MechWarrior 5: Mercenaries

MechWarrior 5: Mercenaries

Yet Another Mechlab
Showing 71-80 of 139 entries
< 1 ... 6  7  8  9  10 ... 14 >
Update: Jun 18, 2022 @ 10:14am

Quickfix for already owned DLC3 mechs being overweight

Update: Jun 18, 2022 @ 4:30am

0.12 Yet Another Mechlab
@trueg implemented weapon properties. Now weapons can have properties / quirks like equipment and mechs. Melee weapons, shields, etc.
@TTB's idea: added struct / armor bonus to all melee weapons. Thy melee extremities shall endure!
Added Struct and Armor bonus to all DLC3 melee upgrade weapons (+4 struct and +5 armor per ton)
Fixed YAML HUD widget not showing keyboard binds for thermals etc
Fixed vanilla mech autoconvert code sometimes not correctly setting weight

Update: Jun 17, 2022 @ 7:03am

0.11 Yet Another Mechlab
Fixed DLC3 Hero mechs not spawning on markets.
Also fixed BL-P-KNT2 and CN9-YLW2 vanilla bug of not spawning (HeroMechsForPurchase table).
Fixed Salvage V2 partial mech share cost
Updated arm actuator handling to changes in DLC3: hand or lower arm actuators are replaced by hand or lower arm melee hardpoints (trueg's actuator equipment in the HarJel mod is usable again); all Melee items are 1 slot less (except lower arm stuff), this way the crit counts are still correct (Atlas still has 8 free crits on arms)
Fixed melee weapon damage and cooldown trait display in weapon tooltip (tier bonus)
Fixed weapon mech part restrictions via equipment properties (no more spinal mount in the arms)
Fixed MechManagementScreen not showing popup if a salvaged mech can't be placed into a free active bay
Added CT ballistic slot to Marauder II
Fixed "Valid Only" checkbox for melee weapons
Fixed some UI bugs

Update: Jun 12, 2022 @ 1:09am

0.10.3 Yet Another Mechlab
Added changelog to main screen. Can't evade it now. You will have to read it.
Added direct setting of tanks HP to Main Screen.
Fixed melee filters not showing up with Valid Only selected - now everything is shown.
Proper filters for class and supported slots for melee will come in a future version.
More polish and fixes to UI icons.

Update: Jun 10, 2022 @ 11:34am

0.10.2 Yet Another Mechlab
Fully adopted Melee weapon equip and unequip rules, now the slots work as they should: no weapon installed - has the default melee item, lower arm or hand, with the proper size, upgrade weapon installed - its size is adjusted correctly. Melee slots ALWAYS take space either as an installed weapon or an empty slot that always has the default melee weapon usable. No need to install melee - it's always there in some form.
Old style default melee weapons (Assault Hand, Medium Lower Arm etc) can be uninstalled, they have no function anymore (default weapon in the slot takes over). If they are still installed, they are just there.
If there is no default weapon specified for the slottype, it'll act normally like all weapon slots (take no space, not visible)
If there is no melee (not installed or none as default) on the mech, its arm's horizontal movement is disabled. If only one melee, half horizontal movement bounds.
Valid Only still needs to be ticked off - will fix that next
Fixed Rare weapons and equipment not spawning in markets
Fixed DLC icons not showing on Mech tooltips
Added NARC lights tank on fire fix to tank.uasset
Added Hatchetman Salvage item for V1 salvage
Updated a new batch of widgets (Starmap, Mech and weapon tooltips, MechManagementScreen, mech widgets to show DLC), more polish here and there

Update: Jun 8, 2022 @ 10:15am

0.10.1 Yet Another Mechlab
Fixed DLC3 mechs' weight, HTM-ON hero quirk name

Update: Jun 8, 2022 @ 6:54am

0.10 Yet Another Mechlab
DLC3 compatible (first update, no game-breaking bugs) - melee needs Valid Only unchecked for now. New Melee weapons only applicable on the new DLC3 mechs, mostly. Polish later.
Added new 'Mech quirk: Narrow Profile. It adds a % chance to completely avoid incoming weapon damage. Note: lasers / trace weapons do damage ontick (about 0.01s) over their duration, this quirk will randomly negate damage for every such tick event, realistically causing a flat damage reduction against trace weapons. For projectile weapons / missiles, it'll run the check at every impact, possibly completely negating a shot form an AC20.
Added DLC3 mechs. Added AMS to Hatchetman.
Added Melee quirk to the Melee variant mechs (usually marked with P)
Added some MWO mechs that appeared in the last 1-2 years: CPLT-C2 (3062), UM-R80 (3067), PXH-7S (3067), TDR-10SE (3067), WHM-9D (3067)

Update: May 30, 2022 @ 2:33pm

0.9.5.1 Yet Another Mechlab
Quickfix: restored old REPAIR ALL logic until i can fix the cost / time modifiers.

Update: May 30, 2022 @ 6:52am

0.9.5 Yet Another Mechlab
Replaced: half ammo with count scaling -> float percentage. 1.0 is normal, 0.5 is half, 2.0 is double ammo etc
Added weapon quirk scaling, from 0.0 to 2.0 (200%). 1.0 is 100%, vanilla value.
Added tank, turret and vtol HP scaling (tank and vtol only if Scary Tanks not active). 0.5-10.0 (50% to 1000%), default: 3.0 (300%) for all.
Implemented external (compatibility) interface beta for weapon emitters. Can now switch weapon mode per weapon group with CTRL-1 to 6 for weapons that use the YAML interface. That is YAW MMLs and IXP Lasers and some test LBX cannons. More to come later (in YetAnotherWeapon).
Added some skins from my old pre-DLC1 mod for all mechs (Avanti's Angels, Kell's Hounds, Wolf Dragoons, Colddawg's camo patterns and MARPAT).
Unlocked preorder skins (Cavalier and Interstellar Expeditions). Now all base game skins are unlocked, external skin unlocker mods not needed anymore.
Added to tooltip: config option to show more stats (damage/ton, damage/crit etc for weapons and heatsinks), autoscroll to description (max size set)
Renamed keyboard binds so they are more obvious in Mod / Controls (all start with YAML)
Fixed: tooltip: show Equipment Explosion Damage / Ammo Explosion Damage only if its actually enabled in the equipmentdata, UAVs show range now, TSM allowed with MASC and vice versa, 0 duration weapons (flamers, mgs) not showing in cumulative damage stats, cumulative stats showing structure instead of armor, front armor damage bar not showing damage in red if the component has back armor, REPAIR ALL not considering repair time and cost modifiers from current location
Fixed: remove invalid equipment button does not disappear if cancel selected in the remove invalid equipment dialog. is restored when revert pressed.
Added: invalid equipment appears installed, does not hide the slot it's in. beta. sligthly derps out component's general slots in if invalid item is present (just remove it)

Update: May 22, 2022 @ 9:52am

0.9.4 Yet Another Mechlab
Added: unlock coop tabs (coop clients can click on all tabs like starmap, operations etc). Very limited, they wont see equipment inventories, industrial zones, conflict zones etc. Same limitations as all other unlock coop tabs mods have. Requires clicking on a tab to show all of them after loading as guest.
Added separate Armor and Structure scaling for Mechs in Mod Options. Now it's possible to scale from 10% to 500%.
Removed LosTech note and color from Salvage items, dynamic fillers and Clan equipment
Updated tooltips to support Yet Another Weapon 0.99.14 and newer, show lostech/clan/pirate based on tag and intro date and some more polish
Updated settings: now it's possible to toggle godmode, no friendly fire and aiuavlaunch during mission. Godmode now protects from all damage including AoE (thank you, Bobbert)
Fixed paint schemes duplication in campaign
Support for dynamic fillers for weapons (experimental, only for modders)