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1.1.0
General
XLRP NOW REQUIRES MECHENGINEER. Some changes have been made to accomodate for this fact.
Equipment like engines has also been added to the shop system.
If you have played a Campaign or Career using a previous version of XLRP, you *may* need to start a new game. If your old savegames load fine, then go ahead and play; though I still recommend to start a new Campaign/Career in order to benefit more from the integration with MechEngineer.
Item descriptions - Many item descriptions have been changed, enhanced or fixed. Some descriptions were taken from Xeryx' XAI mod, or at least heavily inspired by them. Thanks for the help, buddy!
All LosTech Items - Removed "BLACKLISTED" tag from all LosTech weapons and items (mod and vanilla) and set all of them to purchaseable = true. Star League equipment may now appear in the Black Market and faction stores as well as worlds with the Research, SLDF and Battlefield tags. However, due to the large amount of items available, chances are still slim you'll easily find what you're looking for. LosTech is also very expensive.
Stores/Loot - Updated existing and added new itemCollections. Manufacturers, even new ones, are now assigned to the appropriate factions. Most new itemCollections were created and generously by Xeryx, so go and check out his XAI mod, people. :)
Skirmish MechBay - All stock LosTech weapons (Gauss, UAC/5, LB 10-X AC, ER PPC etc.) are now available in Skirmish. Rejoice!
Quirky weapons designation have been changed from +/- to an asterisk (*) for better readability and clearer distinction from + weapons.
Career Mode - Changed maximum contract difficulty offered for Loathed, Hated and Disliked from 0.5/1/1.5 skulls to 1.5/2/2.5 skulls. Employers may hate you, but they still have needs for your services as a mercenary!
Bugfixes
Implemented tooltip for visual range increase per level of tactics skill. Thanks to Xeryx for helping with this!
Optional Assassin AddOn - Fixed possible broken-ness with MechEngineer due to SHS kit and engine cooling missing.
Optional Annihilator AddOn - Updated Annihilator with XLRP weapons and fixed SHS kit and engine cooling missing issues as well as missing space in center torso.
AddOns
Update the optional Archer, Assassin, Flea and Rifleman addons for bloodydoves/arguskos mechs to use their respective MechEngineer versions.
Mechs
Black Knight BL-6-KNT - Corrected variant name to BL-7-KNT.
Highlander HGN-732B - Rebuilt the SLDF Highlander. Armament has been changed to an M7 Gauss Rifle+, LRM20 + Artemis IV, SRM6 + Artemis IV and 3 Medium Lasers. Ammo, armor and jump jets remain unchanged. The TTS has been removed. Fixed equipment consists of Ferro-Fibrous armor, a SLIC Suite and DHS. A Hermes Gyro+++ has also been added.
Black Knight BL-6B-KNT - Rebuilt the SLDF variant. Armament remains the same (ER PPC+++, 2 Large Pulse Lasers, 4 Medium Lasers, 1 Small Laser+). The 6b has 17 DHS (10 engine, 2 internal, 5 external) as well as an Energy TTS+++ in the LT. Also features fixed equipment: SLIC Suite, Endo-Steel.
Griffin GRF-4N "Royal Griffin" - Corrected variant designation to 2N and rebuilt the Mech using MechEngineer:
The 2N features a Magna ER PPC+, 2 SRM6++ with 2 tons of ammo and CASE, 12 DHS (10 engine, 1 internal, 1 external in the LT), 5 jumpjets and a +3 evasion gyro (as substitute for the Guardian ECM). Fixed equipment includes: A SLIC Suite, Endo-Steel and Ferro-Fibrous armor. The amount of rear armor was slightly increased (0.5 tons) spread out over LT, RT and CT.
Zeus ZEU-5S - Added the prototype 5S variant armed with an Ultra AC5, LRM15 + Artemis IV, ER Large Laser and two Medium Lasers. The 5S also has 14 double heat sinks installed.
Wolverine WVR-7H - Added the Wolverine II, an SLDF upgrade to the 6R. It mounts an Ultra AC/5, a Medium Pulse Laser and an SRM6 slaved to an Artemis IV. The 7H also includes Endo-Steel structure, Ferro-Fibrous armor, internal Double Heat Sinks and retains the 5 jump jets of the original 6R. It can appear as a rare mech or mech parts in stores, but does not show up in Skirmish or as part of an enemy lance.
Atlas II AS-7-D-HT - Fixed Atlas II build according to TT building rules. Basic empty tonnage is now 35 instead of 22 (35 = 30 for engine, 5 for endo-steel structure). Main armament was changed from AC20 to LB-10X AC. Case II is also included in both side torsos. In order to provide enough cooling, a DHS conversion kit and two additional internal engine heatsinks are installed as well as two external double heatsinks in the arms. The remaining free weight of 2 tons was used to increase armor appropriately. Last but not least, a Hermes Equilibirum Gyro keeps the Mech stable even under heavy fire.
(The real Atlas II uses Ferro-Fibrous armor instead of Endo-Steel structure. Endo-Steel was used here to provide higher weight savings at the same cost of internal space.)
Skills & Traits
Increased the Visual Range bonus provided by each level of Tactics. Each level now provides 15 instead of 10 meters, but basic visual range has been decreased from 270 to 240 meters.
Improved Called Shot and Called Shot Mastery were moved from Tactics to Gunnery skill tree at levels 6 and 9 respectively. (This change was inspired by XAI)
Gear
Gyro Friedhof Butterfly - Added a new gyro that grants a +1 bonus to initiative. This gyro is considered fixed equipment for some Mechs and can not be removed: Cicada, Assassin (optional Addon), Victor and Banshee BNC-3E and 3Q models (3M and 3S are *not* affected).
Weapons
Pulse Lasers + and ++ - Normalized weight to 7 tons (increased from 6).
ER PPC + and ++ - Normalized weight to 7 tons (was 6 and 5 before).
Binary Laser Cannon - Added Binary Laser: 60 damage, 36 heat, 4 slots, 9 tons, +25% critical chance.
AC10* - Changed Imperator B range bonus from 50 to 60 meters (as one hex in the game equals 30 meters).
SRM6* - Changed Harpoon SRM6* heat bonus from -2 to +3.
Gauss Rifle Ammo - Added a small chance for Gauss Ammo to spawn along with other ammunition in a quantity of 2.
Gauss Rifle + and ++ - Normalized weight to 15 tons (increase from 13 tons).
Gauss Rifle - All Gauss Rifle variants now deal 70 points of damage upon destruction (as per MechEngineer).
Gauss Rifle + + - Increased M9 Gauss Rifle + + size by 1. Gauss M9 is now the same size as stock and Gauss Rifle +.
Pulse Lasers (all) - Pulse Lasers now ignore 2 pips of evasion (was 1 previously).
Streak SRM2 - Added three variants of SRM2 (LosTech): Base damage is 10, +2 accuracy and +3 evasive pips ignored.
Autocannon Ammo - Changed AC2/5/10/20 ammo per bin to 24, 16, 12 and 6. This way all ACs except AC20s provide 720 points of base damage at average per ton.
Ammo Bins - Added half-ton ammo bins for all weapons.
LRM + Artemis IV - Added LRM5/10/15/20 with Artemis IV FCS as LosTech: +4 accuracy, but no indirect fire option.
SRM + Artemis IV - Added SRM2/4/6 with Artemis IV FCS as LosTech: +4 accuracy.
Ultra AC5 - Reduced recoil by 1 for all UAC5. Slightly increased jamming multiplier from 5 to 6 to compensate for this.
Inferno SRM - Added Inferno SRM2/4/6 as uncommon/rare weapon. Inferno SRM deal 3 damage and 5 heat damage per missile, but explode for 32/64/96 points of damage when destroyed.
Snub-Nose PPC - Added 3 Snub-Nose PPCs as LosTech. Same base damage as PPC, damage decreases with distance to target. 450m max range, no minimum range, 30 heat, 6 tons and a size of 2 slots.
Bugfixes
Imperator-D AC20 - Fixed maximum range being 300 meters as stated, not 330 meters.
Flamer (all models) - Added amount of ammo to weapon description.
Weapons
SRM6 +/- - Added Harpoon SRM6 variant: -1 size, -2 heat, -30m range.
Ultra Autocannon/5 - Added Kawabata UAC/5 as LosTech. Comes in 4 variants (stock, +, ++ and +++). Recoil is 3.
AC20 +/- - Added Imperator-Zeta variant: + 100% critical chance, -30m range and +10 damage variance.
AC2 +++ - Reduced recoil of Imperator variant from 3 to 2 (same as AC2 ++).
AC20 +++ - Reduced recoil of Kali Yama variant from 4 to 3 (same as AC20 ++).
Large Laser +/- - Added Martell variant: -4 heat, -1 accuracy.
Mechs
Banshee BNC-3S - Added the Steiner 3S variant of the Banshee, featuring an improved weapons loadout at the cost of 10 km/h top speed and 10 points of melee damage (to reflect the smaller engine).
Banshee BNC-3Q - Added the Marik 3Q variant. Armament consists of a single small laser and an Imperator-Zeta AC/20. Otherwise identical to the 3E.
#########
1.0.1
Weapons:
AC5 +/- - Added Imperator-A variant: +2 accuracy, +60m range, +4 heat.
AC10 +/- - Added Imperator-B variant: +2 accuracy, +50m range, +4 heat.
AC20 +/- - Added Imperator-D variant: +2 accuracy, +30m range, +4 heat.
Medium Laser +/- - Changed Defiance B3M model from +2 dmg. and +2 dmg. variation to to +1 dmg. and +2 dmg. variation.
Large Laser +/- - Changed Defiance B3L model from +3 dmg. and +2 dmg. variation to +2 dmg. and +3 dmg. variation.
Mechs
Banshee BNC-3E - Updated with Imperator-A AC/5 as stated per lore.
Urbanmech UM-R60 - Updated with Imperator-B AC/10 as stated per lore.
Dragon DRG-1N - Updated with Imperator-B AC/10 as stated per lore.
King Crab KGC-0000 - Updated with Imperator-D AC/20 as stated per lore.
#########
1.0.0
General balance:
Increased To-Hit-Modifier for Lights, Mediums and Heavies by 1 each (4, 2, and 1).
Rebalanced evasion:
Evasion gained is non-linear in relation to movement now. One pip of evasion is gained at 45, 90, 130, 165, 195 and 220 meters. To-hit penality now differs per point of evasion. Modifier progress is as follows: 3, 6, 8, 10, 11 and 12. This means it is now easier to gain some basic evasion, but gets increasingly harder to gain more as distance moved increases.
Sensor lock now strips 3 pips of evasion, but does not impair target accuracy anymore.
To-hit chance:
Melee base to-hit chance has been changed to 75%, every level of piloting adds 2.5 percent (melee to-hit is identical to gunnery now).
Integrated janxious' BT-WeaponRealizer. Enabled options include simple damage variance and weapon jamming for autocannons.
Heat damage is also applied as extra damage to vehicles, turrets and buildings.
Changes to visibility:
Base vision was reduced from 300 to 270 meters, but every level of tactics grants +10m of sight range. Pilots with level 3 tactics achieve vanilla sight range of 300 meters, which tops out at 370 meters - almost sensor range - at tactics level 10.
Stores:
Increased chance and quantity of some item lists generated for shops throughout the Periphery, most notably those with tags (i.e. former SLDF presence, Battlefield, Research, Industrial, etc.).
Weapons and equipment:
Autocannons can now jam. Jamming chance is influenced by recoil, jam chance multiplier (5 unless stated otherwise) and pilot gunnery skill.
Pulse lasers ignore one pip of evasion.
Arm and leg actuators have had their weight significantly reduced. Weight and size now provide a better progression.
Target Tracking Systems have had their weight cut in half.
Autocannons (general) - AC2, 5 and 10 now have a damage variance of +/- 5; AC20 have a damage variance of 10 by default. Also added jamming to all autocannons. Jamming chance is based on recoil and both jamming and unjamming are modified by pilot gunnery. Base chance to jam is (recoil * 5) / 100 (i.e. 5% for a basic AC2 or AC5, up to 10% for AC10 and AC20). Individual variants may increase or decrease this chance based on their recoil. Since the jamming chance is further modified by pilot gunnery, the actual chance is lower than that, especially with high gunnery mechwarriors.
AC2 (Stock) - Set base damage variance to 5, buffed base damage from 25 to 30 and increased stability damage from 5 to 10.
AC2 (Variants) - Rebalanced AC2 variants and changed positive/negatives properties (i.e. Imperator ACs provide even bigger dmg boost at the cost of increased recoil and jamming chance instead of bonuses to accuracy and crit change).
AC2 +/- - Added Mydron Model D with decreased stability damage but ignoring 2 pips of evasion. Added to stock JM6-A and JM6-S.
AC5 (Stock) - Increased base stability damage from 10 to 15 and set damage variance to 5.
AC5 (Variants) - Rebalanced AC5 variants and changed some bonus properties.
AC5 +/- - Added Mydron Model C variant with decreased stability damage but ignoring 2 pips of evasion. Added to stock JM6-S.
AC5 +/- - Added GM Whirlwind variant. It features +5 damage, but has +1 recoil
AC5 +/- - Added Armstrong J11 variant with +10 stability damage and +4 heat.
AC10 (Stock) - Increased base stability damage from 20 to 25 and set damage variance to 5.
AC10 +/- - Added Luxor D-Series AC10 that features +5 damage but has an increased chance to jam. CN9-A modified to come equipped with this model by default.
AC10+ - Added a Federated+ model for the Enforcer; +10 Dmg. and +1 Size.
AC10 (Variants) - Rebalanced AC10 variants and changed some of their bonus properties.
AC10 Ammo - Increased shots per ton from 8 to 10 to provide damage/ammo ton closer to other ACs.
AC20 (Stock) - Reduced base heat from 24 to 20 and set base damage variance to 10.
AC20 (Variants) - Rebalanced AC20 variants and changed some bonus properties.
AC20 +/- - Added Pontiac 100 variant with +10 damage and +3 base chance to jam.
AC20 +/- - Added Tomodzuru variant: -5 damage, +60m range.
AC20 +/- - Added Defiance Mech Hunter variant with +4 heat and +10 damage.
Lasers (general) - Lasers now have 5 base damage variance. Adjusted some of the bonuses.
Lasers (small, medium and large) +/- - Added Tronel variants with various properties.
Lasers (ER) - Slightly reduced ER laser heat generation, changed bonus properties for variants.
Lasers (Pulse) - Buffed damage for large pulse lasers and increased heat generation for all pulse lasers. Added stability damage to medium and large pulse lasers; PULSE LASERS ALSO IGNORE ONE PIP OF EVASION.
Laser (Medium) +/- - Added Martell Model 5 with -2 Heat and -1 Accuracy.
Laser (Medium) +/- - Added Defiance B3M model with +2 dmg. and +2 dmg. variance.
Laser (Medium) +/- - Added Omicron 4000 model: +1 size, -2 heat.
Laser (Medium) +/- - Added Aberdovey Mk.III with +5 damage and +2 heat.
Laser (Large) +/- - Added Thunderbolt A5M, with -1 size and -1 accuracy.
Laser (Large) +/- - Added Defiance B3L model: +3 damage, +2 damage variance.
Large Pulse Laser - Increased base heat from 23 to 26, buffed damage from 45 to 50.
PPC (general) - Reduced base heat from 35 to 32.
PPC (Variants) - Reduced rarity for + and ++ variants from 3 and 5 to 2 and 4.
PPC+++ - Added Kinslaughter PPC+++ with +15 Dmg. and +4 Heat generated (the extra heat being true to lore according to sarna.net). Weapon was added to shops that may generate uncommon SLDF weapons.
PPC +/- - Added Magna Hellstar +/- variant; ignores 1 evasive pip but takes up 4 slots instead of 3.
PPC +/- - Added a basic +/- Donal variant with -4 Heat and +1 Size.
PPC +/- - Added Lord's Light variant (+2 dmg. variance, -2 heat).
PPC +/- - Added Part-Kill variant: +5 dmg. and -5 stability damage.
PPC +/- - Added Starcutter brand version, featuring +2 accuracy and +4 heat.
ER PPC - Rebalanced variants; buffed base damage from 50 to 55 and reduced base heat from 45 to 40.
ER PPC+++ - Added Kinslaughter H-Class variant with +10 Dmg. and -2 Heat.
Flamer - Increased base ammo from 4 to 8 and adjusted variant bonus properties.
Gauss Rifle - Decreased base stability damage from 40 to 35, added bonus properties to + and ++ variants.
LRM LongFire (+Crit variants) - Added +1 and +2 Accuracy modifier.
SRM Irian (+Crit variants) - Added +1 and +2 Accuracy modifiers.
Arm Actuators (Coventry)- Significantly reduced weight of all variants; X55 and X65 Standard are now weightless. Also adjusted slots taken for better progression between variants.
Arm Actuators (Friedhof) - Significantly reduced weight of all variants; Theseus and Perseus are now weightless. Also adjusted slots taken for better progression between variants.
Leg Actuators (Pitban) (-DFA self damage) - Significantly reduced weight for all variants. Jackrabbit is now weightless.
Leg Actuators (Rawlings) (+DFA damage) - Significantly reduced weight for all variants. Epsilon is now weightless.
Target Tracking Systems - Halved weight of all TTS variants.
SRM2, 4 and 6 +/- - Added Telos variants with +1 damage and +1/2/3 heat.
SRM +/- - Added Hovertec variant: +50% critical chance and -1 stability damage.
SRM ++ and +++ - Added Coventry + and ++ variants with +90m Range and +1 / +2 damage.
LRM +/- - Added Holly variant: +1 stability damage and increased heat generation.
LRM +/- - Added Doombud variant: +1 accuracy, -heat, -1 stability damage.
LRM +/- - Added FarFire variant: +60m range, +/-1 damage variation.
Machine Gun - Added several +, ++ and +++ manufacturer variants.
LB 10-X AC - Added basic LB 10-X AC weapon using BT-WeaponRealizer: 11x6 base damage, +33% critical chance. Range is 540 meters. All LB 10-X ACs are considered LosTech.
LB 10-X AC + and ++ - Added Quickscell variant with +66% and +100% critical chance.
LB 10-X AC ++ and +++ - Added Lubalin Ballistics variant with +1 and +2 damage per pellet.
Mechs
Centurion CN9-A - Stock AC10 changed to Luxor D-Series.
Centurion CN9-AL - Swapped stock large laser for Defiance variant.
JagerMech JM6-S - Swapped stock AC5 and AC2 to new Mydron Model C and D series autocannons.
JagerMech JM6-A - Swapped stock AC2 to new Mydron Model C series.
Victor VTR-9B - Swapped stock AC20 for Pontiac 100 and upgraded stock SRM4 to Holly SRM4+.
Victor VTR-9S - Swapped stock AC20 for Pontiac 100 and upgraded stock SRM6 to Holly SRM6+.
Shadowhawk SHD-2H - Swapped stock AC5 for Armstrong J11 and upgraded stock SRM2 to Holly SRM2+.
Shadowhawk SHD-2D - Swapped Stock AC5 for Armstrong J11 and upgraded both stock SRM2 to Holly SRM2+.
Enforcer ENF-4R - Swapped the Stock AC10 for the new Federated+ AC10.
Battlemaster BLR-1G - Swapped stock PPC for Donal PPC +/- and all 6 stock medium lasers for Martell Model 5.
Black Knight BL-6-KNT - Extensive weapon swap: Exchanged all weapons for their respective brands (Tronel, Magna Hellstar)
Black Knight BL-6b-KNT - Swapped stock ER PPC for Kinslaughter ER PPC+++ and the stock small laser for a Magna+ model.
Banshee BNC-3E - Swapped stock weapons for their respective manufacturer variants.
Banshee BNC-3M - Swapped stock weapons for their respective manufacturer variants.
Blackjack BJ-1 - Swapped stock medium lasers for Defiance B3M models.
Panther PNT-9R - Swapped stock PPC and stock SRM4 for Lord's Light PPC +/- and Telos SRM4 +/-.
Zeus ZEU-6S - Swapped stock AC5 for Defiance AC5+, medium lasers for Defiance B3M and the stock large laser for a Thunderbolt A5M.
Zeus ZEU-6T - Added ZEUS-6T model, comes equipped with a Parti-Kill PPC +/- instead of the AC5.
Catapult CLPT-C1 - Swapped stock weapons for Holly LRMs +/- and Martell medium lasers +/-.
Catapult CLPT-K2 - Swapped PPCs and medium lasers for Starcutter PPC and Martell medium lasers.
Dragon DRG-1N - Upgraded stock AC5 and LRM10 to Imperator and Telos +1 models.
Griffin GRF-1N - Upraded stock PPC to Magna Hellstar and the stock LRM10 to Delta LRM10+.
Griffin GRF-1S - Upgraded stock LRM5 to Delta +1 and swapped stock large laser for Tronel variant.
Griffin GRF-4N - Upgraded ER PPC to Kinslaughter ER PPC+++ and swapped stock SRMs for Telos SRM6.
Quickdraw QKD-4G - Swapped stock SRM4 for Hovertec SRM4 +/-, stock medium lasers for Omicron 4000 and stock LRM10 for Doombud LRM10+/-.
Quickdraw QKD-5A - Swapped stock SRM for Hovertec variant and medium lasers for Omicron 4000.
Urbanmech UM_R60 - Swapped stock AC10 for Imperator AC10++.
Commando COM-2D - Swapped stock medium laser for Defiance variant and upgraded stock SRM4 to Coventry+ model.
Commando COM-1B - Upgraded stock SRM2 to Coventry+ variant and both large and medium lasers to Defiance versions.
Cicada CDA-2A - Upgraded all lasers to Magna+ models.
Cicada CDA-3C - Swapped stock PPC for Donal +/- PPC.
Spider SDR-5V - Swapped stock medium lasers for Aberdovey Mk.III.
Jenner JR7-D - Swapped stock SRM4 with Hovertec model and all stock medium lasers with Martell Model 5.
Locust LCT-1V - Swapped stock medium laser for Aberdovey Mk.III and upgraded both stock MGs to Sperry Browning+ variant.
Locust LCT-1M - Swapped stock medium laser with Aberdovey Mk.III and both LRM5 with Holly +/- version.
Locust LCT-1S - Swapped stock medium laser with Aberdovey Mk.III and both stock SRM2 with Telos variant.
Firestarter FS9-H - Swapped both stock medium lasers with Omicron 4000 variant.
Trebuchet TBT-5N - Swapped stock LRM15s for Holly +/- variant and all three stock medium lasers for Tronel II model.
Vindicator VND-1R - Upgraded stock PPC to Ceres Arms PPC+.
Hunchback HBK-4P - Upgraded stock small laser to Diverse Optics+ model.
Hunchback HBK-4G - Upgraded stock small laser to Diverse Optics+ model and swapped stock AC20 with Tomodzuru variant.
Cataphract CTF-1X - Upgraded stock PPC to Ceres Arms PPC+.
Highlander HGN-733 and HGN-733P - Swapped stock LRM20 with Holly LRM20 +/-.
Kintaro KTO-18 - Swapped stock LRM5 with Holly variant and all three stock SRM6 with Hovertec models.
Orion ON1-K - Swapped stock AC10 with Luxor D-Series model, both stock medium lasers with Tronel II and stock SRM4 with Telos variant.
Orion ON1-V - Swapped stock AC10 with Luxor D-Series model, both stock medium lasers with Tronel II and both stock SRM4 with Telos models.
Stalker STF-3F - Swapped stock both SRM6 with Telos +/- SRM6.
Wolverine WVR-6R - Swapped stock AC5 with GM Whirlwind AC5 +/-.
Wolverine WVR-6K - Swapped stock large laser with Tronel III variant.
Thunderbolt TDR-5S/SE/SS - Swapped stock medium lasers for Martell Model 5 variant.
King Crab KGC-0000 - Upgraded stock AC20s to Imperator AC20+ and swapped stock LRM15 to Doombud model.
King Crab KGC-V-0000 - Upgraded Victoria's stock AC20s to Kali Yama AC20+++ because why the hell not? She's supposed to be the final boss.
Atlas AS7-D - Swapped stock medium lasers with Defiance B3M and stock AC20 with Defiance Mech Hunter variant.
Atlas AS7-D-HT ("Atlas II") - Upgraded stock AC20 to Defiance AC20++.
Vehicles
Sleipnir APC - Upgraded stock MGs to Coventry Auto Gun +1 models and swapped stock medium lasers with Aberdovey Mk.III variant.
Vargr APC - Upgraded stock MGs to Grizzly-3 Minigun +1 models and swapped stock medium lasers with Aberdovey Mk.III variant.
Wheeled APC - Upgraded stock MGs to +++ 20mm Gatling Gun variant.
Bulldog - Swapped stock large laser for Defiance B3L and both stock SRM4 for Hovertec models.
Galleon - Swapped stock small lasers for Tronel models.
Manticore - Swapped stock PPC with Parti-Kill variant.
Demolisher - Swapped stock both AC20s with Defiance Industries Mech Hunter variant.
Scorpion - Swapped stock AC5 for Mydron Model C and upgraded the stock MG to a +++ 20mm Gatling Gun variant.
Schrek PPC Carrier - Swapped all three stock PPCs for Magna Hellstar models.
Striker - Upgraded stock SRM6 to Valiant SRM6++ and LRM10 to Delta LRM10+.
Important Note
Most weapon swaps and upgrades have been made according to weapon and mech lore. If possible, the properties of each individual weapon have been created or tweaked with the available information in mind to emphasize mech strengths and purposes and sometimes lessen some of the more extreme drawbacks. In some cases, manufacturer versions other than those specified in the sarna.net database were used, i.e. to provide a certain balance. The Jenner is one such example that is, according to lore, equipped with a Thunderstroke SRM4 and Angra 3L medium lasers. Since other weapon variants providing good balance had already been created at that point, I chose to utilize those (Hovertec SRM4 and Martell Model 5 Medium Laser). Please keep that in mind! Some mechs were also intended to get an upgrade to some + or even + + weapons if the manufacturer was correct according to lore and also only if said mechs were seen as underperforming. This did, however, increase the overall prize of the mech variants, leading to issues with the predefined skirmish lances. I have tried to find "quirky" (that is, +/-) weapon variants that still grant those underperforming mechs some small performance boost in some areas.
Took a "walk through your files"
Pretty nicely done :)
Thank you so much! This means a lot to me coming from you. :)
And there may be coming quite a rework of CC and ME (sry it came from me and denadan having a stupid idea ;) )
Thanks for letting me know! I guess I'll leave it as requirement for now though, as long as it doesn't do any harm. :)
Many thanks for the heads-up! Is this with regards to the auto-fixer?
I hope I won't have to change too much though, as I just started the process of integrating JK's mech variants last night... x)
in RT i use that to give chassis like Clan and SLDF their own set of unique default cockpit pieces
https://www.youtube.com/watch?v=Wt6JGZuyd0o&feature=youtu.be
My current 1.2 development build is functionally almost identical and works if these things are updated to the latest release:
ModTek 0.6.0 (now includes BTML): https://github.com/BattletechModders/ModTek/releases
MechEngineer 1.0.5: https://github.com/BattletechModders/MechEngineer/releases
I also recommend overwriting the CustomComponents folder that comes with MechEngineer with the latest release:
https://github.com/BattletechModders/CustomComponents/releases
Additionally, I highly recommend using the latest BattleTechPerformanceFix as well:
https://github.com/m22spencer/BattletechPerformanceFix/releases
Many thanks go to the modders who have worked tirelessly to provide such a quick fix!
Among other things, JK_variants is now included in the mod, bringing the new mechs to a total of 68 and adding 35 vehicle variants on top of that!
Here is the complete changelog:
1.2.0 for BATTLETECH 1.4
Weapons
AC2* - Added the Imperator Smoothie-2 variant: +2 accuracy, +4 heat.
AC10* - Added GM Hurricane variant as seen in the TRO 3028 (mounted on the Nightstar BattleMech). +5 base damage, +5 damage variance. Also added the Defiance Killer variant with +5 damage, +2 heat and -30m range and the Mydron Class-B AC10 with +5 stability damage and +2 heat (mounted to the Highlander HGN-733).
AC20* - Added the Zeus-36 Mark III autocannon for the Cyclops BattleMech: -1 size, +1 evasive pips ignored, +4 heat.
Large Laser* - Added the RamTech 1200 variant for the Crab BattleMech; +5 base damage, +1 size.
ER Large Lasers + and ++ - Normalized weight to 5 tons (from 4).
PPC* - Added the Kreuss PPC for the Awesome. +60m range, +4 heat.
Artemis Missiles: Increased Artemis IV SRM damage by 2 and LRM damage by 1 since they were slightly underperforming compared to other missile systems.
Binary Laser + and ++ - Added two new Binary Laser variants: Diverse Optics Type 30B with +3 accuracy and -3 damage variance as well as the RamTech 1200B with +5 damage and +1 size.
Gear
Command Console - Added Command Console as fixed equipment for certain 'Mech variants (many thanks to Justin Kase!).
Gyro+++ - Increased Hermes Equilibrium base size from 2 to 3 to match all other gyros.
Arm Actuators - Added melee accuracy bonus to melee arm actuators depending on quality. Improvement ranges from +1 to +3 accuracy. Also increased the minimum size for the smallest actuators to 3 (same as Arm Hand).
Leg Actuators - Added DFA accuracy bonus to all leg actuators. Improvement ranges from +1 to +3 accuracy.
Gyro (Melee Hit) - Added DFA accuracy bonus to all Coventry Gyros. Bonus is the same as melee bonus (+1/+2/+3).
Arm Actuators (Accuracy) - Added three Coventry T-Series arm actuators that further improve the accuracy of arm-mounted weapons at the cost of decreased melee damage.
Prototype Hatchet (Hatchetman) - Added +4 accuracy bonus to the hatchet.
TTS (general) - Added the TRTTS Mark II series TTS that increases accuracy for all weapons. Increase is +1/+2/+3 at 1.5/2.0/2.5 tons of weight.
AddOns
Nightstar optional AddOn - Added Justin Kase's TRO 3028 NSR-10C variant and updated all variants (7J, 10C and 9J) with XLRP weapons.
Champion optional AddOn - Added an optional AddOn for arguskos' Champion Mech mod and updated all variants with XLRP weaponry.
Flashpoint DLC optional AddOn - Added a Flashpoint AddOn that modifies the Flashpoint Mechs with XLRP weapons. Contains the additional Cyclops variant and Battle Console from JK_Variants with adjustments for XLRP.
Hangar of the Dispossessed - Fixed Warhammer and Marauder wrongly being anble to mount Hands instead of Lower Arm Actuators only.
Mechs
Urbanmech UM-R60L - Added the Capellan R60L variant, mounting an AC/20 in place of the AC/10.
JK_Variants - Integrated the Mechs from JK_Variants with the exception of those few I had already done myself. Many thanks to Justin Kase for granting permission to use his work.
Shadow Hawk SHD-2Hb - Added the SLDF Shadow Hawk variant, which mounts an LB 10-X AC, 2 Streak SRM2, 2 Medium Lasers and is equipped with Endo-Steel and Ferro-Fibrous Armor as well as Double Heat Sinks.
Reworked/fixed the missing unique Mechs, i.e. those encountered in some Flashpoints. Also completely rebuilt Victoria's King Crab from scratch because it wasn't MechLab-legal anymore. Her KGC-V-0000 now features Ferro Fibrous Armor, Double Heat Sinks, 2 AC10+++, 4 Flamers+, 4 Medium Pulse Lasers and an Inferno SRM6 as well as a ballistic TTS++ and a SLIC Suite Cockpit.
Vehicles
Added JK_Variants vehicles and adjusted their loadout with XLRP weapons where applicable.
Stores
Added the JK_Variants Mechs and other missing Mechs to the store system. All Mechs should now have a chance to show up in stores across the Periphery. (Exception: Mechs from other mods, such as Hangar of the Dispossessed.)
Bugfixes
Fixed various small number errors and typos.
Fixed possible arm actuator usage for some Mechs (i.e. Zeus ZEU-5S).
https://youtu.be/d6Okst2N1vs
Check out the nexus page for more information:
https://www.nexusmods.com/battletech/mods/339
Please remember that this is a BETA release, meaning there will still be a few bugs. Please report any you find here or in the Paradox forum thread. And don't forget to check the documentation as well!