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Neutronbeam
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Re: Battletech game coming out

Fri Jun 22, 2018 9:51 am

Waco wrote:
JustAnEngineer wrote:
It feels as if some modifications to heat generation and accuracy happened by default. My MLaser-heavy builds went from 7/10 heat efficiency to 6/10 all on their own.

They definitely nerfed ML builds a bit - something like 20% more heat generation for MLs. They detail all the weapon changes in the release notes.


I swapped 5 MLs in a Centurion for 2 LLs and it runs much, much cooler.
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Re: Battletech game coming out

Fri Jun 22, 2018 1:21 pm

derFunkenstein wrote:
Stability was improved over all. It's harder to knock down opponents, sure, but it sucked when it happened to you.
Knockdowns were a key part of my strategy. I’d equip my own mechs with stability-enhancing gyros.
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Re: Battletech game coming out

Fri Jun 22, 2018 3:30 pm

Sure, knockdowns were a big thing for me, too, but I felt like it was probably too easy and took some of hte strategy out of the game. Hit a guy twice, knock him down, get two free called shots, move on to the next. I had started taking off some of those +stability weapons so that it was more of a challenge.
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Re: Battletech game coming out

Fri Jun 22, 2018 9:48 pm

derFunkenstein wrote:
Ugh, the feeling of having to bail on an escort mission because one of the trucks gets stuck and doesn't even try to turn around and move back onto the road... :oops:

I do like that mech stability was improved over all. It's harder to knock down opponents, sure, but it sucked when it happened to you.

Noes, muh ultra cheesy whole mech capture strategy! :lol:

Definitely needed to be done. One could say that the stability mechanic was...unbalanced. Load menu definitely works a lot better, though navigating the mechbay is still painful. Hopefully that gets addressed in the next patch.
 
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Re: Battletech game coming out

Wed Jun 27, 2018 11:42 am

On my second playthrough, I got two Quickdraws before I got the Argo. One was from a story mission where a Quickdraw shows up as a boss. Totally accidental "Lethal Damage" from a pair of AC-5 headshots gave me full mech salvage for the first. That was great.
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Re: Battletech game coming out

Wed Jun 27, 2018 1:39 pm

Urgh.. just noticed the flamer nerf last night... the number of shots per flamer got taken down.. gonna have to rethink my desert Grasshopper fire strategy..
 
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Re: Battletech game coming out

Wed Jun 27, 2018 3:02 pm

I've backed myself into a corner in a system with missions too strong for my force. I need to reload saves from a few missions earlier unfortunately. So much progress will be lost, but I love this game.

Also head shots on my pilots seems to occur much more often.
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Re: Battletech game coming out

Wed Jun 27, 2018 3:21 pm

wingless wrote:
Also head shots on my pilots seems to occur much more often.

Yes, they do seem to be more frequent.
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Re: Battletech game coming out

Wed Jun 27, 2018 5:20 pm

wingless wrote:
I've backed myself into a corner in a system with missions too strong for my force.
Spend $10-30k c-bills and 1 to 3 weeks traveling to an easier system.
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Re: Battletech game coming out

Wed Jun 27, 2018 8:48 pm

New update 1.1.1 addresses something we've been talking about here earlier today:

Release 1.1.1 Notes, 6/27/2018
Fixed an issue where the starter MechWarriors (Glitch, Behemoth, Dekker, Medusa) could occasionally also appear as hireable Ronin MechWarriors in hiring halls later in the game.

Fixed a bug that could cause tooltips to fail to spawn in the Store under certain conditions.

Fixed an issue where tooltips could sometimes appear truncated at the bottom.

Fixed an issue where users could be unable to use Lance Configuration via the Multiplayer Skirmish Lobby if they had not yet played the campaign or single-player skirmish since updating to BATTLETECH version 1.1.

Fixed an issue where loading a save game generated in the Axylus priority mission, right after securing the crash site, could result in a progression blocker.

Fixed a bug that was causing attacks to hit 'Mech head locations more frequently than intended.

That last item sounds like "man there seem to be a lot of headshots lately"
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Re: Battletech game coming out

Tue Aug 21, 2018 12:15 pm

New DLC has been announced: https://www.paradoxplaza.com/battletech ... ASTER.html

Release date TBA.

The first-ever BATTLETECH expansion comes complete with three new ‘Mechs (including the highly anticipated Hatchetman), a challenging new mission type, and a new tropical biome, along with its featured namesake, Flashpoints.

Flashpoints are high-stakes branching short stories, comprised of procedural mercenary missions linked together with new crew conversations, special events, critical choices, and valuable rewards.

To ramp up the intensity, some Flashpoint stories will feature “Consecutive Deployments” in which players won’t be able to repair their ‘Mechs between missions.

MAIN FEATURES
Flashpoints - Test your command skills in a series of action-packed short stories, completing extended contracts to earn big bonuses.

New Biome - Navigate a lush tropical beach environment, with sunny shores and just a pinch of alien flare, for good measure. Sunscreen optional.

New BattleMechs - Get your ‘Mech on with the armor-chopping power of the Hatchetman, the speed and versatility of the Crab, and the multi-range firepower of the Cyclops.

New Encounter - In “Target Acquisition”, you’ll put your light and medium ‘Mechs to good use by taking control of three territories on the map to prevail!
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Re: Battletech game coming out

Fri Aug 31, 2018 10:55 pm

Updated to version 1.2
August 27 - Harebrained Schemes wrote:
LIVE - BATTLETECH 1.2.0 Release Notes, MechWarrior Abilities Re-Spec Beta, and More!

Welcome to BATTLETECH 1.2! This release contains a number of quality-of-life improvements and bug fixes, as well as some cool new features. We have also released an overhaul of MechWarrior special abilities to Beta (see details below), and have updates on Linux and Localized versions of the game.

HIGHLIGHTS: Players using the Custom Campaign options introduced in 1.1 can now take advantage of a new "Prologue Skip" setting to fast-track new campaigns (this is definitely not recommended for first-time players, though!). The combat Morale system in the campaign has received a significant overhaul (and is now called Resolve - more on that below). We've added a Memorial Wall in the Argo so that you can honor Dekker's sacrifice whenever you want. We've made several improvements to our save game management systems (and you can now name Manual Saves when creating them). And lastly, we added new events for you to discover during your mercenary adventures.See further details below.

Linux update: The team is still actively working on our Linux release. We hit a snafu with playback of audio (as in, “There’s no sound in the game”) but we’ve gotten support from an external party and appear to be back on track. We expect the Linux version to be available in Beta within the next few weeks.

Localized versions of the game: Players looking for BATTLETECH in French, German, and Russian still have a wait ahead of them. Our localization testing team recently discovered a bug that was preventing our translators from seeing a large quantity of content waiting to be translated. The issue has been fixed and localization is back on track. Unfortunately, release will be delayed for another couple of months.

We apologize to our Kickstarter Backers and to others waiting to play the game in Linux or their native language and we’re doing our best to get this work done as soon as possible. More details regarding localization can be found in this BATTLETECH Community thread: https://forum.paradoxplaza.com/forum/in ... e.1116568/

MechWarrior Abilities Beta: We're also excited to share a big revision to MechWarrior abilities, now released in Beta form. Before putting these live, we wanted to give interested players the opportunity to try these ability revisions and share their thoughts. Thus, we are releasing this work on a separate "public_preview" beta for dedicated testing. This beta is identical to the live state of 1.2, except for the abilities revision. We'll be reviewing beta feedback on these abilities in weeks following and expect to push this revision to live in our next big release, Update 1.3. Please read BATTLETECH Lead Designer Kiva McGinn’s Dev Diary post describing the new abilities: https://forum.paradoxplaza.com/forum/in ... n.1116566/

Note: Players switching to the public_preview beta will have all of their MechWarriors XP refunded, since the new abilities change each skill’s progress fairly significantly. This free re-spec will also be offered to players on the live branch when it’s officially released. It is highly recommended that you make a backup of your save games folder, as you will not be able to use a save game file from the new version in the case that you roll back to the live 1.2. This is especially important if you are in the middle of an iron man playthrough.

Please enjoy BATTLETECH 1.2, and also consider jumping in to the "public_preview" branch to give the MechWarrior abilities revision a spin!

-- HBS


IMPORTANT: If you experience any issues after updating, or see a popup regarding a missing executable...This is a known issue with Steam, where it can occasionally fail to apply the update as expected. Here's the most reliable way we've seen to get around it:

Remove an existing game file in your installation directory (e.g. BattleTech.exe)
Verify Integrity of Game Files (Right-click on BATTLETECH in your Steam Library, select Properties -> Local Files tab)
The update should now download and apply normally.

IMPORTANT: Additional note for players who mod various game files…Reminder that modding is not officially supported. If you have saved a game with any mod active, that saved game will not work after an update has been applied unless you replace all modded files exactly as they were when the save game file was created. Saved games require the exact same data state in order to function properly.

As always, if you experience further issues please contact Customer Support at: http://support.paradoxplaza.com


New Features & Content

New Prologue Skip Option. Added the ability to skip the opening missions and cinematics of the campaign and skip to your first mission as a mercenary commander, helping a group of miners.

Combat Morale replaced with Resolve. Players now gain a consistent amount of Resolve every round of combat, and can use it to activate Precision Strike and Vigilance. The amount of Resolve gained each round is determined by the Morale on board your ship.

New Memorial Wall added in the Argo. Players can now access a list of fallen MechWarriors and view a variety of statistics they logged during their mercenary careers.

New Events. A number of new mercenary events have been added to the game.

Improvements to save game management.

Added ability to create custom names for manual saves
Permanent saves are marked with gold triangle icons and tooltips
Added percent progress to save game refresh
Added the ability for users to disable warning when deleting saves
Deleting a save game no longer scrolls back to the top of the list each time

Quality-of-Life Improvements.

Added the ability to restart in any combat mission without loading a save game (excludes iron man)
Added initiative status icon overlays for MechWarrior portraits in combat
Added more sorting options for inventory items
Components are now sorted logically in the Store and MechBay
Added more color swatches for mercenary outfit color schemes
Added new floating text for Precision Strikes
Added popup message when ‘Mech with invalid configuration is detected
Added new popup for selling multiple items in the store
Added ultrawide version of main menu cinematic for 21:9 aspect ratios
‘Mech selection weight class filters changed from individual toggles to exclusive subsets, including new "All" button added to show all weight classes.



UI

We now show the proper number of health boxes and Xs on the After Action Review screen when someone with low guts is incapacitated or killed
Fixed the mechbay storage list so that we don't clear the filters when you scrap a ‘Mech part.
The Timeline now reflects modified MechWarrior names and portraits
Pressing ESC now closes "Delete Campaign" prompts in the Load Campaign menu
Fixed an issue with a “Discard Changes” prompt displaying in certain circumstances after exiting Video Settings with no changes made
Fixed an issue with using square bracket characters in save game search field
The ENTER key now works on Mission Success / Mission Failure screens
Tooltips no longer displayed for planets behind planet summary panel in navigation
Added a default firing arc when no weapons are available (or when an Ace Pilot moves after shooting)
Removed the Back button during heraldry creation when a new account is registered
Fixed a warning prompt message in the MechBay
Fixed a visual-only issue with Heat Efficiency rating after equipping Heat Exchangers
Fixed an issue in which items purchased from the store via the Mech Lab ("Check Store" button) disappeared until a refit is reloaded after reverting changes
The Mech Lab underweight warning now only displays if at least 0.5 tons are free
Removed the empty month option when registering a new account
Fixed a tooltip on incomplete Mechs in MechBay
Fixed game options menu opening when using Esc to close the withdraw confirmation popup opened via button in upper-right corner
Fixed Heat Exchanger icons sometimes not loading
Fixed empty available weapons and equipment sections when customizing ‘Mechs
Fixed several layout and fill issues in MechBay
Fixed save game slot hitbox area so rapid deletes won't double click and load saves
Fixed text overflow in Welcome Commander message popup
Hardpoint icons are now consistent with Weapon icons
Fixed scroll position of event descriptions persisting between events in some cases
Fixed an issue where the ‘Mech paperdoll was mirroring the structure displayed for the rear view
Fixed overheat warning not always showing for melee or DFA attacks
Updated MechBay tutorial information
Fixed some orange buttons being transparent
Updated Game Tips to reflect new morale mechanic
Fixed display of overheat/shutdown warnings overlapping when Called Shot is active
Fixed bug where canceling the commander's customization without changes could still cause the confirmation popup to come up
Fixed disabled ability tooltips being displayed in tutorial under specific circumstances
MechWarriors killed in action no longer display injury text in the ARR
Disabled zoom camera during multi-target attacks
Fixed cases where melee camera would spin around rapidly prior to attack
Fixed camera taking too long to focus on player ‘Mech when attacked, sometimes missing the beginning of impacts
Prevent the "Follow Cam" from moving up over the top of the unit it's following


AI

Mountain Hold map bug fix, widening a specific path to prevent inefficient AI movement.
Fixed convoy escape zone on Escarpment Valley map to prevent units from blocking mission completion
Escarpment Valley map bug fix to tweak the road area to remove rocks that were bottlenecking and blocking convoy units.
Expanded play bounds on Alpine Cathedral Destroy base map to include spawners to prevent pathing issues for reinforcements.
Bleak Ridge map update to fix broken spawns.
Sunken Hills map bug fix. Moving some spawners and shifting the terrain slightly to improve play and stop units from being blocked.
Fixed the possibility that the AI would take paths that would get it stranded
Fixed a bug in jump selection state where it was looking through the wrong list of enemies, which included dead ones, and was causing DFA selection to not work sometimes
Fixed a bad spawn location on Toxic Mire map with a movement of a spawner.
Fixed enemy vehicles spawning in Assassinate contracts on Split Range map sometimes not being able to reach the player
Bleak Ridge map bug fix moving rocks to prevent movement blocker
Improved patrol route pathing
Fixed case where AI would look at player's morale instead of its own when deciding whether to use Precision Strike
Fixed instance where an enemy ‘Mech takes no action when deciding whether to make a melee attack based on its target's unsteady state
Fixed case where AI would brace instead of performing opportunistic DFA attacks
Fixed multiplying support weapon damage by melee/DFA multipliers


Accounts

Updates and adjustments for GDPR compliance.


Modding

MetaDataDatabase switched over to using Natural Keys instead of Guids where possible


Launcher

New "Force Focus" option in Launcher to skip the disabling of ghosting in Windows to address potential crashing issues on some systems


Audio

Footsteps VFX now differentiate between biomes


Bugfixes

Fixed a case in the skirmish MechBay where copying a ‘Mech, then canceling, would leave that phantom copy as the active ‘Mech.
Fixed a Timeline freeze and planet arrival saves not being generated.
Fix for game not progressing after loading specific auto saves
Fixed an issue where adding illegal characters to the search filter would cause saves to not appear after text is cleaned up.
Removed old clear achievement debug hotkey
Fix to make the negotiation sliders reset properly after backing out of the lance configuration screen
DFA can now produce a pilot injury if you take both your own legs off with it
On Capture Base missions, the player can no longer target the friendly dropship
Updated portrait manager with new beard skinning
Fixed cases where Ultra and High quality settings could be reversed after changing quality settings and restarting
Fixed Highlander animation when transitioning from idle to brace
Fixed some background textures in Mech Bay
Fixed visual issue with MRB rating stars disappearing after reaching max rank
Fixed MechWarrior training prompt for pilots with already maxed out skills
Fixed some text that could show through the finance widget
Fixed weapon hit effects sometimes applying when weapon misses
Fixed background shadow in Lance deployment menu
Fixed facility decals in Sandy Mesa map
Fixed galactic background showing during Navigation menu transition in ultrawide resolutions
Fixed rare cases where Forest buff didn't apply on tiles with trees in some maps
Fixed missing tooltip in Mech Bay for right leg armor bar
Fixed tooltip hit box in Mech Bay when multiple icons are present in the selected lance configuration
Fixed building in Raw Cliffsides missing collisions
Fixed cases where objective success sound would play unnecessarily
Fixed display of some Rough Terrain movement pips on Hidden Lagoon
Fixed redundant VO barks when selecting "Done" to end turn prior to contact with OpFor
Added collision to tunnel on Highway map
Equipment/Weapons sold while in the Refit screen are removed from the refit interface to prevent work orders that include sold parts from being created
Fixed potential soft lock if ejecting last MechWarrior and withdrawing at the same time while confirming both prompts with Enter key
Fixed cranes not falling when lower strut is destroyed by ‘Mech impact
Fixed parts of destroyed buildings reappearing after loading combat save
Fixed some Assassination contracts completing early after loading combat save (not retroactive)
Fixed case of camera clipping through pirate base
Capturing all three silos during Itrom Attack now auto-completes the mission (no longer requires moving ‘Mechs to the Evac Zone)
Fixed ice regions missing from map after loading a combat save
Fixed incorrect max head armor on Commando and Spider in Mech Lab (was 30, now 45)
Fixed possibility of sprinting ‘Mechs onto same position as OpFor Mech in specific circumstances
Fixed some missing/incorrect movement pips in Hidden Lagoon
Fixed case where losing silo Bravo could cause explosion of silo Charlie in Itrom Attack
Fixed flickering shadows when ‘Mechs are idle
Fixed some hair styles in character creation being too reflective
Fixed incorrect shadows displaying in Barracks when switching between rooms
Fixed potential soft-lock state after loading a combat save created by pressing Enter to confirm save dialog
Fixed missing rain effect in Medium and High graphic settings
Fixed lightning issue in character creation with specific hairstyles and light combinations
Fixed scars in portraits getting more intense after each save game load (until game restarted)
Fixed display of rings around planets on loading screen
Fixed enemy reinforcements being unable to reach the player's ‘Mechs during simple battle contracts on The Mine map
Fixed last applied portrait changes being applied to both Commander and hired MechWarrior
Fixed deleted saves showing again after entering and removing text in the search field
Fixed buff icon for destroyed buildings
Fixed item selection not clearing in the Store when switching to an empty tab
Fixed overheat audio alarms, VO, and VFX from not playing in certain circumstances
Fixed several cases where enemy units could spawn in stuck positions (unable to engage player)
Fixed a spammy warning about melee weapons that "can't technically fire" (but actually can)
Fixed enemy contact being reported multiple times
Fixed bug where standing in an Evac Zone area prior to its appearance as an objective could block progression in specific missions
Fixed bug that put player in combat during Itrom Attack prior to enemy unit contact
Removed mid-air floating rocks in Smithon
Fixed path in BarterTown to be walkable as expected
Fixed cases where ‘Mechs would turn in place prior to attacking a target already in melee range
Fixed a bug with entering combat where neutral tab target buildings weren't starting combat (including some turret generators)
Fixed Ace Pilots getting stability reduced twice if they fire and then move
Fixed Ace Pilots using "done" not getting the appropriate stability reduction applied
When Reserving an entire lance only one pilot's VO bark is played instead of the entire team
Fixed issue where wrong the ‘Mech shadow was cast in the MechBay
Fixed typos in some pilot bios
Fixed Restore Defaults in video settings not impacting resolution when in fullscreen mode (PC only)
Fixed potential item duplication issue
Fixed incorrect lighting when loading a save game where ship is docked to JumpShip
Fixed stuck Panther on Smithon map


Many additional small improvements and bug fixes

Known Issues

If you load a save game that was in the middle of combat into the public_preview MechWarrior Re-Spec version from a previous version of the game, you will still have the old abilities even if the UI represents the new abilities. You will need to be back at the Argo before the Re-Spec process will take place.
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Re: Battletech game coming out

Fri Aug 31, 2018 11:30 pm

I'm glad I stopped my modded campaigns after the last update. I should just start a fresh one...I love this game.
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Re: Battletech game coming out

Sat Sep 01, 2018 7:20 am

Holy carp, is this a real thing? Where the hell have I been?

Huge Mech fan here. It's like being in a 95-ton Iron Man suit that moves as fast as a cheetah, whoohoo! Loved the Madcat/Timber Wolf the most, but then there was the Kodiak and Atlas, too. Slower, but built like a brick sh_thouse. Jump Jet DFA FTW!

If I buy this, and it's as good as you guys say, then I'm sure they'll probably be doing welfare checks on me in a couple weeks, I won't cook my own food until after Thanksgiving, it'll be Christmas before I do laundry, and I won't leave the house until St. Patrick's Day. Hahah, er... yeah. :o
 
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Re: Battletech game coming out

Sat Sep 01, 2018 8:34 am

BIF wrote:
If I buy this, and it's as good as you guys say, then I'm sure they'll probably be doing welfare checks on me in a couple weeks, I won't cook my own food until after Thanksgiving, it'll be Christmas before I do laundry, and I won't leave the house until St. Patrick's Day. Hahah, er... yeah. :o
You'll be postponing all those things and more. I've only got like 120 hours in it by Steam's counter, but I feel like I'm getting my money's worth out of it over the last 4+ months.
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Re: Battletech game coming out

Sun Sep 02, 2018 1:58 pm

It's a solid game, though the battles do get repetitive after a while and the merc-company economic campaign is not fully baked. Hopefully they'll keep releasing new content for it--this is a case where Paradox's legendary love of paid DLC could be a good thing by encouraging Harebrained to stay disciplined and focus improvements and addons on the base game instead of doing 23 standalone quasi-sequels like they did with Shadowrun.

Also, better get used to that Atlas--both HBS and PGI have said they'll be focusing on the pre-Clan era for the foreseeable future. Battletech is set in the Periphery in the 3020s and Mechwarrior 5 is purportedly set even earlier.
 
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Re: Battletech game coming out

Sun Sep 02, 2018 4:57 pm

BIF wrote:
Holy carp, is this a real thing? Where the hell have I been?

Huge Mech fan here. It's like being in a 95-ton Iron Man suit that moves as fast as a cheetah, whoohoo! Loved the Madcat/Timber Wolf the most, but then there was the Kodiak and Atlas, too. Slower, but built like a brick sh_thouse. Jump Jet DFA FTW!

If I buy this, and it's as good as you guys say, then I'm sure they'll probably be doing welfare checks on me in a couple weeks, I won't cook my own food until after Thanksgiving, it'll be Christmas before I do laundry, and I won't leave the house until St. Patrick's Day. Hahah, er... yeah. :o


Yep, it's real. And it's a fantastic fun game. They've made some great improvements and bug fixes in the patches which have really helped shore up the game so you get the advantages of those. But yes, I'd recommend taking some vacation time before you buy.
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Re: Battletech game coming out

Tue Nov 27, 2018 10:50 pm

The first paid expansion (Flashpoint) is out today.
https://steamcommunity.com/games/637090 ... 2712814579

The game was also patched to version 1.3:
https://steamcommunity.com/games/637090 ... 2712484393
November 27, Harebrained Schemes wrote:
Welcome to BATTLETECH 1.3! This release contains a number of quality-of-life improvements and bug fixes, as well as some cool new features. We have also released the Flashpoint paid expansion and the Beta version of French, German, and Russian localizations.

1.3 HIGHLIGHTS: Career Mode, Revision to MechWarrior Abilities, Revisions to Reputation, Revision to Stores… See details in the “New Free Features & Content” section below.

BATTLETECH: Flashpoint expansion now available: Beyond adding over 30 hours of exciting Flashpoints (branching, multi-mission short stories) to BATTLETECH, this paid expansion comes complete with three new ‘Mechs (including the highly anticipated Hatchetman), a challenging new mission type, and a new tropical biome for the biggest and most challenging BATTLETECH experience yet. Purchase the Season Pass to get a deal on Flashpoint plus the next two expansions!

Localized Beta versions of the game: Localization is officially in Beta on Steam and GOG for all OS versions! Select the “public_beta_localization” branch to opt-in, then select German, Russian, or French in the in-game Settings menu. This Beta includes translated Flashpoint paid expansion content for owners of Flashpoint. We will continue to work on bug fixes (including updating any missing string translations), improving the quality of the translations, and updating this beta branch. We also look forward to hearing your feedback on the PDX Forum[forum.paradoxplaza.com]. Habe Spaß! Повеселись! S'amuser!
Linux Beta update: The Linux Beta along with fixes and updates has been integrated with the main game version and is available on Steam, GOG, and Humble!
We hope you enjoy our latest BATTLETECH releases!
-- HBS

IMPORTANT: Additional note for players who mod various game files… Reminder that modding is not officially supported. If you have saved a game with any mod active, that saved game will not work after an update has been applied unless you replace all modded files exactly as they were when the save game file was created. Saved games require the exact same data state in order to function properly.

As always, if you experience further issues please contact Customer Support at: https://support.paradoxplaza.com

New Free Features & Content
All-new Career Mode - Career Mode challenges you to begin the game with the Argo in a random system, with a random group of MechWarriors, with no story missions to rely on for big payouts. Wander the Periphery taking contracts (and Flashpoints, if you own Flashpoint!) and manage and grow your mercenary company to earn a final score. Career mode is played in Ironman mode by default, so it is also possible to “lose” this mode unrecoverably. (But Ironman mode can be disabled, and all the same granular difficulty settings from the campaign can also be adjusted in Career Mode.)

Revamped MechWarrior abilities - We heard a bunch of feedback about the Bulwark ability and how you HAD to take it to finish the campaign and it got us thinking… and then revising Bulwark… and realizing that we should just rebalance the whole dang set of abilities. Then we put it out as an opt-in Beta and got some great feedback - thanks! We’ve been working on it ever since and we’ve released the revised abilities in 1.3. You can read the complete details in this forum post[forum.paradoxplaza.com]. The first time you load any game session after updating to 1.3, you'll see a popup informing you that all of your MechWarrior skills have been refunded, so that you can review the new abilities and respec accordingly.

Revisions to the Reputation System - We’ve increased the rate at which reputation rises and falls so you can really feel the effects of your actions. When you reach the maximum possible reputation with a faction, you become eligible for an Alliance. By entering into an Alliance, you mark yourself an ally of that faction - and an enemy of that faction's enemies.

Faction stores - In addition to making higher difficulty contracts and salvage available, Alliances also allow you to access faction-specific stores containing items you might not find anywhere else.

Black Market stores - If you play your cards right, criminal elements will allow you to buy access to the Black Market, where you’ll find some equipment that fell off a transport…

New Events, including cameos from two Legendary MechWarriors (these were part of our “social sharing” Backer reward from the Kickstarter, and we expect the other two cameos to make it into the next free update.)

New mercenary contracts - now you can take jobs from Pirates!

New inventory items - including rare LosTech from before the fall of the Star League!

New Achievements - 19 new mercenary and story achievements have been added to the campaign and career modes!

Improvements
Increased the number of possible encounter types on existing maps for more variety.
Star Map updates for new Stores and the Black Market
New space travel animations added
New camera angles added in group conversations
Players can now move 'Mechs from one Mech Bay slot to another. Organize away!

UI
Many added, updated, and fixed Tooltips
Priority items now remain visible on the salvage list after confirming their selection
Fixed the broken Settings toggle for auto-selecting units outside of combat
Fixed an issue which would cause the portrait and description on the “Arrived at Destination” popup message to occasionally be cut off
Fixed an issue which caused Reputation indicators to be partially cut off on the Negotiation screen
Removed Reputation status icons for Locals’ (and certain other factions you cannot gain or lose Reputation with) from Stores and AAR. This will keep Reputation focused on the Factions that matter.
Fixed an issue which caused the pattern selector in the Mech Bay to stop responding after switching patterns too rapidly
Fixed an issue which caused the 'No existing save games' prompt to display after quitting from the 'Load Game' menu evoked after running out of C-bills
Made the Settings Menu able to be dismissed using the ESC key
Fixed the Morale tooltip to not always show '0' value for the Current Morale
Fixed an issue which caused the background behind the Leopard to change when navigating between screens
Fixed an issue which could cause the 'Load Save' button on the Out of Funds pop-up not respond for the user's input
Fixed UI visual anomalies which could occur after using the Pattern selector or the Refit menu in the Mech Bay
Items in 'Store' and 'Storage' menus are now sorted more by types
Various small UI and messaging improvements

Accounts
Special characters are now allowed in account creation passwords (!@#$%^&**()_-=+[]<>)

Bugfixes
Fixed multiple spawn spots on maps where ‘Mechs would get stuck
Collision improvements to existing maps
Fixed a soft lock players could occasionally encounter after commanding fire at the first test dummy ‘Mech in the campaign tutorial
Fixed an exploit where the player can perform Called Shot on ‘Mechs that are not knocked down by using the keyboard
Fixed an issue in Character Creation which caused the last screen of 'Your Background' to be missing its background image after returning from the 'Your Appearance' tab
Fixed an issue which caused the 'Sprint' skill to not be toggled for the next selected Mech if the user attempted to use it on an unstable Mech
Fixed an issue which caused Player 2/Guest UI to be missing Heraldry Image in Lobby & Combat UI
Fixed a lighting issue on OSX for some graphics cards. For more info, see: https://forum.paradoxplaza.com/forum/in ... s.1116636/
Fixed an issue which enabled users to join the lobby of a multiplayer match that was completed
Fixed a save/load issue which caused overheated ‘Mechs to appear in their shutdown pose after loading a combat save
Fixed a save/load issue which caused increased map lightning in particular biomes after loading a combat save
Various small graphical bug fixes on existing maps
Fixed an issue in the Liberation of Weldry mission that caused you to remain in interleaved turn mode after all your first set of enemies were defeated.
VFX improvements on some weapons!
Fixed an issue in the Mech Bay which could cause Filters to be reverted to the default state after deleting a custom 'Mech
Collision and pathing improvements to certain maps
Improvements to beacons and objective communication

Many additional small improvements and bug fixes
i7-9700K, NH-D15, Z390M Pro4, 32 GiB, RX Vega64, Define Mini-C, SSR-850PX, C32HG70+U2410, RK-9000BR, MX518
 
Waco
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Re: Battletech game coming out

Wed Nov 28, 2018 10:18 am

Looks like a good reason to dive back in for some metal heck.
Desktop: Z170A | 6700K @ 4.4 | 32 GB | Alphacool Eisblock Radeon VII | Heatkiller R3 | Samsung 4K 40" | 1 TB NVME + 2 TB SATA + LSI (128x8) RAID 0
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pauldavis
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Re: Battletech game coming out

Wed Jun 12, 2019 1:38 am

Have you guys tried the newest DLC? Is it worth a buy? Better than Flashpoint? I'm considering giving it a go.
 
JustAnEngineer
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Re: Battletech game coming out

Wed Jun 12, 2019 1:56 am

I missed the announcement that the Urban Warfare DLC had arrived last week. :oops:
https://www.rockpapershotgun.com/2019/0 ... ars-today/

https://steamcommunity.com/games/637090 ... 1830094925
Harebrained Schemes wrote:
LIVE - BATTLETECH Update 1.6 and Urban Warfare Paid Expansion Release Notes
Jun 4 @ 9:04am -
Welcome to BATTLETECH 1.6! This release contains a number of content additions, quality of life improvements, and optimizations, as well as some cool new features. We have also released the Urban Warfare paid expansion. Both 1.6 and Urban Warfare have French, German, and Russian localizations.

1.6 HIGHLIGHTS: Missed shots w/collateral damage, a free new encounter type, expanded star map, career mode improvements, and more… See details in the “New Free Features & Content” section below.

BATTLETECH: Urban Warfare expansion now available: Urban Warfare brings 'Mech combat to the vast cityscapes of the Inner Sphere! Electronic warfare, large-scale building destruction, environmental mechanics, two new BattleMechs, new enemy units, a new Attack and Defend encounter type, and more flashpoints make the urban sprawl a whole new battlefield.
Purchase the Season Pass to get a deal on all three BATTLETECH expansions (Urban Warfare, Flashpoint, and coming this winter, Heavy Metal)!

Where to find your new Urban Warfare paid expansion content: Our new urban environments can be easily found using the star map biome filter noted below. The Raven BattleMech, along with its electronic warfare suite of components can be found in the Prototype flashpoint, which is the first flashpoint available during Career Mode or after the Restoration campaign. The Javelin BattleMech will appear in enemy lances throughout the game and its partial salvage can be found in some stores. Contracts for our new Attack and Defend encounter type can be found throughout the game.

We hope you enjoy our latest BATTLETECH releases! -- HBS

IMPORTANT: Additional note for players who mod various game files… Reminder that modding is not officially supported. If you have saved a game with any mod active, that saved game will not work after an update has been applied unless you replace all modded files exactly as they were when the save game file was created. Saved games require the exact same data state in order to function properly.
As always, if you experience further issues please contact Customer Support at: https://support.paradoxplaza.com

New Free Features & Content
Star Map Upgrade - We've added 50 new systems to the Star Map, expanding it toward the more populated areas of the Inner Sphere. The Star Map also now features the ability to filter by biome and difficulty, and will indicate which systems you've already visited. Navigating the periphery has never been easier!

Battle+ Encounter Type - We’ve updated our Battle encounter to bring more variety and fun to the battlefield! Battle+ includes a bunch of surprises including optional secondary objectives, and allies for friendly and enemy teams.

Stray Shots and Collateral Damage - The battlefield is more dangerous than ever! Stray shots now have the chance to hit nearby buildings - and you won’t want one of your units standing on one when it collapses. In addition, stray shots have the chance to hit nearby enemies in the line of fire. This is true for the opposing force too, so watch your spacing. Note that this feature is not available in multiplayer.

More Mech Variants
UrbanMech UM-R60L - The same walking trashcan, sporting an AC20.
UrbanMech UM-R90 - The 'Suburban Mech', a more energy-efficient war machine.
Banshee BNC-3S - Slower, but packing far more guns of varying ranges.
Catapult CPLT-C4 - Sporting dual LRM-20s to make it rain (death).
Vindicator VND-1AA - Half the armor, twice the speed.
BlackJack BJ-1DB - The Large Lasers on this variant can keep firing all day.
Hatchetman HCT-3X (For owners of the Flashpoint expansion only) - Featuring SRMs, lasers, and Machine Guns to shred opponents at close range.

New Events and Event Chains - More free events have been added to the game, including events that lead to other events. Now your decisions have short-term and long-term consequences.

Career Mode
Added the option to start your career with a randomized roster of ‘Mechs (defaults to ON)
Individual difficulty settings now modifies your career score.
More missions per star system

UI
Objective regions or avoidance zones are now color-coded with added call-out labels
Secondary objectives are smaller to better distinguish from primary objectives
Added team heraldry to unit call-outs
Added team heraldry to targeting HUD
Status floaties adjusted for less flag overlap
Team-specific turn indicator shows above combat HUD so you know who you are waiting on

Bugfixes & Improvements
Over 1000 bugfixes and minor improvements! Here are a few examples from issues called out by the BT community...
Dramatically reduced the Black Market price penalty for making pirates an enemy
Contracts now display a more accurate difficulty rating
A variety of Event bug fixes to remove Typos, Error Messages, and unfulfilled Rewards
Fixed an issue in which combat saves reset Coolant Vent cool down time
Company morale now affects whether certain MechWarriors can be hired
Added more biome variety in procedural missions
Fixed an issue with the Financial Expenditure Level changing unexpectedly and/or not respecting players’ selections
Fixed an issue in which stores might occasionally display negatives costs of items
Fixed Assassinate contracts that were not auto-completed after the user destroyed all enemy units
Fixed some data loss issues for 'Mechs in the Mechbay
Fixed an issue that caused a random 'Mech to disappear in the Mechbay
Fixed an issue in which a readied Mech in the MechBay would overwrite an existing 'Mech if the latter was moved manually to a different slot
Fixed Battlemaster BLR-1G's and Trebuchet TBT-5N's left arm hardpoints that caused weapon overlap issues
Fixed an issue in which negotiated pay and salvage levels for travel contracts would irrevocably reset upon arrival at the destination
Fixed achievement unlocking issues and descriptions that didn't match career mode scoring

Known Issues (to be fixed asap)
Localization: A small amount of localized text has extraneous formatting. This does not affect readability.
Localization: A small amount of new text is not localized.
Some buildings (<1%) cannot be destroyed (Urban Warfare expansion only).
In the Difficulty settings, the “Restore Defaults” button does not work correctly and saves changes instead.
We believe we have a temporary fix for the AkSoundEngine.dll crash that some players have reported but we cannot reproduce this crash internally or through any of our external test groups. Thus, we are leaving it on the Known Issues list until we hear back from the community. A permanent and more robust fix is being investigated for an upcoming release.
i7-9700K, NH-D15, Z390M Pro4, 32 GiB, RX Vega64, Define Mini-C, SSR-850PX, C32HG70+U2410, RK-9000BR, MX518
 
Waco
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Re: Battletech game coming out

Wed Jun 12, 2019 8:34 am

I'm waiting on the RogueTech upgrade before I jump on Urban Warfare. Sounds like HBS dropped a lot of little things that would have made it better (like light mechs fitting where big assault mechs would not). I'm hoping RT can fix a bit of that, but even if not, I'm addicted to the huge increase in scope and complexity in RT.
Desktop: Z170A | 6700K @ 4.4 | 32 GB | Alphacool Eisblock Radeon VII | Heatkiller R3 | Samsung 4K 40" | 1 TB NVME + 2 TB SATA + LSI (128x8) RAID 0
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Pharad
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Re: Battletech game coming out

Thu Jun 13, 2019 2:13 am

Urban Warfare is a great DLC and for anyone who is still wondering on whether it's worth it... YES, YES it is <3

I've found one for a really compelling price on Eneba - if you still don't know about them, they are safe and legit, been doing more than a half of my game purchases from them. :D

Cheers and enjoy the city-based combat!

Pro tip: You are in the city, with concrete buildings crashing and shattering everywhere around you, use the rubbles as cover - it may change the entire outcome to even the hardest of face-offs.

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