Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I forget, is this just cosmetic, or does it not properly fine you for going over?
Error popup messages say
LowLevelFatalError [File:Unknown] [Line:3146]
Could not find SuperStruct RecieveBeginPlay to create ReceiveBeginPlay
Thank you for the clarification.
You may need to rollback the feature for 3.0 and do a bit more testing with it, because I suspect you didn't test it fully for Infiltration missions as should you not destroy any units to avoid the risk of the alarm going off the feature ends up soft-locking the game. I speak from current experience by the way.
https://www.nexusmods.com/mechwarrior5mercenaries/mods/537
"IF you are getting weird voucher numbers in the Contract screen after installing this mod, go into Mod Options, change Max Vouchers, apply, and go back to the contracts screen and recheck. This issue might be related to initializing variables for first time Mod Option users and/or updating to a new mod version."
I think it's fine to leave it how it is
I think it's a bit too generous and maybe should be reduced by half... if possible. Let me know what's feasible, I'm happy to balance test
As a balance feedback... I feel the amount of salvage I get for being undertonnage feels... too generous. If you are able to, I would recommend reducing the amount of bonus salvage