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Deimos-D 22.12.19 09:03 pm

News (BattleTech)

BATTLETECH 1.0.2 Release Notes (BETA) 5/3/2018
https://forum.paradoxplaza.com/forum/index.php?threads/battletech-1-0-2-release-notes-beta.1095165/

Fixes a bug with video codec, memory leak and error with decals from DLTS Shadow Hawk (Valhalla Shadow Hawk variant failing to load in missions when selected.If you are fielding a Shadow Hawk with the Valhalla paint job, all combat missions will fail to load. This includes combat loading save games as well as dropping from your Dropship. To work around the issue in Skirmish, remove the Valhalla Shadow Hawk variant from your lance. To work around the issue in Campaign, change the Shadow Hawk paint job to one of the base options.)
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Deimos-D 22.12.19

Interview with game developer, game Director Mike McCain. In English.
https://www.rockpapershotgun.com/2018/06/04/battletech-speed-options-patch-details/

Just empty chatter and praise of a loved one and brilliant, but pathetic attempts to justify your jamb on the brakes the menus of the game that they wanted to make a giant mech fights more epic and cinematic. Promise to correct and fix bugs in the future to add normal support for fan mods, well, to rivet of course DLC.

In our first big update, among other things, we are adding the full accelerating mode that can be enabled or disabled at any time from the settings menu. To accelerate the beginning of the movement of the bellows, but again slow at the end so as not to miss something important. We also add the function acceleration on demand - basically, you can press spacebar during the to speed up only this action.

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Deimos-D 22.12.19

Publisher Paradox Interactive announced the acquisition of the Studio Harebrained Schemes
https://www.dualshockers.com/battletech-developer-harebrained-schemes-acquired-paradox-interactive/
Now Harebrained will be one of the internal studios of the company and its own unit, which, however, does not limit its creativity and will not lead to staff reduction.

CEO of Paradox Interactive were very pleased with the purchase and alleged that it plans in the long term.

In honor of the designated event, by the way, all those who supported the time, Battletech, in the future will receive a free copy of space strategy Stellaris. The details of the promise to provide later.

As for the game itself, it seems to still suffer the fate of projects from Paradox, which almost always have countless DLC.
http://forum.zoneofgames.ru/topic/49019-izdatelstvo-paradox-interactive-priobrelo-sozdateley-battletech/

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A_QuartZ 22.12.19

Deimos-D wrote:
As for the game itself, it seems to still suffer the fate of projects from Paradox, which almost always have countless DLC.
What a sad fate - a lot of DLC, everyone would like that!)

For links - thanks. Found it interesting for yourself, except that you brought it here. Deleted my most negative comments in earlier topics. Plus catch.)

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Deimos-D 22.12.19

Designer Battletech Tyler carpenter was fired from the Studio Harebrained Schemes after several women accused him of sexual harassment. The accusations led to the beginning of the investigation, and the result was immediate dismissal.
https://twitter.com/WeBeHarebrained
Harebrained Schemes needs to be clarified in connection with the recent situation where one of our former employees was accused of sexual harassment and misconduct. In that moment, when we learned about it, we immediately sent to the designated employee's vacation and conducted a full investigation. In the end, we decided that the best option would be to say goodbye to this employee that we did not hesitate.
We strive to provide all our employees with a safe working environment and will always actively take the necessary measures to maintain a safe, positive, respectful and team-working atmosphere".

It is known that Tyler complained at least six women, reported that he constantly sent them obscene messages, touch them against their will and did not let them pass. https://waypoint.vice.com/en_us/article/yweqk5/harebrained-schemes-designer-accused-of-sexual-harassment-resigns

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Deimos-D 22.12.19

released patch version 1.1
https://forum.paradoxplaza.com/forum/index.php?threads%2Flive-battletech-update-1-1-release-notes-updated.1106661%2F

Patch 1.1.0-303R (21 June 2018)
===============================
New Features & Content
MechWarrior customization. Players can now customize the appearance, callsign, name, the, and voice of all non-Ronin MechWarriors in their mercenary company. The starting MechWarriors (Behemoth, Dekker, Glitch, and Medusa) are now considered Ronin.
Granular difficulty settings. Added a wide variety of Granular Difficulty Settings that can be adjusted at any time from the Settings menu.
Lethality - when enabled, MechWarriors that are disabled in combat will always be killed.
'Mech Destruction - when enabled 'disabled Mechs from Center Torso destruction are permanently lost. This setting is intended for veterans and those seeking a significant challenge.
No Rare Salvage - when enabled, + and ++ items are no longer generated as salvage results (but remain purchasable in stores).
MechWarrior Progression - adjust the amount of experience that MechWarriors gain after each mission.
Advanced MechWarriors - increase or decrease the frequency of more powerful MechWarriors appearing in Hiring Halls in later parts of the game.
Enemy Force Strength - increase or decrease the baseline strength of the enemy forces, you'll face in procedural contracts.
Contract Payment - increase or decrease the amount of C-Bills paid by procedural contracts across the game.
Salvage - increase or decrease the amount of salvage you may obtain from negotiation on procedural contracts.
New custom campaign mode. The following added Difficulty Settings can only be adjusted when starting a new campaign (Select Custom Campaign when starting a New Game from the Main Menu.)
Ironman Mode. Your campaign is limited to a single save game slot that automatically updates as you progress. Run out of funds or fail a Mission Priority and it's game over!
Unequipped 'Mechs - enable this to make 'Mechs completed out of 'Mech parts start empty instead of with a stock loadout.
Parts for 'Mech Assembly - increase the number of 'Mech parts that must be salvaged to assemble a new 'Mech. This setting is intended for veterans and those seeking a significant challenge.
Accelerate the current action with SPACEBAR. Players can now press SPACEBAR to greatly accelerate the current action. Game speed will return to normal after the action completes.
Speed-Up mode to accelerate all combat actions. Added an option in the Gameplay Settings menu that significantly speeds up combat. Note that this setting is ignored during Multiplayer, and while story dialogue is playing during campaign missions.
General combat speed optimizations. To decrease turn times even when not using new speed-up options. In addition, the settings for combat result pauses and camera transition times have been exposed in CombatGameConstants.json for easier modding.
Cancel combat actions and selections with right-click. Right-clicking in combat (without holding down the button) now acts like the ESC key backing out of the current action or selection.
MechLab quality-of-life improvements. Including the below additions. See UI section for further UI improvements.
A shortcut button is now available to bring up the Store directly from the MechLab, allowing players to buy weapons, equipment and ammo without leaving the MechLab. (Must still be in orbit to purchase items.)
The running total C-Bill cost of a work order is now displayed while the player is working in the MechLab.
Added tooltips for all 'Rating bars Mech in the Mech Bay and MechLab that show and explain more of the specific numbers behind that rating.
Improved warning communication and tooltips in MechLab.
Added button to Scrap the Mech Bay Storage screen, to allow scrapping complete 'Mech chassis directly from Storage.
Gear components now display their stat benefit directly on their component UI (instead of only in their tooltip.)
Current inventory count in Store and Salvage. Item tooltips in the Store and Salvage screens now display how many of that item the player currently has in inventory.
Several new events and improvements to event generation. Including fixing a bug that could cause valid events to appear invalid and not be considered during event generation.
Ultrawide monitor support. BATTLETECH now supports displays with 21:9, 64:27 and 43:18 aspect ratios. Known Issue: a few cosmetic-only bugs still exist in this experience, but given the high demand for employment support we felt that these minor issues did not need to hold up its release.
[WINDOWS] The BATTLETECH Launcher has exited Beta. This launcher can be used to configure the following options before launching the game: Borderless Windowed Mode, Fullscreen Exclusive Mode Video Rendering API. We recommend using these options for troubleshooting if you are experiencing hardware or software compatibility issues. The launcher also includes a new automatic crash reporting tab. To use this launcher:
GOG Galaxy: Open the More menu next to the Play button and choose Other -> Configure BATTLETECH.
Performance & Compatibility
Improvements to the game start flow. (Splash screens can now be skipped.)
The previous High visual quality setting has been renamed to Ultra. The new High quality setting disables screen space reflections and clamps volumetric rendering at higher resolutions.
Significantly improved performance and stability of front-end interfaces list.
Improved stability when alt-tabbing and otherwise losing focus of the title.
Improved protection against spam-clicking.
Combat UI rendering optimizations. These should reduce instances of small hitches during combat
Optimizations to building destruction system and related fire and smoke VFX sequences.
Audio performance optimizations.
Terrain rendering and tree rendering optimizations.
VFX and water rendering optimizations.
Balance
Many existing contracts had their difficulty rating adjusted to more accurately reflect the actual difficulty of the contract and provide a more consistent player experience.
The difficulty range of contracts in a given system has been expanded to two skulls rather than one skull. Easier and harder contracts will now be available in every system.
Moving and re-balancing the reinforcement units in some procedural missions.
The Called Shot bonus for multiple-hit weapons (SRMs, MGs) now diminishes by half with each successive shot.
Medium 'Mech stability increased to 130 (was 100). Stability recovery increased to 1.2 (was 1.0).
Heavy 'Mech stability increased to 160 (was 100). Stability recovery increased to 1.4 (was 1.0).
Assault 'Mech stability increased to 200 (was 100). Stability recovery increased to 1.6 (was 1.0).
Difficulty modifier for attacks against Light 'Mechs increased to 3 (was 2).
PPC heat generation reduced to 35 (was 40).
ER Large Laser heat generation reduced to 25 (was 40).
Large Laser heat generation reduced to 18 (was 30).
Medium Pulse Laser heat generation reduced to 16 (was 25).
Medium Laser heat generation increased to 12 (was 10).
Small Laser heat generation increased to 6 (was 5).
AC/2 heat generation reduced to 4 (was 5).
AC/5 heat generation reduced to 8 (was 10).
AC/10 heat generation reduced to 12 (was 15).
AC/20 heat generation reduced to 24 (was 25).
LRM-10 heat generation reduced to 10 (was 12).
LRM-15 heat generation reduced to 14 (was 15).
SRM-2 heat generation reduced to 4 (was 6).
SRM 6 heat generation reduced to 12 (was 14).
Flamer starting ammo reduced to 4 (was 6).
UI
The 'Mech status display on the After Action Report no longer displays structure damage above armor, which was confusing to a number of players (particularly when heat damage was incurred underneath armor.) Warning icons now appear if structure damage was incurred, but intact armor now takes precedence on the 'Mech status display.
Added a selection state during a keybinding to indicate which action is currently listening for a keypress to bind to the action.
Improved communication in the Engineering room when an Argo Upgrade is in-progress.
Standardized custom 'Mech name of the field to 16 characters.
Disallowing bad characters (e.g. tabs, newlines) in the input fields.
New loading screen with game tips, and revisions to some existing loading screen game tips.
Floatie text for Breaching Shot now appears over the target instead of the attacker.
Improved visibility for Sensor Locked floatie text.
Color selectors on the heraldry customization screen now wrap.
Added a Tooltip explaining the behavior of the Travel to System button.
Added a confirmation prompt when using the restore defaults button in an options menu.
Improvements to Store loading times.
AI
AI improvements to Liberation: Panzyr to address the AI threat assessments.
AI improvements to Defense: Smithon to the AI's ability to advance towards priority targets. Also encounter re-balancing to accommodate the improved behavior.
Fixed an issue where enemy AI units could sometimes sprint even while unsteady.
Fixed AI behavior in the Defend Base missions to focus slightly less on destroying targeted buildings and to be more responsive to the player damaging them.
Improved AI multi-targeting logic, and fixed a bug where AI units could sometimes unfairly use multitarget.
Improved AI patrol-path behavior.
Now AI that prioritizes the selection of Unsteady units.
AI performance optimizations.
AI units are now more cautious about using jumpjets when overheated.
Fixed AI incorrectly bracing units when they can no longer sprint (e.g. when a leg is removed).
Multiplayer & Accounts
Fixed an issue where attempting to log in to Paradox Account without an active internet connection resulted in an infinite loading screen.
Fixed an issue in Multiplayer that could cause turns to extend past the turn-timer limit when players used single-move or jump actions during non-interleaved movement.
Improved content filtering for lobby names and chat.
Various improvements to the Multiplayer Lobby UI behavior.
Player can now use the Eject button in Multiplayer and Skirmish vs Skirmish. AI
Significantly improved performance of the server browser when many games are shown.
Bugfixes
Dozens of procedural mission fixes & tweaks, including fixing instances of misplaced spawners causing units to become stuck.
Fixing cases of procedural missions that would either auto-complete early, or not at all.
Fixing the behavior of some escort / convoy lances in procedural missions. (Cases of units failing to reach their destinations, convoy guards not activating when expected, friendly escort units getting stuck, etc.)
Fixed issues with loading process where specific Contracts could fail to load.
Fixing various VO and dialogue issues in procedural missions (specifically Assassinate & Battle contracts.)
General map polishing and collision clean-up on many maps.
Fixed an issue where certain instances of Destroy or Defend the Base contracts could auto-fail.
Fixed a UI bug where objectives appeared in the incorrect order of priority on some missions (primaries secondaries above).
Fixed an issue where in some few cases, reinforcements would not spawn as expected.
Fixed an issue where an enemy Enforcer would spawn stuck in the Escape mission on Artru.
Fixed an issue where players were unable to back out of the Liberation: Itrom lance configuration screen.
Various cosmetic map geometry fixes across the game (floating assets, assets clipping, etc.)
Various fixes and improvements to the building destruction system (more natural behavior collapse, debris better coverage, improved physics behavior.)
Various combat VFX fixes & improvements.
Various 'Mech animation fixes & improvements.
Various cosmetic edits dialogue to clarify story points and fix continuity errors.
Various typo fixes across the game.
Fixed an issue that could cause a softlock after ejecting a MechWarrior with the Ace Pilot ability.
Various fixes to the animation flow for the eject action.
Fixed a bug where the Rear Torso armor on 'Mechs in combat could remain even after the associated Torso section had been destroyed.
Fixing the tooltip for the Done action for MechWarriors with the Ace Pilot ability.
Fixed a cosmetic issue where MechWarrior portraits could become greyed out after using the Vigilance morale ability in certain conditions, despite not having acted yet.
Fixed an issue that could cause a newly-completed 'Mech to disappear after loading a save game created at the same time as the 'Mech construction is completed.
Fixed an issue that could cause Kamea or Alexander to be incorrectly present on the Argo after backing out of Lance Configuration for certain Priority Missions.
Input Fixed an exploit that could allow players to hire MechWarriors that they didn't meet the Rating requirements for MRB.
Fixed an issue where players could cancel a Travel Contract without incurring the advertised Reputation penalty with the client faction.
Input Fixed an exploit that could allow players to create overweight 'Mechs.
Fixed an issue that could occasionally cause Travel Contracts to change difficulty upon arrival in the destination system.
Fixed an issue that could cause certain 'Mech repair tasks queued from the MechLab to fail to appear in the Timeline.
Fixed a bug where the 'Mech performance rating bars in the Mech Bay could be displayed incorrectly for 'Mechs with destroyed components on them.
Fixed an issue where the Max value displayed Injuries for MechWarriors in the hiring hall was not taking into account bonuses from their Guts skill.
Fixed a cosmetic issue where item quantity values in the Store UI were not being refreshed after selling the items.
Fixed an issue where the tooltip for Priority Missions was failing to display on the Contracts screen.
Fixing cinematics audio to respect the Play Audio When Alt-Tabbed setting.
Fixed some positional audio issues and incorrect audio assignments on destructible buildings.
Fixed an issue where certain cosmetic (non-gameplay) decorative objects would no longer be present on maps after loading a save game combat.
Fixed a bug where the UI indicating dangerous locations in combat (e.g. boundary regions) would fail to deactivate after the dangerous conditions were over.
Fixed an issue where the Zoom to New Contact setting wasn't being respected during first contact with enemies.
Fixed an issue where the Sensor Lock effect would no longer be present on a locked sensor unit after loading a save combat.
Fixed an issue where 'Mechs that lost a leg due to ammo explosion did not experience Knockdown as expected.
Fixed a cosmetic issue where the Restart and Stand Up buttons could overlap with the Eject action confirmation button in the combat UI.
Fixed a small cosmetic issue where weapon attacks could impact empty air above a target after a melee knockdown had occurred.
Fixing Stalker arm missile pod visibility.
Improved Radiation fog VFX Field.
Jump Jet VFX now scale based on 'Mech weight class.
The King Crab has opened its claws.
Fixed a cosmetic issue that could sometime cause weather effects to temporarily disappear in the Windy Day mood.
Fixed some cosmetic issues with hair rendering in MacOS.
Fixed an issue with the Skirmish MechBay incorrectly displaying the weight range of Assault Mechs as 85-100 tons. (Now displays as 80-100 tons.)
Various fixes to tooltips, including an issue that could cause tooltips to become cut-off at the bottom.
Fixed an issue where MechWarriors would sometimes play their injury even if VO game effect (e.g. a cockpit mod) had prevented the injury from occurring.
Fixed an issue where achievements regarding lance composition could be unlocked by using lances of less than 4 'Mechs.
Fixed an issue where the background was UI interactable during login or account creation.
Fixed an issue where the selection field in dropdowns would display multiple selections.
Fixed an issue where the selected lobby may become unavailable when the server browser refreshes.
Known Issues
There is currently a small chance of the starter MechWarriors (Glitch, Behemoth, Dekker, Medusa) incorrectly appearing as hireable Ronin MechWarriors in hiring halls later in the game.
Skirmish lances created prior to updating to 1.1.0 may contain 'old Mechs with weapon & stability values.
Some tooltips may appear visually truncated at the bottom.
A few cosmetic-only UI bugs exist when playing on an ultrawide monitor, but given the high demand for employment support we felt that these minor issues did not need to hold up its release.

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prodigy007 22.12.19

Rusich still means no

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Ex_Vandal 22.12.19

Write that localization will be in the next update. Although most need to read it as the next major update.

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Deimos-D 22.12.19

BATTLETECH Update 1.1.1 Release 6/27/2018
https://forum.paradoxplaza.com/forum/index.php?threads/live-battletech-update-1-1-1-release-notes.1107839/
•Fixed an issue where the starter MechWarriors (Glitch, Behemoth, Dekker, Medusa) could also occasionally appear as hireable Ronin MechWarriors in hiring halls later in the game.
•Fixed a bug that could cause tooltips to fail to spawn in the Store under certain conditions.
•Fixed an issue where tooltips could sometimes appear truncated at the bottom.
•Fixed an issue where users could be unable to use Lance Configuration via the Multiplayer Skirmish Lobby if they had not yet played the campaign or single-player skirmish BATTLETECH since updating to version 1.1.
•Fixed an issue where loading a save game generated in the Axylus priority mission, right after securing the crash site, could result in a progression blocker.
•Fixed a bug that was causing attacks to hit 'Mech head locations more frequently than intended.

IMPORTANT: If you experience any issues after updating, or see a popup like this one when trying to run the game...

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Deimos-D 22.12.19

BATTLETECH Update 1.1.2 Release
https://steamcommunity.com/app/637090/discussions/0/1762481957313850237/?l=greek

Fixed a race condition that could cause a softlock after flamer attacks made with the Firestarter 'Mech.
Fixed an issue where the Capture of the Argo mission on Axylus would fail to progress after loading a save game created right after securing the Argo crash site, but prior to new enemy units appearing.
Fixed an issue where players could use the navigation starmap to accept travel contracts they did not meet the reputation requirements for.
Fixed an issue where the Ultra quality setting could revert to High after relaunching the title.
Fixed an issue where the Lock Cursor game setting did not get applied until the user alt-tabbed or relaunched the title.
Fixed an issue where a'Mech work order could still be created after some items equipped to the 'Mech were sold while the work order was pending.
Fixed an issue where the Fresh Off the Lot achievement could not be completed.
Updated the credits

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Deimos-D 22.12.19

at the international exhibition of the gaming industry, also called the main American exhibition of Board games Gen Con 2018, which will be held from 2 to 5 August in the USA, in Indianapolis, will go to one of the heads of Harebrained Schemes: Mitch (Mitch Gitelman), maybe there we will hear news about the future of the game, the new additions and localization, or even the revival of the Board game Battletech!

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Deimos-D 22.12.19

From the moderators of the official forum:
Interested or not, Linux and localisations are the current step of the roadmap and many others are interested in them. Some can't play the game without them.

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Nightma[R]e 22.12.19

Russian and never will be. Already 4 month gone after the game. And can only promise to feed, I have the game on shit-the English will not buy.

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Deimos-D 22.12.19

Can not be Russian localization of the game, as it is one of the requirements of the backers on Kickstarter and Volosovskiy required to carry it out, as it also raised money, otherwise they will have to return loot to the cheated, what no go...

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Deimos-D 22.12.19

The company Paradox Interactive has reported its results for the second quarter of the current fiscal year. Revenue fell by as much as 38%! The publisher explains this decline by the fact that over the past three months she had to pay a lot of money on royalties because a third-party game companies accounted for roughly a quarter of total income.
While Paradox has canceled two not anodirovannykh of the project, in order to stabilize their financial situation. The company's management reported that nothing critical in the fall of income is not, and part developed in the bowels of the games sometimes still closes early. https://www.paradoxinteractive.com/en/interim-report-january-june-2018/

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Jeffrey 22.12.19

On the website Paradox Interactive were announced the first additions to the Battletech - Flashpoint
In addition they promise 3 new biomes (weather conditions), 3 new mechs (Hatchetman, Crab, Cyclops), new types of missions.
Release date - November 2018
https://www.paradoxplaza.com/news?aid=battletech-flashpoint-announcement
Video trailer

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Deimos-D 22.12.19

Details of the new Additions BATTLETEC Flashpoint:
3 new Biomes: different variations on the theme of tropical beaches with palm trees.

3 new Furs: medium Hatchetman Mech with a hatchet and sharpened on melee http://www.sarna.net/wiki/hatchetman more high-speed and versatile medium mech Crab http://www.sarna.net/wiki/Crab and assault Mech Cyclops with a variety of weapons for all distances of combat. http://www.sarna.net/wiki/Cyclops
Mission: Target Acquisition, with the capture of several points on the map.

The main innovation of Flashpoints: a small scenario consisting of a few standard missions. In the course of such operations will not only have to engage in two consecutive tasks with the same mechs, but faced with a nonlinear random events.
New short stories will consist of procedural missions associated with the new conversations of the crew, special events, critical choice and valuable prizes.
The history of Flashpoint give us flexibility in developing the huge variety of experiences, all with different sequences, events, problems, solutions, awards, etc. We combine the basic mechanics of gameplay in new ways to create better Content, said Mitch Gitelman, games BATTLETECH Director and co-founder of Harebrained Schemes”. “These more complex and long-term goals are a terrific tool of interactive storytelling, which we think will appeal to fans of BATTLETECH said Jordan Weisman, CEO and Creator of BattleTech.
https://www.paradoxplaza.com/battletech---flashpoint/BTBT01ESK0000001-MASTER.html wait in November 2018года...

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Deimos-D 22.12.19

BATTLETECH 1.2
https://forum.paradoxplaza.com/forum/index.php?threads/live-battletech-1-2-0-release-notes-mechwarrior-abilities-re-spec-beta-and-more.1116569/

HIGHLIGHTS: Players using the Custom Campaign options introduced in 1.1 can now take advantage of a new Prologue Skip setting to fast-track new campaigns (this is definitely not recommended for first-time players, though!). The combat Morale system in the campaign has received a significant overhaul (and is now called Resolve - more on that below). We've added a Memorial Wall in the Argo so that you can honor Dekker's sacrifice whenever you want. We've made several improvements to our management systems save game (and you can now name the Manual Saves when creating them). And lastly, we added new events for you to discover during your journey adventures. See further details below.

New Features & Content

New Skip Prologue Option. Added the ability to skip the opening cinematics and missions of the campaign and skip to your first mission as a mercenary commander, helping a group of miners.

Combat Morale replaced with Resolve. Players now gain a consistent amount of Resolve every round of combat, and can use it to activate Precision Strike and Vigilance. The amount of Resolve gained each round is determined by the Morale on board your ship.

New Memorial Wall added in the Argo. Players can now access a list of fallen MechWarriors and view a variety of statistics they logged during their mercenary careers

New Events. A number of new mercenary events have been added to the game.

Improvements to the save game management.
•Added ability to create custom names for manual saves
•Permanent saves are marked with gold triangle icons and tooltips
•Added progress percent to save the game refresh
•Added the ability for users to disable the warning when deleting saves
Deleting a save game no longer scrolls back to the top of the list each time
Quality-of-Life Improvements.
•Added the ability to restart in any combat mission without loading a save game (excludes iron man)
•Added initiative status icon overlays for MechWarrior portraits in combat
•Added more sorting options for inventory items
•Components are now sorted logically in the Store and MechBay
•Added more color swatches for mercenary outfit color schemes
•Added new floating text for Precision Strikes
•Added popup message when ‘Mech with invalid configuration is detected
•Added new popup for selling multiple items in the store
•Added horizontal and vertical version of main menu for cinematic 21:9 aspect ratios
•‘Mech weight class selection filters changed from individual toggles to exclusive subsets, including new All button added to show all weight classes.

UI
•We now show the proper number of health boxes and Xs on the After Action Review screen when someone with low guts is incapacitated or killed
•Fixed the mechbay list storage so that we don't clear the filters when you scrap a ‘Mech part.
•The Timeline now reflects modified MechWarrior names and portraits
•Pressing ESC now closes Delete Campaign prompts in the Load Campaign menu
•Fixed an issue with a “Discard Changes” prompt displaying in certain circumstances after exiting Video Settings with no changes made
•Fixed an issue with using the square bracket characters in save game search field
•The ENTER key now works on Mission Success / Mission Failure screens
•Tooltips are no longer displayed for planets behind planet summary panel in navigation
•Added a default firing arc when no weapons are available (or when an Ace Pilot moves after shooting)
•Removed the Back button during heraldry creation when a new account is registered
•Fixed a warning prompt message in the MechBay
•Fixed a visual-only issue with Heat Efficiency rating after equipping Heat Exchangers
•Fixed an issue in which items purchased from the store via the Mech Lab (Check Store button) disappeared until a refit is reloaded after reverting changes
•The Mech Lab underweight warning now only displays if at least 0.5 tons are free
•Removed the empty month option when registering a new account
•Fixed a tooltip on incomplete Mechs in MechBay
•Fixed game options menu opening when using Esc to close the withdraw confirmation popup opened via button in upper-right corner
•Heat Exchanger Fixed icons sometimes not loading
•Fixed empty available weapons and equipment sections when customizing ‘Mechs
•Fixed several layout issues and fill in MechBay
•Fixed save game slot hitbox area is so rapid deletes won't double click and load saves
•Fixed text overflow in the Welcome message popup Commander
•Hardpoint icons are now consistent with Weapon icons
•Fixed scroll position of event descriptions persisting between events in some cases
•Fixed an issue where the ‘Mech paperdoll was mirroring the structure displayed for the rear view
•Fixed the overheat warning not always showing for melee or DFA attacks
•Updated MechBay tutorial information
•Fixed some orange buttons being transparent
•Game Tips Updated to reflect new morale mechanic
•Fixed display of overheat/shutdown warnings overlapping when the Called Shot is active
•Fixed bug where canceling the commander's customization without changes could still cause the confirmation popup to come up
•Fixed disabled ability tooltips being displayed in the tutorial under specific circumstances
•MechWarriors killed in action injury no longer display text in the ARR
•Disabled camera zoom during multi-target attacks
•Fixed cases where melee camera would spin around rapidly prior to attack
•Fixed camera taking too long to focus on player ‘Mech when attacked, sometimes missing the beginning of impacts
•Prevent the Follow Cam from moving up over the top of the unit it's following

AI
•Hold Mountain map bug fix, widening a specific path to prevent inefficient AI movement.
•Fixed convoy escape zone on Escarpment Valley map to prevent units from blocking mission completion
•Escarpment Valley map bug fix to tweak the road area to remove rocks that were blocking bottlenecking and convoy units.
•Expanded play bounds on Alpine Cathedral Destroy base map to include spawners to prevent pathing issues for reinforcements.
•Bleak Ridge map update to fix broken spawns.
•Sunken Hills map bug fix. Some spawners Moving and shifting the terrain slightly to improve play and stop units from being blocked.
•Fixed the possibility that the AI would take paths that would get it stranded
•Fixed a bug in jump selection state where it was looking through the wrong list of enemies, which included dead ones, and was causing DFA selection to not work sometimes
•Fixed a bad spawn location on Toxic Mire map with a movement of a spawner.
•Fixed enemy vehicles spawning in Assassinate contracts on Split Range map sometimes not being able to reach the player
•Bleak Ridge map bug fix moving rocks to prevent movement blocker
•Improved patrol route pathing
•Fixed case where AI would look at player's morale instead of its own when deciding whether to use Precision Strike
•Fixed instance where an enemy ‘Mech takes no action when deciding whether to make a melee attack based on its target's unsteady state
•Fixed case where AI would brace instead of performing opportunistic DFA attacks
•Fixed support multiplying weapon damage by melee/DFA multipliers

Accounts
•Updates and adjustments for GDPR compliance.

Modding
•MetaDataDatabase switched over to using Natural Keys instead of Guids where possible

Launcher
•New Force Focus option in the Launcher to skip the disabling of ghosting in Windows to address potential crashing issues on some systems

Audio
•Footsteps VFX now differentiate between biomes

Bugfixes

•Fixed a case in the skirmish MechBay where copying a ‘Mech, then canceling, would leave that phantom copy as the active ‘Mech.
•Fixed a Timeline freeze and planet arrival saves not being generated.
•Fix for game not progressing after loading specific auto saves
•Fixed an issue where adding illegal characters to the search filter would cause saves to not appear after the text is cleaned up.
•Removed debug achievement clear old hotkey
•Fix to make the sliders negotiation reset properly after backing out of the lance configuration screen
•DFA can now produce a pilot injury if you take both your own legs off with it
•On Capture Base missions, the player can no longer target the friendly dropship
•Updated portrait manager with new beard skinning
•Fixed cases where Ultra and High quality settings could be reversed after changing the quality settings and restarting
•Fixed Highlander animation when transitioning from idle to brace
•Fixed some background textures in the Mech Bay
•Fixed visual issue with MRB rating stars disappearing after reaching max rank
•Fixed Ace Pilots getting stability reduced twice if they fired and then moved
•Fixed prompt MechWarrior training for pilots with skills already maxed out
•Fixed some text that could show through the finance widget
•Fixed weapon hit effects sometimes applying when the weapon misses
•Fixed background shadow Lance in the deployment menu
•Fixed facility decals in Sandy Mesa map
•Fixed galactic background showing during the transition Navigation menu in ultrawide resolutions
•Fixed rare cases where Forest buff didn't apply on tiles with trees in some maps
•Fixed missing tooltip in Mech Bay for right leg armor bar
•Fixed tooltip hit box in the Mech Bay when multiple icons are present in the selected lance configuration
•Fixed building in Raw Cliffsides missing collisions
•Fixed cases where objective success sound would play unnecessarily
•Fixed display of some Rough Terrain movement pips on Hidden Lagoon
•Fixed redundant VO barks when selecting Done to end turn prior to contact with OpFor
•Added collision to tunnel on Highway map
•Equipment/Weapons sold while in the Refit screen are removed from the refit interface to prevent work orders that include parts sold from being created
•Fixed potential soft lock if last MechWarrior ejecting and withdrawing at the same time while confirming both prompts with Enter key
•Fixed cranes not falling when the lower strut is destroyed by ‘Mech impact
•Fixed parts of destroyed buildings reappearing after combat loading save
•Fixed some Assassination contracts completing early loading save after combat (not retroactive)
•Fixed case of camera clipping through the pirate base
•Capturing all three silos during Itrom Attack now auto-completes the mission (no longer requires moving ‘Mechs to the Evac Zone)
•Fixed ice regions missing from the map after loading a save combat
•Fixed incorrect max head armor on the Commando and Spider in Mech Lab (was 30, now 45)
•Fixed possibility of sprinting ‘Mechs onto the same position as OpFor Mech in specific circumstances
•Fixed some missing/incorrect movement pips in Hidden Lagoon
•Fixed case where losing the silo Bravo could cause explosion of the silo Charlie in Itrom Attack
•Fixed flickering shadows when ‘Mechs are idle
•Fixed some hair styles in character creation being too reflective
•Fixed incorrect displaying shadows in Barracks when switching between rooms
•Fixed potential soft-lock state after loading a save combat created by pressing Enter to confirm save dialog
•Fixed missing rain effect in Medium and High graphic settings
•Lightning Fixed an issue in character creation with specific hairstyles and light combinations
•Fixed scars in portraits getting more intense after each save game load (until game restarted)
•Fixed display of rings around planets on loading screen
•Fixed enemy reinforcements being unable to reach the player's ‘Mechs during battle simple contracts on The Mine map
•Fixed portrait last applied changes being applied to both Commander and MechWarrior hired
•Fixed showing deleted saves again after entering and removing text in the search field
•Fixed buff icon for destroyed buildings
•Fixed item selection not clearing in the Store when switching to an empty tab
•Fixed the overheat alarms audio, VO, and VFX from not playing in certain circumstances
•Fixed several cases where enemy units could spawn in stuck positions (unable to engage player)
•Fixed a warning about spammy melee weapons that can't technically fire (but actually can)
•Fixed enemy contact being reported multiple times
•Fixed bug where standing in an Evac Zone area prior to its appearance as an objective could block progression in specific missions
•Fixed bug that put the player in combat during Itrom Attack prior to enemy contact unit
•Removed mid-air floating rocks in Smithon
•Fixed path in BarterTown to be walkable as expected
•Fixed cases where ‘Mechs would turn in place prior to attacking a target already in melee range
•Fixed a bug where entering combat with tab target neutral buildings weren't starting combat (including some turret generators)
•Fixed Ace Pilots getting stability reduced twice if they fire and then move
•Fixed Ace Pilots using done not getting the appropriate stability reduction applied
•When Reserving an entire lance only one pilot's VO bark is played instead of the entire team
•Fixed issue where the wrong ‘Mech shadow was cast in the MechBay
•Fixed typos in some pilot bios
•Fixed Restore Defaults in video settings not impacting resolution when in fullscreen mode (PC only)
•Fixed potential item duplication issue
•Fixed incorrect lighting when loading a save game where ship is docked to JumpShip
•Fixed stuck on Panther Smithon map
•Many additional small improvements and bug fixes
Known Issues (to be fixed before setting live)
•Campaign A few cinematic scenes have a grainy filter applied
•Some causes of death on the Memorial Wall don't fit the UI layout

D
Deimos-D 22.12.19

Developer Diaries #1: Mechwarrior Ability Revision
https://forum.paradoxplaza.com/forum/index.php?threads/developer-diaries-1-mechwarrior-ability-revision.1116566/

Hi everyone! It's yr friendly neighborhood design lead, Kiva, with the first of what will be a regular new feature: Developer Diaries! We're asking members of the BATTLETECH team to write about their ideas, upcoming features, and particularly interesting aspects of their work. For our inaugural Diary, we're talking about some previously-teased revisions to MechWarrior abilities, particularly good old Bulwark.

One of the things we're always on the lookout for is player consensus on “right” ways to play the game. When we design game systems, one of the first things we ask is “What decisions can the player make in this system?” This is because game systems are superfluous rated if there's a single outcome and a single path to that outcome. We may as well just move your playing pieces for you, if there aren't choices.

When we saw the consensus developing that the MechWarrior ability Bulwark was considered mandatory for all pilots, and its higher-level companion Juggernaut was considered useless, we started paying close attention to conversations about both, and started planning. We'd always expected to tune the MechWarrior abilities post-launch, and here was the first indicator that it was time to do so.

The initial proposal, which we very nearly patched in 1.1, was to simply reverse the positions of Bulwark and Juggernaut. Bulwark would become the higher-end Guts ability, and Juggernaut would become the lower-end one. We kept talking, though, and we decided that the real issue was that Bulwark was, relative to almost every other ability, too effective and useful. Which isn't necessarily a bad thing! But moving it to the high-level ability slot would severely restrict the choice space for MechWarriors. Everyone would have Guts as their primary skill focus, which would be a step backwards -- at least under the original design, pilots Guts would pair with the top-end ability from some other tree.

So we scrapped that plan and went back to the whiteboards. We wanted to make Bulwark a useful ability for tanking damage, but we didn't want it to lead to stagnant, immobile gameplay. So we did what we always do: prototyped it over and over, playtesting each time and taking notes and getting back together to talk through those notes.

This spread into a complete revision of the whole ability space, because once we start trying to fix something, we can't help but notice everything else around it that might be broken as well. For a while, every single ability was drastically different, as we experimented through a variety of possibilities.

Ultimately, however, we ended up leaving most of the abilities alone, or making minor tuning changes to them. Personally, I'm a fan of leaving well enough alone, and for abilities that were essentially working as expected, resisting the urge to tinker with them is a virtue.

So here's a high-level description of what we did change:

Sensor Lock: it's a one-trick pony. It's useful, but nobody's bringing a sensor lock pilot along because it's exciting or interesting to use the ability, and after you get within line of sight range, you basically never use it again. To add post-contact utility, we added the same debuff that PPCs give a target. Sensor If you lock someone, you place two stacks of Sensors Impaired on them. If you pair that with some PPC fire, you can utterly ruin someone's shot accuracy for a short period. It's still not competitive with actually firing your weapons, but it shouldn't be; and now, at least, you might hesitate a moment and ask ‘what if I locked sensor right now?’

Bulwark: we did so many things to this poor ability, trying every possible combination of movement and positioning and action consumption and effectiveness that we could think of For a while it was a new ability called “Fortify” that had radically different behavior that promised to fundamentally alter the flow of combat. In the end, though, we realized that the problem was simple: Bulwark encourages stationary firing platforms. So that's what we tried to fix. Bulwark no longer gives you the Guarded state for free when you don't move. Instead, it makes the Guarded state far, far more powerful. You still need to Brace (or use Defensive Push) to get Guarded, but once you have it, you'll be extremely difficult to damage.

We also made the Guarded stack with Cover, so that by bracing your Bulwark pilot in a forest, you can almost entirely negate incoming damage. This -- hopefully! -- cover brings back into the tactical space as an option for positioning your ‘Mechs, and makes destroying buildings a more reasonable use of a firing action, to create places to stand that grant the near-invulnerability of the Bulwark + Cover.

Coolant Vent: poor Juggernaut. It seems like a good idea on paper, but in practice manipulating a target's initiative isn't all that interesting at the high end of gameplay, when many of the targets are Assault-class ‘Mechs with the lowest possible initiative. Combined with the necessity of melee to trigger it -- in a tree whose other ability requires standing still -- it was second or even third tier. So, sadly, we cut it, and mourned its loss.

Coolant Vent replaces it with something more aggressive and exciting. When you trigger this ability, you manually shunt coolant out of your ‘Mech, right through the cockpit, in a way guaranteed to make your MechTechs and MedTechs cringe. Coolant is nasty stuff! By doing this, you increase your heat sinking for that round by +100, effectively guaranteeing you'll end the round at 0 heat. But in trade, you take a pilot Injury.

This is the top-end Guts skill, so we know you have plenty of health to spare on these pilots; are you willing to trade infirmary time, and increased vulnerability to being incapacitated, for the ability to Alpha Strike with your Black Knight round after round? We put a safeguard in -- your pilot isn't willing to vent coolant if it will actually kill her -- but aside from that, you're able to spend your health to push your damage output to its limits.

Sure Footing: The problem with Evasive Move is that it was so rarely relevant. With a fast ‘Mech, the extra evasion was superfluous rated; you were typically near the evasion cap already, just from ordinary movement. With a slower ‘Mech, you weren't ever getting enough evasion out of this for it to feel worthwhile.

We've been gradually trying to address the knockdown meta, without pushing too far in the direction of devaluing knockdowns. Sure Footing seemed like an obvious replacement for the Evasive Move, in that context. When you move, if it's an ordinary move -- that is, not a sprint or a jump or a melee charge or a DFA -- you become Entrenched automatically. Sure Footing pilots advancing and shooting are extremely difficult to knock down, and in larger ‘Mechs, it's nearly impossible without breaking their Entrenched state first.

With all that said, we're not carving these new abilities in stone. We're releasing them to you in beta form because we know that you, collectively, are far better able to find the exploits, weaknesses, and failure states in this kind of design work than we are. We're going to be monitoring this thread carefully for your feedback, and we want to hear from you. This is a significant enough change that we're not going to push it to Live without getting your feedback. So please take the new abilities for a test drive and let us know what you think!

S
Shershn 22.12.19

Relevant v 1.2.1 + Supplement Flashpoints, maybe someone knows where to find ???
And some crack, and of. tighten?

D
Deimos-D 22.12.19

Shershn
Supplement Flashpoints's not out yet and the exact release date is still not present, and the Russian localization is still present, but promise that it will be in October. And if the main game is with Russian localization, when you exit the DLC it will be in English only.