MechWarrior 5: Mercenaries

MechWarrior 5: Mercenaries

Yet Another Mechlab
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Update: Aug 28, 2022 @ 9:02am

Added: Savegame settings groups (sections)
Added: Savegame option to set all slots "locked" thus items remain installed on the mech when put into Cold Storage (except Upgrades), default is on
Added: Savegame option to turn off Mech Market (no mechs will ever spawn)
Added: Savegame option for Mech / Equipment market multipliers
Added: Savegame option to set all combat units / all weapons and equipment intro date to 1999 (everything available)
Added: Upgrades button to Mechlab (under Repair All)
Added: Salvage V1 option to turn off complete Mech salvage (only Salvage v1 parts)
Added: Salvage V1 option for assembly cost (was fixed 25k per part), it is x4 default (100k per part - 2mil for an Atlas)
Changed: Salvage V1 uses Salvage V2 assembly logic now, thus keeping all weapons and equipment. New Mech is put into Active bay or overflow list if full
Changed: Salvage V1 calculates faction discount
Changed: Salvage V2: some UI polish, improvements to cost handling, now using different variants is more expensive. Also assembly costs scales based on variant price.
Changed: Mechs only drop weapon and equipment salvage if they can't be salvaged whole. No more duplicated weapons and equipment!
Changed: SlotType assets (for weapons) are no longer in ModOverride. The name (Energy, Ballistic etc) and crit size / supported weapon size is set during runtime now at game start
Changed: Strip Mech in Mechlab - now it will remove everything except "Fixed" equipment (EquipmentProperty)
Changed: Unrestricted JumpJets ModOption default to True
Changed: Moved TTRulez_AI Upgrades (mech role traits) to Miscellaneous section
Changed: Market spawn logic - now all ECM, Sensor, MASC, SC and Equipment.HeatSink.Double will be able to spawn as normal (not Rare) even in non-industrial zones (lower % to spawn)
Fixed: IsValid toggle in Mechlab. Now it should be all good.
Fixed: Inventoy won't show dynamic fillers and other such items
Fixed: Mechlab not reserving replaced weapons when using Repair button. Now the weapons, equipment will be earmarked for removal - hopefully no more Cant Start Work Orders
Fixed: Heavy Rifles use 3 slots now, without overriding the weapondata files (old vanilla bug, they use the same 2-slot weapon_SlotType as the medium rifles)
Fixed: MWO Mechs mod (Blacklanner) Omni missile slots not having tags for Weapon.ArtemisMissile. Now all such missiles (Artemis, ARM, MML, ASRM) can be installed - workaround until that mod is fixed internally
Fixed: AMS stats / weight not visible in Mechlab inventory list

Update: Aug 14, 2022 @ 1:17am

Fixed missing market filters
Fixed not being able to start work on some mechs that were missing the -1000t counterweight
Fixed UAV ammo warning

Update: Aug 13, 2022 @ 9:26am

0.22 Yet Another Mechlab
Enabled Inverse Kinematics (Mod Options, default on). Uses default MW5 IK, just forces it on if set to enabled.
Can purchase new mechs if the active bays are full. They go to the overflow list like salvaged mechs. Bobbert's Mech Delivery mod overrides this function!
Fixed unlimited Coolant Flush
Fixed the "valid" filtering in the mechlab market tab
Fixed Salvage Assembly not adding counterweight to new mechs
Added support for replacing / swapping internal equipment (like armor with different armor) easier via drag-and-drop and right-click installation
Added Weapon_Properties.json as an alternative to Equipment_Properties.json (no difference)
Added ammoTypes array property for MMLs
Added custom loadout warnings for missing ammo and missing weapons

Update: Jul 23, 2022 @ 8:05am

0.21 Yet Another Mechlab
Added Reactive and Reflective Armors, CASE and CASE II (thanks Buckton and PGI for unlocking damage handler!)
Added CASE equipment to mechs that should have it
Added Coolant Flush (default key: 9) - remove 20% of max heat immediately, decrease cooling/s by 10% for the remainder of the mission (no AI use now) with HUD support
Added cheat options for weapon size and weight.
Added more support for double engines, 100+ ton mechs automatically have two Core slots / 15 ST and 16 CT slots
Removed redundant calculation in HomeScreen (should only check inventory once after game load) - fix for freeze on Home Screen depending on cold storage size
Fixed weight warnings for German, French and Russian languages
Polish (internals descriptions)
Fixed duplicated skins

Update: Jul 6, 2022 @ 5:25am

0.20.2 Yet Another Mechlab
New fix for mechs being overtonnage in drop screen
Added Melee slot count to Mech Tooltip
Remove all old DLC2 Melee weapons (fists, lower arm actuators) from inventory loadouts
Fixed Marauder 2 melee animation (HPS)

Update: Jul 5, 2022 @ 3:45am

0.20.1 Yet Another Mechlab
Fix for mechs gaining weight (supercharger not calculating XL / XXL etc engine weight reduction).
Fix for some mechs reported overweight on drop screen even if their tooltip shows correct weight
Fix for missing engines / cores blocking apply button in Mechlab
Increased internals and engines spawn chance
Duplication of XL, XXL etc engine upgrade items is known, will investigate later

Update: Jul 5, 2022 @ 2:48am

oops

Update: Jul 5, 2022 @ 2:46am

Update: Jul 4, 2022 @ 10:51am

0.20 Yet Another Mechlab
This update is all by @trueg.
Completely revamped internal equipment.
Previous equipment with Light / Medium / Heavy / Assault weight classes (Structure, Armor, Triple Strength Myomer, etc) are automatically replaced with general use items. No more Endo A, Ferro L, it's just Endo and Ferro, one item for all 'mechs (costs scale with mech weight).
Engines are replaced with Engine Cores (the actual fusion core with the Rating), and separate "upgrades" for XL, Light, XXL, Compact etc versions. This greatly reduces clutter and allows the introduction of new types with a single equipment item.
Added support for multiple Engine Cores (double engines etc).
Added jam chance bonus as possible equipment / mech quirk (instead of multiplier)
Various fixes and polishes.
Added Bullet-Time Timescale Modoptions config for global timescale (float, 0.01 to 1.0) and personal player exemption from that - if turned off, player is also slowed down.

Update: Jun 25, 2022 @ 6:06am

Fixed Hatchetman AMS model missing.
Added support for Clan Invasion TPI mechs (overtonnage / minimum heatsinks no longer blocking construction in Mechlab)
Added Colddawg's new camo pattern (Scrapyard now, more later)
Fixed VL-5M missing its Engine DHS, GHR-5M laser hardpoint, PXH-1 and KK arm hardpoints
Further improved vanilla mech conversion code (Revenant A1)
Added more Quirks to some Mechs, made by @Brofisticus. Expect more in future updates