MechWarrior 5: Mercenaries

MechWarrior 5: Mercenaries

Yet Another Mechlab
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Update: May 14, 2022 @ 11:16am

0.9.3 Yet Another Mechlab
Added: Keybind to toggle Torso Counter Rotation (default: Caps Lock) + HUD feedback
Added: Mod source and asset name visible in equipment, weapon and Mech tooltips (via ModOptions). New attributes for equipment/weapon tooltips (intro date, explosion damage, min range). JSON file in /Resources to speficy custom load screen tips and hints. Universal, unlocked skins - now all skins can go on all mechs, Hero skins, hidden color schemes are available for all (this does not unlock DLC skins) - now all mechs can have their own custom Tags without having to add all of that to the SKN files. Removed : from equipment / slot names.
Added: More support for Clan Invasion (universal JJ, MASC, SC, Double Engines, up to 20 engine HS slots).
Changed: Mech Salvage V2: fixes, proper salvage costs, fixed number of parts required for assembly (configurable in game settings)

Update: Apr 30, 2022 @ 4:14am

0.9.2
- Added Weapon Upgrades - from now on, weapons of the same tier can be combined into one higher tier weapon of the same type. Base number can be configured per savegame, increases with tier. No downgrade or partial stuff. Simple :) Cost is (weapon price/10)*used weapons.
- Added SLDF Quirks to applicable Mechs (KGC-000B, HGN-732B, etc)
- Added descriptions to TTRulez_AI Upgrades for Mech Roles. If more than one is installed, the AI will select one randomly (by Oraeon's description)
- Added a new savegame option (financial difficulty) to pay extra for the active Mechs' total sell value. Example: Atlas, worth 10 million, base upkeep 70k, percent 1.0: you'll pay 70k + 10m/100 = 170k per month.
- changed / reset Vehicle AMS config to an Integer value. Now 10 is 10%, etc. UAV should never spawn with AMS now.
- fixed installed UAV not showing on mech tooltip
- added cheat modoption that makes UAVs always spawn with AMS
- added half-ammo option - it will halve ALL ammo equipment in the game (rounded up).
- fixed mech rescaling causing 100+t mechs falling under the map, changed vanilla MDA -weight item from -100 to -1000t. Should account for all superheavy mechs (Clan Invasion fun)
- minor fixes in salvage V1 logic - should not drop Salvage for salvageable mechs (was an oversight - all mechs dropped Salvage V1 even when salvageable as a whole mech)
- fixed Thermal Vision keybind not showing in the HUD widget
- fixed WVR-7H (Wolverine II, freely given in the Valentina system) to have Engine Double Heatsinks
- fixed Bullet-Time not being deactivated correctly on mech switching

Update: Apr 7, 2022 @ 12:35pm

0.9.1 Yet Another Mechlab
trueg
- Added code support for non-YAML mechs. From now on, all MDAs without the necessary slots will be updated automatically, and engines / endo / ferro installed. Clan Invasion / any vanilla-game Mech should work now with YAML, having all their slots, engines, structure etc
- All slots types (except armor, structure, engine heatsink and cooling) have a default size which is overridden by installed equipment
- The sizes of those slots (or their installed equipments) count towards general/crit slots
- To that end the CT now has 12, the head 5 slots.
- This allows stuff like proper small cockpits or XL gyros
- New equipment and quirk property for ammo counts (a multi)
- Added an extension type which allows to add arbitrary info to the weapon tooltip
- Fixed Orion HPS (there was a wrong blank entry which caused weirdness if the left torso had no 2nd missile installed)
- New equipment property "slots" which will simply overwrite the size of the equipment (I used this to set the size of all engines to 4)
- Fixed cooldown quirk
- Fixed a typo in a quirk
- Do not remove gyro and engine cooling when the engine is removed.
- Hides equipment tier bars
- Fixed Endo structure weight saving calc in tooltip
cszolee
- Added AMS to Tanks, VTOLs and Turrets (the same that is in my Scary Tanks mod). After year 3040, every such unit has a 10% chance to spawn with a Tier1 AMS. ModOption value is 0.0 (off) to 1.0 (100%), default 0.1 (10%)
- added Quirks to Catapult chassis
- updated mainmenu mod list to show load orders
- fixed Flea FA and R5K intro dates

Update: Mar 6, 2022 @ 10:08am

0.9.0 Yet Another Mechlab
- added arm and leg actuator slots, based on installed internals (hand actuator, etc). no need to modify MDA files. Equipment for them will be available in trueg's HarJel mod / Silby's YAML mod. If no equipment is available, the slots are not shown.
- added new tags for some equipment so they appear in their correct tab in inventory
- added better support for Clan XL and XXL engines (filter tabs, dynamic filler and logic)
- weapon bonuses now have a "scope" of either "mech" or "component". In the latter case they only apply to weapons installed in the same mech part (nice for things like actuator upgrades or laser insulators)
- UAV have proper tags so they show up in "misc equipment" rather than "cooling"
- Weapon tags can be used as "mechRequirements" and "mechPartRequirements"
- new property "salvageInto" which can be used to convert one equipment into something else when salvaging (useful for fixed engines for example)
- Replace "_" with space in quirk titles (looks nicer)
- Support for tag prefixes in equipment properties (so we can define equipment properties for a base tag and it will include all sub-tags)
- Always sort slots the same way, indifferent of how they are ordered in the MDA
- Fixed componentStructureBonus property not being applied
- TSM code slightly modified and cleaned up so it can be enabled manually via YamlDerivedMech
- new equipment property "heatCapacityBonus"
- slightly modified look for the equipment and weapon properties
- Some cleanup in weapon tooltip which allows using Superchanger and other assets as armor upgrades

Update: Feb 15, 2022 @ 9:13am

0.8.6.2 Yet Another Mechlab
Fix for game crash when clicking Rare Equipment on home screen (industrial hub)

Update: Feb 13, 2022 @ 11:08am

0.8.6.1 Yet Another Mechlab
Hotfix for game crash when clicking Black Market on home screen

Update: Feb 13, 2022 @ 6:30am

0.8.6 Yet Another Mechlab
- Enabled Cockpit slot and added "Small Cockpit" which is -1 tons
- Salvage V2 fixes
- Added "fixed" equipments which cannot be removed (equipment property "fixed": true)
- Fixed Gyro XXL fillers (2 in every ST)
- Support for armor and structure multipliers in mech quirks
- Fixed mech scaling for variants (now variant scaling will overwrite MDA scaling)
- Fixed (hopefully) co-op settings sync issues
- Added energy hardpoints on Thunderbolt left arm
- Engine double heatsink now has type "Equipment.Cooling.Double" for easier categorization other mods
- Consistent look for the properties tooltip
- Allow mech extensions to add widgets to the YAML abilities HUD element
- New inventory and shop categories

Update: Jan 21, 2022 @ 1:29pm

0.8.5 Yet Another Mechlab
Important: make sure to set Bobbert's PurchaseSalvage mod to a higher load order than YAML (mod.json)
Added: savegame option for Engines and Engine DHS items not adding to Heat Capacity / all 'Mech's default Capacity is 40 (Silby)
Added: mech salvage selling
Added: scrap cold storage mechs to gain salvage parts
Fixed: Mech Salvage V2 salvageable parts
Fixed: Mech Salvage V2 salvage selection of similar variants not counting towards total
Fixed: Mech Salvage V2 salvage screen variant names properly listed
Fixed: gamepad support in mech salvage screen
Fixed: Weapon ToolTip not showing range for Ballistic weapons unless YetAnotherWeapon ballistic damage drop is enabled
Fixed: PXH-KK quirks, PXH-KB missile hardpoints, Banshee melee quirk (range does not work)

Update: Jan 15, 2022 @ 4:33am

0.8.4 Yet Another Mechlab
Added: Sell partial mech salvage in V2
Changed / fixed: vanilla (YAML) salvage and trueg's new mech specific (totally HBSBT-like) salvage V2 are now completely separate. Can change in Game Options
Fixed: damaged melee weapons when assembling loadout in V2
Fixed: YetAnotherWeapon text visible on Weapon Tooltip even if it's not active or installed
Fixed: HGN-HM, SHD-2P loadout, COM-TDK Engine DHS, JR7-P Engine size, Jenners arm structure, BNC-3P, COM-2P, GHR-4P, SHD-2P loadouts (free tonnage due to Supercharger having lower weight)

Update: Jan 11, 2022 @ 11:04am

0.8.3.1 Yet Another Mechlab
Quickfix for Bobbert's HUD compatibility. Now the two thermal visions are separate, with their own keybinds (please check them in Controls - keyboard binds!), and both work.
Changed: decreased Nightstar repair penalty, removed melee nerf. Changed TC: Ballistic Predictive to TC: Projectile Predictive with buff to PPC velocity.