve acceleration - APC passengers are shielded from damage - Cauldron Born armor redistributed to side torsos (small amount) - Shadowcat base chassis cost reduced by 2k - Novacat Armor redistributed to arms (small amount) - Partisan tank sized up to actually being 80 tons, long barrel support added - Raven size significantly reduced especially the beak, hitboxes reworked, head hitbox size decreased - Laser-AMS repositioned on the Awesome and on the Thanatos - Huitzilopochtli mass box tweaked to alleviate sliding - Ryoken hitboxes reworked, long barrels removed so that the torso is more vulnerable from the sides - Rifleman build rules tweak, LAMS count at half weight for Rifleman, extra tonnage gained converted to armor - Thumper Rommel moved from tank build class to artillery build class - Global increase for energy and kinetic modifiers against ASF. - Different numbers per size/strength of planes still. - Generally, smaller and harder to hit planes got larger increases than larger, slower planes. - Increased kinetic-air and kinetic on Vtols - Chimera - JJs and iJJs cost one ton less on the chimera since it sits at the bottom end of the medium class. - VTOL radar detection range changed to active 1200m and passive 700m - Morrigu breaking power reduced to prevent violent breaking - Daishi, Warhawk external holder hitboxes bloat decreased - Reduced light-kinetic modifier against hovercraft from 1.5 to 1.3 - Cougar base chassis cost reduced by 4.3k - Puma base chassis cost reduced by 350 - Vulture Armor redistributed from arms to torso (small amount) - VTOLs damage modifiers reduced from 1.1 -> 1 (energy); 2.05 -> 1.9 (lightkinetic); 1.4 -> 1.2 (kinetic); 1.75 -> 1.2 (heavykinetic) - Solitaire armor reduced by half a ton to remove the extra rmor it recieved from its unhittable(bugged) cockpit. - Solitaire Backtorso armor reduced to bring it in line with the max allowed percentage present on all other mechs (0.7->0.6) Variant tweaks by asset - Ares Prime - Argus C - Avatar D, F - Atlas B - Awesome A, B - Blood Asp A, D, F - Blacklanner E, G - Bushwacker G - Cauldron Born B - Chevalier D - Chimera B, G, E - Cougar A - Daishi A, B, C, G - Demolisher Prime, C - Donar C - Epona A, C - Fafnir A, C, D, E, F - Harasser G - Hawkmoth C - Hephaestus A - Hollander C - Huitzilopochtli Prime - Loki A - Madcat Prime, D, F - Madcat MKII A, F, G - Masakari E - Mithras C, D - Morrigu Prime - Novacat B - Osiris B, E - Partisan E - Puma G - Raven E - Regulator Prime, A, B, C, D - Rifleman Prime - Rommel C - Ryoken A - Shadowcat B - Solitaire G - Sulla G - Thor Prime - Uller Prime, G - Visigoth F - Vulture Prime, C - Xerxes A, G ------ WEAPON CHANGES ------ - ATM-Standard lockon time to 0.9/1.2/1.5/1.8 from 1/1.3/1.6/2.0 seconds - UAC/10 overheat time decreased to match UAC/20 DPS - UAC/10 price increased by 2k - Removed impulse recoil from UAC5 to help hovercraft handling - Machine gun: - Damage increased from 2 to 3.5 - Overheat time reduced to 8 from 12 - Spread halved - Damage dropoff increased from 300m to 1.9 damage at 1600m - MRMs - Increased recycle time of MRM20/30/40 to match LRM10/15/20 timings. - Firerate slowed down to 1200 rpm to hopefully alliviate some hit detection issues - Normalized firing pattern among the sizes - ERPPC: price decreased to 8k from 9k cbills - Thumper: - Reduced ROF to 9 from 10 - Ammo per ton reduced to 8 from 15 - Price increased by 7k - HAG: Spread lowered (havled on the HAG/20) - Sped up recharge time on the HAG/30 by one second - Sped up recharge time on the HAG/20 by two seconds. - RAC/5: - Spread tightened to RAC2 levels. - Damage fall off now begins at 650 instead of 500. - AC/5: moved to high explosive ammo - Clan LRM 15: decreased to 5.5 tons from 6. - Clan LRM 20: decreased to 7 tons from 8. - Heavy Gauss (Air): charge time increased from 1 to 1.5 seconds - Clan UAC2 price increased by 200 ---- NEW EQUIPMENT ---- - New Point-Defense-System turret that shoots Battle Armors exclusively (mounted on Goblin and other tanks) ---- AUDIO CHANGES ---- - Betty sound "Shutting Down" is played on all the vehicles now - New additions to the sound system to curb volume bloat with the exception of automatic weapons for technical reasons - EQ filter removed from Clan assault mech run sound to get rid of distorted hum when many of them are close together - Added pressure wave crackle to ASF engine sound - Added new victory and defeat transmission for Innersphere. Clan transmissions get more variations - Group fired weapons of the same type have a very subtle chorus effect applied to distinguish them from chain fired or single weapons in a group - Bass boost for HVAC10, HAG30, 40 and Large, ER Large, Heavy Large and Large Pulse Lasers - All Laser impacts can be now distinguished by weapon type and weapon class, works best when Laser fire sound is not audible - Rear Firing Laser has a firing sound - The manpack PPC has a charge sound indicating readiness ---- VFX CHANGES ---- Damaged turrets no longer create a trail of flames hanging in midair when moving. -------- HUD ---------- - Small update to the map view in the ASF / VTOL HUDs - Added SRM ammo counter to the BA HUD ------ NEW MAPS ------- - New map: TC_Palisades - New map: TC_Outskirts - New map: added TC_StoneRose as official map ----- MAP CHANGES ----- - TC_ValleyForge: - Changed the location of the forward factories, - New base weight: 0.25 - TC_Dune: - Layout changed - adjusted structures near repair bays - new minimap added - TC_ThunderRift: Mechtraps removed - TC_Bogs: Changed position of some objects - TC_Dustbowl: Tweaked day/night cycle to be more visible at night - TC_Inferno: Factories in side bases are now hardened against criticals ------- Extras ------- - New Shatter camo available in Special category - New Ghostbear Alpha camo available in Special category

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