Change Log
Contents
- 1 Project B
- 2 ==========================
- 2.1 RogueTech Project B Patch 4.5.4
- 2.2 RogueTech Project B Patch 4.5.3
- 2.3 RogueTech Project B Patch 4.5.2
- 2.4 RogueTech Project B Patch 4.5.1
- 2.5 RogueTech Project B Patch 4.5
- 2.6 RogueTech Project B Patch 4.4.5
- 2.7 RogueTech Project B Patch 4.4.4
- 2.8 RogueTech Project B Patch 4.4.3
- 2.9 RogueTech Project B Patch 4.4.2
- 2.10 RogueTech Project B Patch 4.4.1
- 2.11 RogueTech Project B Patch 4.4
- 2.12 RogueTech Project B Patch 4.3.3
- 2.13 RogueTech Project B Patch 4.3.2
- 2.14 RogueTech Project B Patch 4.3.1
- 2.15 RogueTech Project B Patch 4.3
- 2.16 RogueTech Project B Patch 4.2.4
- 2.17 RogueTech Project B Patch 4.2.3
- 2.18 RogueTech Project B Patch 4.2.2
- 2.19 RogueTech Project B Patch 4.2.1
- 2.20 RogueTech Project B Patch 4.2
- 2.21 RogueTech Project B Patch 4.1
- 2.22 RogueTech Project B Patch 4
- 2.23 RogueTech Project B Patch 3.3
- 2.24 RogueTech Project B Patch 3.2.1
- 2.25 RogueTech Project B Patch 3.2
- 2.26 RogueTech Project B Patch 3.1.3
- 2.27 RogueTech Project B Patch 3.1.2
- 2.28 RogueTech Project B Patch 3.1.1
- 2.29 RogueTech Project B Patch 3.1
- 2.30 RogueTech Project B Patch 3
- 2.31 RogueTech Project B Patch 2 HF6
- 2.32 RogueTech Project B Patch 2 HF5
- 2.33 RogueTech Project B Patch 2 HF4
- 2.34 RogueTech Project B Patch 2 HF3
- 2.35 RogueTech Project B Patch 2 HF2
- 2.36 RogueTech Project B Patch 2 HF1
- 2.37 RogueTech Project B Patch 2
- 2.38 RogueTech Project B Patch 1 HF2
- 2.39 RogueTech Project B Patch 1 HF1
- 2.40 RogueTech Project B Patch 1
- 2.41 RogueTech Project B HF6
- 2.42 RogueTech Project B HF5
- 2.43 RogueTech Project B HF4
- 2.44 RogueTech Project B HF3
- 2.45 RogueTech Project B HF2
- 2.46 RogueTech Project B HF1
- 2.47 Release
- 3 0.999
- 4 0.999 Warcrimes
- 4.1 0.999 Patch 11 HF6
- 4.2 0.999 Patch 11 HF5
- 4.3 0.999 Patch 11 HF4
- 4.4 0.999 Patch 11 HF3
- 4.5 0.999 Patch 11 HF2
- 4.6 0.999 Patch 11 HF1
- 4.7 Patch 11
- 4.8 Patch 10 HF2
- 4.9 0.999 Patch 10 F1
- 4.10 0.999 P10
- 4.11 0.999 P9 HF3
- 4.12 0.999 P9 F2
- 4.13 0.999 P9 HF1
- 4.14 0.999 P9 ReUp
- 4.15 0.999 P8 HF8
- 4.16 0.999 P8 F7
- 4.17 0.999 P8 F6
- 4.18 0.999 P8 F5
- 4.19 0.999 P8 HF4
- 4.20 0.999 P8 HF3
- 4.21 0.999 P8 HF2
- 4.22 0.999 P8 HF1
- 4.23 0.999 P8
- 4.24 0.999 P7 HF3
- 4.25 0.999 P7 HF2
- 4.26 0.999 P7 HF1
- 4.27 0.999 P7
- 4.28 0.999 P6 F7HF2
- 4.29 0.999 P6 F7HF1
- 4.30 0.999 P6 F7
- 4.31 0.999 P6 HF6
- 4.32 0.999 P6F5
- 4.33 0.999 P6HF4
- 4.34 0.999 P6HF3
- 4.35 0.999 P6HF2
- 4.36 0.999 P6HF1
- 4.37 0.999 P6
- 4.38 0.999 P5 HF3
- 4.39 0.999 P5 HF2
- 4.40 0.999 P5 HF1
- 4.41 0.999 P5
- 4.42 0.999 P4 HF5
- 4.43 0.999 P4 HF4
- 4.44 0.999 P4 HF3
- 4.45 0.999 P4 HF2
- 4.46 0.999 P4 HF1
- 4.47 0.999 P4
- 4.48 Patch 3 HF2
- 4.49 Patch 3 HF1
- 4.50 Patch 3
- 4.51 0.999 P2 HF1
- 4.52 0.999 P2
- 4.53 0.999 P1 HF1
- 4.54 0.999 P1
- 5 0.999 "Warcrimes"
- 6 Community Assets package
- 7 ASSETBUNDLE CHANGELOG!
- 8 0.998
- 9 998 FIREWORKS
- 9.1 ===========================================
- 9.2 ===============================================
- 9.3 0998 Patch 12 HF5
- 9.4 0998 Patch 12 HF4
- 9.5 0998 Patch 12 HF3
- 9.6 0998 Patch 12 HF2
- 9.7 0998 Patch 12 HF1
- 9.8 0998 Patch 12
- 9.9 0998 Patch11
- 9.10 0998 Patch10 HF2
- 9.11 0998 Patch10 HF1
- 9.12 0998 Patch10
- 9.13 0998 Patch9HF2
- 9.14 0998 Patch9HF1
- 9.15 0998 Patch9
- 9.16 0998 Patch8HF2
- 9.17 0998 Patch8HF1
- 9.18 0998 Patch8
- 9.19 0998 Patch7HF2
- 9.20 0998 Patch7 HF1
- 9.21 0998 Patch7
- 9.22 0998 Patch6
- 9.23 0998 Patch5HF1
- 9.24 0998 Patch5
- 9.25 998 Patch4
- 9.26 998 Patch3
- 9.27 998 Patch2hf1
- 9.28 998 Patch2
- 9.29 998 Patch1
- 10 998 FIREWORKS
- 11 Community Assets package
- 12 ASSETBUNDLE CHANGELOG!
- 13 1.0
- 14 Credits:
- 15 0.997
- 16 RogueTech Core Install
- 17 Patch 997 HF1
- 18 Patch 997 Release
- 19 RogueTech Assets package
- 20 RogueTech Core Install
- 21 Patch 997 Release
- 22 0.996
- 22.1 996 Patch 7
- 22.2 996 Patch 6 F3 PLUS hotfix
- 22.3 996 Patch 6 F3 PLUS
- 22.4 996 Patch 6 F1
- 22.5 996 Patch 6
- 22.6 996 Patch 5 hf1
- 22.7 996 Patch 5
- 22.8 996 Patch 4
- 22.9 996 Patch 3 HF2
- 22.10 996 Patch 3 HF1
- 22.11 996 FP Compat Patch 3
- 22.12 996 FP Compat Patch 2
- 22.13 996 FP Compat Patch 1
- 22.14 FP Compat Patch Preview 6
- 22.15 FP Compat Patch Preview 5
- 22.16 FP Compat Patch Preview 3
- 22.17 FP Compat Patch Preview 2
- 22.18 FP Compat Patch Preview 1
- 23 0.995
- 23.1 995 Patch5 hf3
- 23.2 995 Patch5 hf2
- 23.3 995 Patch5 hf1
- 23.4 995 Patch5
- 23.5 995 Patch 4
- 23.6 995 Patch3 HF1
- 23.7 995 Patch3
- 23.8 995 Patch2
- 23.9 995 Patch1
- 23.10 995 HF2
- 23.11 995 HF1
- 23.12 0995 Release
- 23.13 0995 Preview 6
- 23.14 0995 Preview 5
- 23.15 0995 Preview 4 plus2
- 23.16 0995 Preview 4 plus
- 23.17 0995 Preview 4
- 23.18 0995 Preview 3
- 23.19 0.995 Preview 2
- 23.20 0.995 Preview 1
- 24 0.994
- 24.1 0.994 Patch7 hf 3
- 24.2 0.994 Patch7 hf 2
- 24.3 0994 Patch7 hf1
- 24.4 0994 Patch7
- 24.5 0.994 Patch6 hf2
- 24.6 0.994 Patch6 hf1
- 24.7 0.994 Patch6
- 24.8 0.994 patch5
- 24.9 0.994 patch4
- 24.10 0.994 patch3
- 24.11 0.994 patch2 hf1
- 24.12 0.994 patch2
- 24.13 0.994 patch1 hf1
- 24.14 0.994 patch1
- 24.15 0.994 hf2
- 24.16 0.994 hf1
- 24.17 0.994
- 25 0.993
- 25.1 0.993 patch9 preview
- 25.2 0.993 patch8
- 25.3 0.993 Patch7 HF2
- 25.4 0.993 Patch7 hf1
- 25.5 0.993 Patch7
- 25.6 0993 1.2.3 compat fix Hotfix
- 25.7 0993 1.2.3 compat fix
- 25.8 0993 Patch6
- 25.9 0993 Patch5
- 25.10 0993 Patch4
- 25.11 0993 Patch3 HF1
- 25.12 0993 Patch3
- 25.13 0993 Patch2
- 25.14 0993 Patch1
- 25.15 0993 Early Public
- 25.16 0993 Alpha1 fixes
- 25.17 0993 Alpha1
- 26 0.992 Stable Release
- 27 0.992 Alpha
- 27.1 0992 Public Alpha 8
- 27.2 0992 Public Alpha 7 Plus hf1
- 27.3 0992 Public Alpha 7 Plus
- 27.4 0992 Public Alpha 7 hf1
- 27.5 0992 Public Alpha 7
- 27.6 0992 Public Alpha 6
- 27.7 0992 Public Alpha 5
- 27.8 0992 Public Alpha 4 hotfix
- 27.9 0992 Public Alpha 4
- 27.10 0992 Public Alpha 3
- 27.11 0992 Public Alpha 2 plus
- 27.12 0992 Public Alpha 2
- 27.13 0992 Public Alpha 1
- 28 0.991 Public Preview
- 29 0.99 Stable
- 30 0.99 Alpha
- 31 0.989
- 32 0.988
- 33 0.988 Alpha
- 34 0.987
- 35 0.986
- 36 0.9859
- 37 0.9858
- 38 0.9856
Project B[edit | edit source]
================================[edit | edit source]
RogueTech Project B[edit | edit source]
Requires Battletech 1.7.1
Requires CAB 4.9.1
Requires a New Save
Online Map has been reset
==========================[edit | edit source]
RogueTech Project B Patch 4.5.4[edit | edit source]
Fixed casing issue in templar files
Fixes to other chassisdefs
RogueTech Project B Patch 4.5.3[edit | edit source]
Added the missing new cockpit
RogueTech Project B Patch 4.5.2[edit | edit source]
Patched Panic System
- ejection kills are now displayed in red on the after action report
Increased AI thinking time to 40 seconds for less beefy rigs
RogueTech Project B Patch 4.5.1[edit | edit source]
fixed reaction on null weapon representations causing engine to load things again, again and again until memory ends.
RogueTech Project B Patch 4.5[edit | edit source]
REQUIRES CLEAN INSTALL
Patches to Custom Bundle backend
More Tech and Units
RogueTech Project B Patch 4.4.5[edit | edit source]
Plugged and prevented few more rep-me spawn holes
Made Galaxy at War the default install option
RogueTech Project B Patch 4.4.4[edit | edit source]
REQUIRES CLEAN INSTALL
Fixed some pathing and filename errors
Removed basic sensors aura since it caused confusion
More units added to plug spawn holes
RogueTech Project B Patch 4.4.3[edit | edit source]
Fixes some rep-me's
RogueTech Project B Patch 4.4.2[edit | edit source]
Improved load order and dependancy checks
Even more mechs
Localization bugixes
CL: fixed bug preventing vanilla russian localization from loading
CL: now localization reference strings comparing regardless chars case
CL: code alowwing to clear localization cache on lauguage change now not prventing game from start
RogueTech Project B Patch 4.4.1[edit | edit source]
Patched Custom Localisation
-Fixes random launch crash
RogueTech Project B Patch 4.4[edit | edit source]
REQUIRES CAB 4.9.1
Added the firebees
Fixed protomech tagrestrictions
CAE: fixed aura race codition
CL: localization cache now resets after language change
AIM: fixed typo causing called shot popup wrong string interpolation
CL: added feature to convert Localization.json to xlsx format and Localization.xlsx back to json during prepare
CAC: fixed typo causing forced debug logging regardless settings
CAC: removed WR dll (code fully included to into CAC long time ago with permission from its author)
CAC: removed settings.json which is not used actualy (AIM_settings.json is used)
RogueTech Project B Patch 4.3.3[edit | edit source]
Fixing another random typo
RogueTech Project B Patch 4.3.2[edit | edit source]
REQUIRES CLEAN INSTALL
Deleted duplicated file
Fixed some rep me
Fixed a typo
RogueTech Project B Patch 4.3.1[edit | edit source]
REQUIRES CLEAN INSTALL
Some more BA and fixed a file id mismatch
RogueTech Project B Patch 4.3[edit | edit source]
REQUIRES CLEAN INSTALL
Battle Armor Overhaul
-New Weapons for BA
-All BA now properly represent a whole suqad of 5
CAE Patched
-Fixes some issues with ai and auras
AIM Patched
-Fixes more localisation strings
RogueTech Project B Patch 4.2.4[edit | edit source]
REQUIRES CLEAN INSTALL
hotfixes the hotfix
RogueTech Project B Patch 4.2.3[edit | edit source]
REQUIRES CLEAN INSTALL
Fixed a misplaced chassidef
Adds more stuff
RogueTech Project B Patch 4.2.2[edit | edit source]
REQUIRES CLEAN INSTALL
Possible fix to the assembly window localisation strings
LosTech weapons now mention they are
- severly cut down what counts as lostech
ID fixer can be run by anyone using arabic or cyrillic unicode language
-autofixes for asian languages still investigated
RogueTech Project B Patch 4.2.1[edit | edit source]
Added a No Randomizer option to Mission Control
RogueTech Project B Patch 4.2[edit | edit source]
REQUIRES CLEAN INSTALL
Fixed some tagging
Sorted more units correctly
Plugged more Report-Me lance spots
Fixed A LOT of bad id's
Patched CAE
- reduced aura floaties
- aura floaties at end of move, not on "collision"
Now includes a Unicode id autofix tool <EXPERIMENTAL>
-should help in automatically fix malformed file id's during install due to system/unicode-language
RogueTech Project B Patch 4.1[edit | edit source]
Fixes to IR Tweaks
Enabled streamlined menu
-Find the hiring hall in the lower right on the main argo screen
Should fix some translation strings
Fixes several Report Me's
RogueTech Project B Patch 4[edit | edit source]
Requires 1.7.1
REQUIRES CLEAN INSTALL
REQUIRES CAB 4.8
======================
--------
Complete Aura Refactor for improved performance
Added hotkey to hide aura circles (LCtrl+A)
By default will only show jammer (blue) or eccm (purple) circles around units when not selected
AMS now show as a dark red aura their active range
--------
Added CleverGirl
- AI Tweak mod that improves their thinking speeds and Performance
-----
Now Contains Galaxy at War
A offline mode with a interactive map, all factions are available with unique starter lances
-----
Merged Several Utility Mods into one DLL
-------
New Submod: LV-426
Contains Units with Black Carapace and a flashpoint
--------
2 Lance Drops are now a core part
Invest into a Second Leopard and repair it to Drop a second Lance
Changes to battles and lance composition are nore core
-Disabled Randomizer option coming soon™
--------
File structure tidied up and reworked
Rescaled smoke plumes
A LOT more units
Some new weapons
File cleanup
Localisation fixes
Removed AddYearToTimeline
Many fixes and tweaks
Added Warhammer and NROL Emblems by Mellowseven
Patched pretty much every dll for 1.7.1
RogueTech Project B Patch 3.3[edit | edit source]
Blacklisted the Bane
RISC units are made rarer
Patched MechEngineer
Patching Missing Biggerdrops dll
Retrainer Patched
- now completely wipes and refunds skills to 1, including ronin and high level mercs hired with locked skills
- removed the one time limit on respecs
Minor Fixes
Potential fix to the taurian rep faction store issue
Patched cac
RogueTech Project B Patch 3.2.1[edit | edit source]
Swapped Stood up Modifers between Legs and Arms
Missing Resolve Bar with 2 Lances fixes
- Appears when selecting the first
Several minor fixes
RogueTech Project B Patch 3.2[edit | edit source]
MC Install options adjustment
- now 3 Options
- ONLY! Randomized Spawns with Stars (-3 difficulty+1 units) and Level II Lances(-4 difficulty+2units)
- Randomized Spawns on SuperScaled Map with Stars and Level II Lances
- Massive Scaled Battles with Additional! Lances for either side and 2 Player Controlled Lances
Minor fixes all over as usual
RogueTech Project B Patch 3.1.3[edit | edit source]
Tweak to Skull ratings
"CostPerHalfSkull": 22000000,
"NumberOfMechsCounted": 6,
Re-Added a Lance that vanished from Mission Control
Created a Fallback for MC Lances failing to load
RogueTech Project B Patch 3.1.2[edit | edit source]
Added missing file to mission control
RogueTech Project B Patch 3.1.1[edit | edit source]
Please do a Clean Install
Minor Fixes
Minor tweaks to additional enemy lance spawn chances and sizes
RogueTech Project B Patch 3.1[edit | edit source]
Forgot a few files
RogueTech Project B Patch 3[edit | edit source]
Patched Mission Control and Added Bigger Drops
- Allows for up to 8 Mechs being fielded
- Additional Lance Spawns
- Early Game will give you Additional Allies
- End Game will give you Additional Enemys
- Expanded Mission Borders
- Early Adoption so still optional default
Mech Shutdown now controlled by Heatsinks
- Mech Cannot be Restarted unless cooled down to 40% of maximum heat threshhold
Expanded Loading Screen tips with parts from Big Super Happy Fun Time Loading Screen Tips by peteg1013
Added new Historical Pirate Flag Emblems by peteg1013
First pass of standup roll modifiers to actuators
- Standing up now requires a pilot check and is modified by intact Actuators
- Ongoing Balance
LowVis Patch
- Attempt at fixing a rare Fog of War NRE
CB Patch
- CAC: bug with heat to normal damage fixed
- CAE: now you can't activate components in AI phase
- AIM: weapon accuracy bonuses now localized
- CL: inital release
- CAC: heat transfer to normal damage has been reconsidered. Now it happens before damage variation.
- WR: heat to normal damage transfer settings altered
- CAE: PilotableActorRepresentation.OnPlayerVisibilityChanged fully covered by try .. catch blocks
- CAC: added additional logging related to minefields
- CAC: now if there is exception while minefield damage resolving, actor will be excluded minefield resolving sequence anyway.
- AIM: distance accuracy modifier should be displayed properly.
- CAE: on mech shutdown all activatables switched off (both online and offline effects removed). On mech start up only components active by default will be activated.
- CAE: now startup after overheat shutdown can be controlled by heat.
- CAE: now stand up after fall can be controlled by roll against piloting skill.
- CAE: now AI should use activatables more accurate.
FlashPointEnabler Patch
- Removes a broken Vanilla Map from the pool
RogueTech Project B Patch 2 HF6[edit | edit source]
Requires CAB 4.0
Added Hauptmann
Vanilla pirate contracts made avaible for locals
RogueTech Project B Patch 2 HF5[edit | edit source]
Tiny dirty hotfix for Inferno Munitions dealing little to no damage
RogueTech Project B Patch 2 HF4[edit | edit source]
Fix to a item id typo
Minor Fixes All over
Tweak to C3
- Should make their effects more clear
- Affects Information states more then flat binary bonuses
RogueTech Project B Patch 2 HF3[edit | edit source]
Fixed Plasma Cannon Typo
RogueTech Project B Patch 2 HF2[edit | edit source]
Patched CC
- Added a Preloader to Simgame
- Possible fix for first start issue
RogueTech Project B Patch 2 HF1[edit | edit source]
DO A CLEAN INSTALL
Fixes to tank engines not self destructing correctly
Fixed "IsFixed:True"
RogueTech Project B Patch 2[edit | edit source]
Ranged Variance Effects are fixed and working now
CAC Patch
- CAC: WeaponRealizer no longer exists as separate dll. All its code included to CAC code base. WR's log messages pushed to CAC's main log. WR's related settings still contlled by WeaponRealizerSettings.json.
- CAC: fixed error with wrong DistantVariance impementation (normal and reversed variants was swaped).
Minor fix to GlobalDifficultyBy:
Homeworlds difficulty stays based on the rep of the original owner
Many smaller Fixes and additions
Mechengineer Patch
- Arm mounted renamed to "Weapon Mount"
RogueTech Project B Patch 1 HF2[edit | edit source]
Minor fix to 2 more non-factions in flashpoint randomizer exclusion
Patched CC:
Fix to missing item colours in inventory
RogueTech Project B Patch 1 HF1[edit | edit source]
Fixed a lot of wrong statisticname for sensors
RogueTech Project B Patch 1[edit | edit source]
DO A CLEAN INSTALL
Now really Fixed Clan start csv
Patched CustomComponents should fix the Everspinny
Doubled Crit Messages have been fixed
CAC Patched
-CAC: fixed error causing exception on simple damage variation calculations
-CAC: added setting for control floatie messages on component's criticals (auto detection MechEngineer presents logic included).
-CAC: added logic to control component's exclusion from crit list based on statistic value
RogueTech Project B HF6[edit | edit source]
Removed duplicated framework entry killing modtek
RogueTech Project B HF5[edit | edit source]
DO A CLEAN INSTALL
New attempt at everspinny
-Rollback to CC
-CAC back to prepatched version
Royals removed as optional and made part of the core experience (fixes lance holes)
RogueTech Project B HF4[edit | edit source]
Possible Dirty Fix for the everspinny issue
-rollback to cac
Many minor fixes to contracts and files
RogueDebug setting default off again
Fixed Mackie P sized
RogueTech Project B HF3[edit | edit source]
DO A CLEAN REINSTALL!
Fixed case sense in mechdef_commando_COM-5S
RogueTech Project B HF2[edit | edit source]
DO A CLEAN REINSTALL!
Fixes to packrats and a few chassis id's
Debuglog default back on
-To find that one weird new random issue
RogueTech Project B HF1[edit | edit source]
DO A CLEAN REINSTALL
Cleared up a few description texts
Fixed a turret def misspelling
Removed a Duplicate Mauler 4X Mechdef
Release[edit | edit source]
VTOLS!
Completly new unit Type!
Small quick Glass Cannons there to poke you
They ignore a lot of terrain
Have their own Weight Brackets
OMNISLOTS!
Omnimechs will now have "OmniHardpoints"
Indicated by a yellow number it shows how many omnislots are left on the chassis
A omnislot can install any and all items
New Default Difficulty System - by Reputation:
Short explanation:
Planets closer to home worlds are easier also all planets scale on the rep of the owner faction
5 + jumps from owner Homeworld +- 1 for each started 20rep of the owner
Except all Homeworld those are always:
5 +- 1 for each started 20rep of the original owner
0 rep = 0 1 rep = -1 20 rep = -1 23 rep = -2 -53 rep = 3
Urban Warfare Module
-For owners of Urban Warfare, flashpoints, missions and units adapted to RT
Added MechSpin
-spin your mechs in your mechbay
Low Vis got Completly revamped and refactored
- Visible Aura Effects
- Visible Stealth effects
- Many ECM can toggle to ECCM Mode
- Stealth can be switched off
- Warfare Suites allow a Sensor Ping
- Added restrictions to multi-targeting; cannot select a unit that has stealth
- Added restrictions to called shot; cannot select a unit that is a blip or when sensor info < SurfaceScan
- Added per-unit vision. When units move, the Fog of War will update to show only what that particular unit knows.
- Added LV_SHARES_VISION effect. When present, the affected unit will remove the fog of war around their vision when a lance-member moves (as per above).
- Applies FogOfWar when player unit is selected, or friendly unit activates
- Night vision effects now applied on player turn and friendly unit turn, but only during maps at night.
CAC Refactor:
- More Stable
- More possibilities
- Coloured Weapons and Ammos
- Many visual tweaks to majority of weapons giving them a unique identity
Enhanced Item Sorting and Filtering
- Items are sorted into more categories
- Colourcoding for Majority of Items and Equipment
- Weapons have background by Category
- Items have text coloured by Category
- Ammos have icon coloured to their projectile colour/type
Installer Selection now divided into 4 Eras and optional Unique Hero Designs:
-Civil War - Units and Tech up to 3061 -Jihad - Units and Tech between 3061 and 3080 -Republic - Units and Tech between 3080 and 3130 -Dark Age - Units and Tech from 3130 onwards
Optional Modules reworked:
- Removed NAOP's module
- Royals - Royal Battlemechs of the SLDF
- FlashpointStory - Replay the original story as Flashpoints told by a not too reliable Duncan Fisher
- ProtoMechs - A selection of ProtoMechs and their weapons
- Clan Upgrades - Clan Tech upgraded Inner Sphere Mechs
- Looted Clan Mech - Clan Chassis that got looted and refitted with all kinds of FIS Tech
- Pirate Tech - Jury Rigged monstrosities and weapons
- Elites - Units and Missions that provide extremely challenging
- RISC - Units and Lances with Technology from the Republic Institute of Strategic Combat
- Artillery - Units carrying the Big Guns
- SuperHeavys - Missions and Lances containing Superheavy Mech's
- Urbocalypse - UrbanMechs and Lances full of them
- Drones of Syberia - A collection of Flashpoints inspired by Nebula California
- Nukes - Big Badabooms you've been warned
- Mission Control - Early Adaption of Mission Control, Randomizes Maps and Spawn points, very WIP
Savefiles have been moved to "Battletech\RogueTechSaves"
- this provides easier managing of saves between rt and unmodded
Completly revamped Difficulty Menu and starting assignments
- You are assigned 5 mechs from a small pool of possible chassis, with some specials depending on optionals (ongoing effort)
- Friendly Fire can be toggled in the difficulty Menu
Rework of Targeting Computer FCS and TTS
-Modular System that can be improved with additional Pieces
LootMagnet is a core component now
Salvo Weapons now apply status effects of their ammo each hit
these are: SRM, LRM, MRM, MML, ATM, iATM, Enhanced/Extented LRM, Inferno Rocket Launchers, Mortars
Machine Gun Tweak
- 1 Dmg/Heat per weight size
- Arrays produce only 75% heat per shot
- Reduced Range
- Removed Accuracy Penalty from rapid firing arrays
- Clan mg to 0.2 0.4 0.6 weights
Laser Rebalance
- Back again to CBT Values
- Medium Laser reduced damage (x4 CBT value)
- Large laser greater Extreme Range
Hundreds of new chassis and designs
Mechbay is now sorted better
Panic system now has an icon Overheat and shutdown increases panic Heat damage has a greater effect on panic
Flashpoint for the vanilla story as told by Duncan Fisher
Mines Deal half of their Damage as an AoE Effect Mines Deal half their Damage as Stability
Plasma and Flamer now have reduced damage(heat/stab/dmg) at range
Pilot Quirks and Fatigue now Core components Quirks Updated and rebalanced -will show their exact effects when hovering over a quirk
TAC model redesigned to be more based on Weapons
- Every weapon type has their own chances to cause a TAC
- Basics: crit chance = (1 - (current location structure)/(max location structure)) * (crit chance for weapon)
- Gauss Receive a Bonus to TAC
- Autocannons are average
- Energy Weapons have vastly reduced TAC
- Flamers and Plasma Crit Chances made neglible, tiny buff to flamers
- Hardened, Spall Liner and Lamellor Armors are TAC Immune
Fractional Accounting
Items and Armors now round more precisely to a tenth of a tonnage
Can now scrap mechs into parts
-option to receive chassis parts instead of money when scrapping
RT now includes self destruct code
Some Contracts will be gated behind conditions like days or beaten other Missions
Attack directions arcs visibility can now be toggled via ctrl+T hotkey.
Items that may Fail will now show a tooltip when active
Contains Gold Ammo now
Hovers Now properly move across deep water
Sensor lock tweaked
- Counters Stealth and ECM effects
- Increasing Targets Visual and Sensor signatures for 3 turns
Shooting effect reworked
-Increases Attackers Visual and Sensor signatures for 1 turn
Installer tweaks
- Debuglog Default Off
- Retrainer Default On
- SortByCost Default Off
- Crystal Clear Default On
Grab it From the Nexus
0.999[edit | edit source]
RogueTech Core | RogueTech Asset Bundle |
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0.999 Warcrimes[edit | edit source]0.999 Patch 11 HF6[edit | edit source]Fixed several missing commas 0.999 Patch 11 HF5[edit | edit source]Fixed wrong statsname concerning headshots 0.999 Patch 11 HF4[edit | edit source]Balance tweaks Fix to customsalvage Minor Fixes 0.999 Patch 11 HF3[edit | edit source]Fixed Dark Age Artillery non-bug to not show 0.999 Patch 11 HF2[edit | edit source]fixed double parts consumption fixed tonnage and color in option "all parts used" OmniMech's can now easily be assembled with omnimech pieces 0.999 Patch 11 HF1[edit | edit source]Fixed a missing } causing load failure Patch 11[edit | edit source]CLEAN INSTALL REQUIRED REQUIRES CAB 3.6+ General Notes Sensor Lock Now allows you to move and fire and has a cooldown Excluded VBIED and elites from half skull lances Various minor fixes AMS animation changes AOE Headshots Fixed Urbienators have come Fires are now deeply affected by biome Turret Rework Turrets will now follow their own construction rules Turrets can now receive crits to modules and systems and use ammo Heat Tweak Allows to stay longer above the red line Max Heat default from 110 to 170 Overheat threshhold from 0.41 to 0.3 (45 to 51) New Math for some items "Multiplier to overheat and threshhold" Added CustomSalvage Salvage no longer combines automatically Mech's must manually be assembled Combining chassis is now optional and has a varying cost Called Shot Changes Called Shots to the Head may ONLY be taken if target is prone/shutdown or attacker is properly equipped CalledShotDefaultMod set to 8 Piloting skill and tactics reduces this penalty Some abilities and items will further improve this Loot Magnet Added rollup blacklist Fixed issue with bundled items not eligible for random pickup. Balance Stuff Nuke Change: More direct damage but smaller AOE TB10,15,20 HE now clears mines in a larger area than previously NAOP tweaks Tweaks to EW contracts Ballistics and some pirate weapons have jam chance mitigated by gunnery. RAC jam chance rework (not applied to pirate RAC currently) Notable Fixes Clan LAMS actually fixed Fixes to contract text Clan Laser HeatSinks now working correctly (bonus was not stacking) Blackwell Gauss now correctly has 15% jam chance rather than 50% and is mitigated by gunnery Fix to 61 droppable items to allow dropping Hyper Laser jam chance mitigated by gunnery Hyper AC fix to self dmg Ballistic artillery can now fire indirectly. New Content New Drones of Syberia Specific contracts and FlashPoint (Robbing the Cradle) New counter missile srm ammo added Patch 10 HF2[edit | edit source]Clean Install Required General Notes Various Minor Fixes Unit Tagging Updates (Thanks Raza!) More Urbies More Solaris 2v2 Contracts Various Battle tweaks Tanks New Tanks! Brutus HPPC, Brutus LRM,Hunter LPL, Hunter ERL, Manticore (LBX), Manticore (C3), Manticore (Command) Ammunition Tweaks Fixed invalid configuration on Hunter LA New Stuff New Mongoose Variant Balance Stuff Wheeled Conversion Gear Tweaks: Walk: -40%"Sprint: +60%, Reserves 4 Slots Clan Advanced Laser AMS fires 25 shots (from 20) Fixed armor slots for certain armors (ferro carbide Lamellar) Tweaks to superheavies to make them more difficult to headcap Notable Fixes EW: Clan Adv LAMS now fires at every missile salvo as intended JR7-IICV Fixed. No longer causes spinning wheel of doom when selected to spawn 0.999 Patch 10 F1[edit | edit source]Clean Install Required General Notes: RISCy Urbies! Removing Randomstart now gives a Centurion 9A Added Enovas Emblems Moved the new TAG artillery mechs to artillery units Various fixes to Experimental Weapons submod Assorted updates to unit tagging Various Minor Fixes Tank Changes: Update to several tanks ammunition storage (more specialty ammos on certain vehicles) Notable Fixes: Fix to one superheavy mission type to allow for evac after objective completion Apollo MRM Ammo now correctly requires Artemis FCS IBLS Now using correct DLL Balance Tweaks: Heavy rockets now have -1 accuracy New Stuff: New AMS System! AMS MK2 0.999 P10[edit | edit source]Requires Clean install Vehicle Rebalance: Structure increased by 100%. Armor reduced by 15% Critical hits against vehicle systems (crew, engine etc) increase the chance for additional criticals by 10% Patch to IRUI Tweaks - Adds Buy/Sell in bulk to the store - Hold shift to increase/decrease by 5 - Hold control to increase/decrease by 20 Patch to IBLS - Added cargo cost labels to weapons, components, chassis - Renamed WHSE to CARGO - Renamed MECH to UPKEEP Patch to Lootmagnet Changes holdback logic to occur before the player picks. If holdback occurs, employer will offer compensation items, which will be added to the salvage pool. These are NOT naturally rolled up, unless your reputation is already high! General Balance Tweaks: Warlord Changes: Now +1 Accuracy, 10% Damage, -10% Heat Generated and cool 40 Heat. Generate 10 Extra Heat during the 4 Turn Cooldown. Changes to mine detonation chances. Mines now detonate on vehicles/lighter mechs more often. Emergency Cooling Adjustment: Cools additional heat per turn. Fail chance now affected MORE by Piloting skill. Note: Known issue where certain actions will cause it to fail to disable itself as intended. DO NOT REPORT SLDF Royal Heat Sink Kit: Now Droppable Dreadnaught Gyro: Now Droppable Assorted new mechs and weapons 0.999 P9 HF3[edit | edit source]Requires Clean install Fixed the Argo Storage upgrades 0.999 P9 F2[edit | edit source]Requires Clean install Some file Clean up Many Fixes Patches and tweaks to IBLS Patch to Client -Fixed Cloud Cobra homeworld Fix to Storage Upgrade 2 and 3 0.999 P9 HF1[edit | edit source]Fixed typo in costs 0.999 P9 ReUp[edit | edit source]Requires Clean install Many fixes More updated unit faction tagging Added CombatSaveDisabler Added DisorderlyWithdrawal -No more instant withdrawal anymore, talk to sumire for air support Replaces MechMaintenancebyCost with IttyBittyLivingSpace -your entire inventory now will generate monthly cost -Now reworked the costs and added ArgoUpgrades to reduce costs 0.999 P8 HF8[edit | edit source]Fixes to engine critical using vehicle crticials Minor fixes 0.999 P8 F7[edit | edit source]Small nerf to Artemis Ammo Tweaks to Lances Fixes to NAOP ULBX 0.999 P8 F6[edit | edit source]Another tweak to Tank Crits Destroying Motive now immobilizes a tank instead of destroying Destroying a Turret adds a massive penalty to accuracy/recoil Minor fixes 0.999 P8 F5[edit | edit source]Forest Fires tweak Increased Duration,vastly reduced chance to spread Fixed a Report me Fixes to tank criticals Reduced Tank turret crits to 3 and made them more debiliating 0.999 P8 HF4[edit | edit source]Next attempt to fix the flashpoint Added note to OmniActuators concerning ballistics/ppc 0.999 P8 HF3[edit | edit source]Fix to a broken Gladiator flashpoint 0.999 P8 HF2[edit | edit source]Another fix to drones of Syberia Fix to orionIIC movedef missing 0.999 P8 HF1[edit | edit source]Fixed drones of siberia requiring experimental submod Fixed EW stealth systems 0.999 P8[edit | edit source]Requires CAB 3.4 Requires Clean Install LBX should be fixed Tank Critical Effects -All tanks have a Turret, Crew Compartment and Motive System that can be crit -Tank Component Explosions (Gauss, Ammo, Etc) -Engines: 1 Crit with 50% reduced speed and then tank destroyed -Crew: 3 Crits each with -1 Initiative and then tank destroyed -Turret: 5 Crits each with -1 Accuracy and then tank destroyed -Tracked: 3 Crits each 30% reduced speed and then tank destroyed -Wheeled: 2 Crits each 45% reduced speed and then tank destroyed -Hover: 1 Crit with 60% reduced speed and then tank destroyed Lance Tweaks and new generic Lances without any Advanced units but in general heavier Stealth rework: Stealth X: still the crappiest stealth Stealth: Balanced but overall rather bad stealth Nullsignature System: Vastly reduced Signature and superior range based defenses Void Signature System: Vastly reduced Visibility and superior movement based defenses Chameleon: Balanced mix of both stealth systems Drops a Lootable Chameleon system with integrated EWS requiring alot of slots and 2 tons Added IRUITweaks by frostraptor -Allows to see full potential of multiprojectile weapons 0.999 P7 HF3[edit | edit source]Fixed ExperimentalWeapons not loading Fixed OmniActuator Lower 0.999 P7 HF2[edit | edit source]Fixed Deimos Chassis preventing to load Dark Age Module 0.999 P7 HF1[edit | edit source]Fix to LBX20 Cluster More fixes to OmniMechs (should spawn with omniactuaors when appropiate) 0.999 P7[edit | edit source]Tweaks and Nerf to all Stealth items Attempt to fix LBX Cluster clusterin again Tweaks to thunder for extreme edge cases Added the Red Corsair Flashpoint Reverted changes to NAOP's ultra lbx Patched CAC -Now attack sequence watchdog really working. -Loading map without trees (martian or lunar) biomes not causing exceptions. Patched LootMagnet to 2.0 Alpha -Still experimental, values are not final -now allows to dispute withheld salvage Patched MechEngineer and Modtek -Attempt to catch remaining wrong destroyed messages -Improved Performance Many fixes 0.999 P6 F7HF2[edit | edit source]Fixed a typo in Ghost 50 0.999 P6 F7HF1[edit | edit source]Hotfix to Kerberos actuators 0.999 P6 F7[edit | edit source]requires clean install Fix for Gargantuan Actuator not taking shoulder slot More units shuffled to their proper folders Tagging updates to many dark age units to increase rarity Finally added missing stone rhinos and piranhas (sry colo) 0.999 P6 HF6[edit | edit source]Removed "hasshells" from lbx cluster (something is wrong) Fixed Heracles Lower Melee Actuators counting as uppers 0.999 P6F5[edit | edit source]Requires Clean Install Requires CAB 3.3 More file clean up and resorting Removed all chassis integrated melee bonus damage Fixes Athena FCS being incompatible with itself Patched CAC -issue with burned trees models not always drawing properly fixed 0.999 P6HF4[edit | edit source]Requires Clean Install Old MML Ammo Files removed Fixed issue with contracts 0.999 P6HF3[edit | edit source]Fixed duplicate vfx entry, now should finally work Patched Crystal Clear 0.999 P6HF2[edit | edit source]Fixed CAC Init point in mod.json 0.999 P6HF1[edit | edit source]Fixed wrong CAC settings file Moved Dark Age units to their own Submod Requires Clean Install 0.999 P6[edit | edit source]Requires Clean Install Patched Crystal Clear - May have a weird crash on some system, please make a ticket when you do Fixed no movement in smoke Patched CAC - AMS will not intercept your own ground attacks anymore. - Logging now has significantly less performance impact and assumed to be used by default. - Added watchdog timer ending attack even if something went wrong. - Temp design mask concatenation logic changed (see readme) - Added true burned forest effect (burned ground and trees) no more smoke needed. (Note: only trees replaced to burned analog, bushes is turning to ashes) Furhter tweaks to Solaris Contracts 0.999 P5 HF3[edit | edit source]Reduced Cost of Clan Gear, should make clan start easier Fixes to tanks and contracts Another fix to math of designmaks (damnit) 0.999 P5 HF2[edit | edit source]Fix to burning forest using wrong math Increased Rarity of VBIED Patched OnlineClient small fix for homeplanet not at border now showing % if not owned by original 0.999 P5 HF1[edit | edit source]Requires Clean Install Disabled Ammo Exhaustion Another set of fixes to lootboxes (hopefully now all working) Rework of new 1v1 solaris 0.999 P5[edit | edit source]Requires Community AssetBundle 3.2 Added the Hellhound Updated AMS turrets Updates to Contracts and Tanks Fixes a softlock with Burning Terrain Lootable fixes for RT items for FP owners 0.999 P4 HF5[edit | edit source]Fixes Flashpoints loot tables 0.999 P4 HF4[edit | edit source]Minor Fixes 0.999 P4 HF3[edit | edit source]Fixed recovery setting -Normal has 50% base chance before penaltys -Brutal has 0% base chance before penaltys 0.999 P4 HF2[edit | edit source]Bugfixing HBS Flashpoints Fixed a typo causing crash with powerarmors Several other minor fixes 0.999 P4 HF1[edit | edit source]Rolled back math change on designmask -caused a crash 0.999 P4[edit | edit source]Patched CustomAmmoCategories -Landmine hitchances now vary between motive and weight classes (wheeled and hovers less likely to detonate, tracked more likely, and anything below assaults less likely) -Smoke munitions now leave actual smoke behind -Minefields can explode by jumping into them -Mechanic of landmines damage implementing reworked -Additional check for wrong hit locations. Note on melee through mine field: if mech while moving to melee targets suffer normal damage attack will be interrupted. Mech get close to target but nor attack animation played nor melee damage inflicted. Note on DFA attack on target standing on mine field: damage will be inflicted normaly AFTER DFA attack completes Now has the Urbocalypse -Urbanmechs with a few lances to spawn urbanmechs Faction Starters only spawn for their factions now Some more tweaks to starters Tweak to Emergency Cooling Patch 3 HF2[edit | edit source]Reduced Fail chances of DNI and EI Made Kells reward a bit more interesting Reduced allow AI thinking time to 50 seconds from 150 Tweaks and fixes to tanks and sh contracts a fix to mxmachs ew modules Patch 3 HF1[edit | edit source]Needs Clean Install Patched CustomComponents -fixes autofixer and should fix adjusted assembly giving repaired full chassis Fix to misplaced files in Artillery submod Patch 3[edit | edit source]Requires Clean Install Updates to tanks Requires CAB 2.9 Changed the Arrow IV Optional to a Artillery non-default Option -Turrets, Tanks and Mechs with Heavy Artillery pieces are in this Patched CustomAmmoCategories -Now Mechs and vehicles suffers from fire even if they pass through burning terrain -Now Mechs and vehicles suffers from fire even if they stand on burning terrain without moving -Added additional check on WeaponEffect.InitProjectile if somehow projectile spawned but activeProjectileName remains null Melee nerf (thanks baradul) 0.999 P2 HF1[edit | edit source]Patched CustomAmmoCategories -Cross map fire probably finally fixed. -Intercepted missiles not producing additional VFX nor mine fields (additional check) not burning terrain 0.999 P2[edit | edit source]Patched CustomAmmoCategories Again Should hopefully fix without breaking salvage screen: -Fire spreading in lunar/martian -Persistent Fire between missions Patched Online Client for new map and improved war systems -get this to start with the reset map Patched IS Map to enable Allying with Arano 0.999 P1 HF1[edit | edit source]Rolled Back CAC to fix a post salvage crash 0.999 P1[edit | edit source]Patched CustomAmmoCategories Should fix: -Fire spreading in lunar/martian -Persistent Fire between missions 0.999 "Warcrimes"[edit | edit source]Requires Clean install! Requires CAB 2.8 Requires Battletech 1.5 New Big Features: Area of Effect! Some Weapons and Ammo types fire Area of Effect damage FASCAM Effects Arm and Leg Actuators Introducing Custom Activeable Equipment! Activation dialog: ctrl+click on move button in mech HUD. Use this to toggle and enable items like MASC or Supercharger FIRE! Weapons have now a chance to ignite a forest Each Point of Heat Damage is +1% chance to ignite Basic chance to ignite rule by weapon class: Energy Damage/4 Missile Damage/8 Ballistic Damage/12 Inert Ammo will not gain a chance to Ignite: Gauss, Oil\Paint, MG This is for shots that miss the target, with few exceptions Some weapons can leave fires everywhere New visuals! -------- Balance and Tweaks: More new Weapons and Ammos Swarm LRM will spread out the missiles amongst nearby targets Fuel Cells now replace engine heatblock and cooling systems too Disabled AIM ammo jettisons (jettisoned usable ammo types) To Jettison Ammo, ctrl+click on the weapon LBX now cluster after short range Unguided missiles have an unguided effect Melee weapons and Quirks now have slightly worse lootable versions Supercharger and MASC can be used together now Gain only planetary influence when allied Tweaks to LootMagnet, removed as default A few harmless trucks Added the Corsair Ex Mortis is GroovyCat now Red Reaper now uses its Model Commando SP changed to "Shanky" Easy Duel Contracts now only spawn 1 lance (from 1 duel and tank lance) Medium Duels is spawns 2 "solo" lances (from 1 duel and 1 solo lance) Hard Lances is one duel lance+a solo lance (from 2 duel lances) 3 new contracts consisting of 2 duel lances, which pay well if you win Rework of mech's -should be savecompatible, store and ready mechs to get missing actuators --------- New or changed DLL's: Added BlackMarket Icon Disabler by B4ckfish Added CAE Shopseller removed until possible fix Rolled LootMagnet back to 1.2 Patched CustomAmmoCategories Patched MechEngineer Patched CustomComponents Patched OnlineClient |
Community Assets package[edit | edit source]Asset Install[edit | edit source]========= *Contains all Asset's made by the Community* 1. Install the Mod 2. Unzip the Pack and run the exe 3. Select your BATTLETECH\ folder and extract the files 4. Start your game NEXUSMODS IS THE ONLY OFFICIAL SOURCE! Modder Resource for all Community made Models ========= ASSETBUNDLE CHANGELOG![edit | edit source]========= 3.6[edit | edit source]Patched Nova Asset Added the Community UrbanMech - Allowing every lore variant visually! Added the Rifleman IIC 3.5.2[edit | edit source]Patched Mauler Asset -potential gamebreaker fixed, important patch Added UrbieTurrets 3.5.1[edit | edit source]Added the Mongoose 3.5[edit | edit source]Added the Mad Cat by Colobos Added the K9 UrbanMech Patched Stone Rhino Asset Patched Supernova Asset Patched Sunspider Asset Patched Lupus Asset Patched Hellfire Asset Patched Mauler Asset Patched Annihilator Asset Patched Champion Asset Patched Fafnir Asset Patched Flea Asset Patched Rifleman Asset Patched Thanatos Asset 3.4[edit | edit source]Fixed a missing coma in huron warrior hardpoints Dirty Fixed Stone Rhino Left Arm Flamer crash Added the Marauder II Added the Orion IIC Added the Hemt salvage trucks Added more Gdark Assets 3.3[edit | edit source]Patched Kit Fox Bundle Patched Timber Wolf Bundle Added the BlackBeard Added the Elemental Added the Kanazuchi Added the Huron Warrior Added the Bombard 3.2[edit | edit source]Added the Hellhound Patched the Shadowcat Bundle 3 HF2[edit | edit source]Aaaand fixed it again... should now properly load 3 HF1[edit | edit source]Fixed Mod.json of the Camo Warhammer 3.0[edit | edit source]Fixed accidental CC dependancy Added Camo Warhammer Bundle Patched TurretPack 2.9[edit | edit source]Patched Marauder Bundle Patched Adder Bundle Patched Blood Asp Bundle Patched Bushwacker Bundle Patched Cougar Bundle Patched Ebon Jaguar Bundle Patched Executionier Bundle Patched Hellbringer Bundle Patched Incubus Bundle Patched Kodiak Bundle Patched Mad Cat MKII Bundle Patched Mad Dog Bundle Patched Nova Bundle Patched Nova Cat Bundle Patched Shadow Cat Bundle Patched Storm Crow Bundle Patched Viper Bundle Patched Warhawk Bundle Added 2 more tanks to Tank Bundle 2.8[edit | edit source]Added Turretpack Added Grimdark Added Jenner IIC Added Highlander IIC Patched Javelin Bundle Patched Summoner Bundle Patched Vulcan Bundle 2.7[edit | edit source]Added the Corsair Patched Groovey Bundle Patched Mauler Bundle Patched Wolfhound Bundle Patched Kitfox Bundle Patched Hatamoto-Chi Bundle Patched Blood Asp Bundle Added to and Patched Colo BT Tank Bundles 2.6[edit | edit source]Added the GroovyCat 2.5[edit | edit source]Added the Wasp Added the Stinger 2.4[edit | edit source]Added Shanky 2.3[edit | edit source]New CAB Icon and Pictures by JustinKase Added the Red Reaper 2.2.3[edit | edit source]Fixed missing MLRS entries in tankpack1 2.2.2[edit | edit source]Removed Colo-Vulcan\hardpoints\points.txt 2.2.1[edit | edit source]Patched Timber Wolf Assets 2.2[edit | edit source]Added the Black Lanner Added the Mist Lynx Added the Piranha Updated and Patched TankPack1 2.1[edit | edit source]Removed accidental mech defs from stone rhino Patched Stone Rhino Bundle 2.0[edit | edit source]Added Colo Tank Pack 2 -replaces old Long Tom Added the Stone Rhino and Matar |
0.998[edit | edit source]
RogueTech Core | RogueTech Asset Bundle |
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998 FIREWORKS[edit | edit source]===========================================[edit | edit source]1.4 Update Clean install! Requires Community Asset Bundle 1.X SAVES WILL BE INCOMPATIBLE! FUNDAMENTAL REWORK OF ALL COCKPITS, QUIRKS AND TTS DONT FORGET THE ASSETBUNDLE OUT OF RESOURCES ON BUNDLE IS A ISSUE WITH YOUR HARDWARE! THE INSTALLER WORKS, JUST CLICK NEXT ===============================================[edit | edit source]0998 Patch 12 HF5[edit | edit source]Moved OLD Ams folder -fixes issues with shops and a wrong error REQUIRES CLEAN INSTALL 0998 Patch 12 HF4[edit | edit source]Fixed a wrongly assigned prefab in matar 0998 Patch 12 HF3[edit | edit source]Fixed typo in Saracen 0998 Patch 12 HF2[edit | edit source]TAG and NARC do not fire in melee anymore (pirate TAG still dows) Fixed base LMG firing too much 0998 Patch 12 HF1[edit | edit source]Do a Clean install! Moar and fixed Tanks Fixed UAC20 0998 Patch 12[edit | edit source]DO A CLEAN INSTALL!! REAL AMS! -All AMS replaced with a AP weapon system that shoots down incoming missiles New Mech Portraits by JK and Haree MML's can now swap between using SRM or LRM Ammo Sensor lock duration increased to 3 activations but down to 2 evasion strip Pulse laser -1 evasion pips ignore Some default items have received lootable counterparts Arrow IV are immune to AMS Added some tanks Some Mechs may not yet have the AP Hardpoints for their AMS Please report these with a screenshot 0998 Patch11[edit | edit source]Requires Clean install! Requires Community Assetbundle 1.9+ last 998 Patch Modtek Patched to 7.0 Patched SBI - Hesitation penalty now properly applied each round - Hesitation harsher, and will carry over 1/2 previous round's hesitation Patched CAC - Cycle ammo/mode points on HUD weapon slot swaped - Added fix for damage less than zero - Added improvements to AI Added LootMagnet - Loot is more closer to lore - Including stingy employers stealing juicy items Flashpoint Stock Photos moved to CAB Fixes to TheRaid Moved Artemis IV +2 Missile Accuracy to the Ammo Patches to Tanks and Contracts 0998 Patch10 HF2[edit | edit source]CLEAN INSTALL VERY ADVISED Made SpeedMod a dll -dynmodlib removed New attempt at fixing AI Hotloading and FI Many fixes and buff to DNI/EI 0998 Patch10 HF1[edit | edit source]Added the SpeedMod Double the Games Speed (all actions) Lance Tweaks Revelations Flashpoint Different Target Painters do not stack anymore Acid Effects do not stack anymore Fix to FluidGuns always applying inferno debuff 0998 Patch10[edit | edit source]Replaces Fewer HeadInjuries with "PainTolerance" https://github.com/IceRaptor/PainTolerance Higher Guts Skills allows to resist injuries from all sources depending on your pilots and mechs status Pirate ATM9 now uses MML Ammo Attempt to prevent AI from always hotloading LRM's Attempts to make AI smarter with firing modes Rework of Weapon modes to always be always show default mode in mechlab Normalized RAC firing modes -1 Recoil, -X Weapon Heat per shot per reduced firing speed +1 Recoil, +X Weapon Heat per shot per increased firing speed Added The Raid by AMechwarrior as part of the Flashpoint Optional Added FPStockphotos by the AMechwarrior and JustinKase Evasion Bonus effects removed from Stealth Systems CLPS and AR14 buffs moved into the items 0998 Patch9HF2[edit | edit source]Fixed Missing BaseContratcs SpawnProtection patched 0.11 -Doesnt apply to turrets anymore 0998 Patch9HF1[edit | edit source]Fixed Contract failure -Also fixes several failing vanilla contracts 0998 Patch9[edit | edit source]Added SpawnProtection 0.1 -Adds 6 evasion pips and guarded on spawn for everyone until they move Added the Gargoyle -Requires AssetBundle 1.7 Nerf to RAC firing modes LRM hotloaded firing mode Added more ammo variants Cleaned up more spelling errors and contracts New Starting Mech for the Valkyrate 0998 Patch8HF2[edit | edit source]Missing contracts for "Words Found" FP 0998 Patch8HF1[edit | edit source]Fixed a Buffer Overflow with Valkyrate trait 0998 Patch8[edit | edit source]Requires Clean Install Fixes and File cleanup Fixed Eternus Mechs requiring Elites installed Tweaks to contracts to smooth out difficulty 0998 Patch7HF2[edit | edit source]Added PortraitsForStartingRonin by nabazbaka, JK and Pinkachu -Affects only new saves Many minor fixes 0998 Patch7 HF1[edit | edit source]Fixed a typo in EternusMechs causing a load failure 0998 Patch7[edit | edit source]REQUIRES CLEAN INSTALL! Added the Vapor Eagle and Loaderking -requires CommunityAssetBundle 1.6 Patched LowVis - Eliminates major performance hit on campaign missions. Removes error that forced repeated calls to UnityEngine.Object.FindObjectOfType. Elite Pilots and Mechs merged as a single optional Patched DynamicShops -Should fix some factionshops now appearing correctly MG Ammo is now under Ballistics Plasma Ammo is now under Energy Sensor lock, Removed Accuracy and Crit debuff Added doubled Target Signature and Visibility to its effect Strips 3 Evasion Patched Custom Ammo Categories -Updated RAC, UAC, VSPL, Bombast and MG's to have firing mode selection -PPC Can disable their Field Inhibitors, risking misfire for no minimum range 0998 Patch6[edit | edit source]Added the Roughneck -Requires CAB 1.5+ Added new Flashpoint 0998 Patch5HF1[edit | edit source]Minor Fixes Fixes AC Incendiary ammo 0998 Patch5[edit | edit source]AI rocketcarrier tweak to prevent lockups and give several turns of fire Acid Warhead nerf Another Non-faction excluded from FP randomizer 998 Patch4[edit | edit source]General Cleanup Fixes to Clan APC tweak to low vis weather effects "VisionRangeMultiRainSnow" :0.6, "VisionRangeMultiLightFog" : 0.8, "VisionRangeMultiHeavyFog" : 0.7, 998 Patch3[edit | edit source]New tanks and general file housekeeping Fixes thermobolt ammo 998 Patch2hf1[edit | edit source]Tweaks to pony express and superheavy contracts Removed Pyro FCS from Smokey 998 Patch2[edit | edit source]Patched Custom Components -Now no destruction on extraction Removed Adjusted Salvage Again 998 Patch1[edit | edit source]Fixes to tanks Added the Valiant -Requires CommunityAssetBundle 1.3 Fixed NAOP's Submods -prevents 3 possible hard crashes Readded Adjusted Salvage to fix destruction on evac until CC gets fixed 998 FIREWORKS[edit | edit source]1.4 Update Clean install! Requires Community Asset Bundle 1.1+ SAVES WILL BE INCOMPATIBLE! FUNDAMENTAL REWORK OF ALL COCKPITS, QUIRKS AND TTS Cockpit Systems rework Splitting all cockpits into 3 items Life Support/Cockpit - Governing basic Cockpit functions like initiative Sensors - Detection and Sensor effects, up to integrated Electronic Warfare Systems FCS - Fire Control systems that handle weapon systems and vision mode upgrades Several Mech types have received unique defaults Eg Clan mechs have clan basic components, primitive have primitive equipment Several quirks and affixed items are replaceable defaults unique to the chassis Can be replaced by their own category but not removed Eg Raven 1X Proto EWS can be replaced by Warfare Suites, but cannot be removed AMMO REWORK ALL! Weapons got their own Ammo now SWITCHABLE AMMO! -Left Click on HitChance to swap ammo bins during combat! Bring your own mix of ammo to have always the right for any situation! Tweaked Jam and Explodium Descriptions -Now explains the math Rreduced jump heat a bit more Added a Solaris Start Option Added smaller low tier lances Exchangers and Banks cannot stack anymore Fixes to tanks Fixes to more mechs Some fcs and sensors in shops Return of the Steel beast Flashpoint Improvements to Ako's flashpoints Reworked the way Enhanced and Extented LRM receive their ranged damage Proto DHS kit buffed to closer approximating 10 internal Proto DHS Primitive negative penalty removed, received primitive default items Phantom Mech now reduces visibility and sensor signature by 50% for the duration Patched Shops for New items Fixes, many Added the Sunspider Added the Nightstar Added the Hellfire Added the Lupus Added the Champion Added the Supernova Added new Carrier Models Added the MARS Assault Vehicle Added the Ice Ferret Added the Dire Wolf Added the Shadowcat Added the UnionDropship Added the Huntsman Patched LowVisibility - MAJOR rewrite, eliminates performance issues (as far as I can tell) - Eliminated many glitches related to units not being present - Eliminated many glitches related to spawning of units - AIM now correctly calculates lines of fire (but still won't show % to hit) - Changed lv-vismode-zoom_m to now be lv-vismode-zoom_mX_cY_sZ; X is the initial modifer, Y is the cap, Z is the number of hexes before decay (by +1) - All calculated ranges are now rounded to the nearest hex; vision is rounded down, sensors are rounded up Known Issue ============ - COMBAT SAVES ARE BROKEN. Easy fix, just not something I've focused on. - Blip/Mech names are overly descriptive in some cases. Tracking down the issue. Patched Modtek to new injector method Patched Mechengineer Patched AbilityRealizer Patched BTPerfFixer Patched SBI Patched RandomTravelContracts Added IRBT14MadlibsFix Patched SkipIntro Patched SkipTravelCuscenes Patched PilotHealthPopUp Added CustomAmmoCategories Patched OnlineClient Patched AddYearToTimeline -removes daily ping Patched Armor repair -now works when only back armor was lost Patched PerfFixer -Should improve loading speeds further and prevent a sql crash -Now includes the zombiemechfix Patched CC -Now governs new salvage rules -Destroyed own mechs have more granular chances to be recovered depending on level of destruction Grab it from the Nexus DONT FORGET THE ASSETBUNDLE OUT OF RESOURCES ON BUNDLE IS A ISSUE WITH YOUR HARDWARE! THE INSTALLER WORKS, JUST CLICK NEXT |
Community Assets package[edit | edit source]Asset Install[edit | edit source]========= *Contains all Asset's made by the Community* 1. Install the Mod 2. Select your BATTLETECH\ folder and extract the files 3. Start your game NEXUSMODS IS THE ONLY OFFICIAL SOURCE! Modder Resource for all Community made Models ========= Required to run RogueTech Install ========= *Contains all Asset's required for RogueTech* 1. Install the RogueCech Core setup 2. Select your BATTLETECH\ folder and extract the files 3. Start your game ========= ASSETBUNDLE CHANGELOG![edit | edit source]========= 1.9.1[edit | edit source]Corrected Marauder Mod.json 1.9[edit | edit source]Patched Warhammer Asset - Original Warhammer replaced by redux Assets Patched Marauder Asset - Original Marauder replaced by redux Assets Added the Arctic Wolf Added the Night Gyr Added the MASH vehicle Added the Linebacker Added the Viper Added the Long Tom Carrier Added the Longbow Added the Marauder IIC Some clean up 1.8[edit | edit source]Patched the Stormcrow Assets Added new Warhammer Assets Added new Marauder Assets Added Flashpoint Stock Photos 1.7[edit | edit source]Added the Gargoyle 1.6.2[edit | edit source]Patched Raven Bundle Patched Valkyrie Bundle Patched Vapor Eagle Bundle 1.6.1[edit | edit source]Patched Roughneck Bundle Added JK's UM-R50 1.6[edit | edit source]Added the LoaderKing Added the VaporEagle Added the Valkyrie Kitbash 1.5[edit | edit source]Added the Roughneck 1.4[edit | edit source]Patched Javelin - Improved textures Patched Kitfox - Improved Textures Patched Huntsman - Improved Performance 1.3[edit | edit source]Added the Valiant 1.2[edit | edit source]Patched Huntsman Bundle 1.1[edit | edit source]Added Tank pack1 by Colobos Tweak to image and logo to save resources 1.0[edit | edit source]Public release Credits:[edit | edit source]SolahmaJoe - Hangar of The Dispossessed:[edit | edit source]Warhammer Marauder Phoenix Hawk Charger Hunchback IIC GentlePayload:[edit | edit source]ArcticCheetah Bushwacker Blood Asp Ebon Jaguar Hellbringer Kodiak MadCat MKII Mad Dog Nova Stormcrow NovaCat Warhawk Executionier Incubus Adder Cougar ShadowCat Bloodydoves:[edit | edit source]Annihilator Archer Assassin Fafnir Flea Rifleman Uziel Hellspawn Thanatos Nightstar Champion Colobos:[edit | edit source]Hatamoto-Chi Mauler Wolfhound Raven Kit Fox Vulcan Javelin Summoner Sunspider Hellfire Lupus Supernova Missile Carriers Ice Ferret Dire Wolf Union DropShip Huntsman Tank pack 1 Mars Assault Tank B4CKF1SH:[edit | edit source]Timber Wolf LtShade: Valiant |
0.997[edit | edit source]
RogueTech Core
v0.997 |
RogueTech Asset Bundle
v1.0 |
---|---|
RogueTech Core Install[edit | edit source]========= NEXUSMODS IS THE ONLY OFFICIAL SOURCE FOR ROGUETECH![edit | edit source]READ THE KNOWN ISSUES CHANGELOG AFTER THE INTRODUCTION! Install ========= *The Core Package contains all files and submods available* 1. Select your BATTLETECH\ folder and extract the files 2. Install the AssetBundle into the same Folder 3. Start your game **FIRST START TAKES A WHILE BE PATIENT** Update: ========= To update, simply overwrite existing files. IF! the changelog tells you to do a clean install, delete your mods folder before patching! Reinstall AssetBundle after deleting the Mods folder! IMPORTANT! ========= If you had other mods installed, and the game doesnt start, delete all saves that uses these as the game may try to reference files from these and can crash on startup. This is a hbs issue with internal databases on saves, not a RogueTech bug. ========= HIGHLIGHT: ----- Low Visibility introduction - Double Blind rules! A greater importance on information warfare and stealth Anything now plays a role in it, from the Weather to the pilots ability to see Low Visibility Wiki page At the start of every move a unit makes a sensor check (tactics skill) This defines what it can see and to what detail The distance and strength of this check is affected by Sensor Probes (like the Beagle Active Probe) Countered is this by Stealth and ECM roughly: Pilot Skill+Roll+Probe Tier -Ecm -Stealth You can see what your rolls and modifiers are in among your buff icons! Introduces advanced sensors and items like UAV, Thermal Vision and Advanced Zoom to help find the enemy and deduce the threat Patch 997 Patch1 HF3[edit | edit source]Several Fixes Tweaks to lance composition - a couple lances gained a stealth counter Ferro Lamellor Nerf Fixed Experimental and custom submods ac20's Fixed SkipTravel option in installer correctly installing Patch 997 Patch1 HF2[edit | edit source]Fixed for typo in flahspoints for RT_FP_ThreeClanItems Patch 997 Patch1 HF1[edit | edit source]Fixed missing mechtags for the Summoners Patch 997 Patch1[edit | edit source]Added UAV, Thermal, Generic Probe and Advanced Zoom to all shops Added a +1 probe boost to Generic and Small cockpit Generic Cockpit upgrades received Sensor effects New tanks More Loot Boxes are fixed for Flashpoints Tightened posible rolls for detection a bit Raised vision and scan basic ranges a tiny bit Patched RCS, uncaught issue not restricting tags proper Minor Fixes Patch 997 HF1[edit | edit source]Fixes a Clan Scouts Flashpoint calling on deprecated file Patch 997 Release[edit | edit source]IMPORTANT! CLEAN INSTALL REQUIRED! Install has been split into 2! The Core and the Asset bundle Core has all files for the mechanics, options and submods Asset bundle contains ALL! REQUIRED! data for the mech models themself This is to ensure a lower download size for single patches and hotfixes |
RogueTech Assets package[edit | edit source]Required to run RogueTech Install ========= *Contains all Asset's required for RogueTech* 1. Install the RogueCech Core setup 2. Select your BATTLETECH\ folder and extract the files 3. Start your game ========= ASSETBUNDLE CHANGELOG![edit | edit source]========= 1.1[edit | edit source]Added the Summoner 1.0[edit | edit source]Public release Credits:
Warhammer Marauder Phoenix Hawk Charger Hunchback IIC
ArcticCheetah Bushwacker Blood Asp Ebon Jaguar Hellbringer Kodiak MadCat MKII Mad Dog Nova Stormcrow NovaCat Warhawk Executionier Incubus Adder Cougar
Annihilator Archer Assassin Fafnir Flea Rifleman Uziel Hellspawn Thanatos Colobos: Hatamoto-Chi Mauler Wolfhound Raven Kit Fox Vulcan Javelin
Timber Wolf KNOWN ISSUES - READ THEM![edit | edit source]========= - Online shops are not working. Currently NO! plans to bring it back. - RT shop integration started, not fully finished yet - Combat saves still may have issues and already broken combat saves will not load. Almost all occurences are fixed. - No bonus starting gear, instead randomstart gives you a bit more tonnage. Offline mode has working starting gear. - If you get stuck at modtek done screen for a longer period, this is an issue of vanilla not initating properly, try deleting .modtek folder (mostly not rt related) - Priority contracts randomly fail to load. We cant reproduce why or even get it among the team. Whoever finds a true reprodcuable commanility please help. - Mercenary start without RandomCampaignStart will give you a target dummy - not really a bug so it wont be fixed - Randomly occuring duplicated defaults - Store and ready the mech to fix, ultra rare issue - Custom flashpoints rewards not showing correctly but clicking greyed out next works anyways - Uncaught slowdown during base defense/destruction missions -is being investigated and will be fixed soon™ - Shops populate only after first contract on a planet- is being worked on ========= |
RogueTech Core Install[edit | edit source]========= NEXUSMODS IS THE ONLY OFFICIAL SOURCE FOR ROGUETECH![edit | edit source]READ THE KNOWN ISSUES CHANGELOG AFTER THE INTRODUCTION! Install ========= *The Core Package contains all files and submods available* 1. Select your BATTLETECH\ folder and extract the files 2. Install the AssetBundle into the same Folder 3. Start your game **FIRST START TAKES A WHILE BE PATIENT** Update: ========= To update, simply overwrite existing files. IF! the changelog tells you to do a clean install, delete your mods folder before patching! Reinstall AssetBundle after deleting the Mods folder! IMPORTANT! ========= If you had other mods installed, and the game doesnt start, delete all saves that uses these as the game may try to reference files from these and can crash on startup. This is a hbs issue with internal databases on saves, not a RogueTech bug. Patch 997 Release[edit | edit source]IMPORTANT! CLEAN INSTALL REQUIRED! Install has been split into 2! The Core and the Asset bundle Core has all files for the mechanics, options and submods Asset bundle contains ALL! REQUIRED! data for the mech models themself This is to ensure a lower download size for single patches and hotfixes ----- HIGHLIGHT:[edit | edit source]----- Low Visibility introduction - Double Blind rules! A greater importance on information warfare and stealth Anything now plays a role in it, from the Weather to the pilots ability to see https://github.com/IceRaptor/LowVisibility At the start of every move a unit makes a sensor check (tactics skill) This defines what it can see and to what detail The distance and strength of this check is affected by Sensor Probes (like the Beagle Active Probe) Countered is this by Stealth and ECM roughly: Pilot Skill+Roll+Probe Tier -Ecm -Stealth You can see what your rolls and modifiers are in among your buff icons! Introduces advanced sensors and items like UAV, Thermal Vision and Advanced Zoom to help find the enemy and deduce the threat Low Vis Guide and tips coming to the wiki soon! ------ Patches and Additions:[edit | edit source]------ Patched Weapon Realizer - fixes jam oddities - jams/damage only occur after the second shot - reverse variance by distance Patched ModTek to 5.1 - faster and cleaner Patched MechEngineer Patched ShopFiles - more cleaner shops Patched RandomCamapignStart -Should be slightly quicker -Should fix story mode start -Restrict legendary, hero and totem mechs from start option Patched SkipIntro -now completly goes past the splash launcher Patched Adjusted Assembly to exclude by unit tags instead of single exclusions "unit_legendary", "unit_hero", "unit_prototype", "unit_totem", "unit_elite" Added AbilityRealizer -Autofixes AI pilots according to the skill tree and adds faction abilities Added JustDieAlready to fix zombiemechs even further Added New Mech models, complete list is kept in the AssetBundle readme Re-Added SortByTonnage set to sort by cost Added Akodoreigns Custom Flashpoints Added New Age of Power's "CustomMechNParts" submod as optional install Added New soundmod by Zota6 including lasers Added FlashpointEnabler - Randomizes and repeats FP's to be easily compatible to the full map Added MpStark's Navigation Computer - https://github.com/BattletechModders/NavigationComputer Added new lances For the Elite Pilots options -Stealth lances that spawn a collection of stealthed units ----- Fixes and Balance:[edit | edit source]----- Fixed RogueContracts Fixes to RogueTanks Core Reworked enemy lance progression to be smoother and make assaults very rare Set globaldifficulty to 14mill per half skull Fixed Flashpoint mech melee damage values Fixed PartialWing HeatGen Pirate RAC's now fire clustered shots like the lbx SensorLock nerfed to only strip 1 evasion pip and does not stack anymore Made Clan OmniMechs a bit rarer Removed non-functioning-options in option menus Damage Resistance effects are back! thanks CptMoore for finding the culprit for both Changed Guarded,Bulwark,Cover to be just a 20% damage decrease per stage Elite Pilots and Lances as well as Superheavys are not a default optional anymore -because those who cant handle the extra challenge and wont read Sweet spot for max Morale gain easier to get (no extravagant required anymore) Lower end evasion halfed and distance slightly increased (more equal to stealth decays) Blacklisted quirk items in skirmish mechbay Experimental d11-25 battle lances included, for those who manage to generate such a threat level |
|
KNOWN ISSUES - READ THEM![edit | edit source]========= - Online shops are not working. Currently NO! plans to bring it back. - RT shop integration started, not fully finished yet - Combat saves still may have issues and already broken combat saves will not load. Almost all occurences are fixed. - No bonus starting gear, instead randomstart gives you a bit more tonnage. Offline mode has working starting gear. - If you get stuck at modtek done screen for a longer period, this is an issue of vanilla not initating properly, try deleting .modtek folder (mostly not rt related) - Priority contracts randomly fail to load. We cant reproduce why or even get it among the team. Whoever finds a true reprodcuable commanility please help. - Mercenary start without RandomCampaignStart will give you a target dummy - not really a bug so it wont be fixed - Randomly occuring duplicated defaults - Store and ready the mech to fix, ultra rare issue - Custom flashpoints rewards not showing correctly but clicking greyed out next works anyways - Uncaught slowdown during base defense/destruction missions -is being investigated and will be fixed soon™ - Shops populate only after first contract on a planet- is being worked on ========= |
0.996[edit | edit source]
READ CHANGELOG!
NOT SAVE COMPATIBLE TO ANYTHING!
REQUIRES CLEAN INSTALL!
996 Patch 7[edit | edit source]
Requires mod folder to be deleted (new mech defs)
BTPF Patched
- Fix logspam
- ContractsFix is in verify mode, will display dialog if it desyncs (should have 0 gameplay effect. I need concrete failures)
- Fix sorting
BattletechPerformanceFixer DM fix toggled on
-DRASTICALLY improved loading times
Timber Wolf assets patched (has proper legs now)
Tweak to proto dhs, reduced heatsink, but add to other heat stats
Added the Mauler, NovaCat, Fafnir, Uziel and Hatamoto Chi
Added Fake DireWolf's
Tweak to the Report Me
If you dont report it, it will murder you
Patches to RogueContracts and RogueTanks files
Added SkipTravelCutscenes by mpstark as default optional
Fixed Victoria not spawning in showdown when superheavys aren't installed
Patched RandomTravelContracts
in preparation for the Dynamic allies
1.2:
- Added new option(warborders) set to true and travelcontracts that are border contracts aka the percentage in setting only go to borders of two enemy factions not on borders of neutrals
- Locals can now only be employers of travel contracts if they are the owner of the planet, aka no more attacking locals travel contracts
Severe AI tweaking
Patched DifficultyByCompany
-Doubled globaldifficulty on contract generation fixed
Added Crit-states to Actuators (mostly untested)
996 Patch 6 F3 PLUS hotfix[edit | edit source]
Toggled accidental debug setting in client off to prevent maxed steiner rep on start
Reduced base cbill cost of engine workorders by 40%
Tweak to black cat making the engine not fixed
Fixed missing kobiyashi maru lance
Disabled ContractsLagFix on the hunt for the contract bug
996 Patch 6 F3 PLUS[edit | edit source]
REQUIRES TO DELETE MODS FOLDER BEFORE INSTALL
Early release for the Timber Wolf Model
Added Timber Wolf and Mechdefs up to the H Model
Patched Wolfhound
Patched PersistentClient
-capitals not excluded anymore from the new anti scammer rule
996 Patch 6 F1[edit | edit source]
Added a fake Timber Wolf
Added a fake Sidewinder
Added a couple Rakshasas
Added a Pirate Mackie
Renamed Fusion Cores to Engine Cores
Added the Blood Asp by GentlePayload
Added SBI effects to skill descriptions
Slightly tweaked and nerfed the "Athena"
Added flashpoint faction tags to some tanks-fixes some report mes
Turbine made a optional install option - advised to disable it for now
RandomCampaignStart made optional in installer (on by default)
Removed Career button from offline mode (thanks to arcanan)
996 Patch 6[edit | edit source]
DELETE MODS FOLDER BEFORE INSTALLING!
Reduced JumpJet heat generated
Added Raptor and Raptor II
Massive tweak to all workorder cost of engines, cores, armors, structures and patchwork materials
-primitives are easy and cheap to change, and the more exotics are expensive and hard
Added a Offline story mode selection during install (thanks Exyle)
SBI patch
- Fixes init overflow bug (init values below 1 return ERROR). Please let me know if you see cases where actors skip their turn.
- Changes CalledShot to apply a penalty equal to your (Gunnery + Tactics)/2 + Random(0, 2) rounded down. This is resisted by the target's piloting skill, and can be reduced to 0.
- Changes Vigiliance to apply a bonus to initiative on the following round equal to your (Guts + Tactics)/2, rounded down.
- Tier 5 and Tier 8 skills each provide +1 modifier to the relevant skill modifier.
- Reserves tweaked to drop you from 3-8 phases (was 2-7)
- Hestiation, Knockdown and various other penalties can now be reduced to 0 with high enough skill values.
- Please note that called shot, vigiliance text still reflect +1/-1 values. You may receive these modifiers due to the particular skill interactions, but wide disparities should result in greater skews than the text would indicate
Posible fix to unavailable high difficulty missions
Added the Archer and updated the files
Added the Charger
Added the Rifleman and updated the files
Added the Wolfhound
Added the Flea and updated the files
Added Dynamic Shops
Patched AIM
Further Improvements to stealth mechanics
Patched IS Map
Patched PersistenClient
Patched LogoReplacer
Added "HideCareerDays"
Patched PilotHealthPopUp
Patched SkipIntro
Fixed installer not properly removing mods folder on cleanup
996 Patch 5 hf1[edit | edit source]
Rollback of AI
996 Patch 5[edit | edit source]
Requires clean mod install
- should have consolidated majority of files properly now
Patched SBI
- Fixes issue where knockdown, prone, shutdown penalties were applied as bonuses
- Adds carry-over penalty for reserve (HESITATION!)
- Adds engine vs. tonnage modifier of -3 to +3
- Removes the green highlight for the profile; now highlights only the name title bar
- Highlight/icon colors exposed through mod.json
- Adds tooltips for MechLab, Lance Drop, and Combat screens. Hover over the Initiative badge (hexagon) to see the modifiers being applied.
- Tweaked engine modifiers to be 2/4/6 (instead of 1/2/3)
- Fixed issue with combat saves - can not save during combat and reload.
- Added pilot tags as initiative modifiers. Pilot tags can now result in straight +/- modifers to init. Controlled through mod.json
- Added pilot tag melee multipliers. Pilot tags can now add or subtract to the melee multiplier. Values are added/subtracted from 1.0. The final multiplier is used to determine the effective tonnage of the unit for melee attacks. The first value increase the tonnage as the attacker, the second as the defender.
- Fixes issue where static bonuses/penalties were applied twice
- Fixes display issue where tooltips wouldn't show pilot tag bonuses/penalties
- Added more pilot tags to affect SBI
Patched AIM
-You are now shown by what margin you missed the target
Tons of minor fixes
Tweak to Angrbroda
MRM's buffed to be closer to tt values of damage per ton ammo
Loading tip cleanups and improvements thanks to Jackrabbit8414
Toggled MissingAssetsContinueLoad off to prevent issues
Maxed Lyran rep is fixed
Patched RTML - should fix the net issue
First set of flashpoint contracts adapted to rt
Introduction of Explodium - some weapons can explode on a jam
Faction specific pilots exist now - THESE ARE FOR ENEMYS! - may be improved upon
Clanners receive a trait that gives them improved accuracy and sight but reduces their melee accuracy and damage - subsequently, non unqie clan quirks got removed
Clan tanker crews have a small debuff, except for clan Hells Horses
Further Improvements to TechBased Battlemech Repairs
Prior rules now also to components
OmniMechs Cbills increased to +30%
EliteMech All to +25%
Primitives All to -25%
Additional elite lances, contracts and pilots (MEET THE RT CREW!)
KNOWN ISSUES - READ THEM!
=========
Online shops dont work yet
No RT integration into new shops yet - THIS MEANS ALL SHOPS
If portrait loader seems to work, your game will crash (if it says ARCLIGHT% before changing name all is okay)
Savegames without a proper selected commander picture/name will not load
Combat saves still may have issues
Already broken combat saves will not load
No bonus starting Gear, randomstart adjusted for now
When reserves spawn, they don't necessarily get OnRoundBeing invoked. This causes NPEs in the lookup of ActorInit. Protect the ActorInit fetch.
If you get stuck at modtek done screen for a longer period, delete turbine in mods
If damage displays "true" instead of a number, please come to discord, random install failure
Loading a save without restarting the game may probably fail
Randomly failing priority contract
996 Patch 4[edit | edit source]
Further Refinment to datastructure, requires a clean mod install
Patched PerformanceFixer for even MOAR POWAH
Patched OnlineClient
Patched DifficultybyCompany dll
Patched SBI to 3.0
- Possible fix for issue with reinforcements that spawn during a round
- Simplified modifiers, documented as per github.com
- Implemented injury penalties as they occur.
- Reduced existing injury penalties by 1/2.
- Fixes to melee impacts. Guts reduces impacts of melee.
- Refine prone and shutdown modifiers. Prone now incurs a -9, shutdown -6. Both are modified by piloting.
- New approach that allows piloting skill to reduce randomness
- Added some colorization to make it easier to distinguish units that have/haven't activated
- Eliminates messages from dead actors
Added more GP's Shineys
More pruning of IIC mech hardpoints
New optional mechs by Rhynim
Added Author of optional components
Possible fix for low level assaults
Omnitech implementation started
Omnimechs have permanently affixed internals and equipment, but are extremely versatile otherwise and very easy to repair, though not cheaply
For issues with the changed mechs, store and ready them
patched ArmorRepair - required for full omni effect
Mechtype changed repair costs
Prototypes +10% All
SLDF BattleMechs +15% Techpoints +20% Cbills
Elite BattleMech +30% All
Primitive Mech's -40% All
OmniMechs -50% Techpoints +25%Cbills
HeroMechs +15 All(edited)
KNOWN ISSUES
Anyone reporting any of these will be ignored and considered to stupid to read:
Issue found with MechResizer and being worked on, dont report weirdly scaled mechs
Online shops dont work yet
No RT integration into new shops yet
If portrait loader seems to work, your game will crash (if it says ARCLIGHT% before changing name all is okay)
No bonus starting Gear, randomstart adjusted for now
Savegames without a proper selected commander picture/name will not load
When reserves spawn, they don't necessarily get OnRoundBeing invoked. This causes NPEs in the lookup of ActorInit. Protect the ActorInit fetch.
996 Patch 3 HF2[edit | edit source]
Hopefully fixed everything i managed to break in patch3 and hf1
996 Patch 3 HF1[edit | edit source]
Fixed several appearance of report-me
Patched Nova assets
Fixed mechs being randomly replaced and failing to load
996 FP Compat Patch 3[edit | edit source]
General file cleaning - requires clean mod install
Patched CustomComponents - fix for doubling equipment
Changed install options to make more mechs optional
Several updated and added mech icons by Akodoreign, special thanks to JustinKase
Patched ModTek - Emblems issue fixed for now
Further tweaks to all lances
Patched Online Client
KNOWN ISSUES
Anyone reporting any of these will be ignored and considered to stupid to read:
Issue found with MechResizer and being worked on, dont report weirdly scaled mechs
Online shops dont work yet
No RT integration into new shops yet
If portrait loader seems to work, your game will crash (if it says ARCLIGHT% before changing name all is okay)
No bonus starting Gear, randomstart adjusted for now
Savegames without a proper selected commander picture/name will not load
996 FP Compat Patch 2[edit | edit source]
Patched MXMACH's Experimental Weapons
Minor fixes
One probable ultra rare randomstart crash fix
Fixes to Lances - First pass at low skull balancing
patched SkilBased init
Guts reduces melee impacts, and knockdown & melee is only applied once. If you've not activated, it's applied immediately. If you have, it's applied in the next round.
- Tweaks init range to prevent assaults from going in same phases as lights
- Fixes chassis modifiers that were added; cockpits will properly add init values now
- POSSIBLE Fixes to broken save/loads due to initiative (Can take quite some time to actually load the save) (will not fix already broken combat saves)
KNOWN ISSUES
Anyone reporting any of these will be ignored and considered to stupid to read:
Custom emblems still not working, cant find why
Issue found with MechResizer and being worked on, dont report weirdly scaled mechs
Online shops dont work yet
No RT integration into new shops yet
If portrait loader seems to work, your game will crash (if it says ARCLIGHT% before changing name all is okay)
No bonus starting Gear, randomstart adjusted for now
Savegames without a proper selected commander picture/name will not load
996 FP Compat Patch 1[edit | edit source]
NOT SAVE COMPATIBLE TO ANYTHING!
REQUIRES CLEAN INSTALL!
Initiative overhaul
Initiative is now based upon pilots skills, chassis weights, gear and spiced with rng
Some items got tweaked for this function
Weapon Jamming
Weapons can now Jam
Each level of gunnery above 1 adds 10% chance to avoid a weapon jam and each level adds 10% to unjam. So a level 10 gunnery pilot would have a 90% chance to avoid a weapon jam and a 100% chance to unjam on the next round.
Jamming is based upon recoil of a weapon, reducing recoil also prevents jamming
New Pilots
Elite Pilots - Highly trained and skilled pilots with unique nicknames
Named Pilots - Elite pilots with extra traits and a unique buff (very WIP)
Tanker Crews - Tanks now have their own selection of "crews", tuned for tank action
New contracts - You are challenged to a duel by a lance of elite pilots
Elite Lances - A Lance of well equipped and trained enemys, this may appear during normal missions, if you cant handle them, retreat
Eary Flashpoint Module/Compatability
Flashpoint Mechs adjusted for RogueTech
!Offline, Story and Vanilla modes gone for now
Wide variety of tweaks and fixes including reduced heat for AC's
ISM map Patched
BattleTechPerformanceFix Patched
Turbine Patched
Panic System Patched
Pilot Quirks Patched
Randomstart Patched
CommanderPortraitLoader Patched
ShopSeller Patched
AdjustedAssembly Patched
MechEngineer Patched
CustomComponents Patched
KNOWN ISSUES
Anyone reporting any of these will be ignored and considered to stupid to read:
Custom emblems still not working, cant find why
Issue found with MechResizer and being worked on, dont report weirdly scaled mechs
Online shops dont work yet
No RT integration into new shops yet
Faction screen will be fixed soon™
If portrait loader seems to work, your game will crash (if it says ARCLIGHT% before changing name all is okay)
No bonus starting Gear, randomstart adjusted for now
FP Compat Patch Preview 6[edit | edit source]
Needs clean mod install
Tiny balance tweaks
Patched Panic System
Custom emblems still not working, cant find why
Issue found with MechResizer and being worked on, dont report weirdly scaled mechs
FP Compat Patch Preview 5[edit | edit source]
Patched Pilot quirks
Toggled portrait loader on (oops)
Now has the flashpoint data
Lances and MadLibs are now working
FP Compat Patch Preview 4
Randomstart patched
A few more mechs
Crabs moved to be flashpoint exclusive
CommanderPortraitLoader "Fixed" - works but needs someone willing to iron out its issues
Patched ShopSeller
Changed internal id of ArtemisIV system, may vanish but fixer should prevent breaking saves
FP Compat Patch Preview 3[edit | edit source]
Should now properly load into the IS map
Fix to global difficulty by company
Fixed starting system selector for career mode
Removed offline and vanilla modes for now
Randomstart disabled
FP Compat Patch Preview 2[edit | edit source]
Additional flashpoint based mechs
Patched AdjustedAssembly
Patched Turbine
Fixed Difficulty menu
Wartech disabled for offline mode
FP Compat Patch Preview 1[edit | edit source]
Several lance and tweaks
Flashpoint mechs adjusted for RT
Patched many dll's and has new online map (no shops yet)
0.995[edit | edit source]
READ CHANGELOG!
REQUIRES A CLEAN INSTALL
REQUIRES 1.2.3 ABILITY_PREVIEW BETA OPT IN!
REQUIRES 1.2.3.000-abilityrevisionspreview BETA OPT IN!!
995 Patch5 hf3[edit | edit source]
AIM rollback
Issue is investigated
995 Patch5 hf2[edit | edit source]
Fixed Mechtags for new mechs to prevent too early spawns
Few AIM settings fixed
995 Patch5 hf1[edit | edit source]
Fixed 1 report me
AIM 3.0
iATM tweak
995 Patch5[edit | edit source]
Artcic Cheetah by GentlePayload
Tweaks to lances and contracts by Cargo
Added a suprise Mech by GentlePayload
Minor fixes
Buff to Moozilla
Added a few more Totem Mechs by Akodo reign and Rhynim
995 Patch 4[edit | edit source]
Fix for missing Brutal lances
Several fixes by Cargo and the community
Added Mad Dog and variants by GentlePayload
Disabled floating and empty crits for normal (this mostly nerfs mgs)
995 Patch3 HF1[edit | edit source]
Fix for a gamebreaking sh tank
Added kitbashed Naga and O-Bakemono Battlemechs
Minor fixes
995 Patch3[edit | edit source]
AI Pilots got their own always active lesser versions of tier 2 pilot skills
Brutal AI tier 2 skills slightly less inferior
Added Heat Dissipating and Impact Resistant Armor
Added a Blue Shield Project
Added a Nova CEWS
Added Improved Heavy Laser
Added iATM's
Added Society Battlemech's
Small tweaks to X and VS Pulse lasers
Updated ModTek
995 Patch2[edit | edit source]
Periphery exclusive superheavy
Minor fixes
Minor buff to TC
Added a selection of kitbashed crusaders by Akodoreign
2 New clan Mechs
Patches to contracts and lances
995 Patch1[edit | edit source]
CLEANED UP FILE STRUCTURES
REQUIRE CLEAN INSTALL OPTION TO BE USED!
Stormcrow Model patched
Minor fixes
Added Clan Elemental
Added a missing pirate vanguard mech
995 HF2[edit | edit source]
Fixed typos in superheavy files
995 HF1[edit | edit source]
Missing Assasination/Solo lances improvements
0995 Release[edit | edit source]
CLEAN INSTALL REQUIRED!
Includes a updated RTML with a version check
Validating files before installation highly advised
Rework of the Lance System
Mechs are now tiered by threat and tech level instead of weight
Several tweaks and fixes to everything
Shifted Mechtech Points to the rest of the argo upgrades
MedBay 2&3 Reduce pilot death chance by 2 and 3%
Shifted some MedTech points to the 0g pools
Added fix for vehicle ace pilot by Arcanan
Added TotemMechs by Akodoreign - Mechs specific to a single faction
Added 2 new Elites
Added new Pirate Mech
Some new Melee weapons
Added Events by Kas
ZEUS-X and Katapult-9 got quirks
Brutal Mode 3 new contracts added
Superheavys got their pilot buffed and their quirk nerfed
Some new mechs and superheavy tanks
0995 Preview 6[edit | edit source]
Added 2 new Elites
Added new Pirate Mech
Some new Melee weapons
Added Events by Kas
0995 Preview 5[edit | edit source]
Some new mechs and superheavy tanks
New RTML reincluded and hopefully working
0995 Preview 4 plus2[edit | edit source]
fixed gamebreaker for normal mode
0995 Preview 4 plus[edit | edit source]
Brutal Mode has been adapted and 3 new contracts added
Superheavys got their pilot buffed and their quirk nerfed
Cleaned up files and various fixes
Rolled back to previous RTML
0995 Preview 4[edit | edit source]
Various fixes and tweaks
Further large rework of all lances
0995 Preview 3[edit | edit source]
Fixed Lances
Several tweaks and fixes
ZEUS-X and Katapult-9 got quirks
0.995 Preview 2[edit | edit source]
Shifted Mechtech Points to the rest of the argo upgrades
MedBay 2&3 Reduce pilot death chance by 2 and 3%
Shifted some MedTech points to the 0g pools
0.995 Preview 1[edit | edit source]
Added TotemMechs by Akodoreign - Mechs specific to a single faction
Several tweaks and fixes to everything
Added fix for vehicle ace pilot by Arcanan
Rework of the Lance System
Mechs are now tiered by threat and tech level instead of weight
INSTALLATION GUIDE
DOWNLOAD HERE
What is RogueTech
Gameplay Changes
Heat Changes
In Game Settings
Beginner Tips
Included Mods
New Mechs and Tanks
New Passive Skill Tree
New Weapons & Gear
Gear by background choice
Chassis Quirks
Pilot Quirks
Elite Battlemech's
Pirate Mech & Tech
Specialist Ammo Variants
Vanilla Weapons Rebalance
Cost Balance Factor
Factionshops
Merc Deployments
War Mechanics (Wartech)
Easily Changeable Mod Options
FAQ
Glossary
Known Bugs
Change Log
0.994[edit | edit source]
READ CHANGELOG!
REQUIRES A CLEAN INSTALL
REQUIRES 1.2.3 ABILITY_PREVIEW BETA OPT IN!
0.994 Patch7 hf 3[edit | edit source]
Patched Bushwacker assetbundle
0.994 Patch7 hf 2[edit | edit source]
Patched Assasin assetbundle
0994 Patch7 hf1[edit | edit source]
Fixes one everloading issue
A fix for missing clan assault support spawns
0994 Patch7[edit | edit source]
CHANGED FILE STRUCTURE
DEFINITE CLEAN MODS FOLDER OPTION REQUIRED
Reworked the Echidnae into a gunboat
Added a new elite, the Phoenix
Added 3 more heroes
Tweaks to contracts
The 8BQ Reworked to deliver a Barbecue
Fixed incendiary MG Ammo
Minor fixes all over
Tweaks to lances and tanks
Added assasin model by BloodyDroves
0.994 Patch6 hf2[edit | edit source]
Fixed a typo concerning superheavys and brutal mode
Contains early kerenksy orion
0.994 Patch6 hf1[edit | edit source]
fixed a typo in a contract causing gamebreak
0.994 Patch6[edit | edit source]
Minor fixes
Contains code to ensure compat with mxmach toys
Reworked thermobolts effect to prevent a edge case soft lock
Fix to rare crash with bushwacker
Added 3 new mechs based on the bushy
One gamebreaking bug fixed
Additional contracts
0.994 patch5[edit | edit source]
WeaponSubType of all lasers changed to their parent subtype
Mostly concerns the Danielle atlas to grants its effects to pulse and er laser
Gladiator has now inbuilt Hardened and Composite back, cannot equip any armor or internals
Added an Hatamoto-Chi
Patches to tanks and contracts
Added a new Pirate mech
Tiny tweaks to all AMS
Many minor fixes
0.994 patch4[edit | edit source]
New double sized Ammo boxes, twice the size but gain 25% extra ammo
New Armor Piercing Gauss ammo
Fixed some phoenixhawk melee damages
Added more heroes
Another lance fix
0.994 patch3[edit | edit source]
Fixed accidental missing proper ac2 ammo
Many minor fixes to weapon restrictions
2 new pirate mechs
A couple templars
0.994 patch2 hf1[edit | edit source]
Fixed gamebreaking typo in MG ammo categorys
0.994 patch2[edit | edit source]
Additional mechs for the Heroes
Reworked primitives and tweaked ICE to be not entirely useless
Several minor fixes
Thanks to Caedyron for spellchecking
Bushwacker assetbudnle patched
UrbanMechs got vastly increased firing arcs
New Gear - Protective Padding
New Gear - Protected Ammo, bins that explode for only 25%
0.994 patch1 hf1[edit | edit source]
Corrected address of the persistent client
0.994 patch1[edit | edit source]
Patched WeaponRealizer
Patched OnlineClient
0.994 hf2[edit | edit source]
Fixed chassisdef in a wrong folder causing crash
0.994 hf1[edit | edit source]
Typo in brutal mod.json fixed
0.994[edit | edit source]
REQUIRES CLEAN INSTALL OPTION!
LBX, Silver Bullet, HAGR, AP Gauss and Pepperbox now fire clustered shots
Removed some outdated unused files
Neverclusterheads is back in
Added new mechmodels:
Bushwacker by GentlePayload
Phoenixhawk by Solahma Joe
New tanks and Contract
Added 3 Comstar exclusive LAM's by akodoreign
Added more loading tips from Tomahawkpipe
Smokey Special quirk reworked to give +2 defense
Install option change:
Delete mods is not default anymore
Added option to delete modtek cache and not automatic anymore
This MAY reduce patch loading times
Added options for normal RT or Brutal mode
Brutal is LadyAlektos play
Brutal mode has higher chance for crits and TAC
Tanks and turrets arent easier to crit
AI pilots gets escalating bonus
Default difficulty options are more punishing
0.993[edit | edit source]
Modtek patched update!
READ CHANGELOG!
Early release to fix what broke
RogueTechModLoader replaces BTML
REQUIRES 1.2.1 1.2.3 ABILITY_PREVIEW BETA OPT IN!
VALIDATE YOUR BATTLETECH BEFORE INSTALLING
REQUIRES A CLEAN INSTALL
0.993 patch9 preview[edit | edit source]
LBX, Silver Bullet, HAGR, AP Gauss and Pepperbox now fire clustered shots
New tanks and Contract
Removed some outdated unused files
Smokey Special quirk reworked to give +2 defense
Added more loading tips from Tomahawkpipe
Added 3 Comstar exclusive LAM's by akodoreign
Neverclusterheads is back in
Install option change:
Delete mods is not default anymore
Added option to delete modtek cache and not automatic anymore
This MAY reduce patch loading times
Added new mechmodels:
Bushwacker by GentlePayload
Phoenixhawk by Solahma Joe
0.993 patch8[edit | edit source]
Patched IS Map
- all faction reps listed
- around 30 new planets descriptions
Minor fixes
Added more MWOHeros
0.993 Patch7 HF2[edit | edit source]
Added new lances
Patch for 1 fallback condition
0.993 Patch7 hf1[edit | edit source]
Fixed typo in mechassembly
0.993 Patch7[edit | edit source]
Some more MWO Hero Mechs
Marauder S7 now is named "Gungnir"
Fixed clan er med pulse damage
Several Minor fixes
Patched WeaponRealizer
0993 1.2.3 compat fix Hotfix[edit | edit source]
Fixed a typo in smokeys chassisdef
0993 1.2.3 compat fix[edit | edit source]
Added MWO Hero Mech's by ☆Spark & Katrina Kerensky
Added a quirk to Smokey's Special
Patched Modtek
Patched Mechengineer
Patched Online client - now shows active players company names
0993 Patch6[edit | edit source]
Fixes for lances
Extra Tanks
A possible fix for gamebreaker involving tank evasion
Additions to the "Boss Battles"
Added new Mechs
Added Inferno Rocket Launchers
Increased Crit chance vs Vehicles and Turret
0993 Patch5[edit | edit source]
Patched Panic System
Patched FreeCam
Minor Fixes
Fixed NSS
Renamed Restoration to Coalition
Added damage fall off Arctan Curve to WeaponRealizer folder
Added Falloff min% to description
Coolant Pods and Plasma math changed
0993 Patch4[edit | edit source]
patched AIM
Made the Royal Griffin proper 2n
Added a 4n Griffin
Guerilla tweaked for Silver Bullet Gauss Rifle
0993 Patch3 HF1[edit | edit source]
Hotfixed 1 problem
0993 Patch3[edit | edit source]
Another fix for superheavy contract
Removed LBX und UAC prefabs from weapons to prevent a rare crash with new models
Added last Lore Bushwacker and a nasty of my own
Added the new logger i forgot
Stealth armor revision, no more upgraded guarded but evasion and heat tweaks
Combat Shields now upgrade guarded status
several small fixes
0993 Patch2[edit | edit source]
Added a new Logger
Future output logs directly from the mods folder please
Patched AIM to 3.0 preview
New: Use indirect fire when better than direct fire.
New: Show enemy wounds and ally health in mechwarrior names.
New: Set nameplate text colour.
New: Press F1 to F4 to select player mech.
New: Hold Alt to enable friendly fire (non-Multi-Target).
New: Show Weapon range in meters in weapon mouseover.
New: Show short range in hit modifier breakdown.
Mod: ShortPilotHint now hides HP by default, to avoid line wrapping on elite mechwarriors.
Mod: ShowNumericInfo no longer shows pc movement points during enemy attacks.
Fix: FacingMarkerEnemyColors not applied when FacingMarkerPlayerColors is empty.
Fix: NPE when FacingMarkerPlayerColors is non-empty but FacingMarkerEnemyColors is empty.
Fix: FloatingArmorColours no longer applies to target panel.
Fix: Geothermal and Radiation Field are now factored in heat preview fix.
Fix: Range meters in hit modifier list no longer show decimal.
Fix: FixPaperDollRearStructure now works in campaign, without going through combat first.
0993 Patch1[edit | edit source]
Patch for low rating engine issues
Includes the Annihilator now
Patch modtek for cicada issue
Other dll's will be fixed as they apepar
0993 Early Public[edit | edit source]
Fixes concerning the abilities preview patch
0993 Alpha1 fixes[edit | edit source]
Fixed missing mg ammo bonus being shown
Fixed superheavy contract
Fix for rifle carrier
Some other small fixes
0993 Alpha1[edit | edit source]
Pulse Lasers are now multishot weapons
0.992 Stable Release[edit | edit source]
RogueTechModLoader replaces BTML
REQUIRES 1.2.1 ABILITY_PREVIEW BETA OPT IN!
VALIDATE YOUR BATTLETECH BEFORE INSTALLING
REQUIRES A CLEAN INSTALL
0.992 REQUIRES NEW GAME
COMPLETLY REWORKED MAP!
0992 Econ Patch 3 HF4[edit | edit source]
Fixed another typo causing ever spinning circle
0992 Econ Patch 3 HF3[edit | edit source]
Tigthened LBX damage spread
New special Assasination endgame mission
Fixed another gamebreaking typo
0992 Econ Patch 3 HF2[edit | edit source]
Patch for Online client shops issues
Added Bushwacker fakes
0992 Econ Patch 3 HF1[edit | edit source]
Fixed a gamebreaking bug
Several minor fixes
0992 Econ Patch 3 EARLY[edit | edit source]
Clan PPC dmg reduced by 5 points
Heavy PPC Damage vastly increased but gained a falloff
SnubNose fall off slightly increased
Fixed Difficulty menu
Fixed "The Star League Rides Again"
Added 3 more primitive cars
EARLY RELEASE TO FIX MENU
0992 Econ Patch 2[edit | edit source]
Added several pilot pictures by flyingdebris
One fix for tanks
Tweak to difficulty menu
Added NovaCats by Mirax, including a totem elite
Added a couple more lore variants by Arcanan
0992 Econ-Patch HF1[edit | edit source]
Fixed Missing Gauss + tweak
Fixed a couple typos
0992 Econ-Patch[edit | edit source]
Patched IS Map
Patched online Client and added online/offline shop distinction
Patched Mechresizer
Econ Mechanics:
- all not picked salvage goes into faction inventory for employer
- all sold items go into faction inventory of the planet owner
- every 30 minutes a new shop is generated from the inventory
- a bought item is removed from the shop of that faction for EVERY Player( Only one can buy item)
- the more of one is in inventory the cheaper it will be
- the more of one is in inventory the mroe likely it will appear in shop and the more of it will be in there
- MRB rep shops still work the same
Reduced Default Shop max items/specials
Lance Fixes
Half ton ammo cost to 2/3rd of full ton ammo
New random campaign start by Dustin(aka Alandauron)
Starting lances are now further defined by faction
Added "The Starleague rides again" by Bloodydroves (adjusted to rt)
Contains additional royal battlemechs
Evasion is harder to gain except for ultra fast units and phantom mech
Maximum evasion is now 13 pips
Remade ECM and Stealth Armor to give additional evasion
Added 4 LAM and tech for them
Added 2 more Urbies
Tweaks to all + Weapons
0992 Fixes1 hf1[edit | edit source]
Fixed missing array in clan wolf faction def
0992 Fixes1[edit | edit source]
Several tiny fixes Bunch of mechs by Arcanan
One fix to the lance spawner
Fix for phantom mech
0992 Stable Release[edit | edit source]
Patched Online Client
Patched IS Map
Patched AIM
Patched Contracts
Added Retrainer by Gnivler
Added Silence by Gnivler
Several new Mechs, Tanks and Tech
Now includes every Faction, and a route to everywhere
Added option for Global Difficulty, either planet or company scaling
- Updated Repair Bays. Now the Repair Bays work for all three Mech Bays. Additonally, the following changes were made:
- Repair Bay 2 repairs at 50% efficiency (was 75%).
- Repair Bay 3 repairs at 33% efficiency (was 50%).
- MechBay Automation allows Repair Bay 2 to repair at 100% efficiency.
- Improved MechBay Automation allows Repair Bay 3 to repair at 100% efficiency.
Starting Planet/faction now also decides on what mech you start with
Removed ALL tech options from the installer
Started to incorporate Lance Spawns by Faction
Factions now play a deciding role in what kind of mechs may or may not spawn
Starting Gear is now listed on the creation Screen
Skill rework
Every tier 2 skill is now a activated skill
Added several new Mechs and Tanks (343 Battlemech and 186 Tank variants)
Some are made by the community <3 u all
Tanks now have proper engine and engine cores that can be critted
Added 4 Fluid Guns and distributed them
Added Active probes and distributed them
Added new Category for Advanced Warfare Systems when Active Probes and ECM come as 1
Added Half ton ammo boxes
Added Light AC2 & 5
Added a Clan Coolant Pod
Added Clan Exchanger and Heatbank, incompatible to other banks and exchangers
Added Bombast Laser
Added MRM launchers
Added LBX Autocannons
Fusion cores now have a more flexible tech point cost
Broke lore for balance, Ferro Fibrous dynamic slot counts slightly reduced
Davion starter gear changed to light ac5 from uac5
Behemoth restricted to FF, Standard, and Hardened Armours
Spall Liner got a tiny buff
Added ER Pulse and VSPulse
Roads and Ice affect weight classes more different
Jormungandr tweaked
Cannot use Artemis IV systems or special ammo anymore
But can use base TTS now
Destroyed Gyros now deal 100 stab damage "explosion"
Removed some super easy/hard difficulty settings
Added a dedicated Fallback mech, the REPORT ME
IF you see him, we need your output_log
Several overall Balance tweaks
0.992 Alpha[edit | edit source]
RogueTechModLoader replaces BTML
REQUIRES 1.2.1 ABILITY_PREVIEW BETA OPT IN!
VALIDATE YOUR BATTLETECH BEFORE INSTALLING
REQUIRES A PROPER CLEAN ASSEMBLY FILE
REQUIRES A CLEAN INSTALL
REQUIRES NEW GAME (to have access to all factions on the map and the online mode)
Online map for the test
http://roguetech.org/test/
0992 Public Alpha 8[edit | edit source]
LBX tiny Buff Added
ER Pulse and VSPulse
Added more nastys
fixed some things
Few more Turrets
More tanks patched with Engines
REQUIRES CLEAN MODFOLDER INSTALL OPTION
0992 Public Alpha 7 Plus hf1[edit | edit source]
Fixed typo in Warhammer IIC
StormCrow C got LBX10
Fixed Clan MASC heat bug
0992 Public Alpha 7 Plus[edit | edit source]
Added LBX Autocannons
Added Mechs by the Community
Added LBX wielding
Mech's Behemoth restricted to FF, Standard, and Hardened Armours
Spall Liner got a tiny buff
For issues Alpha7HF1 will be kept as old file on nexus
0992 Public Alpha 7 hf1[edit | edit source]
Fixed a tiny bug
Davion starter gear changed to light ac5 from uac5
0992 Public Alpha 7[edit | edit source]
Several bugfixes thanks to Mirax
Further improvements to all lances
Endgame AI Pilots received a tiny buff to account for none being 4/10 pilots
Starting Gear is now listed on the creation Screen
Added more tanks
Added Bombast Laser
Made a few new nastys
Added MRM launchers
Improved Ammo categorys
0992 Public Alpha 6[edit | edit source]
Split up sandbox start and story mode from another
Players should now always load all starsystems
Tweaks to fluid guns and their shown traits
Another batch of lance fixes
0992 Public Alpha 5[edit | edit source]
Heatsinks now got Trait description boxes
Coolantpod now increases general heat sinks efficiency, reduced volatility
Added a Clan Coolant Pod
Added Clan Exchanger and Heatbank, incompatible to other banks and exchangers
More Lance tweaks
Fix for random high tech salvage
Several AI Tweaks
Added more Mechs to the assembly exclusion (mostly jk's heros)
Patched AIM to 2.5
Destroyed Gyros now deal 100 stab damage "explosion"
0992 Public Alpha 4 hotfix[edit | edit source]
mrb shops should work again
0992 Public Alpha 4[edit | edit source]
Fix for missing half ton ammos
More tweaks to lances
Tweaks to TAC
Tweaks to Resolve Fusion cores now have a more flexible tech point cost
Broke lore for balance
Ferro Fibrous dynamic slot counts slightly reduced
0992 Public Alpha 3[edit | edit source]
Fixes for OnlineClient
Fixes for Map
Fixes for Lances
0992 Public Alpha 2 plus[edit | edit source]
Added Half ton ammo boxes
Added Light AC2 & 5
Improvements to the lance spawner
0992 Public Alpha 2[edit | edit source]
Added Clan Warhammer
Patched OnlineClient
Removed some super easy/hard difficulty settings
Patched Contracts and tanks
0992 Public Alpha 1[edit | edit source]
Patched OnlineCLient
Patched IS Map
Patched AIM
Patched Contracts
Added Retrainer by Gnivler
Added Silence by Gnivler
Several new Mechs, Tanks and Tech
Now includes every Faction, and a route to everywhere
Added option for Global Difficulty, either planet or company scaling
- Updated Repair Bays. Now the Repair Bays work for all three Mech Bays. Additonally, the following changes were made:
- Repair Bay 2 repairs at 50% efficiency (was 75%).
- Repair Bay 3 repairs at 33% efficiency (was 50%).
- MechBay Automation allows Repair Bay 2 to repair at 100% efficiency.
- Improved MechBay Automation allows Repair Bay 3 to repair at 100% efficiency.
Starting Planet/faction now also decides on what mech you start with
Removed ALL tech options from the installer
Started to incorporate Lance Spawns by Faction
Factions now play a deciding role in what kind of mechs may or may not spawn
Skill rework
Every tier 2 skill is now a activated skill
Added 4 Fluid Guns and distributed them
Added Active probes and distributed them
Added new Category for Advanced Warfare Systems when Active Probes and ECM come as 1
Several overall Balance tweaks
For those who can help, we need output logs of cicadas and enforcers in clan space
Those are missing mechs we have to tweak up or create
0.991 Public Preview[edit | edit source]
0.991 Public Preview patch6HotFix2
Fixed another typo
Added Battletech Toon Emblem
0.991 Public Preview patch6HotFix1
Fixed Typo in Pirate Zephyr
Added Pirate Ignis
Added new Heavy Flamer
0.991 Public Preview patch6
Added Hellbringer Mech
Patched OnlineClient
0.991 Public Preview patch5
Patched Online Client to 1.1
Missile Jenner's got overhauled
Improvements on Weights for some Gear
Improvements to Tanks
Please report Stock Mech's with mismatched tonnage
0.991 Public Preview patch4
Melee rework
Now mostly obeys CBT rules
Power Armour now has super large engines
0.991 Public Preview patch3
Added patched ShopSeller by Janxious
Added FreeCam by Gnivler
Patched AIM for further changes and additions to Crit rules
Vehicle and Turret Crits
Several tiny fixes
0.991 Public Preview patch2
'USE PATCH BTML OPTION!
REQUIRES CLEAN MOD FOLDER OPTION!'
Fixed chassis quirk bugs
Fixed a bug in installer script
Added Bongfu's awesome Welshy's Baad Brew emblem
Added 5 Emblems from the artbook by Vulture82
Patchwork Materials nerfed to allow only 1 type per location now
Primitive internals now reduce after mission repair time and cost
Fixed some costs
Modtek updated to 3.1
BTML patched to 4.2
Persisten Map patched
0.991 Public Preview patch1
Tiny further tweak to TAC
Additional Clan tech
Extra tanks
Lance Spawner improvements
Lots of additional engine cores thanks to suralin
Stormcrow Clan Mech and Model by GentlePayload
0.991 Public Preview
'REQUIRES BATTLETECH 1.2.1 BETA OPT IN!
REQUIRES MOD FOLDER CLEAN UP!'
Furhter revisions to TAC
More descriptions upgrades
"Obvious" bonus, eg damage or stability, will not be shown anymore
(you should have read the manual about stability and damage, now read the weapon stats)
Special boni are all listed
All Standard AC2 have no recoil
Reworked some skills and items
Warlord more powerfull but with cooldown
0.991 Preview 2
Further tweaks to TAC
Redone all Icons for chassis quirks
Several tiny fixes
Completly new Warlord
0.991 Preview
First selection of tweaks with HBS new skills
0.99 Stable[edit | edit source]
0.99 f4
Added HighDifficultyLanceSpawnerFixer
Preventing a crash tied to super high difficult mission generations
Patched IS Map for a faction bug
Added a new early game armor upgrade to protect against crits
0.99 f3
Another tiny tweak to TAC
Included option to select between wartech and online war
Patched Performance Fixer to work with new sorting system
Possible fix for 8 Salvage bug
0.99 hf2
Removed perf fixer to prevent accidental install
0.99 fixes1
Patched Panic System
Tweak to TAC
Lessened the chance and increased required min damage
0.99 Stable Release
'COMPATIBILITY PATCH FOR 1.2
REQUIRES BATTLETECH 1.2
REQUIRES CLEAN INSTALL OPTION SET!
REQUIRES TO PATCH BTML!'
Patched Harmony
Patched MechEngineer
Patched CustomComponents
Patched ArmorRepair
Patched PerformanceFixer
Patched Wartech
Patched DropCostbymech
Patched Deployments
Patched AIM
Patched SortByTonnage
Patched ScorchedEarth
Patched CrystalClear
Patched PilotQuirks
Patched MonthlyMoraleAndTechAdjustment
Patched Panic System
Patched Turbine
Patched WeaponRealizer
Patched CharlesB
Patched CBT Heat
Patched CBT Piloting
Patched Pilot Quirks
Patched WorkOrderMover
First pass of ThroughArmorCriticals
dealing 25% of armor damage has a chance to be a critical hit
Improved item Sorting
Items are now first sorted by a string instead of their GUID
Currently Incompatible to Perf Fixer
Improved Descriptions for many items
Now shows a list of its effects
Improved Descriptions of Chassis Quirks
Assorted Balance tweaks
Difficulty Menu rework
Contracts set to 12
Deployments set to 4
0.99 Alpha[edit | edit source]
COMPATIBILITY PATCH FOR 1.2!
REQUIRES BATTLETECH 1.2!
REQUIRES CLEAN INSTALL OPTION SET!
REQUIRES TO PATCH BTML!
WILL BREAK HORRIBLY IF NOT HEEDED!
0.99 Public Alpha 2 fixes1
One bug found and fixed
Pirate Weapons got descriptions
Patched Pilot Quirks
Patched WorkOrderMover
0.99 Public Alpha 2
Patched Panic System
Patched MechEngineer
Patched Turbine
0.99 Public Alpha fixes1hf1
fixed a typo
0.99 Public Alpha fixes1
Several minor fixes
0.99 Public Alpha 1
Fixed test mechs in simgameconstants
Difficulty Menu rework
Contracts set to 12
Deployments set to 4
0.99 Preview2
Minor fixes
Patched WeaponRealizer
Patched CharlesB
Patched MechEngineer
Patched Panic System
Patched CBT Heat
Patched CBT Piloting
0.99 preview1
COMPATIBILITY PATCH FOR 1.2
REQUIRES BATTLETECH 1.2
REQUIRES CLEAN INSTALL OPTION SET!
REQUIRES TO PATCH BTML!
Game now always starts in combat state to prevent turndirector bug
Upgraded all tanks and their options
Hopefully preventing database lances breaking
Added an option to select base change to recover own mech
Camzoom removed and changes through combatgameconstants
Removed Exclusive filter
Removed ShopSeller
Removed FastSaveDelete
Reworked calculations for engine refits
Quirk Descriptions Updated for all mechs, some redesigned
Reworked costs for repairing alternate armor, on average, cheaper
Clan CASEII restricted to clan armors
Reduced Chance for HeadInjury
Patched Harmony
Patched MechEngineer
Patched CustomComponents
Patched ArmorRepair
Patched PerformanceFixer
Patched Wartech
Patched DropCostbymech
Patched Deployments
Patched AIM
Patched SortByTonnage
Patched ScorchedEarth
Patched CrystalClear
Patched PilotQuirks
Patched MonthlyMoraleAndTechAdjustment
Patched Panic System
0.989[edit | edit source]
0989 Patch4fix1
Fixed roguetankscore issues
a few upgrades to quirks descriptions on chassis
(early because of bugfix)
0989 Patch4
Butterbee quirk changed to 20% damage
Ultra and Rotary AC's got ammo restricted except for Caseless
Caseless bug fixed to apply penalty to RAC's
Heavy/Light/HA Gauss restrict ammo
HAGR's buffed
Pirate Locust quirk switched to 50% Dmg instead of RoF
Panic System patched to 3.0
0989 Patch3hf
Fixed Artemis IV appearance in shops
Fixed Some Stability Values
0989 Patch3
ATM disallow equipping spcial LRM ammo and TTS
Fixed typo for new lances preventing load
0989 Patch2
Gave the A5-HAT its hands back (oops)
Improvements to filestructure
Merged LadyAlektos and Cargo_Vrooms lances into a new core module
Made a Tanks core module combining Cargo_Vrooms and JK's vanilla fixes and base tank additions
Made New Tanks Options for the Installer
0989 Patch1
Indirect fire Damage Penalty removed
Added ArtemisIV Ammo, exclusively working with Artemis IV TTS
Streaks disable using Alternate SRM Ammo
Joergumandr reduced to +3 Missiles Accuracy
May use Artemis System now
Gamebreaker bugfix:
Fixed convoy mission lance generation not properly importing
0989 Release
Updated Mechenginner
Mechs now have Chassis Quirks
Mechs now have Arm Actuators and some are restricted
JK Variants tanks fixed
includes Cargo_Vrooms Better defense missions
Tanks added to the Clan Module
New Weapons
New Gear
Reworked Chassis and Mech Costs
Some small balance changes
Increased Amount of Shop Specials by default and in options
Patched:
Panic System
Vehicle Improvement Project
Pilot Quirks and its parts
Turbine
Performance Fixer
Scorched Earth
Crystal Clear
GlobalDifficulty
Now autoenables debug menu
0989 Public alpha2+3
Finished Quirks and descriptions
Changed Quirk description Colour
JK Variants tanks fixed
0989 Public alpha2+2
Vastly increased Choice for ShopSpecials
Gives more chances to generate special items like fusion cores or special gear
VIP Patched
Patched Panic system
Updated QuietDarius to use Janxious new version
Next Batch Quirks Finished: "Prototypes"
Fixed Size of Arm Weapon Actuators
Tweaked ArtemisIV: Exclusive missile TTS without indirect Penalty
0989 Public alpha2+1
Patched Performance Fixer
More Quirks added to chassis descriptions
Another ClanTank
0989 Public alpha2
Mechengineer now displays ui names on restrictions
Aim Patched to 2.1 release
Re-included turbine
Patched CC to circumvent Heatsink bug
Patched Crystal Clear to 1.4
Half of all Mechs received "Quirk:QuirkID" in description
Now includes BetterBaseDefense by Cargo_Vroom
0989 Public alpha1
Removed turbine because of free heatsink bug
Few minor fixes
Preview3+2
Patched Don Zappos mods
Machine gun arrays
M,A,B Pods added
JK hero Quirks
Patched Scorched Earth
Patched Panic System
2 more clan tanks
Preview3+1
Additional Chassis quirks finished
Some mech's redesigned
Preview3
Doubled cost of mechdefs
Added first Batch of Chassis Quirks
GlobalDifficulty Patched
patched Scorched Earth
If min heatsink bug appears - remove turbine
Preview2HF3
Patched Armor Repair
Should fix mechbay issues
Preview2HF2
All chassis cost multiplied by 10
Preview2HF1
Fixed Several typos
Preview2
Updated Scorched Earth
Updated Panic System
Updated ME
Added new actuators to mrb shop and specials
Set restrictions to all chassis
Added default actuators to all mechs
0989 Preview1
Adjusted costs of all mechs
Started implementation of arm actuators
0.988[edit | edit source]
Patch7HF4
Fixed 2 vehicles incorrect movedefs
Patch7HF3
Several minor fixes
FS-IIC fixed
Patch7HF2
Fixed 3 missing values among cargos scales
Patch7HF1
Fixed missing comma in mechresizer
Fixed missing primitive gear
Patch7
Update for more tanks by Cargo_Vroom
Changed starting lance sizes again to prevent spider failstate
Requires mods folder deleted during install
Patch6fixes5
Another try to fix the reported contract issues
Improvements to the sorter
Fixed Gauss Ammo named LRM
Performance Fixer patched to 105
Turbine Patched to 1.1 maybe incompatible with PerfFixer
Will be rolled back if issues arise
Patch6fixes4
Improved sorting of nearly every item
Will be further improved
Patch6fixes3
Perffixer is default again
Added Bindable ESC key as option
Use Mouse4 to "go back"
Couple tiny fixes
Fixed Vanilla Enabler Planet Difficulty scaling
Replaced all Vanilla Story missions with a selection fo RT Mechs
Patch6fixes2
Added missing comma to vanilla enabler
It should work now
Patch6fixes1
Debug settings made default
Performancer Fixer made optional
Moved combatgameconstants and difficulty menu back to be a merger
Either randomly failed to load
Couple additions to the Clan Module
Patch6
Performance fixer updated to 1.0.2
Prevents random rare loading bug
Clan Tech Module
Optional! module to spawn Clan Upgraded Mechs as Enemys
Patch5HF4
Patched AIM to fix missing modifiers
Patch5HF3
Missing values for combatspeedup added
Patch5HF2
Fixed ever loading issue with patch5
Contract error still being searched for
Patch5
A few minor fixes
Now includes BAttletechPerformanceFix 1.0.1
Single and Double HS destruction penalty removed
Destruction penalty for heatbanks/exchanger reduced
Improvement to installer
Should prevent improper installation of BTML
0988 Patch4
Includes alpha release of new btml and modtek
WITH LOADING BAR - requires BTML reinjectd
Just check the option when you get there!
DEFINITELY VALIDATE YOUR BATTLETECH INSTALL AND RUN THE BTML INJECTOR THROUGH THE INSTALLER!
Further Improvements to the installer
First version of the vanilla enabler
IS Map Patched
Heatsinks now "explode", generating heat when destroyed
Basic D/HS 1x Their dissipation rate
Banks 2x their dissipation rate
Exchangers 3x their dissipation rate
Inferno Ammo explodes dealing heatdamagepershot
Equipment explosions reworked to include a variety of stability and heat damage
New RNGesus Emblem in RogueEmblems
Patch3HF3
Fixed ArmourRepair toggle breaking the game
Patch3HF2
Fixed general.txt incorrect path
Patch3HF1
Missing patched CBT Heat now properly exploding Ammo
0988 Patch3
Filestructure reworked to accomodate installer!
USE CLEAN INSTALL OPTION!
Improved the Installer
TONS of options
Majority of the mod can now bew freely toggled
Majority of additional Mech's are optional now
Soundmod Included for Full Install!
CrystalClear&Scorched Earth Optional installs
Armour repair can be toggled!
Patched IS Map
Patched MoreIsLess
Several minor fixes
Early release because some managed a rare error with patch2
0988 Patch2
Release for new installer by Razunter
Increased MRB Rating gives increased chances for fusion cores to appear as specials
Few minor fixes
Default shop specials raised and more options
0.988 Patch1HF
Fixed display error for VOLATILE!
0.988 Patch1
Now includes QuietDarius
Weaponrealizer updated
Some weapons now have unique damage by range modifiers
MechEngineer updated for real ammo explosions - No more free Clan Case for everyone
Ammo now explodes properly depending on its remaining shots
Gauss rifles can explode
Gauss ammo CANT explode anymore
Weapons that can explode got the VOLATILE tag
CASE and CASEII will prevent ammo and equipment explosions
CASE
-can only be installed in torso
-prevents Ammo\Component explosions propagating to CT
CASEII
-can be installed anywhere
-reduces Ammo\Component explosions to just 3 internal damage
-Torso Explosions destroy rear armor
Basic CASE is cheap and sold everywhere
CASEII is rare and cost 10 times
Several Mech's received CASE
Some More Primitive Mechs
Randomstart fixed to be always a minimum of 4 mechs
Restricted Randomstart further
Deleted obsolete file (pirate heatsink if you want to delete it)
Fixed medusas bio
UAC and RAC got lbx/uac prefab assigned
0.988 Release
Lots of new Tech avaible
New Mechs
New Argo Modules
New Map
Improved Economy
Improved Start
ABSOLUTELY DO A CLEAN INSTALL!
Not savegame compatible to 0987!
Wartech note:
DELETE BATTLETECH\ModSaves\
Integration of MechEngineer by CptMooreB
Mechlab, Mech's and Gear rewritten to account for the possibilities of MechEngineer
Engines, Structure and Armor can now be freely changed on every Mech
Command console can now be looted and installed, increased weight
Several tweaks to almost everything
Completely reworked Shops
Includes Turbine by Sheepy
Improves all loading times and the games Datamanager
Ammo shot counts now coloured
Added RogueTech Icons by Vulture82
Inner Sphere Map updated to 3040
Includes every known System from Lore
Includes Repair Bays fork by Don Zappo
Upgrading Argo Mechbays allows simulataneous repairs
Armor Repair updated for compatability to CC & ME
LessHeadinjuries replaced with FewerHeadinjuries by gnivler
HeadInjuries taken is now governed by Guts&Tactics
Massive upgrades to RogueTank and VIP by Cargo_Vroom
Wartech updated to 1.3
Master Tactician replaced with Command Console
Now grants crit resistance, bonus morale and reducing instability on reserve
Aim updated
Shows Ammo counts on paperdolls
Ammo is jettisoned if its weapons are destroyed
Smart ammo use system
Panic system reworked to use Gnivler and Don Zappo fork
Added new burstballisticchecker by Janxious
Fixes race condition when emptying mg ammo
Now includes WeaponRealizer by Janxious
Replaces Weaponvariance
Allows weapons to deal variable damage by Range, notably Heavy Gauss Rifles and Snub Nose PPC
Heat Weapons now deal a portion of their Heat Damage as bonus to vehicles, turrets and buildings
Starter gear is dependent on Background choices
Technical Limitations grant it all with 1 day delay
Removed Emblems, Portrait Loader and Mech Icons and made them optional to reduce download size
Extented information removed due to incompatability
0.988 Alpha[edit | edit source]
------------
ALPHA CHANGELOG IGNORE FOR STABLE RELEASE!
------------
0988 PA3 fixes1
Updated Pilot Fatigue
Patched missing IS map settings
ArmorRepair fork by denaden
Armors now have adjusted repair costs depending on their type
EG: Primitive costs half to repair in terms of mechtechs and cbills
0988 PA3
DO A CLEAN INSTALL
WeaponRealizer patched
Now completly replaces weaponvariance
Damage Variance by Range first implementation
A couple weapons deal more damage the closer they get
New weapon, X Pulse laser, slightly increased more damage and range, but generate more heat
IS map updated (thanks Kodiak and the others)
Another fixed starsystem will cause saves to break
A new game is advised
Json can be gotten on discord if you absolutely must play your old save
Changing Engine shielding now has appropiate costs depending on chassis
Changing Engine cores now have a tech cost appropiate to chassis
Pirate Engine Upgrade is now Engine Shielding
0988 PA2 Fixes5
Tweaked empty cost of all mechs to account for engine costs
Only affects newly aquired chassis
Wartech updated to 1.3 release
Added Repairbays fork by Don Zappo
Argo upgrades tweaked - only apply fully on a new game
MechTech upgrades tweaked to account for simultaneous repairs
4 new Argo Morale Upgrades
High G Argo drive Upgrade
RT Tanks upgraded to make use of a Heavy Vehicle Flamer
Turbine updated
Primitive Tech Added
Delete the old mackie folder, or do a clean install
0988 PA2 Fixes4
REQUIRES A CLEAN INSTALL!
Turbine patched to release version
Background gear milestones imrpoved thanks to Vulture82 doing the legwork
You now get all your starting gear with 1 day delay (technical limitations)
VIP patched
Master tactician reworked
Fewer Headhinjuries updated, new formula resists injuries dependant on guts and tactics
Panic system updated
Flamers and plasma now deal bonus damage to overheating targets
0988 PA2 Fixes3
Updated VIP
Starting gear is now affected by background choices (given with a day delay each, would crash otherwise)
Whirlwinds now have less penalty on lighter mechs
MoreIsLess updated
AIM Updated
ME updated
Rollback for panic system
Reincluded updated Turbine - if crashes, we need its logs from the mods\ folder
0988 PA2 Fixes2
Made turbine a independent download (crashes reported with it)
Several minor fixes and 1 major
Pulse Laser Nerf
0988 PA2 Fixes1
Includes turbine DLL to improve loading times and prevent possible crash
MechEngineer updated for performance
Updated Randomtravelcontracts
PanicSystem patched to 2.8
Update to the IS map
0988 PA2
ABSOLUTELY DEFINITELY DO CLEAN INSTALL
QUITE LIKELY BREAKS SAVES!
Vehcile scalings by Cargo_Vroom
halfed cost of engines
Aim updated to 2.1 alpha
Mechengineer upgraded
Now has proper Composite&Reinforced Structure and Hardened Armour
Cockpits and Gyros have critical states now
Cockpits are base 2 slots 3 tons now
All heads are 3 slots now
IS Map updated to 3040
Wartech updated for new map
0988 PA1 Fixes6
CC Patches
Adds 3 more ECM
Stealth and NSS require ECM installed
Torso cockpit for every mech
MechEngineer updated: minimum heatsinks count now required
Charles b: Falling damage scaled by Tonnage
0988 PA1 Fixes5
Enabled fractional accounting
Made some fixes because of it
Knockdown now deals damage
0988 PA1 Fixes4
Ammo shot counts now coloured
Added RogueTech Icons by Vulture82
Linted couple more files
Replaced stingray option with Gemji
Removed couple advanced mechs from the randomstart
Halfed Cbill workorder costs of composite structure
Fixed some missing ap hardpoints
AIM updated to 2.0 release
Cockpit destruction destroys mech
Possible crash fix in discord, needs proper testing
0988 PA1 Fixes 3
Comstar Pilot fixed
Increased moreisless values
Engine cores can now randomly appear in shops
Advanced gear is now tied to special chance, no more unlimited anything
Panic system fixed to 2.6
MoreIsLess tweak for RT
No XP Cap but reduced xp gain, officers and commanders get more xp
0988 PA1 Fixes 2
Panic System patched
Wartech patched
Fixed engine placeholder not invalidating a mech
Fixed Reactive/Reflective multipliers
Added not_broken tag to every ammobox, improper munitions are a safety hazard
0988 PA1 HF1
Updated to correct wartech
0.988 Public Alpha 1
Please do a clean install
Wartech note:
ABSOLUTELY NOT SAVE COMPATIBLE DELETE BATTLETECH\ModSaves\WarTech WHEN INSTALLING
Using on old saves is not advised as we have no idea what all can break
Known issue:
New game without closing the game first AFTER save/skirmish will create a hard crash
Vanilla issue with caching and referencing files, is being worked on
Integration of MechEngineer by CptMooreB has begun
Many Rules rewritten to account for the possibilities of MechEngineer
Advanced materials got nerfed they now represent patchwork additions
Command console can now be looted and installed, increased weight
Center torso is now always repaired when assembling a mech
Excess jump jets may be deleted on old save
Removed Emblems, Portrait Loader and Mech Icons and made them optional to reduce download size
Extented information removed due to incompatability
LessHeadinjuries replaced with FewerHeadinjuries by gnivler
Wartech updated to 1.2
Added Don Zappos Pilot quirks and its dependant mods
Change the Pilot_Quirks mod.json to "IsSaveGame": true, if you use a old save (unsupported action)
Panic system reworked to use Gnivler and Don Zappo fork
Aim updated
Reverted to mpstark randomstarter to prevent 1 new game crash
Ontos Tanks fixed
Changed salvage rules and defaults
Added gear back to RogueTank by Cargo_Vroom
Added new burstballisticchecker by Janxious
Fixed Ontos Tanks
Removed Emblems, Portrait Loader and Mech Icons and made them optional to reduce download size
Added gear back to RogueTank by Cargo_Vroom
Added new burstballisticchecker by Janxious
Disabled Autofixer for chassis slots
PLEASE CHECK THE CHASSIS SLOTS
H:2 LA/RA:8 LT/RT:12 CT:14 LL/RL:2
We hope we found them all, but some may have slipped through
0.987
[edit | edit source]
0.987Patch 4 HF2
Wartechupdate
Innersphereupdate
Fixed saladin
0.987Patch 4 HF1
Removed all special gear from vehicles to prevent another possible bug
0.987Patch 4
Paperdollfix toggled off by default
Command Console cannot be salvaged anymore
Rifles got internal ammo now and have been increased in size and weight
Light Rifle got 1 Ton/15 Shots/1 Slots
Medium Rifle got 2 Ton/16 Shots/2 Slots
Heavy Rifle got 3 Ton/15 Shots/2 Slots
1 Possible error with new vehicles
Added more new vehicles by Cargo_Vroom
Patched Mech Asemmbly to hopefully fix marauderII making king crabs (and vice versa)
Patched CustomComponents
Added a MASC
Added WarTech
The Sphere is now at war
Known Bugs:
- If you click continue on the popups while you are scrolled down the scrolling will break sometimes, to prevent this always scroll to the top of the monthly reports before you click continue
- The scrollbar for monthly reports will break sometimes
Hopefully last patch for 0.987
>! DO A CLEAN INSTALL OF THE MOD
0.987Patch 3
Added rt specific vehicles by cargo vroom
Added new gear:
ArtemisIV TTS - counts as tier 1 missiles tts
AMS - is mutually exclusive to the LAMS
Vehicle ECM - Cannot be salvaged
Missile direct fire TTS gained a penalty to indirect fire
Added the missing JK Variants
Added a new locust
Bugfix to prevent Advanced Materials exploit
Raised resistance of buildings on defense slightly
Removed hardpoint defs from jk's to prevent a possible simgame crash
0.987Patch 2
Updated randomstart again
Should prevent some issues with wrong starters
Now defaults to a Random start mech up to 50 tons
You starting lance now includes 4-6 mechs random of up to 190-200 tons INCLUDING your starter choice
Includes tiny patch to deployments
WeaponVariance patched to 0.1.0
Now affects burstfire weapons, notably hmg and pirate hmg
Hellion is now an angry redhead
0.987Patch1HF2
Patched Denaden custom components
Some minor fixes
0.987Patch1HF1
Fixed typo in randomstart, now works properly
0.987Patch1
Many Minor fixes
Reduced costs of spikes, reflective and reactive
Changed cost of combat shields
Removed roguetech gear randomly showing up in salvage
Mechsorter updated to also sort the lance drop by cost
Added a marauder to the selection
Deployments minor fixes patch
2 New portraits by ChaoticTabris
RandomStart updated to use fork by Don Zappo and Gnivler
You now get your ancestral mech + 3-5 mechs between 100-130 tons up to 50 tons per mech
You also gain less starting funds dependent on the 1% of the chassis cost
0.987 HF2
Updated custom components in the hopes to fix duplicates issue
Sory for morph just removing it entirely
0.987 HF1
Broken/destroyed Advanced Materials, gyros and tsm invalidate a mech until repaired/replaced
Most items that cannot be stacked now will not replace itself anymore, giving a warning
Melee accuracy actuator restricted to 1
Alternative settings file with autoreplacealltrue is avaible
0.987
>!!New update raises difficulty of deployments. Finish your current deployment before updating if you don't have two or more battle-ready lances.!!<
Massively reworked filestructure do a clean install or break your game in horrible and unpredictable ways!
Changed several icons
Fixed couple typos
Hopefully fixed morphyum appearance for old saves
Yang's evil pirate twin now in the portrait loader
Warlord buffed
Added 2 new turrets
Hopefully fixed not all turrets spawning
Many tweaks to all weapons
Weapons now can fire at Extreme Ranges, usually 2hexes(60units) above long range, at a penalty of -8 to hit
Spikes nerfed to melee only
Supercharger is now a CriticalComponent (if destroyed, destroys mech)
Plasma removed PPC Cap function
Increased evasion distance required slightly
Tactics Indirect fire abilities buffed
LRM Clustering tweaked
Woods changed
Affect accuracy
Lesser move penalty for lighter mechs
Added a Pirate Marauder II
Gladiator changed to account for Plasma nerf
Added a proto Sha Yu
Added New Elite Firestarter Goblin
Echidnae buffed to be on par to Royal Griffin
Added several more "half improved" Mechs and new gear
Added a proto wolfhound
Added a tiny mech for the Reactive plating
MRB shop rep raised to
100-250-500-800 per tier of special and elite gear
Special Munitions are tied to MRB
TTS be sold by the MRB
Exchangers and Heatbanks are now sold by MRB
Added more Ammo: Artemis SRM/LRM, ER LRM, Caseless AC, Tandem Charge SRM, Tracer MG, Hotloaded LRM, LiveFireTraining
Added Reactive and Reflective armour
Increased Max Shop items selection and default to account for MRB shop
Start inventory changed up, granting a selection of ammo and weapons
CompanyDifficulty Updated
Skulls on drop now show what your lance is capable off instead of its (tooltip not changed yet)
Deployments updated to 1.3.1
You will be warned that you should have power and mechs before tackling them
Contract variance 0 as option now
Starter Mech options reworked, default is Basic Enforcer now
New dll by Life
Armor Repair
You now HAVE to repair your mechs armour and structure after each mission!
This is scaled by tonnage, lighter mechs are easier repaired
This is adjusted by the armour speed difficulty setting
(this also means, early game, uparmouring is faster)
Drop costs have been halved to account for this
They still simulate you paying for ammo and fuel
Monthly maintenance cost cut in half to account for this as well
Increased Argo MechTech's from MechBays
Selection of starting funds has been increased to accommodate this early
New dll by Don Zappo
Pilot Fatigue
After each mission a pilot gets fatigued, unable to be used for a small duration depending on their guts and tactics skills and you overall morale
High morale reduces these values
A fatigued pilot can be fielded at reduced effectivity
Now granting you the vanilla team and 3 random ronin (you may get them twice, dont know how to prevent it, yet)
AIM Updated
Replaces BTML colour los mod
Now enables melee to be affected by more penaltys like evasion and stood up
Melee is slightly more accurate then shooting still, but you shouldnt have free reign on the battlefield anymore
Added Replacement Mech Portraits
Uses colourcoded skulls for weight classes (some chassis dont have this)
Mechsorter patched and updated
Should now properly work in sorting your mechs by their approximate strength(cost)
Added CustomComponents by Denaden (first step of mechengineer integration)
Allows to refine and restrict items as intented
Ammo cannot be more then 1 special bin (excpetion for caseless)
Melee weapons are 1 per arm
Shields autoreplace and restricted to 1
Arm actuators limited to 1 per arm(damage, acc and stab actuators treated differently)
DFA Actuators buffed but limited to 1 per leg of a type
Special single heatsinks limited to 1 per type
TTS limited to 1 per tier
LAMS,ECM,NSS,Supercharger Limited to 1
DamageVariance replaces Shotcountenabler and now works for Multishot AC's properly
Paperdollflip by Life
Flips the mech icons to be more intuitive
0.986[edit | edit source]
0.986 Release patch7
Added the Kraken Pirate Elite
Buffed the Power Armour
Further Reduced Camera Delays
Raised mrb shop threshholds
Moved crabs center torso energy slots to right torso, 27b gained missile hardpoints
Damage Variance Updated for Melee and Gauss Weapons
Pirate Gauss gained Variance
Third new Melee Weapon and mech to carry it
AI Tweaks
If ai problems appear (crashes, lockups)
Try to delete the role_lastmanstanding.json from RogueTechCore
0.986 Release patch6
Damage variance now includes ppc
Fixed Solaris shops
MRB shops now should properly grant gear at 10 60 150 250 mrb rep
Changed Morphyums picture
0.986 Release patch5
Added MarauderII
Improved descriptions further
Some AI Tweaks
Reputation Shops fixed
0.986 Release patch4
Crab internals fixed
Fix to CBT Movement removing experimental idten proofing
Deployments patched to 1.2.2
Added a Elite Warhammer
0.986 Release patch3
Difficulty menu now contains a couple starters
Now includes Warhammer and Marauder, thank you SolahmaJoe
Updated Damage Variance for a curve distribution
Added a new Elite
0.986 Release patch2
Incendiary LRM tiny buff
Pirate HMG fix
Dirty stopgap fix for NaN bug
Added early version of damage variance, affects pulse and pirate laser
Fix to Firestarter 9T
0.986 Release patch1
All chassis got at least 1 Support slot power arm (if they had real arms)
0.986 Release
Melee weapons restricted to arms only
Added jk variants to random start, thanks Razunter
Solaris Has been Liberated ;)
Advanced melee Weapons and Solaris gear is being sold on Solaris
The MRB will sell you advanced gear depending on your rep
Updated Monthly Tech Adjustments from Don Zapp
All factions reputation shops have been made more varied
>> MAKE A CLEAN INSTALL <<
0.986 Alpha 5
Fixed Wolverine DS internals
Fixed damage taken multipliers
Added Cargo_Vrooms Vehicle Adjustment tweaked for rt
Reduced drop costs very slightly to account for Deployments
Several fixes to descriptions
Added the Porcupine
Got new Solaris Gear working correctly
Another try to Liberate Solaris from Steiner (probably only applies to new games)
0.986 Alpha 4
Added 2 forced events for early Mech and Med Tech buff
Tank Armour down to 0.85, ranged was too weak against them
Tweaked ammos, removed heat penaltys (prevent possible bug)
TC nerfed to 30%
Missing mod.json for merc emblems added
Reworked Gladiator
Added "Spiked Plates"
Created a Gamesworld Shop and made solaris independent
Merc Deployment updated to 1.2
0.986 Alpha 3 HF2
Added Merc and Capellan Emblems by Cyttorak01
Mechsorter updated to 0.2. scrapping issue should be resolved
Hotfix for proper merc deployments
Hotfix to panic system
0.986 Alpha 3
Upgraded the Echidnae
Added the Strix
Added new Melee Weapons and Actuators
Updated BLK9 Description
Couple mixups with jk and my chassis fixed
Little shakeup of starter weapons
Modtek is now bundled
Logo Replacement moved to its own folder - delete old logoreplacement.dll in RogueTech Core
RogueTech version number now shown
Probable fix to panic system
Many fixes to weapons balance
Re-enabled Monthly Morale reset to prevent 0 morale bug
Patched Deployments
0.986 Alpha 2
Turret to hit bonus has been removed
Adjusted assembly now checks for tonnage for exclusion, too
Further reduced tank structure, crack its shell and its dead
Sped up JK move defs
Patched AIM
Added both pirate flamers to starter gear
Patched Merc Deployments
Added several turrets by Nemgard
Buffed exchangers
Added 3 more pirate mechs
Fixed typos in random campaign start
>>POSSIBLE SAVEBREAKER - Removed outdated inferno launcher - YOU HAVE BEEN WARNED!<<
0.986 Alpha 1
Now Contains Deployments
---
Changes Travel contracts to deployments.
Deplyoments start with the arrival at the Contract System.
Deployments go on for multiple months.
While on a Deployment you will get payed monthly.
Each day on Deplyoment has a change to spawn a new mission.
While a mission is available time is frozen.
Missions wont pay you, but still reward you salvage as usual.
After completeing the mission time is unfrozen again.
If you leave the planet before the Deplyoment is over you will lose a huge ammount of Rep with the Faction and the MRB.
When the Deplyoment time is over you get notified and are free again to take a new Deployment or normal Mission.
----
Raised default contracts and breadcrumbs
Deployments show all your expenses as proper negatives
0.9859[edit | edit source]
0.9859 Patch6
Fixed Mechmaintenancebycost now propery affected by argo payment costs
Missed range values for JK's weapons
Fixed Pirate MG not being a Ballistic weapon
0.9859 Patch5
Now includes JK Variants!
Updated Difficulty seting for 4-6-7 mech parts
0.9859 Patch4
Added more Pirate Mech
Removed Stacking from TAG and NARC to prevent issues with AIM
Buffed duration of both
Excluded King Crabs from Assembly rules to prevent them from being used for 50tons Crabs
Added the crabs and pirate mech's as starters
Further rework of all small weapons
Haywire and Narc are support weapons now <may change again depending on feedback>
Rescaled several mech's
Reduced gunnery/piloting floor to 0.7
0.9859 Patch3
Injured Piloting is back in <may cause issues with skirmish-remove before playing skirmish>
Disabled sortbytonnage beause of scrapping issues with adjusted assembly
Added Monthly Morale reset by lord_yig
Added Monthly Tech and Morale Adjustment by don zappo
Will now be inspired at 75 Morale
Argo Max Morale is now set at 50 (cant find where it is hardcoded-so i will redo the entire morale system)
Removed Inferno Ammo's from vehicles (caused a bug)
Alacorn now carries NorseStorm Gauss
0.9859 Patch 2
Fixed couple weapons having wrong or missing bonus (thanks RobertMerlow)
Fixed some mech values
Added Another pirate mech
Added 2 more crabs
Improved most descirptions to mention stacking rules
0.9859 Patch 1
Updated the mechresizer
Patched Internal Heaters dll
Added a Crab - more coming soon
Caught bug with SLIC Suite
Inclueded MechSorter, automatically sorts mechs by cost
0.9859
Tons of bugfixes and patches
Please do a clean install by deleting your mods folder before updating
Gauss rifle stock now properly debuffed (forgot to move the file from wip to active)
Few more files cleaned up
FS9T empty weight fixed
Renamed Called shot to Offensive Push
Vehicles and turret phase have been improved
First "Pirate mechs" added
Multimissions removed again, a better version comes soon™
Offensive push passives and Warlord reworked
Grant 5-15% increased ranges
Warlord Grants 10% all weapon damage and +1 accuracy
0.9859PublicAlpha4
Fixed KGC0000 having no stability
Gausszilla made its own folder for easy removal
Updated Extented Information to official release version
Patch for Called penalty is worked on, if it fails the values get reworked, something broke with 1.1
Vehicles buffed armour but drastically reduced internals
Heavy/Assault vehicle to hit bonus removed
Early release of the Background changes
Delete before patching or best do a clean install <IMPORTANT
RogueTechCore
LogoReplacement
0.9859PublicAlpha3
Further Weapon Rebalances
Gauss Nerfed, Added 3 Variants and dsitributed them
Added Another @Modder Pilot
Starter Gear Changed
Reworked the filestructure
Hotfix for missing randomstart
Delete before patching or best do a clean install <<THIS IS IMPORTANT DONT FUCK IT UP
RogueTechCore
LogoReplacement
need verifiable reproducable effects on not working tohitoffensivepush effects (called shot boni from gunnery and tc) need reproducable reports of overheatknockdown issues
0.9859PublicAlpha2
AntiPersonal weapons are now moved to their big brothers category
Improved range and stats on all of them
Probably fixed ai bracing too much
Added the Urbie to the random start
Random Campaign start moved to its own folder
Installer will now open a link to documentation after extraction
Power Armour may cause problems with simgamemechlab Needs be tested
Before install Delete these files\folders or make a clean reinstall (to prevent issues with the pa)
RogueTechCore\RandomCampaignStart.dll
Mackie
RogueTechCore all files with EXPA
0.9859PublicAlpha1
Melee failstate increased
Elites removed from random start
Named prototype chassis removed from random start
Removed 2 not properly working difficulty settings
Armour Change values can now be selected
MultMission Mac compat
0.9859Alpha2
Probable fix for difficulty settings breaking saves
Probable fix for Panic System
Added a Experimental Power Armour "mech", has unique srm and jump jets
Fractional Numbers are back
0.9859Alpha
SLIC Cockpit reworked - increases sight and sensors and grants +2 health
TC Cockpit reworked - grants breaching shot, +1 Accuracy -1CS Penalty, +1.8 Called Shot Location Multiplier
Heat exchangers and banks received the TTS treatment and removing stacking
Exchangers now reduce ALL heat generated
They cans till be used as superior single heat sinks, their bonus wont stack though
Improved Mac Compatability-
-Patched Random Travel Contract
-Patched Contract sorter
-Patched Storetag Enabler
Lowtech store removed and lowtech is Periphery Only
Reduced min overheat threshhold
Experimental remove of globald efense bevhaiours
Early release of EI being containted
Injured piloting removed because of skirmish issues
Reduced time for armour
MultiMissions are back
Tweaked settings for AIM
Skill "Breaching Shot" Replaced with "Warlord" granting you to ignore 2 Evasion and -2 called shot penalty
0.9858[edit | edit source]
0.9858
Considered first proper patch for 1.1
Difficulty settings tweaked
Fixed a RT pilot
All Ronin gain less free xp (normalized)
Tiny Tweaks
This is now the stable release for 1.1
Documentation gets fixed the next days
RogueTech 1.1 compat patch 4
Added AIM - Attack Improvement Mod, replaces corrected hit rolls -delete NoCorrectedRoll.dll
Removed SellMechParts - Discontinued because you can now scrap mech parts from bay, delete old folder
Melee Actuators (except legs) got the TTS treatment
Each tier of a single Actuator cannot stack with itself, but different tiers still work
Another tweak to Erinya
Fast save Delete patched for 1.1
Gunnery and Piloting divisors changed (nerfs)
Patched CBT Heat, ammo explosions work now properly, guts improves prevention by 1% per guts
Patched CBT Movement
Patched CBT Piloting
Hellion Portrait changed
Added new Modder Pilot, Callyste
Possible fix for bugged escort missions
RogueTech 1.1 compat patch 3
tiny bugfix
RogueTech 1.1 compat patch 2
Shopseller patched
PilotHealthPopUp patched
Further tweaks and fixes to new stability values
RogueTech 1.1 compat patch 1
Adapted HBS stability bleed with less extent Roguetech will for now remain at 100 stab for every chassis
Stability changes still in testing
Updated Skipintro - skips all icons and IntroVideo
Updated Randomstart
Updated CommanderPortrait
Updated AdjustedAssembly
Updated CharlesB - dfa self damage mitigation added
Updated CBT Heat - Accuracy penalty bug should be fixed
Updated AdjustedSalvage
Added ammo for all, BetterJuggernaut with DFA brace
Updated Exclusive Filters
Custom Campaign settings adjusted for RogueTech, Medium is the intended Experience
Start changed to 3lights 2 mediums
High end evasion tiny nerf
Removed ammo cookoff again
Reworked all RT chassis Hardpoints
0.9858Alpha4
Fix for Inner Sphere map faction
Adjusted Assembly fixed
Reenabled ammo cookoff by realitymachina to add a second ammo detonation roll
Fix for MechMaintenanceCost - DELETE old MechMaintenaceByCost.dll
Fix for DropCost
Fix for GlobalDifficulty
Adjusted value for Global Difficulty
Contracts deprecated in preparation for 1.1, delete old RogueContracts folder before patching
LAST PATCH BEFORE 1.1
0.9858Alpha3
LightPPC Range reduced
Heavy PPC added
Plasma Range reduced
Supercharger Bug Fixed, now increases heat by the appropiate 15%
Nerfed Evasive Maneuver to 10% jump distance
Base damage of all PPC reduced by 5
ER Med Range bracket improved, no crit bonus
Added a K3 and K4 catapult
Gausspult renamed to K9 and added to legendary spawns
Added the Anansi Spider
Dynamic difficulty increased required cost power half skull and set to 4 best mechs
0.9858Alpha2
Slightly tightened the economy
Removed Melee and DFA tonnage boni
Added shop seller
Patched panic System
Difficulty shown now adjusts dynamically
Slight increase to LMG weight
Flamers dont stab anymore
5% less bonus dmg for Heavy Gauss
0.9858Alpha1
Nerfed High end Melee actuators
Eject chance of salvage fixed
New Difficulty mechanic based on cost of chassis owned
Contract and lance spawner tweaks
Would like proper feedback on the difficulty changes, they are extremely experimental first stage
== 0.9857
==
0.9857Patch4
Fixed custom chassis
Locust-LR Renamed to Dagger and buffed
Bugfix for contract issues
Ai and heat tweaks
0.9857patch3
FastWorkOrderMove - Use shift to immediately move a order to top or bottom
fixed missing ballistic slots
Fixed Hiring Hall bug
DELETE OLD FILES: check changelog
experimental AI loop fix
Added the Capapult K3 and nearly forgot to mention it
0.9857patch2
EI updated to release version
Melee mover now works
Berserker reworked due to bug, may be fixed/introduced in the future
DELETE OLD FILES:
mods folder
ShotcountEnabler.dll
DropCostPerMech.dll
BetterJuggernaut.dll
Hotfix to include erinya in assembly exceptions
0.9857patch1
Here are the file notes
0.9857 Patch 1
PortraitLoader patched
Updated double heat sink to 09 to prevent free dhs bug
Updated Basic Panic system
Now includes pilot Health Popup and Exclusive filters
DELETE OLD SHOTCOUNTENABLER DLL IN MODS FOLDER
0.9857
Fixed the -2 Initiative bug
Early fork of Extented information to account Internal Heatsinks both by Janxious
Contains a early rebalance of Handy Industrial Weapons by HandyVac, giving you a new choice of improving your brawlers
3 new Mechs for these
Buffed Yen Lo Wang
Added a ShadowHawk-2k
Erinya Removed as fixed starter, hidden stats nerfed and un-blacklisted, you may now encounter it in the wild
Berserker reduced to 10% buffs
Includes OnePointArmorStep by Glucose, hold shift to change armour by 1 point instead of 5
Doubled Values of Recreational upkeep reduction
Called shot Improvement and Mastery nerfed
Buffed Heat Damage of ammo
Added updated MeleeMover to allow sprinting into melee -Experimental will get updates-
0.9857A3
By popular request, elites, royals, mackie and locust-lr excluded from random assembly
Also chassis assembly changed to always create the chassis with most parts used
MeleeMover by Morphyum added, allows to move in melee when already engaged
1st Rework of the HeatSystem
Double heat sink engine buff only when double heat sinks are installed exclusively
Exchangers and Banks Buffed, costs of Double Heatsinks raised by 33%, standard heatsink are cheaper
Tweak of IF TTS for possible fix of unexpected bug
Inner Sphere colours Updated for colourblind support and changing map colours
Jump Heat by distance increased
Bulwark passive renamed to Berserker, removed autoguard on standing still but grants buff to melee and DFA
CombatGameConstants is now a merger instead of replacer to prevent conflicts
Guts heat threshhold reduced by 5 points to 10/20 respectively
Greater pay for contracts when liked
0.9857A2
Added "Injured Piloting" by RealityMachina
Added Injuries hurt by "Night Thastus"
Royal Battlemechs properly adjusted and fixed for rt
Behemoth buffed, Gladiator tweaked
CBT Heat updated, now applies a escalating movement penalty
Sensor lock reduced to 2 turns
!EXPERIMENTAL!
Overheat threshhold reduced to 46% and increased to 110, effectively reducing overheat to be at 50 points and keeping players longer in it
Added "Internal Heatsinks" by Janxious - Eqipping Double heatsinks will make your internal heat sinks all doubles
0.9857AHF
Sensor lock now (should) work on indirect, please reports
Argo tech modules buffed by another 0.5 to prevent stuck event bug
Contains shotcount enabler fix by FlukeyFiddler (bow to his majesty of fixing dirty hacks)
delete the old shotcountenabler.dll
0.9857A1
Eris reworked, mg's repalced with better heatcapacity
Fixed alpha randomstart and new mechs
Argo MechTech upgrades raise a bit more points and are quicker build
Tweaks to all elite mech's hidden stats (may add them sometime to the readme)
D7Catapult renamed to Hwacha
6x Trebuchet buffed and renamed to Katyushka
Added the Behemoth Elite
Further tweaks to melee failstate chances and CharlesB updated to 03
Multimissions an optional install
0.9857A
Allowed 6 Melee&DFA destinations
Fixed accidentally wrong guarded/entrenched nerfs being buffs
Increased size of all RT AC's by 1 slot
Increased speed penalty for overheating
Armor change tech cost reduced
DropCost per mech updated to be mac compatible and saving its state
Added 2 new pilots
Added 2 more mech's and a turret
Additional melee nerfs
MULTI Missions
Delete the "DropCostPerMech.dll" in the mods folder to upgrade properly
0.9856[edit | edit source]
0.9856HF
Fixed guts buffs accidental bugging out with tsm
Ace pilot now generates an extra evasive charge
Contract name bug fix
0.9856
Reduced base accuracy gain
Flamers produce some more heat when fired
Overheat state is reached earlier (55% max instead of 60%)
Elevation now grants an escalating effect by 1 accuracy per 30 units (most circumstance this gives a 2-3 change for attacks)
Normal Urbie can now spawn
Gauss got a nerf of 5dmg
Further contract tweaks, Elites and Royals should be limited to a few missions, no more tanks as target
MECH Salvage now is combined from 5 parts per base, not per chassis
This means if youve got parts of a couple different variants, these get combined into a single mech, with a higher chance depending on the parts it used
CBT heat updated, affected by guts now 10 guts gives you a ~10% bonus on the roll
"ShutdownPercentages": [0.083, 0.278, 0.583, 0.833],
"AmmoExplosionPercentages": [0, 0.083, 0.278, 0.583],
0.8956Alpha3
Added CBT penaltys for overheating, movement and piloting instability check
Reworked supercharger and ace pilot
ALL your mechs and the enemy can shoot and sprint at accuracy cost
Jumping will make you even less accurate
Accuracy mods (cumulative)
+1 for moving, +2 sprinting, +3for jumping
Melee accuracy reduced
Being in overheat will give you a escalating penalty to accuracy, ammo explosion and shutdown per turn
"ShutdownPercentages": [0.042, 0.139, 0.292, 0.416],
"AmmoExplosionPercentages": [0, 0.05, 0.15, 0.28],
"HeatToHitModifiers": [1, 2, 3, 4]
Being pushed beyond the stability threshhold will only knock you down on a stability check dependant on piloting skill
09856A2HF
Added dfa missed extra instability, DFA less base instability (so if you dont miss, you hit easier, if you miss, you probably fall on your face)
Accidentaly made contract templates added to db, delete your .modtek cache
Update to modtek 021
0.9856Alpha2
Removed equip removal tech cost to prevent missing equip bug, made all other actions cost more tech points
Added melee misses causing instability, melee accuracy reduced
Fixed typo in cluster chance
Elevation has higher increases
Entrenched and guarded grant less defense
Reduced ammo cook off chance again
Additional Plasma tweaks
Re-enabled alpha contract tweaks
Further AI Tweaks (im getting close, shouldnt suicide bomb as much now ;))
0.9856Alpha
Removed instability on heat (structure Damage from overheat removed)
Ai now will ignore evasion strip logic
Inreased morale penaltys
Reduced base called shot location multiplier
Extra vehicle evasion
Added fix for vehicles as ambush targets by daiyuki
==
0.985x ==
0.9855
5 New Mechs thanks to veritas for the inspiration
TC cockpit reworked: Grants +2 accuracy and 80% increased chance for Called shot, minimum range modifier removed, other modifiers halved
PanicSystem Updated
You now start properly in 3031
Nerfed movement of the Erinya
Laser weapons now deal stability damage of 1 per 6 damage
Additional AI Tweaks
0.9854
All RT AC types had their recoil increased, uac/rac slightly less damage per shot
Doubled values of Recreational monthly upkeep reduction
Argo Mechbay and Pods 2+3 also reduce monthly upkeep now
Further evasion tweaks
Echidnae reworked to be a dfa pulse beast
Erinya nerfed again, it is now a nasty brawler instead of the shotgun
JumpJet Heat slightly increased
Melee stability actuators are a % buff now too
Starter mechs tweaked further, 2 lights 1 med 1 heavy, but you have a chance for an elite mech
3 New traits +1to3 accuracy to Offensive Push (Called shot) gained through Gunnery
Reset salvage tweaks until i find why prioritysalvagefix failed
0.9853
Tweaked some of the rt weapons, mostly nerfs
added a dl to cap salvage at 7 picks to prevent ui issues and increased salvage - please feedback on this
You will now start with with 2 lights, 2 meds, and a heavy
IntroMovieskipper by mpstark
Increased required distance for evasion pips and reduced their effect (may change it back) feedback plase
Tweaked heat exchangers and banks
Eject now always gives you your mech back and kia adds a 50% chance for 75% chance of recovery (some just cant read the manual)
Ai should now be more punchy and willing to overheat (inverted value by accident)
0.9852
Added 3 new TTS, that grant you 2-4 improved accuracy on indirect fire
Removed to hit penalty for lights and mediums
Further economy and AI tweaks
Fixed typo for salvage
Removed stacking from all TTS, you can use one of each, but not two of the same
0.985
Slightly increased salvage potential and default contract payout
Increased difficulty variety (3->5)
Increased Max Contracts per system (10->15)
Removed most notifs for mech repair and argo upgrades
Cleaned up some files
Second part of argo tweaks, Training pods give a tiny bit more xp with a higher limit to offset the raised leveling cost
Adjusted Salvage now gives a greater recovery chance for ejected(+50%) and kia (+25%)
Thunderbolts are now large cruise missiles
==
0.984x
==
0.9845
Made HBS Royal SLDF avaible to appear in sandbox
Adds a BL-9-KNT, a pulse laser boat
Fixed bug with light rifle not rendering
You Ammo may cook off, watch those heat levels!
Includes alpha testing of a changed event, now you can get weapons on your argo against these annoying pirates
Recreationals reducing monthly cost now included to soften end game economy
Plasma rework to actually need ammo bins (gauss ammo) and got its debuff back
0.9841
Added an Installer and Splash Screen
Reduced MAX heat
Fixed Supercharger stacking
Ac5 Defiance 2++ had bugged accuracy
0.984
Further AI tweaks
All mechs slightly rescaled for a more reasonable feeling (thanks janxious and delta_assault on reddit)
You can now press space or mouse4 to go back (as if its esc), can be changed in the bindableesckey mod.json
Keep sound while alt tabbing
Cleaned up some gear and descriptions, prevents most effects from stacking.
Deadfire LRM indirect bool bugged, so it just has an accuracy penalty for now
Added DeadFire SRM
Added Incendiary LRM
Added the Eris Elite Battlemech, a wannabe Hellbringer
Commander cannot resist Panic anymore ad less likely that a loner will eject
==
0.983x
==
0.9831
Added a merger to speed up audio
Changed the default shop from specials to shop by faction rep
You now need at least 30 rep with a faction to see their RogueTech gear
Removed elites from shop
Removed low tech mech shop
Now Includes Faster Vehicles as part of the AIO
Couple balance tweaks to all gear
Adjusted salvage will grant only 1 salvage if enemy was cored
Ai tweaks to make it more aggresive early on and less possible to be catched standing around (hopefully)
==
Pre 0.98xx ==
0.982
Included the Mackie
Added the CommanderPortraitLoader
Reduced lost salvage again
Cause for randomly lost mechs might be extraction instead of clearing, still investigated
0.981-Alpha
Nerfed the mk2 Commanndo slightly
Black Jag G Move speed nerfed further
Kintaro 18S has more free weight but is slower
Added LMG
Reworked all Roguetech variants to have less hardpoints
Elites Made Special
Reenabled salvage on fail and getting your mechs back
0.98
Reduced sell prices of everything to account for selling parts
25% chance your own destroyed mech comes back, otherwise you have to salvage it
Ai Pilots now access the same skill tree buffs and cleaned up the mess hbs made in the files
Turrets have sensor lock back
Removed accidental double dll
0.97
Combined all shops into a single download
Added a All in One Main file, this how the mod is intented to be played
Adds the Adjusted Salvage, accoutning for each destroyed limb on determining salvage and you have to salvage your own lost and destroyed mech's
0.96
Added several vanilla mech's to the random start
Added an Elite 'Mech
Added a few new cheap tanks
RogueTech made dependant on IS map to prevent a conflict
0.95
Restricted DNI accuracy bonus to melee
Economy tweaks to not get bankrupted too easy (mostly autosalvage chances)
No salvage when loosing or retreating
Less extreme contract difference for IS mod, more for vanilla, trying to make single planets offer multiple missions as if waging a little campaign on each
Raised random start to 3 lights and 2 meds to account for proper armoured enemys
Fixed gaining too much salvage per mission
Added the quickstart back in i forgot, it "shouldnt" interfere with Sandbox and work for vanilla players as usual
Reduced Starting Morale
New shop def's
0.94
Added Rifles and a mech for each
Found a bug that could Lock up your barracks, not my source but it shouldnt happen with this
Renamed to "RogueTech" (thanks jaxious)
0.93
UAC10 1 ton less/UAC20 1 ton more weight
Few extra combat tweaks, gonna chase that perfect balance
Made Compatible to Inner Sphere Map
Basic Shop Module added, will add a specials and factions shop option soon to spread the gear among the factions that made them
Added smarter and more aggresive AI
0.92
Remade the Starter Commando into one of the "Elite Mech's"
Fixed several typos and bugs with the weapons module
Reduced base sight and sensors but added abilities to improve both to tactics
Ronin got all reduced to max start passive skill of 3 but gained extra xp (more control over your start lance and less problems with reworked skills)
Decided to not split Gear and weapons off from core but Elite Battlemech's become their own Module except for the commando
0.91
Streaks deal 1 more point of damage
Nerfed TBT-6X movement speed
Plasma debuff removed, it could stop mission progression, releasing fix because of this
DNi Extra evasion charge replaced with 1 more generated from movement
Piloting Evasive Move grants 20% increased jump distance
Tweaks to various chassis, mostly unit tags for lance spawner, balance is king
0.9
Slowing release cycle, the base of what i want is mostly done
Removed "multiple elevation bonus" as it didnt work correctly
Increased chance of melee being a punch
Charging for melee attack gives bonus instability damage
Vehicles can guard
Faster mech movement reworked to merge instead of replace (more elegant)
UpgradeModule: Vanilla tts radically decreased in weight, added a targeting Computer for core
Tweak to morale again: OffensivePush(called shot) now costs barely anything, but every shot has a 6 to hit penalty
Plasma debuff increased, but cannot stack anymore (it made problems, now reduces max heat by 15%)
Indirect fire penalty doubled
Overheat accuracy penalty increased to 4
Elite Battlemech's, highly optimized chassis that embody the horrors of their class
Changed Missile tohit on NSS to Bulwark
Started to clear up effects of gear
0.892
Another quickfix for some stupid typo that could break the ai, need more coffee
0.891
Moved changelog to end of readme, RTFM people
Cleaning up the readme/description
Max evasive traits didnt properly copy, you still need to invest into piloting
Removed the test money settings (ooops)
0.89
Max evasion pips increased to 9
Evasion now grants a +2 to hit per 30 units moved
TSM tiny nerf
Gunnery Grants recoil reduction
Guts Grants less Heat Generated
Overheat deals far less self damage but heatsinks loose efficiency on shutdown for a bit
Further tweaks to Plasma and added PPC Capacitator
Ace Pilot allows to shoot after sprinting too
0.885
Started to break the mod into modules
Fixed description and name of the Advanced Materials
Unsteady counters guarded
Added INFERNO+ variants that will only spawn randomly
Juggernaut&Bulwark grant 15% and 10% melee damage respectively
Streaks gain a small range range bonus
0.881
Nerfed the tanks a bit (caused problems with ai)
Raised price of and tweaked "protoype" weapons, Made most of them a "variant" to grant a chance to randomly replace similar weapons (no rac, rocketlauncher or thunderbolts)
Added expensive "Advanced Materials"
Still alpha concerning the weaponchanges
Reduce your GFX if you experience everloading mission starts (problem with unity asset handling)
Made the AMS hotfix a separate file to prevent the unity asset bug from appearing
0.88-Alpha
Weapons rebalance!