Change Log (Deprecated)

Project B
======================================

RogueTech Project B
 Requires Battletech 1.7.1 

 Requires CAB 4.9.1 

 Requires a New Save 

Online Map has been reset

======================================

RogueTech Project B Patch 4.5.4
Fixed casing issue in templar files

Fixes to other chassisdefs

RogueTech Project B Patch 4.5.3
Added the missing new cockpit

RogueTech Project B Patch 4.5.2
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
fixed reaction on null weapon representations causing engine to load things again, again and again until memory ends.

RogueTech Project B Patch 4.5
REQUIRES CLEAN INSTALL

Patches to Custom Bundle backend

More Tech and Units

RogueTech Project B Patch 4.4.5
Plugged and prevented few more rep-me spawn holes

Made Galaxy at War the default install option

RogueTech Project B Patch 4.4.4
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
Fixes some rep-me's

RogueTech Project B Patch 4.4.2
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
Patched Custom Localisation

-Fixes random launch crash

RogueTech Project B Patch 4.4
 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
Fixing another random typo

RogueTech Project B Patch 4.3.2
 REQUIRES CLEAN INSTALL 

Deleted duplicated file

Fixed some rep me

Fixed a typo

RogueTech Project B Patch 4.3.1
 REQUIRES CLEAN INSTALL 

Some more BA and fixed a file id mismatch

RogueTech Project B Patch 4.3
 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
 REQUIRES CLEAN INSTALL 

hotfixes the hotfix

RogueTech Project B Patch 4.2.3
 REQUIRES CLEAN INSTALL 

Fixed a misplaced chassidef

Adds more stuff

RogueTech Project B Patch 4.2.2
 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
Added a No Randomizer option to Mission Control

RogueTech Project B Patch 4.2
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 

-should help in automatically fix malformed file id's during install due to system/unicode-language

RogueTech Project B Patch 4.1
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
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
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
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
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
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
Added missing file to mission control

RogueTech Project B Patch 3.1.1
Please do a Clean Install

Minor Fixes

Minor tweaks to additional enemy lance spawn chances and sizes

RogueTech Project B Patch 3.1
Forgot a few files

RogueTech Project B Patch 3
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
 Requires CAB 4.0 

Added Hauptmann

Vanilla pirate contracts made avaible for locals

RogueTech Project B Patch 2 HF5
Tiny dirty hotfix for Inferno Munitions dealing little to no damage

RogueTech Project B Patch 2 HF4
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
Fixed Plasma Cannon Typo

RogueTech Project B Patch 2 HF2
Patched CC

- Added a Preloader to Simgame

- Possible fix for first start issue

RogueTech Project B Patch 2 HF1
 DO A CLEAN INSTALL 

Fixes to tank engines not self destructing correctly

Fixed "IsFixed:True"

RogueTech Project B Patch 2
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
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
Fixed a lot of wrong statisticname for sensors

RogueTech Project B Patch 1
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
Removed duplicated framework entry killing modtek

RogueTech Project B HF5
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
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
DO A CLEAN REINSTALL!

Fixed case sense in mechdef_commando_COM-5S

RogueTech Project B HF2
 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
 DO A CLEAN REINSTALL 

Cleared up a few description texts

Fixed a turret def misspelling

Removed a Duplicate Mauler 4X Mechdef

Release
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
{| class="wikitable" !RogueTech Core

!RogueTech Asset Bundle

0.999 Patch 11 HF6
Fixed several missing commas

0.999 Patch 11 HF5
Fixed wrong statsname concerning headshots

0.999 Patch 11 HF4
Balance tweaks Fix to customsalvage Minor Fixes

0.999 Patch 11 HF3
Fixed Dark Age Artillery non-bug to not show

0.999 Patch 11 HF2
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
Fixed a missing } causing load failure

Patch 11
 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
 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
 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
 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
Requires Clean install

Fixed the Argo Storage upgrades

0.999 P9 F2
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
Fixed typo in costs

0.999 P9 ReUp
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
Fixes to engine critical using vehicle crticials

Minor fixes

0.999 P8 F7
Small nerf to Artemis Ammo

Tweaks to Lances

Fixes to NAOP ULBX

0.999 P8 F6
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
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
Next attempt to fix the flashpoint

Added note to OmniActuators concerning ballistics/ppc

0.999 P8 HF3
Fix to a broken Gladiator flashpoint

0.999 P8 HF2
Another fix to drones of Syberia

Fix to orionIIC movedef missing

0.999 P8 HF1
Fixed drones of siberia requiring experimental submod

Fixed EW stealth systems

0.999 P8
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
Fixed ExperimentalWeapons not loading

Fixed OmniActuator Lower

0.999 P7 HF2
Fixed Deimos Chassis preventing to load Dark Age Module

0.999 P7 HF1
Fix to LBX20 Cluster

More fixes to OmniMechs (should spawn with omniactuaors when appropiate)

0.999 P7
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
Fixed a typo in Ghost 50

0.999 P6 F7HF1
Hotfix to Kerberos actuators

0.999 P6 F7
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
Removed "hasshells" from lbx cluster (something is wrong)

Fixed Heracles Lower Melee Actuators counting as uppers

0.999 P6F5
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
Requires Clean Install

Old MML Ammo Files removed

Fixed issue with contracts

0.999 P6HF3
Fixed duplicate vfx entry, now should finally work

Patched Crystal Clear

0.999 P6HF2
Fixed CAC Init point in mod.json

0.999 P6HF1
Fixed wrong CAC settings file

Moved Dark Age units to their own Submod

Requires Clean Install

0.999 P6
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
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
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
Requires Clean Install

Disabled Ammo Exhaustion

Another set of fixes to lootboxes (hopefully now all working)

Rework of new 1v1 solaris

0.999 P5
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
Fixes Flashpoints loot tables

0.999 P4 HF4
Minor Fixes

0.999 P4 HF3
Fixed recovery setting

-Normal has 50% base chance before penaltys

-Brutal has 0% base chance before penaltys

0.999 P4 HF2
Bugfixing HBS Flashpoints

Fixed a typo causing crash with powerarmors

Several other minor fixes

0.999 P4 HF1
Rolled back math change on designmask

-caused a crash

0.999 P4
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
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
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
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
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
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
Rolled Back CAC to fix a post salvage crash

0.999 P1
Patched CustomAmmoCategories

Should fix:

-Fire spreading in lunar/martian

-Persistent Fire between missions

0.999 "Warcrimes"
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

Asset Install
=========

* 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!
=========

3.6
Patched Nova Asset

Added the Community UrbanMech - Allowing every lore variant visually!

Added the Rifleman IIC

3.5.2
Patched Mauler Asset

-potential gamebreaker fixed, important patch

Added UrbieTurrets

3.5.1
Added the Mongoose

3.5
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
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
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
Added the Hellhound

Patched the Shadowcat Bundle

3 HF2
Aaaand fixed it again... should now properly load

3 HF1
Fixed Mod.json of the Camo Warhammer

3.0
Fixed accidental CC dependancy

Added Camo Warhammer Bundle

Patched TurretPack

2.9
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
Added Turretpack

Added Grimdark

Added Jenner IIC

Added Highlander IIC

Patched Javelin Bundle

Patched Summoner Bundle

Patched Vulcan Bundle

2.7
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
Added the GroovyCat

2.5
Added the Wasp

Added the Stinger

2.4
Added Shanky

2.3
New CAB Icon and Pictures by JustinKase

Added the Red Reaper

2.2.3
Fixed missing MLRS entries in tankpack1

2.2.2
Removed Colo-Vulcan\hardpoints\points.txt

2.2.1
Patched Timber Wolf Assets

2.2
Added the Black Lanner

Added the Mist Lynx

Added the Piranha

Updated and Patched TankPack1

2.1
Removed accidental mech defs from stone rhino

Patched Stone Rhino Bundle

2.0
Added Colo Tank Pack 2

-replaces old Long Tom

Added the Stone Rhino and Matar
 * }

0.998
{| class="wikitable" !RogueTech Core

!RogueTech Asset Bundle !

998 FIREWORKS
======================================

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'''

======================================

0998 Patch 12 HF5
Moved OLD Ams folder

-fixes issues with shops and a wrong error

REQUIRES CLEAN INSTALL

0998 Patch 12 HF4
Fixed a wrongly assigned prefab in matar

0998 Patch 12 HF3
Fixed typo in Saracen

0998 Patch 12 HF2
TAG and NARC do not fire in melee anymore

(pirate TAG still dows)

Fixed base LMG firing too much

0998 Patch 12 HF1
Do a Clean install!

Moar and fixed Tanks

Fixed UAC20

0998 Patch 12
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
 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
C LEAN 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
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
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
Fixed Missing BaseContratcs

SpawnProtection patched 0.11

-Doesnt apply to turrets anymore

0998 Patch9HF1
Fixed Contract failure

-Also fixes several failing vanilla contracts

0998 Patch9
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
Missing contracts for "Words Found" FP

0998 Patch8HF1
Fixed a Buffer Overflow with Valkyrate trait

0998 Patch8
 Requires Clean Install 

Fixes and File cleanup

Fixed Eternus Mechs requiring Elites installed

Tweaks to contracts to smooth out difficulty

0998 Patch7HF2
Added PortraitsForStartingRonin by nabazbaka, JK and Pinkachu

-Affects only new saves

Many minor fixes

0998 Patch7 HF1
Fixed a typo in EternusMechs causing a load failure

0998 Patch7
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
Added the Roughneck

-Requires CAB 1.5+

Added new Flashpoint

0998 Patch5HF1
Minor Fixes

Fixes AC Incendiary ammo

0998 Patch5
AI rocketcarrier tweak to prevent lockups and give several turns of fire

Acid Warhead nerf

Another Non-faction excluded from FP randomizer

998 Patch4
General Cleanup

Fixes to Clan APC

tweak to low vis weather effects

"VisionRangeMultiRainSnow" :0.6,

"VisionRangeMultiLightFog" : 0.8,

"VisionRangeMultiHeavyFog" : 0.7,

998 Patch3
New tanks and general file housekeeping

Fixes thermobolt ammo

998 Patch2hf1
Tweaks to pony express and superheavy contracts

Removed Pyro FCS from Smokey

998 Patch2
Patched Custom Components

-Now no destruction on extraction

Removed Adjusted Salvage Again

998 Patch1
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
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''' !

Asset Install
=========

* 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!
=========

1.9.1
Corrected Marauder Mod.json

1.9
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
Patched the Stormcrow Assets

Added new Warhammer Assets

Added new Marauder Assets

Added Flashpoint Stock Photos

1.7
Added the Gargoyle

1.6.2
Patched Raven Bundle

Patched Valkyrie Bundle

Patched Vapor Eagle Bundle

1.6.1
Patched Roughneck Bundle

Added JK's UM-R50

1.6
Added the LoaderKing

Added the VaporEagle

Added the Valkyrie Kitbash

1.5
Added the Roughneck

1.4
Patched Javelin - Improved textures

Patched Kitfox - Improved Textures

Patched Huntsman - Improved Performance

1.3
Added the Valiant

1.2
Patched Huntsman Bundle

1.1
Added Tank pack1 by Colobos

Tweak to image and logo to save resources

1.0
Public release

SolahmaJoe - Hangar of The Dispossessed:
Warhammer

Marauder

Phoenix Hawk

Charger

Hunchback IIC

GentlePayload:
ArcticCheetah

Bushwacker

Blood Asp

Ebon Jaguar

Hellbringer

Kodiak

MadCat MKII

Mad Dog

Nova

Stormcrow

NovaCat

Warhawk

Executionier

Incubus

Adder

Cougar

ShadowCat

Bloodydoves:
Annihilator

Archer

Assassin

Fafnir

Flea

Rifleman

Uziel

Hellspawn

Thanatos

Nightstar

Champion

Colobos:
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:
Timber Wolf

LtShade:

Valiant
 * }

0.997
{| class="wikitable" !RogueTech Core v0.997 !RogueTech Asset Bundle

v1.0

RogueTech Core Install
=========

NEXUSMODS IS THE ONLY OFFICIAL SOURCE FOR ROGUETECH!
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
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
Fixed for typo in flahspoints for RT_FP_ThreeClanItems

Patch 997 Patch1 HF1
Fixed missing mechtags for the Summoners

Patch 997 Patch1
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
Fixes a Clan Scouts Flashpoint calling on deprecated file

Patch 997 Release
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
 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!
=========

1.1
Added the Summoner

1.0
Public release

Credits: Warhammer
 * SolahmaJoe - Hangar of The Dispossessed:

Marauder

Phoenix Hawk

Charger

Hunchback IIC ArcticCheetah
 * GentlePayload:

Bushwacker

Blood Asp

Ebon Jaguar

Hellbringer

Kodiak

MadCat MKII

Mad Dog

Nova

Stormcrow

NovaCat

Warhawk

Executionier

Incubus

Adder

Cougar Annihilator
 * Bloodydoves:

Archer

Assassin

Fafnir

Flea

Rifleman

Uziel

Hellspawn

Thanatos

Colobos:

Hatamoto-Chi

Mauler

Wolfhound

Raven

Kit Fox

Vulcan

Javelin Timber Wolf
 * B4CKF1SH:

KNOWN ISSUES - READ THEM!
=========

- 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
=========

NEXUSMODS IS THE ONLY OFFICIAL SOURCE FOR ROGUETECH!
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
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:
-

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:
--

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:
-

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!
=========

- 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
READ CHANGELOG!

  NOT SAVE COMPATIBLE TO ANYTHING! 

' REQUIRES CLEAN INSTALL! '

996 Patch 7
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
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
 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
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
 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
Rollback of AI

996 Patch 5
 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
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
Hopefully fixed everything i managed to break in patch3 and hf1

996 Patch 3 HF1
Fixed several appearance of report-me

Patched Nova assets

Fixed mechs being randomly replaced and failing to load

996 FP Compat Patch 3
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
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
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
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
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
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
Additional flashpoint based mechs

Patched AdjustedAssembly

Patched Turbine

Fixed Difficulty menu

Wartech disabled for offline mode

FP Compat Patch Preview 1
Several lance and tweaks

Flashpoint mechs adjusted for RT

Patched many dll's and has new online map (no shops yet)

0.995
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
AIM rollback

Issue is investigated

995 Patch5 hf2
Fixed Mechtags for new mechs to prevent too early spawns

Few AIM settings fixed

995 Patch5 hf1
Fixed 1 report me

AIM 3.0

iATM tweak

995 Patch5
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
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
Fix for a gamebreaking sh tank

Added kitbashed Naga and O-Bakemono Battlemechs

Minor fixes

995 Patch3
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
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
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
Fixed typos in superheavy files

995 HF1
Missing Assasination/Solo lances improvements

0995 Release
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
Added 2 new Elites

Added new Pirate Mech

Some new Melee weapons

Added Events by Kas

0995 Preview 5
Some new mechs and superheavy tanks

New RTML reincluded and hopefully working

0995 Preview 4 plus2
fixed gamebreaker for normal mode

0995 Preview 4 plus
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
Various fixes and tweaks

Further large rework of all lances

0995 Preview 3
Fixed Lances

Several tweaks and fixes

ZEUS-X and Katapult-9 got quirks

0.995 Preview 2
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
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  Progressive War Map 

http://roguetech.org/

NAVIGATION 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
READ CHANGELOG!

REQUIRES A CLEAN INSTALL

REQUIRES 1.2.3 ABILITY_PREVIEW BETA OPT IN!

0.994 Patch7 hf 3
Patched Bushwacker assetbundle

0.994 Patch7 hf 2
Patched Assasin assetbundle

0994 Patch7 hf1
Fixes one everloading issue

A fix for missing clan assault support spawns

0994 Patch7
CHANGED FILE STRUCTURE

D EFINITE 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
Fixed a typo concerning superheavys and brutal mode

Contains early kerenksy orion

0.994 Patch6 hf1
fixed a typo in a contract causing gamebreak

0.994 Patch6
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
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
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
Fixed accidental missing proper ac2 ammo

Many minor fixes to weapon restrictions

2 new pirate mechs

A couple templars

0.994 patch2 hf1
Fixed gamebreaking typo in MG ammo categorys

0.994 patch2
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
Corrected address of the persistent client

0.994 patch1
Patched WeaponRealizer

Patched OnlineClient

0.994 hf2
Fixed chassisdef in a wrong folder causing crash

0.994 hf1
Typo in brutal mod.json fixed

0.994
 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
'''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
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
Patched IS Map

- all faction reps listed

- around 30 new planets descriptions

Minor fixes

Added more MWOHeros

0.993 Patch7 HF2
Added new lances

Patch for 1 fallback condition

0.993 Patch7 hf1
Fixed typo in mechassembly

0.993 Patch7
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
Fixed a typo in smokeys chassisdef

0993 1.2.3 compat fix
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
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
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
patched AIM

Made the Royal Griffin proper 2n

Added a 4n Griffin

Guerilla tweaked for Silver Bullet Gauss Rifle

0993 Patch3 HF1
Hotfixed 1 problem

0993 Patch3
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
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
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
Fixes concerning the abilities preview patch

0993 Alpha1 fixes
Fixed missing mg ammo bonus being shown

Fixed superheavy contract

Fix for rifle carrier

Some other small fixes

0993 Alpha1
Pulse Lasers are now multishot weapons

0.992 Stable Release
 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
Fixed another typo causing ever spinning circle

0992 Econ Patch 3 HF3
Tigthened LBX damage spread

New special Assasination endgame mission

Fixed another gamebreaking typo

0992 Econ Patch 3 HF2
Patch for Online client shops issues

Added Bushwacker fakes

0992 Econ Patch 3 HF1
Fixed a gamebreaking bug

Several minor fixes

0992 Econ Patch 3 EARLY
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
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
Fixed Missing Gauss + tweak

Fixed a couple typos

0992 Econ-Patch
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
Fixed missing array in clan wolf faction def

0992 Fixes1
Several tiny fixes Bunch of mechs by Arcanan

One fix to the lance spawner

Fix for phantom mech

0992 Stable Release
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

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
 * 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.

0.992 Alpha
 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
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
Fixed typo in Warhammer IIC

StormCrow C got LBX10

Fixed Clan MASC heat bug

0992 Public Alpha 7 Plus
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
Fixed a tiny bug

Davion starter gear changed to light ac5 from uac5

0992 Public Alpha 7
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
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
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
mrb shops should work again

0992 Public Alpha 4
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
Fixes for OnlineClient

Fixes for Map

Fixes for Lances

0992 Public Alpha 2 plus
Added Half ton ammo boxes

Added Light AC2 & 5

Improvements to the lance spawner

0992 Public Alpha 2
Added Clan Warhammer

Patched OnlineClient

Removed some super easy/hard difficulty settings

Patched Contracts and tanks

0992 Public Alpha 1
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 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
 * 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.

0.991 Public Preview
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
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
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
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
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
' 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 

 https://discord.gg/PWbaqq9 

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
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
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
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 

Rescaled several mech's

Reduced gunnery/piloting floor to 0.7

0.9859 Patch3

Injured Piloting is back in 

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
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
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!