Roguetech Wiki
 
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= Lance-A-Lot 1.2.3 - 2024-04-15 =
= '''RogueTech Operation Treadnought 1''' =
 
  +
==== General Changes / Fixes ====
<nowiki>=======================================================</nowiki>
 
  +
* Fix for ''NARC / TAG / Sensor Lock'' to correctly decay based on the target's movement instead of the firing unit's.
  +
* Fix for ''Overlord'' dropship spawning without turrets, making it leave early and failing the mission.
  +
* Tweaked some faction colors that were too similar on the starmap.
   
  +
* Update tooltip descriptions for C3 to clarify that boosted C3 behavior requires a boosted master.
<u><big>'''''Discord will always have latest information. Discord Invite - https://discord.gg/93kxWQZ'''''</big></u>
 
  +
* '''Artemis V Attachment''' ''(Weapon Attachment)'' - Fixed bonuses given to ''Enhanced LRM''.
  +
* '''BA Rocket 1 / 2 / 3 / 4''' - Fixed tooltips listing wrong amount of shots fired.
   
  +
==== Events ====
Change Log for Previous Versions can be found here: [[Change Log (Deprecated)]]
 
  +
* '''VTOL / LAM Training''' ''(Events)'' - Again disabled due to more issues. Work to fix ongoing.
  +
* '''MRB Authorization Upgrade Available / Epsilon''' ''(Event)'' - Fix for event incorrectly triggering.
  +
* '''Who Goes There''' ''(Event)'' - Updated requirements.
   
  +
==== MechWarriors ====
Uses a new Launcher/Patcher that will automatically grab and clean up the latest file from the git. This installs Both RT and CAB. See more at [[Installation]]
 
  +
* '''Sierra3''' - New RTO Legends MechWarrior. Special quirk ''Big Iron on His Hip'': +1 Bolt-On/Hand-Held Accuracy. +10% Bolt-On/Hand-Held Damage +50% Pilot Upkeep.
  +
* '''Employee of the Week''' ''(Argo Upgrade)'' - Updated icon to fit with the rest.
  +
* Sound level normalisations to the following custom MechWarrior voice packs:
  +
** Das
  +
** Jelly Roll
  +
** Jim
  +
** MiG
  +
** Pagan Horde
  +
** PlateGlassArmor
  +
** Svelte
  +
* Tooltip updated for MechWarrior quirks ''Taco Truck Locomotion'' and ''Saint's Heavy Light'' to clarify the affinity bonuses only apply during missions.
   
  +
==== AI ====
Requires Battletech 1.9.1
 
  +
* Fixed issue with AI not disregarding heat generated by firing weapons even though the unit is tagged to ignore it.
  +
* Fixed issue with AI using Artillery ''Flak''-mode against ground targets.
  +
* Fixed issue with AI sometimes using Artillery indirect fire without one round delay.
  +
* AI will now attempt to fire *some* weapons if firing all weapons of the same type would trigger overheating.
  +
* Optimizations around units with weapons with many firing modes and/or ammunition choices.
  +
* Tweaks to Melee attack decisions.
  +
* Enabled ''Offensive Push'' and ''Called Shot'' abilities when the target is prone or shutdown.
   
  +
==== Vehicles ====
<u>'''Saves are incompatible to any prior major version'''</u>
 
  +
* '''Ifrit''' ''(All variants)'' - New custom model.
  +
* '''Mantis''' ''(All variants)'' - Changed to ''Ifrit'' custom model.
  +
* '''Turhan''' ''(All variants)'' - New custom model.
   
  +
==== RTO ====
Project B and Osmium saves are inherently incompatible with current version!
 
  +
* Updated RTO client.
  +
* Fixed issues with RTO contract generation.
  +
* Allowed Mercnet shops in all systems (RTO).
  +
<br>
  +
<hr style="height:5px">
   
  +
= Lance-A-Lot 1.2.2 - 2024-04-08 =
Best completely reinstall everything! To do so, delete all your old saves and the cache: Steam\~\RogueTechSaves and RogueLauncher\RtlCache
 
   
  +
* Fix for issue with air strikes hitting placeholder invisible unit.
<nowiki>==========================================================</nowiki>
 
  +
* Fix for melee attacks sometimes causing stray hits to other units.
== '''Currently Known Issues''' ==
 
  +
* Fix for issue with the new quick sell feature.
  +
* Fix for issue with vision range sometimes getting so far due to multipliers that performance was greatly affected.
  +
* More fixes to LAM and VTOL piloting training events.
  +
** A new event was added to fix pilots which are incorrectly stuck in training.
  +
* Cost of the LAM that can be bought at the end of LAM piloting training has been fixed from 7,500,000 to 5,000,000.
  +
* Updated status icon for internally mounted Battle Armor to be more clear.
  +
* Updated icons for tonnage drop limit and ''MechWarrior of the Week'' Argo upgrades. ''MechWarrior of the Week'' also renamed to ''Employee of the Week''.
  +
* More tweaks to lances and unit spawn frequencies.
   
  +
* '''MRB Console: Epsilon Authorization''' ''(Argo Upgrade)'' - Changed prerequisite requirement from ''Leopard: Hull Expansion'' to ''Leopard: Strengthened Structural Frame''.
Make sure you read [[Known Issues]]!
 
  +
* '''MRB Console: Omega Authorization''' ''(Argo Upgrade)'' - Changed prerequisite requirement from ''Leopard: Strengthened Structural Frame'' to ''Leopard: Hull Expansion''.
   
  +
* '''David vs Goliath''' ''(Duo Contract)'' - Drop limits fixed to actually require non-Superheavy 'Mechs.
<nowiki>==========================================================</nowiki>
 
== '''The Big Changes''' ==
 
   
  +
* '''AA Rocket 25 [WM]''' ''(Weapon)'' - More fixes, should now work as expected.
After over 6 Months of Work, and many hours of curses and codemares we proudly present
 
  +
* '''Nano-Fluid Damper''' ''(Weapon Attachment)'' - Added support for the following weapons:
  +
** Downscaled Mass Driver
  +
** Rotary AP Large Bore Gauss Rifle (C)
  +
** Rotary Gauss Rifle (C)
  +
** Superheavy Rotary AC/2
  +
** Superheavy Rotary AC/5
   
  +
* '''Arbalest ABL-110''' - New 110 ton Superheavy Tank. Inner Sphere, Roguetech custom
RogueTech Codename: Operation Treadnought!
 
  +
* '''Balar''' - New 70 ton OmniMech. 7 new variants, one of them Unique. Inner Sphere, Roguetech custom.
  +
* '''Hammerhands''' - New custom model.
  +
* '''Stalker MBT''' - New 75 ton tank. Periphery, Roguetech custom.
  +
* '''Stalker MBT (AC/5)''' - New 75 ton tank. Deep Periphery, Roguetech custom.
  +
<br>
  +
<hr style="height:5px">
   
  +
= Lance-A-Lot 1.2.1 - 2024-04-06 =
The long awaited Tank update!
 
  +
Correction to the way nuclear ammunition replenishment works. There is a hidden roll every time a shot is used from a nuclear ammo box, which is only resolved after the battle is over. This means the less an ammunition box is used the higher chance it will be replenished. Boxes with only a single shot is a special case.
   
  +
The new values are:
Crush your enemys under a merciless assault of Demolishers or teach them the horrors of a VTOL Swarm
 
  +
* Boxes with 1 shot - Long Tom, Arrow IV, Thunderbolt 20
  +
** If used, 30% chance that the ammunition box is exhausted after the mission.
  +
* Boxes with 2 shots - Sniper, Thunderbolt 15
  +
** First shot triggers a roll with 40% chance to exhaust after the mission.
  +
** Second shot triggers a roll with a 80% chance to exhaust.
  +
* Boxes with 3 shots - Thumper, Thunderbolt 10
  +
** First shot triggers a roll with 30% chance to exhaust after the mission.
  +
** Second shot triggers a roll with a 60% chance to exhaust.
  +
** Third shot triggers a roll with a 90% chance to exhaust.
  +
* Boxes with 4 shots - Thunderbolt 5
  +
** First shot triggers a roll with 25% chance to exhaust after the mission.
  +
** Second shot triggers a roll with a 50% chance to exhaust.
  +
** Third shot triggers a roll with a 75% chance to exhaust.
  +
** Fourth shot triggers a roll with a 99% chance to exhaust.
   
  +
<br>
This update has everything and the [[Gear/Kitchen Sink|kitchen sink]]!
 
  +
<hr style="height:5px">
   
  +
= Lance-A-Lot 1.2.0 - 2024-04-05 =
'''New Features:'''
 
* The return of [[Online Experience]]:
 
** Seasons are being implemented. Details undecided and will be forthcoming, but will involve map being reset on occasion. This is to allow new players a change to significantly affect the map and give veterans a chance at a new start.
 
** Just because it’s asynchronous, doesn’t mean there aren’t players on the other side. Play nice, play fair. We can, and will, ban players. If this turns into too much work, online maps will be removed again, and likely for good.
 
** No, you don’t get to run online maps with your own tweaks. That’s cheating.
 
** No, you not having time is not an excuse. It’s no different from needing to grind in MMOs.
 
** No, your *insert custom excuse* is not a valid point. Suck it up, buttercup.
 
** Yes, all these dumb excuses were put up by real people during the map test. Yes, we already have one permaban.
 
** If there is a crash or save game corruption, you can restore to a previous save, but will need to wait on a cooldown to affect the online map again. The time limit is subject to change, and does not count as a valid reason to appeal. Just wait it out. This policy may change down the road, but we want to ensure we have the capacity to handle bugs first.
 
** Bans can be appealed. However, understand that the result of any investigation is final, and what was originally a temporary or seasonal ban can become a permanent ban. Generally, each appeal will be reviewed by more than one admin, even if you don’t see them saying anything - this is because they’re nosy fuckers.
 
** If your ban was the result of a bug, ensure you report the bug! Admins will reverse the ban almost immediately if the evidence is sufficient.
 
** Any appeals/responses are all pending availability. Admins need to eat, sleep, and shitpost.
 
* Playable Vehicles!
 
** There will also be a tank-only lance, which comes unlocked right at career start. Total drop weight remains at 800T for up to 12 units droppable, with 4 slots locked to vehicles.
 
** These have received a complete overhaul to be completely inline with CBT rules to the last kilogram
 
** Vehicles are not mechs, don’t try to use them like mechs!
 
** Toggle in Mechlab between Vehicle and Mechbay (Vehicles are not editable)
 
** Pilots have type limitations: M - Mechs, V - Vehicles, M/V - Both
 
* [[Pilot Skills and Quirks|Reworked Pilots Skill System and added Pilot Affinites]]:
 
** Complete overhaul and rebalance of pilot skills.
 
** Your Commander has quirks now!
 
** You now have a choice of 2 Abilities at Skill level 5 and 8. Level 8 Skills are Active Cooldown Based options
 
** Bonus mechs and equipment will be granted on day 2 of career. (AWACS/gear/hunchback/etc)
 
** Pilots gain familiarity with mechs and vehicles. The more they use it, the better they get.
 
** Training pods will help maintain affinity levels.
 
* Melee rework:
 
** ''Everybody was kung fu fighting''
 
** Melee is now closer in line with CBT rules.
 
** Your mech has two arms, QED you punch twice.
 
** Physical Melee weapons have unique pro's and con's, use a Mace to ruin their stability or go Headhunting with Swords
 
** Most guns fire in Melee! Beware the Hunchbros!
 
*** Punching will stop upper body weapons from firing. Kicking will stop lower body weapons from firing.
 
* New custom stores:
 
** Return of faction stores
 
** All shops now stock basic equipment (a mix of introtech weapons, upgrades/heatsinks, ammo, engine cores) in expanded quantities alongside small amounts of uncommon ammo and special slot upgrades (e.g. bolt on weapons) with medium or large population planets offering a wider selection than small population ones.
 
** Store stock will be based on how a planet is tagged, as well as owner.
 
** Faction rep will also play a hand in available equipment, however, store stock will only refresh on arrival into system (engine limitation)
 
* HUGE performance fixes.
 
** Almost runs smoother than vanilla, despite being 10x the size :)
 
** We still recommend 32GB RAM+Pagefile. The game still is 10x the size. See more on [[Performance Tips]]
 
* Other Notable Changes (Some of these were released into previous beta already):
 
** Generated Contract Names: Share screenshots of the more ridiculous ones it generates. They’re pretty good laughs.
 
** Overhauled Minefields: Yay, map icons for them! Will require certain sensor packages to see them.
 
** Sumire Sucks: You can now point Sumire at where you want her to deploy your company. The pattern is still somewhat random, so stay away from cliffs and rocks.
 
** Improved Weapons and Ammo UI
 
** Overhauled Weapons Crit System. Depending on weapontype and size, they can receive multiple crits before being destroyed
 
**Pressing Ctrl+Alt+J in the launcher will cycle between various Donation Button names
 
* More bugs! Yep, we probably broke stuff.
 
** Please don’t hesitate to stop in our Discord. Our community and testers are available in #questions-and-answers to solve most issues.
 
** If they can’t solve it, you can also open a ticket (in Discord) and our devs will take a look!
 
** Because of his endless shitposting, blame @Ceakay for the wiki being out of date (afterall, he's the wiki lord these days).
 
   
  +
<tabber>
<nowiki>==========================================================</nowiki>
 
  +
|-|New and Changed Argo Upgrades=
   
  +
* '''Weather Monitoring Systems''' - Reduced base monthly upkeep from 125,000 to 55,000.
== '''RogueLauncher Patch Notes''' ==
 
  +
* '''MRB Console Epsilon''' - Now requires ''Leopard: Hull Expansion''. If upgrade is already finished previous to this change it will not be removed.
=== RogueLauncher 1.2.10 ===
 
  +
* '''Employee of the Month''' - New ''Recreation'' Upgrade.
* Who the hell knows.
 
  +
** Provides +2 morale.
  +
** Requires all other ''Recreation'' upgrades.
  +
** Cost 20,000 c-bills. Base monthly upkeep 10,000 c-bills.
  +
* '''Leopard: Hull Expansion''' - New ''Drop Tonnage'' Upgrade.
  +
** Raises mission maximum drop limit by 400 tons to 1,220 tons. (Does not change missions with a fixed cap)
  +
** Requires all other Argo upgrades except the ''MRB Consoles'' and ''Pirate KFC Console'' upgrades.
  +
** Cost 25,000,000 c-bills. Base monthly upkeep 100,000 c-bills.
   
  +
|-|Guide and Unguided Missiles=
=== RogueLauncher 1.2.9b ===
 
* Blame Jamie
 
* bug fix for selecting default cache location
 
   
  +
Missile weapons and ammunition has now been split into two categories, Guided and Unguided.
=== RogueLauncher 1.2.8b ===
 
  +
* Guided missiles will on a miss detonate in proximity to its intended target.
* sTONKS
 
  +
** The proximity distance is based on several factors such as scatter and the size of the target.
* Online Maps!
 
  +
** Stray shots can still occur if some other unit is between the attacker and target or next to the target.
  +
* Unguided missiles will on a miss keep flying until it hits something else, i.e. terrain, another unit or edge of map.
  +
** If the distance the missile travelled is further than the maximum range of the ammunition, no damage will be done.
   
  +
The following weapons and ammunition are now considered unguided missiles:
=== RogueLauncher 1.2.0 ===
 
  +
* Battle Armor Bomb Rack
* Split CAB compatibility
 
  +
* Bomb, FAE
* '''!DELETE YOUR OLD CAB CACHE!'''
 
  +
* Bomb, Inferno
** This patch does not break existing saves. CAB rework necessitated some changes and blew away your configuration. If your career save is broken, you likely forgot to enable a module you previously enabled.
 
  +
* Bomb, Mine
  +
* Heavy MRM ''(Except Apollo ammunition)''
  +
* LRM Deadfire
  +
* MARS
  +
* MRM (C) ''(Except Hunter-Killer)''
  +
* MRM (Except Apollo)
  +
* Rocket ''(All versions)''
  +
* SRM Deadfire
  +
* T.A.E. ''(Pod)''
  +
* Thunderbolt Deadfire ''(Quicsell)''
   
  +
|-|Nuclear weapons=
=== RogueLauncher 1.1.4 ===
 
Tidied up UI and moved Discord to its front ui
 
   
  +
Automatically replenishing nuclear ammunition has proven to be a balance issue. To address this the following changes have been introduce:
=== RogueLauncher 1.1.3 ===
 
  +
* Upon end of a mission, any fired nuclear ammunition will have a chance to replenish.
  +
* If ammunition does not replenish, the ammunition box is destroyed and a new one will have to be acquired to replace it on the unit.
  +
* Chances for successful replenishment are:
  +
** ''Artillery'' nuclear ammunition: 70%
  +
** ''Thunderbolt'' nuclear ammunition: 60%
  +
** ''Suspicous Cargo'': 100%
   
  +
|-|Fixes / Changes=
* fix for latest version not correctly showing
 
* support for offline install
 
* replace shipping version of harmony with an improved version
 
   
  +
* Fix for ''Follow the Leader''-ammunition not calculating hit position correctly.
=== RogueLauncher 1.0.12 ===
 
  +
* Fix for soft-lock when a unit falls from the destruction of the building it was standing on.
*Option to automatically gather all logs available and required
 
  +
* Fix for disappearing salvage items from the picked salvage list on double-click.
  +
* Fix for Superheavy contracts trying to spawn pirate superheavy vehicles.
  +
* Flak-mode for artillery weapons has been changed to explode in proximity to the target, making the mode more effective against flying targets with high evasion.
  +
* All ''Elite'' and ''Kill Team'' 'Mechs now have a limitation of only one copy assembled at a time.
  +
** Like with ''Unique'' 'Mechs, if acquiring a second copy is attempted through salvaging or assembly of parts, the 'Mech will instead be replaced by a related generic 'Mech.
  +
** Does not apply to 'Mechs from ''Custom OmniMechs'' module, even though they are technically ''Elite''.
  +
** A few exceptions exist due to no adequate related generic 'Mech existing yet.
  +
* Visible status icon added to show when a Battle Armor is internally mounted. Will appear with the other status effect icons for the unit.
  +
* Vehicle tooltips will now show if the unit has any biome restrictions.
  +
* All Superheavy contracts have had their drop limit and bonus reward adjusted upwards due to the new argo upgrade, see [[Superheavy Contracts]] for details.
  +
* Further tweaks to the spawn frequency of special or rare units.
   
  +
* '''AA Rocket 25 [WM]''' - Fixed issue with individual STREAK behavior not applying correctly.
= '''Operation Treadnought Beta Patch Notes''' =
 
  +
* '''Remote Sensor Dispenser''' - Due to an issue with repeated usage causing deteriorating performance of the game the following changes have been made:
  +
** Now limited to one activation per round.
  +
** Spotting distance bonus decreased from +300% to +200%.
  +
** Spotting distance bonus no longer stacks with itself.
  +
* '''Superheavy Rotary Autocannon (SHRAC)''' - Corrected tooltip information to call the indirect firing mode ''Mortar'' instead of ''Artillery'' to make it clear the two-phase artilly indirect fire mechanic is not used.
   
  +
|-|New Mechs=
==RogueTech Treadnought 1.1.0.2==
 
* FIXED LAM Tag restrictions
 
   
  +
* '''Bear Cub 'Dire'''' - New Roguetech custom Elite variant. Part of ''Elite Pilots and Mechs'' optional content.
==RogueTech Treadnought 1.1.0.1==
 
  +
* '''Fire Moth 'Prototype'''' - New Roguetech custom Elite variant. Part of ''Elite Pilots and Mechs'' optional content.
* Additional LAM Tag restrictions
 
  +
* '''Howler 'Palliata'''' - New Roguetech custom Elite variant. Part of ''Elite Pilots and Mechs'' optional content.
  +
* '''Linebacker 'Chuck'''' - New Roguetech custom Elite variant. Part of ''Elite Pilots and Mechs'' optional content.
  +
* '''Locust IIC 'Alpha'''' - New Roguetech custom Elite variant. Part of ''Elite Pilots and Mechs'' optional content.
  +
* '''Phoenix Hawk IIC 'Levant'''' - New Roguetech custom Elite variant. Part of ''Elite Pilots and Mechs'' optional content.
  +
* '''Rabid Coyote 'Prairie Wolf'''' - New Roguetech custom Elite variant. Part of ''Elite Pilots and Mechs'' optional content.
  +
* '''Star Python 'Ruby'''' - New Roguetech custom Elite variant. Part of ''Elite Pilots and Mechs'' optional content.
  +
* '''Sun Bear 'Solar Bear'''' - New Roguetech custom Elite variant. Part of ''Elite Pilots and Mechs'' optional content.
  +
</tabber>
  +
<br>
  +
<hr style="height:5px">
   
==RogueTech Treadnought 1.1.0.0==
+
= Lance-A-Lot 1.1.0 - 2024-04-02 =
   
  +
<tabber>
LAM Rework
 
  +
|-|New Features=
   
  +
{{#tag:tabber|The Rattler=
All LAMS are now a unit class of their own, capable to transform between Flight and Mech Mode
 
   
  +
A new, practically impossible, challenge for those that want to bring everything they have against a moving fort. Literally. This can be considered as the Overlord dropship mission, tuned up to 1000%.
<span style="color:#ff9900">!!WARNING!!<br>
 
  +
  +
The Rattler is a 4,667.5 ton mobile fortress with dozens of weapons using the largest custom model ever used, carefully crafted by FrostRaptor. And be warned, as such a huge unit it brings a number of Capital-class weapons, all of which can eradicate an unprepared lance in seconds. Oh, and it has a helipad that can spawn VTOLs.
  +
  +
A new difficulty 24 contract has been added to fight this beast, but it has some requirements.
  +
* Can not spawn on a Megacity, Gamesworld or empty planet.
  +
* Must have completed at least 120 missions.
  +
* Can only spawn on a planet ''Word of Blake'' controls.
  +
* 180 days cooldown between attempts.
  +
* Up to 3,300 tons of units can be dropped.
  +
* Vehicles '''*should*''' not be used, as they can bug out and will not respawn after the mission. You can still bring them, but be prepared to lose them permanently.
  +
  +
If you manage to beat it, there are great riches to be had:
  +
* Extreme Bragging Rights
  +
* 5,000,000 million c-bills base payout (adjusted by drop costs, salvage negotation, etc).
  +
* A lootbox with only the best of goodies, no ''small laser'' in the loot list here.
  +
  +
Good luck out there to the brave ones that dare to risk taking '''The Rattler''' on.
  +
  +
'''There is currently a z-axis bug that makes ''The Rattler'' appear flying, this is being worked on.'''
  +
  +
<sub>In the future an SLDF version of this fight will be added for those on a map without Word of Blake</sub>
  +
{{!}}-{{!}}Other Features=
  +
  +
* Possible to quick-sell anything from lootboxes and salvage screen by clicking the icon of the item.
  +
** Items sold this way can now be bought back using the standard buy-back interface in the shop.
  +
** This feature must be enabled in-game through the main menu mod settings. Click the cogwheel on the main menu, open the ''Mods Settings'' section and enable ''Improved quick sell UI''.
  +
* New ''2786'' map for offline play. Same map as is currently used for online map.
  +
* New ''Early Clan'' start for online map.
  +
}}
  +
|-|Changes / Fixes=
  +
  +
{{#tag:tabber|Combat=
  +
* Fix for stealth and EWS not working as expected.
  +
* Fix for shots sometimes exploding right as they fire.
  +
* Fix for Battle Armor weight not properly calculated against drop limits.
  +
* Fix for internally mounted Battle Armor getting hit by stray shots.
  +
* Fix for members of a squad unit sometime appearing in a different location than rest of the squad.
  +
* Fix for ''Suspicous Cargo'' not exploding correctly.
  +
* The new clans on online / 2786 map will now have the proper size lances.
  +
* Fix for ''Airships'' able to be swarmed by Battle Armor.
  +
* Fix for AI sometimes using AoE weapons during spawn protection phase.
  +
  +
* '''Hardened Plates''' ''(Quirk Affinity)'' - Replaced Through Armor Critical immunity with 25% Through Armor Damage resistance.
  +
* '''Juggernaut Aim Assistance System''' - New superheavy quirk: +1 accuracy, +2 evasion ignore. Not compatible with other targeting computers or advanced FCS.
  +
* '''Resilience''' ''(Quirk Affinity)'' - Crit resistance corrected to the intended +40%.
  +
{{!}}-{{!}}Contracts / Lances=
  +
  +
* Contracts with pre-assigned units will no longer generate Battle Armor, ProtoMech or Mech Squad units for these positions.
  +
* Primary lances with 3 units will now only generate at below difficulty 3.
  +
* Artillery turrets will no longer spawn for low difficulty lances.
  +
* Artillery units will no longer spawn as convoy members to prevent them from stalling to fire their artillery.
  +
* Artillery units will no longer spawn for Solaris 7 duels.
  +
* Reduce chance of spawning Battle Armor, RISC or LAM units.
  +
* Many other minor tweaks to lances and unit rarity.
  +
* Large culling to which units will show up during Solaris 7 missions, only appropriate gladiator units should now spawn.
  +
* Fix for Solaris 7 tank tournament spawning a Mech 'contract.
  +
* Fix for vanilla contracts generated incorrectly in RTO.
  +
* All superheavy contracts have had their difficulty tweaked and should now be more in line with the new general difficulty curve.
  +
** All ''Challenge'' and ''Conflict'' contracts are now able to generate from difficulty 14.
  +
** All ''Hunt'' contracts are now able to generate from difficulty 18.
  +
** See [[Superheavy Contracts]] for full details.
  +
* Improved Superheavy availabilty for new factions at the high end of difficulty, more work will be done in future.
  +
* '''A Damp Cell''' ''(Superheavy Contract)'' - Will no longer be generated if optional ''Pirate Tech Units'' mod is not installed since it uses pirate units.
  +
* '''David vs Goliath''' ''(Superheavy Contract)'' - Three new versions added, one duo, one easy solo and one hard solo. All allow using standard 'Mechs for the superheavy duel.
  +
* '''The Missing VIP''' - New superheavy contract, can generate on any planet that is not a Gamesworld.
  +
{{!}}-{{!}}Events=
  +
  +
* Fixes for issues with previous VTOL/LAM Training Events.
  +
** Should work for careers with previously broken state.
  +
** Cost increased from 500k to 750k.
  +
** Time Delay decreased from 6-12 months down to 4-6 months.
  +
** Only 1 pilot may be in training at any given time.
  +
** '''WARNING!''': Recommended game is rebooted (exit to desktop and restart game) after 2nd training in the same game session. Event may fail to trigger on 3+ consecutive runs of the training without a reboot. IF event fails to trigger, you will have to roll back to BEFORE training was purchased otherwise your career will be locked from any further training.
  +
  +
* '''Tacos! Tacos! Tacos!''' - Fixes for not always triggering properly.
  +
* '''Kraken Good Time''' - Fixes and updates to event chain.
  +
* '''MRB Authorization Upgrade Available''' ''(Both)'' - Fixed repeated triggering if option to wait was chosen.
  +
* '''MRB Authorization Upgrade Available''' ''(Omega)'' - Corrected the needed amount of Superheavy missions to unlock the ''Omega assessment'' to 20 missions.
  +
* Tweaks and fixes for Bondsman event chain.
  +
* Updates to RTO Legendary pilot events.
  +
* Fix for RTO Legendary Mech event chain to only spawn a new contract when in orbit.
  +
{{!}}-{{!}}General Updates=
  +
  +
* Fix for double clicking bypassing the salvage confirmation popup.
  +
* Weapon order button no longer causes repair dialog if pressed on a damaged unit.
  +
* Updated and added many loading tips.
  +
* Updates to many ENOVA unit icons.
  +
* Many typo and grammar fixes.
  +
* Updated some dependancy libaries for improved Linux stability.
  +
}}
  +
|-|Gear Updates=
  +
{{#tag:tabber|Equipment=
  +
  +
* '''Centrospheric Flywheel +''' - Carry weight reduced from 100% to 90%.
  +
* '''Centrospheric Flywheel + +''' - Carry weight reduced from 90% to 80%.
  +
* '''Jump Booster Pack 1''' - Carry weight changed from 10% to 20%. Visibility and sensor signature debuffs increased from 4% to 8%.
  +
* '''Jump Booster Pack 2''' - Carry weight changed from 20% to 40%. Visibility and sensor signature debuffs increased from 8% to 16%. Cost increased from 220,000 to 300,000.
  +
* '''Jump Booster Pack 3''' - Carry weight changed from 30% to 60%. Visibility and sensor signature debuffs increased from 12% to 24%. Cost increased from 550,000 to 660,000.
  +
* '''Mechanical Jump System [Quad]''' - Fixed incorrect double jump capacity.
  +
* '''Nano-Fluid Damper''' - Can no longer be combined with ''Prototype NF-TMD'' or ''Stabilized Housing'' on the same location.
  +
{{!}}-{{!}}Weapons=
  +
  +
* '''Arrow IV (BRRT)''' - Fixed to no longer allow firing at air units.
  +
* '''B-Pod''' - Disabled new physics model so the pod will apply damage properly against Battle Armor.
  +
* '''BA LRM-1 (C)''' - Weight corrected from 0.35 ton to 0.035 ton.
  +
* '''BA LRM-1 (C) (OS)''' - Weight corrected from 0.25 ton to 0.025 ton.
  +
* '''BA LRM-2 (C) (OS)''' - Weight corrected from 0.5 ton to 0.05 ton.
  +
* '''BA LRM-3 (C) (OS)''' - Weight corrected from 0.75 ton to 0.075 ton.
  +
* '''Compact PPC''' - New salvageable weapon, can be used on any 'Mech. 50 damage for 45 heat, 2 recoil. Weighs 6 tons, 1 slot. Only available as salvage from new ''Expunger'' superheavy.
  +
* '''NARC Launcher [WM]''' - Corrected the wingmounted drag to be the inteded value.
  +
* '''Rotary AC/5 RISC''' - Corrected jam chance for ''x1'' mode from 80% to 8%.
  +
}}
  +
|-|Units=
  +
{{#tag:tabber|Changed Mechs=
  +
  +
* '''Kill Team''' 'Mechs have had their cost and available hardpoints normalized to fit in with other lootable 'Mechs.
  +
  +
* '''Assassin II 'Akuma'''' - ''Advanced Optics Mk3'' replaced by ''Advanced Optics Mk1'' due to jump booster changes.
  +
* '''Buccaneer 'Bernard Desjean'''' - Fixed to no longer become unrepairable on damage to components related to melee.
  +
* '''Centurion CN11-H''' - Fixed to no longer become unrepairable on damage to components related to melee.
  +
* '''Clint CLNT-QS3''' - ''Bolt On Rocket 10 X3'' replaced by ''Bolt On Rocket 10 X2'' due to jump booster changes.
  +
* '''Commando''' - Many variants had their loadout corrected to official specification.
  +
* '''Commando COM-2D 'Blazing Inferno'''' - Renamed to ''Commando COM-2Dr'' as an official version was released.
  +
* '''Crab CRB-27 'Hardshell'''' - Fixed to no longer become unrepairable on damage to components related to melee.
  +
* '''Crosscut ED-X2M''' - ''Jump Booster 3'' replaced by ''Thermal Vision Mk1'' due to jump booster changes.
  +
* '''Annihilator 'Mechagodzilla'''' - ''Jump Booster 2'' replaced by ''Nightvision'' and two ''Plasma Torches'' due to jump booster changes.
  +
* '''Hollander II BZK-S7''' - ''Bolt On AMS'' replaced by ''Bolt On AMS Flare'' due to jump booster changes.
  +
* '''King Crab 'Behemoth'''' - ''Bolt On Rocket 20 Tandem X3'' replaced by ''Bolt On Rocket 20 Tandem X2'' due to jump booster changes.
  +
* '''Mackie MSK-L10-J0N''' - ''Jump Booster 3'' downgraded to ''Jump Booster 2'' due to jump booster changes.
  +
* '''Phoenix Hawk PXH-SHIV''' - ''Jump Booster 3'' downgraded to ''Jump Booster 1'' due to jump booster changes. Added two Leg Jump Jets and adjusted armor.
  +
* '''Royal Champion CHP-1Nb''' - Renamed to ''Champion CHP-1Nb''.
  +
* '''Royal Hermes HER-1Sb''' - Renamed to ''Hermes HER-1Sb''.
  +
* '''Sheepdog SHE-1PD''' - Mode size reduced.
  +
* '''Super Griffin GRF-3-X''' - Fixed to no longer become unrepairable on damage to components related to melee.
  +
* '''Valiant V4-LNT-J3''' - Fixed to no longer become unrepairable on damage to components related to melee.
  +
* '''Vindicator VND-5L''' - Fixed to no longer become unrepairable on damage to components related to melee.
  +
{{!}}-{{!}}New Mechs=
  +
  +
* '''Assassin ASN-GSR-EC''' - New custom Elite mech, part of ''Elite Pilots and Mechs'' optional mod.
  +
* '''Atrax''' - New 200 ton Clan Widowmaker Superheavy Quad. Comes in 7 variants.
  +
* '''Cameron''' - New 200 ton SLDF Superheavy. Comes in 4 variants.
  +
* '''Cicada CDA-GSR-EC''' - New custom Elite mech, part of ''Elite Pilots and Mechs'' optional mod.
  +
* '''Commando COM-7T 'Blazing Inferno II'''' - Official variant, Civil War era.
  +
* '''Commando COM-7A''' - Official variant, Clan Invasion era.
  +
* '''Commando COM-7J''' - Official variant, Clan Invasion era.
  +
* '''Commando COM-7W''' - Official variant, Clan Invasion era.
  +
* '''Commando COM-7Y''' - Official variant, Clan Invasion era.
  +
* '''Commando COM-7Y2 'Blazing Inferno'''' - Official variant, Clan Invasion era.
  +
* '''Commando COM-7Z''' - Official variant, Clan Invasion era.
  +
* '''Commando COM-7Z2''' - Official variant, Clan Invasion era.
  +
* '''DevastatUrb UMD-R1337R''' - New superheavy variant.
  +
* '''Dig Lord 'Hoxxes'''' - New custom Elite mech, part of ''Elite Pilots and Mechs'' optional mod.
  +
* '''Emperor EMP-GSR-EC''' - New custom Elite mech, part of ''Elite Pilots and Mechs'' optional mod.
  +
* '''Expunger''' - New 185 ton Clan Wolverine Superheavy. Comes in 4 variants. Has new salvageable weapon, the ''Compact PPC''.
  +
* '''Jackalope JLP-BD-L 'Harvey'''' - Official variant, Dark Ages era, Unique mech.
  +
* '''Jackalope JLP-IC''' - Official variant, Dark Ages era.
  +
* '''Jackalope JLP-KB''' - Official variant, Dark Ages era.
  +
* '''Jackalope JLP-NH 'Tepoztēcatl'''' - Official variant, Dark Ages era.
  +
* '''Kiso 'Periphery Rising'''' - New custom Elite mech, part of ''Elite Pilots and Mechs'' optional mod.
  +
* '''Marauder MAD-GSR-EC''' - New custom Elite mech, part of ''Elite Pilots and Mechs'' optional mod.
  +
* '''Megalodon'''' - New 200 ton Clan Wolverine Superheavy. Comes in 4 variants.
  +
* '''Panther PNT-GSR-EC''' - New custom Elite mech, part of ''Elite Pilots and Mechs'' optional mod.
  +
* '''Stalker STK-GSR-EC''' - New custom Elite mech, part of ''Elite Pilots and Mechs'' optional mod.
  +
* '''Starslayer STY-GSR-EC''' - New custom Elite mech, part of ''Elite Pilots and Mechs'' optional mod.
  +
* '''Tercio 10''' - New superheavy variant.
  +
* '''Tercio 11''' - New superheavy variant.
  +
* '''Urbiestator UMS-R2002''' - New superheavy variant.
  +
* '''Whitworth WTH-GSR-EC''' - New custom Elite mech, part of ''Elite Pilots and Mechs'' optional mod.
  +
{{!}}-{{!}}Battle Armor / Mech Squads=
  +
  +
* '''Corgi''' ''(All varints)'' - Fixed missing affinity.
  +
* '''Elemental''' ''(All varints)'' - Fixed missing affinity.
  +
* '''Gnome [MRR]''' - Fix for negative armor.
  +
* '''Inner Sphere Standard''' ''(All varints)'' - Fixed missing affinity.
  +
* '''Kobold''' ''(All varints)'' - Fixed missing affinity.
  +
* '''Marauder Battle Armor''' - Fixed issue with mounting other units during a mission.
  +
* '''Phalanx''' ''(All varints)'' - Fixed missing affinity.
  +
* '''Ravager''' ''(All varints)'' - Fixed missing affinity.
  +
* '''Void''' ''(All varints)'' - Fixed missing affinity.
  +
  +
{{!}}-{{!}}Vehicles=
  +
* '''Defender Light Tank''' - Loadout updated.
  +
* '''Defender SPAAG''' - New Roguetech custom variant, Clan Invasion era.
  +
* '''Defender SPAAG (LBX)''' - New Roguetech custom variant, Civil War era.
  +
}}
  +
</tabber>
 
<br>
 
<br>
  +
<hr style="height:5px">
Old LAM items will be completely deprecated and removed over time. LAM's require to be stored and readied again to be updated to new defaults. To compensate, old LAM items have received a buff to their value to recuperate costs.
 
  +
  +
= Lance-A-Lot 1.0.11 - 2024-03-15 =
  +
* Enabled new model for calculating area of effect. Any AoE damage or effects will now be based on raycasting from the point of origin instead of just distance, meaning buildings and terrain can block the damage or effect.
  +
* Fix for mounting '''Battle Armor''' with ''Magnetic Clamps'' to other units on the drop screen.
  +
* Fixed so Society and Green Ghosts can't generate missions or show reputation in RTO.
  +
* Fix for misfire combat floatie showing incorrect text.
  +
* '''Figing''' ''(Pilot)'' - Fixed to actually use his own custom voice pack.
  +
* '''Pagan Horde''' ''(Pilot)'' - Reduced the volume levels of custom voice pack.
  +
* '''Sasquatch''' ''(Mech)'' - Corrected the size of the model.
  +
  +
<hr style="height:5px">
  +
  +
= Lance-A-Lot 1.0.10 - 2024-03-14 =
  +
* Fix for soft-lock during missions.
  +
  +
<hr style="height:5px">
  +
  +
= Lance-A-Lot 1.0.9 - 2024-03-14 =
  +
  +
<b><font color="red">Important!</font></b><br>
  +
Due to problem with the '''Corgi''' units being a bit too strong we had to reduce their battlefield impact. For details of the changes, see the ''Mechs'' tab.<br>
  +
  +
The only way to ensure these changes goes through properly is to require the units to be stored and then readied, which triggers a refresh of the unit. Until this is done, the units can not be dropped.
  +
  +
<tabber>
  +
|-|General Changes / Fixes=
  +
* Fix for issues with RTO contract generating for ''Abandoned'' faction, causing no influence gains.
  +
* Some event chains are currently bugged, causing corrupted states for MechWarriors in saves.
  +
** Disabled ''St Burt'' RTO Legendary pilot event chain due to above issue.
  +
** Increased price of VTOL and LAM piloting class training items to 100,000,000 to prevent players accidently using them due to above issue.
  +
** A way to clear the corrupted states for already affected saves will be added once the issues are resolved.
  +
* Fixed too high difficulty skull value for ''Difficulty by Company Strength'' installation option.
  +
* Fixes issues with wrong factions appearing as flashpoint employers for 2765 and 3081 maps.
  +
* Fix for multiple times quickly pressing ''Confirm'' button for accepting contracts causing incorrect drop configurations.
  +
* Fix for multiple pop-ups that can't be closed appearing when pressing the weapons configuration button multiple times in the mechbay grid view.
  +
* Fix for ''To-Hit'' modifier shown in tooltip not always matching the actual used value when firing weapons.
  +
* Fix for rare soft-lock during mission deployment.
  +
* Tweaks to Superheavy mech tiers for better balanced lances. More work in the future, including more 'Mechs.
  +
* Added setting for automatically dropping hand held weapons when out of ammunition to the ''Custom Ammo Categories'' category of ''Mods Settings'' reachable from the main menu ''Settings''.
  +
* '''Jelly Roll''' ''(Pilot)'':
  +
** Custom voice pack should now really be fixed.
  +
** Fixed display issue of ''Taco Truck Locomotion'' pilot quirk in tooltips.
  +
* '''Quicksell Clan''' ''(Background)'' - Removed ''Corgi CRG-CB'' from starting rewards box.
  +
* '''Reliques III''' ''(Flashpoint Contract)'' - Fixed incorrect enemy lance configuration preventing mission completion.
  +
  +
=== Battle Armor Attachment ===
  +
* ''Battle Armor'' attached to other units at the drop screen will now properly count towards tonnage limitations.
  +
* Fix for ''Magnetic Clamps'' not always allowing attachment to other units at the drop screen.
  +
* Loaner units (i.e. units that can't be replaced) no longer allows attach Battle Armor.
  +
* Swapping the unit of a slot with a Battle Armor already attached to no longer allows bypassing limitations.
  +
  +
|-|Weapons=
  +
* '''BA Satchel Charge''' - This weapon was far too powerful and has been reworked.
  +
** Damage changed from 0-50 to 0-20
  +
** Armor Piercing Damage changed from 25 to 10.
  +
** Cooldown removed.
  +
** Price increased from 75,000 to 250,000.
  +
  +
* Flamers were a bit too weak following the heat damage conversion adjustments in the Lance-A-Lot release and have been buffed to deal increased damage against Battle Armor and ProtoMechs:
  +
{{{!}} class="wikitable"
  +
! Weapon !! Bonus Against Battle Armor & Protomechs !! Comment
  +
{{!}}-
  +
{{!}}{{!}} '''BA Flamer''' {{!}}{{!}} +25% damage to Battle Armor & Protomechs {{!}}{{!}} Lower value due the fact it already was amongst the strongest flamers.
  +
{{!}}-
  +
{{!}}{{!}} '''BA Heavy Flamer''' {{!}}{{!}} +15% damage to Battle Armor & Protomechs {{!}}{{!}} Lower value due the fact it already was amongst the strongest flamers.
  +
{{!}}-
  +
{{!}}{{!}} '''Dragon Breath''' {{!}}{{!}} +77% damage to Battle Armor & Protomechs {{!}}{{!}}
  +
{{!}}-
  +
{{!}}{{!}} '''ER Flamer''' {{!}}{{!}} +150% damage to Battle Armor & Protomechs {{!}}{{!}}
  +
{{!}}-
  +
{{!}}{{!}} '''Flame Breath''' {{!}}{{!}} +77% damage to Battle Armor & Protomechs {{!}}{{!}}
  +
{{!}}-
  +
{{!}}{{!}} '''Flamer''' {{!}}{{!}} +150% damage to Battle Armor & Protomechs {{!}}{{!}}
  +
{{!}}-
  +
{{!}}{{!}} '''Flamer (C)''' {{!}}{{!}} +150% damage to Battle Armor & Protomechs {{!}}{{!}}
  +
{{!}}-
  +
{{!}}{{!}} '''Flamer (P)''' {{!}}{{!}} +66.6% damage to Battle Armor & Protomechs {{!}}{{!}}
  +
{{!}}-
  +
{{!}}{{!}} '''Flamer Hotshot''' {{!}}{{!}} +150% damage to Battle Armor & Protomechs {{!}}{{!}}
  +
{{!}}-
  +
{{!}}{{!}} '''Hand Held Flamer''' {{!}}{{!}} +50% damage to Battle Armor & Protomechs {{!}}{{!}} Added +5 accuracy against Battle Armor & ProtoMechs.
  +
{{!}}-
  +
{{!}}{{!}} '''HandHeld Flamer (Sticky)''' {{!}}{{!}} +50% damage to Battle Armor & Protomechs {{!}}{{!}} Name changed to ''Hand Held Flamer (Sticky)''. Added +5 accuracy against Battle Armor & ProtoMechs.
  +
{{!}}-
  +
{{!}}{{!}} '''HandHeld TriFlamer (Sticky)''' {{!}}{{!}} +50% damage to Battle Armor & Protomechs {{!}}{{!}} Name changed to ''Hand Held TriFlamer (Sticky)''. Added +5 accuracy against Battle Armor & ProtoMechs.
  +
{{!}}-
  +
{{!}}{{!}} '''Heavy Flamer''' {{!}}{{!}} +50% damage to Battle Armor & Protomechs {{!}}{{!}}
  +
{{!}}-
  +
{{!}}{{!}} '''Heavy Flamer (Vehicle)''' {{!}}{{!}} +50% damage to Battle Armor & Protomechs {{!}}{{!}}
  +
{{!}}-
  +
{{!}}{{!}} '''Heavy Vehicle Flamer (P)''' {{!}}{{!}} +42% damage to Battle Armor & Protomechs {{!}}{{!}}
  +
{{!}}-
  +
{{!}}{{!}} '''Infantry Flamer''' {{!}}{{!}} +100% damage to Battle Armor & Protomechs {{!}}{{!}} Turret weapon.
  +
{{!}}-
  +
{{!}}{{!}} '''Ryuujin Superheavy Flamer''' {{!}}{{!}} +50% damage to Battle Armor & Protomechs {{!}}{{!}}
  +
{{!}}-
  +
{{!}}{{!}} '''Vehicle Flamer''' {{!}}{{!}} +150% damage to Battle Armor & Protomechs {{!}}{{!}}
  +
{{!}}-
  +
{{!}}}
  +
|-|Mechs=
  +
* '''BattleMaster BLR-1Gbc-EC''' - New Clan custom elite variant, RogueElite module.
  +
* '''Black Hawk-KU BHKU-OU''' - The ''TSM'' and Left Arm lower actuators are now fixed items, ensuring the 'Mech is still valid when assembled from parts or heavily damaged.
  +
* '''Blackjack 'Jack Black'''' - New Inner Sphere / Periphery custom elite variant, RogueElite module.
  +
* '''Black Knight 'Bastard'''' - New Clan custom elite variant, RogueElite module.
  +
* '''Catapult 'Mangonel'''' - New Clan custom elite variant, RogueElite module.
  +
* '''Corgi CRG-CA''' - Added new internal shared item, ''Cannon Harness'', representing the need to carry the LBX/20 autocannon with the whole squad. Causes -50% walk speed.
  +
* '''Corgi CRG-CB''' - Reduced from 4 squad members to 2. Replaced ''Flamer (C)'' in the Center Torso with a ''Light TAG''.
  +
* '''Crab 'Hallis'''' - New Clan custom elite variant, RogueElite module.
  +
* '''Cyclone 'Peeper Peddler'''' - New Inner Sphere / Periphery custom elite variant, RogueElite module.
  +
* '''Icarus II ICR-1SP''' - New Inner Sphere / Periphery custom elite variant, RogueElite module.
  +
* '''Hussar 'Mad Baby'''' - New Inner Sphere / Periphery custom elite variant, RogueElite module.
  +
* '''Locust 'Bean'''' - New Inner Sphere / Periphery custom elite variant, RogueElite module.
  +
* '''Pulverizer PUL-3RF''' - New Clan custom elite variant, RogueElite module.
  +
* '''Raven 'Rocketchicken'' - New Inner Sphere / Periphery custom elite variant, RogueElite module.
  +
* '''Roughneck 'Jarhead'''' - The ''TSM'' is now a fixed item, ensuring the 'Mech is still valid when assembled from parts or heavily damaged.
  +
* '''Shadow Hawk IIC 'Vickers'''' - New Clan custom elite variant, RogueElite module.
  +
* '''Stag''' / '''Stag II''' - Quirk switched from ''Narrow/Low Profile'' to ''Improved Communications''.
  +
* '''Stag 'Antler'''' - New Clan custom elite variant, RogueElite module.
  +
* '''Talos 'Big Cheese'''' - New Inner Sphere / Periphery custom elite variant, RogueElite module.
  +
* '''Warhammer 'Glory'''' - Will no longer spawn for Clans.
  +
* '''Warhammer 'Gloria'''' - New Clan custom elite variant, RogueElite module.
  +
|-|Vehicles=
  +
* '''Alacorn Mk.IX''' - New variant, Dark Age era.
  +
* '''Zhalan Medium Tank (HPPC)''' - New variant, Jihad era.
  +
</tabber>
  +
  +
<hr style="height:5px">
  +
  +
= Lance-A-Lot 1.0.8 - 2024-03-10 =
  +
* Fix for empty stores if using localization.
  +
* Fixed RTO legend contracts so they don't spawn on Gamesworlds.
  +
* More fixes for the new Jim custom voice pack.
  +
  +
<hr style="height:5px">
  +
  +
= Lance-A-Lot 1.0.7 - 2024-03-09 =
  +
* Fix for weapon attachments sometimes stopping to work during a mission.
  +
* More fixes for issues with the salvage screen.
  +
* Even more fixes to RTO legendary 'Mech events.
  +
* Fix for the new Jim custom voice pack.
  +
* Switched MechWarrior ''Jelly Tool'' to use the proper custom voice pack.
  +
* '''Unnsvin''' ''(Vehicle - All variants)'' - Model resized to not be so huge.
  +
* '''Sasquatch''' ''(Mech - All variants)'' - Switched to use the ''Slagmaiden'' custom model.
  +
* '''Cloud Buster CB-AA-CU5''' ''(Vehicle)'' - New Clan variant, Clan Invasion era.
  +
* '''Cloud Buster CB-AA-CL5''' ''(Vehicle)'' - New Clan variant, Clan Invasion era.
  +
* '''Cloud Buster CB-AA-U5''' ''(Vehicle)'' - New Inner Sphere variant, Clan Invasion era.
  +
* '''Cloud Buster CB-AA-U5''' ''(Vehicle)'' - New Inner Sphere variant, Clan Invasion era.
  +
* '''Cloud Buster CB-AA-LB5''' ''(Vehicle)'' - New Inner Sphere variant, Civil War era.
  +
* '''Cloud Buster CB-AA-C3''' ''(Vehicle)'' - New Inner Sphere variant, Jihad era.
  +
* '''BA Taser''' ''(Weapon)'' - Cost corrected to 10,000.
  +
  +
<hr style="height:5px">
  +
  +
= Lance-A-Lot 1.0.6 - 2024-03-08 =
  +
* Fixes to issues with salvage screen sometimes soft locking.
  +
* Possible fix to issues with post-mission repair work orders.
  +
* Another fix for commander LAM training event.
  +
* More fixes to RTO legendary 'Mech events.
  +
* Removed possibility to add Battle Armor mounted to other units in the drop screen for duels.
  +
* Added information why a weapon can't be fired in combat to its tooltip.
  +
* Adjusted tagging for some units to make them less common.
  +
* Adjusted difficulty on some ''Titan'' contracts.
  +
* Disabled a number of internal vanilla telemetry calls, possibly improving performance.
  +
* Added missing overrides for some vanilla lances, preventing them from being loaded since they cause unbalanced lances.
  +
* '''Finmark Free Republic''' - Added missing faction stores.
  +
* '''ER Micro Laser Array (C)''' - Fixed to no longer fire an extra shot. Default mode switched to ''x4'' instead of ''x3''.
  +
* Jim's - New Aussie Themed custom voice pack.
  +
  +
<hr style="height:5px">
  +
  +
= Lance-A-Lot 1.0.5 - 2024-03-06 =
  +
* New system to attach Battle Armor to other units in drop bay.
  +
** Instead of shift-clicking, now the Battle Armor can simply be dragged on top of a compatible unit in one of the drop slots and a new menu will appear where the Battle Armor can be placed.
  +
** Pilot is added in the same way.
  +
** This was actually added in last patch but was missed in the patch notes.
  +
* Fix for Battle Armor mounting restrictions in drop bay.
  +
* Fixes for event to train commander for LAM piloting class.
  +
** '''Note:''' If your commander is stuck in training, you will have to reload a save from before the training was started.
  +
* Fix for some vanilla Battletech turret lances lacking an override.
  +
* Fix allowing for Bondsman event after a duel to trigger for the wrong factions.
  +
* '''AA Rocket 20''' ''(Weapon)'' - Removed incorrect tooltip of through armor damage.
  +
* '''Cloud Buster CB-AA-CL2''' ''(Vehicle)'' - New, Republic era.
  +
* '''Cloud Buster CB-A5''' ''(Vehicle)'' - Renamed to ''Cloud Buster CB-AA-A5''
  +
* '''Cloud Buster CB-CL''' ''(Vehicle)'' - Renamed to ''Cloud Buster CB-AA-CL''
  +
* '''Cloud Buster CB-LL''' ''(Vehicle)'' - Renamed to ''Cloud Buster CB-AA-LL''. Primitive Large Lasers replaced by standard Lasers.
  +
* '''Cloud Buster CB-MR''' ''(Vehicle)'' - Renamed to ''Cloud Buster CB-AA-MR''
  +
* '''Trap Sprung''' ''(Contract)'' - Tweak to enemy lance selection.
  +
  +
<hr style="height:5px">
  +
  +
= Lance-A-Lot 1.0.4 - 2024-03-05 =
  +
* Fix for audio devices with unicode names causing issues.
  +
* Fixes for issues with ambushes during missions.
  +
* Fix for bug allowing to stack units on top of each other in drop selection screen.
  +
* Fix for issue with salvage selection generating incorrect salvage.
  +
* Fixes to some RTO Legends MechWarrior events.
  +
* Fix for online contracts generated for systems the server doesn't know about.
  +
* Tweaked QuickSell Clan start.
  +
* The following mechs had their models resized: ''Valkyrie'', ''Mongoose'', ''JagerMech JM7-variants''.
  +
* Company-wide MechWarrior skill resolve cost reduction have been tweaked:
  +
** '''High Command''' ''(Quirk Affinity)'' - Company-wide resolve cost reduction now has a shared stack limit of 3.
  +
** '''Command Mech''' ''(Quirk)'' - Company-wide resolve cost reduction now has a shared stack limit of 3.
  +
** '''Superheavy Prototype''' ''(Quirk)'' - Company-wide resolve cost reduction now has a shared stack limit of 3.
  +
** '''Sensors Totem''' ''(Quirk)'' - Increased company-wide resolve cost reduction from -5% to -10%, not has a shared stack limit of 3.
  +
** '''Inspiring Appearance''' ''(Quirk)'' - No longer stacks. Does not count for the stack limit mentioned in previous points.
  +
* '''Jump Booster Pack 1''' - Added 4% visibility and 4% sensor signature penalty.
  +
* '''Jump Booster Pack 2''' - Added 8% visibility and 8% sensor signature penalty.
  +
* '''Jump Booster Pack 3''' - Added 12% visibility and 12% sensor signature penalty.
  +
* '''Spector''' ''(Mech)'' - Swapped to its own custom model.
  +
* '''Jailbreak''' ''(Contract)'' - Fixed incorrect prerequisites.
  +
* '''Letter of Marque''' ''(Contract)'' - Enemy lance difficulty slightly lowered.
  +
* '''Stubborn Surrender''' ''(Contract)'' - Enemy lance difficulty slightly lowered.
  +
* '''Supply Convoy''' ''(Contract)'' - Fixed incorrect prerequisites.
  +
* '''BA Ammo Adv. SRM (12 shots)''' - Corrected to 12 shots as intended.
  +
  +
<hr style="height:5px">
  +
  +
= Lance-A-Lot 1.0.3 - 2024-03-04 =
  +
* Fix for issue when a non-company pilot under player's control dies.
  +
* Some new 'Mech icons.
  +
  +
<hr style="height:5px">
  +
  +
= Lance-A-Lot 1.0.2 - 2024-03-03 =
  +
* Fixed 3080 map for real.
  +
  +
<hr style="height:5px">
  +
  +
= Lance-A-Lot 1.0.1 - 2024-03-03 =
  +
* Fixed 3080 Map.
  +
* Fix for incorrect warning about mod not loading.
  +
* Fix for excessive logging degrading performance.
  +
* Tweaks to ComStar starting list.
  +
* Icon fix for Icarus mechs.
  +
* Workaround for issue with some RTO legend mech events.
  +
  +
<hr style="height:5px">
  +
  +
= Lance-A-Lot 1.0.0 - 2024-03-03 =
  +
  +
'''
  +
<big><font color="Red"> **** THIS IS A SAVE BREAKING RELEASE. IF YOU WANT TO CONTINUE ON AN OLD SAVE: DO NOT UPGRADE.****<br>****
  +
THERE IS NO WAY TO REVERT THE VERSION ONCE UPGRADED. YOU HAVE BEEN WARNED. ***</font></big>
  +
  +
<font color="red"><big>*** NEW LAUNCHER REQUIRED; FULL DELETION OF THE CACHE STRONGLY ADVISED; SEE THE SECTION BELOW ***</big></font>
  +
'''
  +
<hr style="height:5px">
  +
== Important Notes ==
  +
  +
* It is recommended to read this Change Log on a computer screen with wide layout of the wiki enabled. To use wide layout, press the button on the upper left that says ''Expand''.
  +
  +
* This is a huge update, and even though the crew has tried to test it extensively there will be bugs that slipped through. Make sure to report them on Discord. You can expect frequent patches during the immediate post-release period.
  +
  +
* The size of the release also means this changelog will not be able to cover every little change, or it would be far too long. The changelog will however list all major changes and link to other pages with more details if they exist. More information might be added over time.
  +
  +
* The mod is a labour of love of the crew, created for ourselves and shared to other players as secondary goal. This means the features and balancing changes might not be as you'd want it. If you have constructive feedback we are interested, but if you just want to complain about something not being to your liking, keep it to yourself.
  +
<hr style="height:5px">
  +
  +
== <font color="Red"> NEW LAUNCHER / CRITICAL INFORMATION</font> ==
  +
As part of this update the CAB (the collection of all the custom models) has been reorganized to reduce each component in size, hopefully improving the download issues many have reported. The downside is that everyone will now have to redownload not only the RogueTech mod, but also all the custom models again.
  +
  +
Due to this reorganization a completly new launcher is also required, which can be found in the #launcher-download channel.
  +
  +
Once the new launcher is started, we '''strongly''' advise that following steps are followed to delete the local download cache:
  +
# Download the new launcher from #launcher-download
  +
# Start the launcher and make sure it is version 1.3.12 (check the top bar of the launcher window).
  +
# In the top menu of the new launcher, open the '''Cache Options''' drop down.
  +
# Chose the '''Wipe RT Cache''' option.
  +
# Once done, chose the '''Wipe RT Install''' option from the same menu.
  +
# Now press the '''Update''' button and select your configuration options as before.
  +
  +
'''This is a one time thing, there is no need to repeat theses steps again on future reinstalls unless told so by the RogueTech support team.'''
  +
  +
<hr style="height:5px">
  +
  +
== Key Changes ==
  +
  +
<tabber>
  +
|-|Piloting classes=
  +
As it was too easy to build the perfect stall of MechWarriors that can fulfill most roles, a new feature called Piloting Classes has been introduced to RogueTech.
  +
  +
All MechWarriors will be limited on what unit types they can pilot based on their assigned piloting classes. There is a total of 3 primary and 2 secondary piloting classes, where the primary classes can only be obtained as the pilot is generated or created. Secondary classes are in addition to the primary classes. A pilot cannot have a secondary class without the valid corresponding primary class.
  +
  +
'''Primary Classes'''
  +
* Mech Class - Allows piloting of all mechs
  +
* Ground Vehicle Class - Allows piloting of all ground-based vehicles
  +
* BA Class - Allows piloting of Battle Armor
  +
  +
'''Secondary Classes'''
  +
* VTOL Class - Allows piloting of VTOLs; requires the pilot to also have Ground Vehicle class.
  +
* LAM Class - Allows piloting of LAMs; requires the pilot to also have Mech Class.
  +
  +
'''Other Piloting Requirements'''
  +
* QuadVee - MechWarrior needs both Mech and Ground Vehicle class
  +
  +
''Note'': Quad units, Battle Armor VTOL, Protomech WiGE Glider and other advanced unit types not mentioned here do not require a specific class, they fall under their respective main unit type.
  +
  +
=== Pilot Class Training ===
  +
New events are added to allow select pilots to be trained in an additional secondary class. Not all pilots are eligible. VTOL training requires pilots to already have Ground Vehicle Class. LAM training requires pilots to already have Mech Class.
  +
An item to start the training event has been added to stores, in a similar way to how ''Pain Shunt'' and ''Neural Implant'' surgery currently work.
  +
  +
Training is risky and there is a chance for the pilot to die. Training is not instant - it can take anywhere from 6-12 months to complete training and during this time pilot is NOT available for drops or events. Only the Commander and one other pilot may be away training at any given time.
  +
Upon training completion, if no injuries were sustained, there will be an offer to buy the unit the pilot trained on for a fee. If acquired, the MechWarrior will start with a small amount of affinity for the unit.
  +
  +
'''Note:''' Due to how events work, it is not possible to train every pilot in the barracks. If an event doesn’t trigger, typically it is due to not enough valid candidates; not enough cash on hand; a pilot already being trained or the pilot being in a cooldown period.
  +
  +
===Career Start & Backgrounds===
  +
To ensure a fair start of a new career, on the career start the starting roster of pilots (including the Commander) will be assigned extra piloting classes as needed to cover all units.
  +
  +
In the same way, depending on the Commander background selected the Commander might be assigned further piloting classes.
  +
|-|Artillery Rework=
  +
{{#tag:tabber|Reasoning=
  +
Artillery has had a major rework, transforming it from a instant hitting heavy damage dealer to a more tactical weapon.
  +
  +
=== Why change Artillery? ===
  +
Since its introduction in Roguetech, artillery weapons - particularly when using indirect fire - have been problematic to properly balance due to their strong impact on the battlefield. A large part of it has always been the very long range and large Area of Effect for both damage and other effects such as heat and instability.
  +
  +
As a result, it would often lead to a situation where players rely on several artillery units that are kept very far back to repeatedly unleash powerful strikes at enemies with little risk to the unit themselves until the opposing forces are weak enough to engage directly. Although this is quite tactically sound, it also often leads to static gameplay with limited challenge.
  +
  +
The vision of the Roguetech mod has always been to provide a very challenging experience, especially at higher difficulties, that would require well-planned and well-executed decisions to win its battles. The gameplay that the current implementation of artillery enables falls outside this vision, and as a result, the Roguetech team has long wanted to address this.
  +
  +
A previous attempt to balance artillery was the introduction of the brace-to-fire mechanic, which did not solve the situation as players quickly found ways to practically neutralize the mechanic. Even with repeated changes (such as the removal of immunity for QuadMechs), this mechanic proved to not be useful for the situation of indirect artillery fire. The mechanic does however keep a role with direct-fire artillery attacks and large-bore weapons, limiting the strategy of just using the biggest gun around in large amounts with little downsides.
  +
  +
=== Possible ways to balance ===
  +
As Roguetech is heavily inspired by the actual rules of the tabletop version of Battletech, the first step is to look at how artillery is balanced within this ruleset. There are several limiting factors within the tabletop rules, but the main differences (besides lower damage and smaller radius of impact) compared to Roguetech is that the artillery shells have travel time before impact and fixed accuracy. The travel time is based on distance from the target, which allows targets further away to manoeuvre before the shell strikes, possibly resulting in a miss.
  +
  +
One thing we considered to emulate the travel time was to simply add a cooldown to artillery, but cooldowns are something players tend to not enjoy and could also lead to a situation where the solution is just to bring more artillery to be able to fire constantly.
  +
Another thing discussed was to reduce damage and radius to be more like the tabletop values, or possibly increase the spread of the shells so much that they would be less reliable. Both of these solutions would however just be nerfs done to the stats of the weapons, in an attempt to lower the strength of the weapons in the player's hands, and not address the actual root cause.
  +
  +
=== The Solution ===
  +
Instead of the above-mentioned ideas, we instead decided to take a different approach to make artillery gameplay unique, but enough of a limiting factor to prevent it from being a too easily used crutch against difficulty.
  +
  +
From this release onwards, indirect artillery strikes will work as a two-phase attack. The first phase initiates deployment of the artillery unit allowing it to brace and aim, while the second phase allows the actual firing of the artillery weapon.
  +
  +
During the first phase, an enemy unit or ground attack is selected as per normal during the artillery unit's activation. Once the target is selected and the '''Fire''' button is pressed, a new marker will appear at the aimed location - showing the projected impact of the artillery weapon(s) - and the unit's activation ends.
  +
[[File:Artillery-aimed.png|none|Example of aimed artillery strike]]
  +
Example of an aimed artillery strike after the target selection phase has been finished.
  +
  +
Upon the artillery unit's next activation, the unit is now prepared to fire the artillery weapon(s). The only allowed actions at this point are either to fire the weapons(s) or to cancel the firing sequence by bracing to end the unit's activation.
  +
[[File:Artillery-phase2.png|none|Example of firing phase of an artillery strike]]
  +
Example of the second phase of artillery strike, allowing firing of the artillery weapons.
  +
  +
When the AI fires at the player's units, they follow the same two-phase attack pattern to clearly show where the artillery strike will hit. This allows the player to react and move out of the way if possible.
  +
[[File:Artillery-incoming.png|none|Example of incoming fire]]
  +
Example of incoming artillery fire from an AI unit.
  +
  +
The fact that instant indirect fire is no longer possible allows for relaxing some of the previously introduced limitations of indirect fire. The Brace to Fire-mechanic will no longer apply - the first phase of artillery fire includes bracing after all -, the spread of missed attacks has been considerably lowered and the radius of the shell impact increased.
  +
  +
However, as the above changes just address the problem of indirect fire, the direct fire mode would still stay a bit too strong. To address this the maximum range of a direct attack has been lowered to the tabletop value of 425 meters (17 hexes), instead of the previous 600 meters. This will ensure that the artillery unit has to get close enough that it is not a low-risk attack. However, the minimum range for direct fire modes has been reduced significantly as well, making it easier to use direct fire at closer ranges. Further, the brace-to-fire penalty will be tweaked to more appropiate values in line with the other large-bore weapons.
  +
  +
Finally, the last change will be to introduce the fixed accuracy previously mentioned. This means many negative accuracy effects such as size difference, injuries or negative effects from enemy weapon's fire won't have an impact on artillery strikes, as the target is a ground location, not a moving unit. Using targeting equipment such as TAGs and Narcs will still allow increased accuracy for artillery strikes, as this allows the artillery targeting computer to slightly adjust the firing position for the intended target.
  +
  +
The AI will now also know what an artillery strike means and will move away from its area of impact if possible. This means an artillery strike against more mobile units will possibly be hard and require planning ahead, but instead artillery strikes can be used to control enemy movements if placed in advance.
  +
  +
=== TL;DR ===
  +
Artillery will be changed in the following way:
  +
* Indirect fire will be a two-round attack
  +
** The first round involves selecting the location to strike.
  +
** The second round allows firing the artillery weapon.
  +
* The brace-to-fire mechanic will no longer apply to indirect fire attacks.
  +
* Direct fire will have a shorter range and higher brace-to-fire penalties.
  +
* Artillery weapons will use fixed accuracy, meaning bonuses and maluses to accuracy will have little to no impact. TAG and Narc applied bonuses are exempt.
  +
{{!}}-{{!}}Change Details=
  +
  +
All artillery weapons have had the following changes to them:
  +
* All evasion ignore has been removed.
  +
* All direct fire modifiers have been removed.
  +
* Direct mode accuracy modifier -4
  +
* Direct Fire minimum distance to fire reduced to 425 meters. Other ranges also adjusted where appllicable (e.g. cannons)
  +
* Indirect mode accuracy modifier -5
  +
* Direct mode not allowed ammunition: FASCAM (Mines), Nuke, FAE (Thermobaric)
  +
* Flak Mode allowed ammunition: Standard (HE)
  +
* Indirect mode not allowed ammunition: Solid Slug, Shaped Charges, Armor Piercing
  +
  +
The following accuracy modifiers still impact Artillery:
  +
* C3-style networks
  +
* Low visibility
  +
* Bad weather
  +
* TAG and Narc effects
  +
  +
{{{!}} class="wikitable"
  +
! Name !! AOE Range - Std Ammo !! Indirect - Scatter !! Direct - Minumum Distance !! Direct / Flak - Self-Instability on Fire
  +
{{!}}-
  +
{{!}}{{!}} Arrow IV {{!}}{{!}} 90 -> 120 {{!}}{{!}} Max 100 -> 50 {{!}}{{!}} 180 -> 90 {{!}}{{!}} 25
  +
{{!}}-
  +
{{!}}{{!}} Arrow IV (C) {{!}}{{!}} 90 -> 120 {{!}}{{!}} Max 100 -> 50 {{!}}{{!}} 180 -> 90 {{!}}{{!}} 20
  +
{{!}}-
  +
{{!}}{{!}} Arrow IV (OS) {{!}}{{!}} 90 -> 120 {{!}}{{!}} Max 100 -> 50 {{!}}{{!}} 180 -> 90 {{!}}{{!}} 25
  +
{{!}}-
  +
{{!}}{{!}} Arrow IV (P) {{!}}{{!}} 90 -> 120 {{!}}{{!}} Max 300 -> 180 {{!}}{{!}} 0 {{!}}{{!}} 30
  +
{{!}}-
  +
{{!}}{{!}} Arrow IV Pack {{!}}{{!}} 90 -> 120 {{!}}{{!}} Max 100 -> 50 {{!}}{{!}} 180 -> 90 {{!}}{{!}} 25
  +
{{!}}-
  +
{{!}}{{!}} BA Tube Artillery {{!}}{{!}} 75 {{!}}{{!}} Min 5, Max 40 {{!}}{{!}} 30 {{!}}{{!}} -
  +
{{!}}-
  +
{{!}}{{!}} Big Steel {{!}}{{!}} 90 -> 120 {{!}}{{!}} Max 100 -> 60 {{!}}{{!}} 180 -> 90 {{!}}{{!}} 48 (x1) / 64 (x2)
  +
{{!}}-
  +
{{!}}{{!}} Carronade<sup>1</sup> {{!}}{{!}} 120 -> 160 {{!}}{{!}} Max 222 -> 137 {{!}}{{!}} 370 -> 81 {{!}}{{!}} 40 per shot
  +
{{!}}-
  +
{{!}}{{!}} Cruise Missile 50<sup>2</sup> {{!}}{{!}} 400 -> 500 {{!}}{{!}} Max 250 -> 125 {{!}}{{!}} - {{!}}{{!}} -
  +
{{!}}-
  +
{{!}}{{!}} Hellstorm<sup>3</sup> {{!}}{{!}} 60 -> 90 {{!}}{{!}} Min 5 per shot, Max 12 per shot {{!}}{{!}} - {{!}}{{!}} -
  +
{{!}}-
  +
{{!}}{{!}} Howitzer Rifle<sup>4</sup> {{!}}{{!}} 60 {{!}}{{!}} Min 15 -> 10, Max 60 -> 30 {{!}}{{!}} 150 -> 75 {{!}}{{!}} 12
  +
{{!}}-
  +
{{!}}{{!}} Long Tom Artillery {{!}}{{!}} 120 -> 160 {{!}}{{!}} Max 100 -> 60 {{!}}{{!}} 180 -> 90 {{!}}{{!}} 64
  +
{{!}}-
  +
{{!}}{{!}} Long Tom Cannon {{!}}{{!}} 120 -> 160 {{!}}{{!}} Max 105 -> 75 {{!}}{{!}} 120 -> 60 {{!}}{{!}} 80
  +
{{!}}-
  +
{{!}}{{!}} MARS {{!}}{{!}} 60 -> 90 {{!}}{{!}} 80 -> 60 (Spread) {{!}}{{!}} - {{!}}{{!}} -
  +
{{!}}-
  +
{{!}}{{!}} Sniper Artillery {{!}}{{!}} 90 -> 120 {{!}}{{!}} Max 100 -> 50 {{!}}{{!}} 180 -> 90 {{!}}{{!}} 48
  +
{{!}}-
  +
{{!}}{{!}} Sniper Cannon {{!}}{{!}} 90 -> 120 {{!}}{{!}} Max 75 -> 60 {{!}}{{!}} 90 -> 45 {{!}}{{!}} 64
  +
{{!}}-
  +
{{!}}{{!}} Thumper Artillery {{!}}{{!}} 60 -> 90 {{!}}{{!}} Max 100 -> 40 {{!}}{{!}} 180 -> 90 {{!}}{{!}} 32
  +
{{!}}-
  +
{{!}}{{!}} Thumper Cannon {{!}}{{!}} 60 -> 90 {{!}}{{!}} Max 60 -> 45 {{!}}{{!}} 90 -> 45 {{!}}{{!}} 48
  +
{{!}}-
  +
{{!}}{{!}} Oneshot Long Tom QS {{!}}{{!}} 120 -> 160 {{!}}{{!}} Min 5, Max 70 {{!}}{{!}} - {{!}}{{!}} -
  +
{{!}}-
  +
{{!}}{{!}} Oneshot Thumper QS {{!}}{{!}} 90 -> 120 {{!}}{{!}} Min 5, Max 60 {{!}}{{!}} - {{!}}{{!}} -
  +
{{!}}-
  +
{{!}}{{!}} Oneshot Sniper QS {{!}}{{!}} 60 -> 90 {{!}}{{!}} Min 5, Max 50 {{!}}{{!}} - {{!}}{{!}} -
  +
{{!}}-
  +
{{!}}{{!}} Sawed Off Thumper {{!}}{{!}} 60 -> 90 {{!}}{{!}} Min 5, Max 50 {{!}}{{!}} - {{!}}{{!}} -
  +
{{!}}-
  +
{{!}}{{!}} Yang Artillery {{!}}{{!}} 175 -> 210 {{!}}{{!}} Max 160 -> 80 {{!}}{{!}} 280 -> 70 {{!}}{{!}} 75
  +
{{!}}-
  +
{{!}}}
  +
  +
  +
'''Notes:'''<br>
  +
1) Recoil per shot changed from 1 to 3, Tonnage decreased from 38 to 37.<br>
  +
2) Added clear minefield radius of 50 m.<br>
  +
3) Clear minefield radius changed from 8 to 14. Jam chance changed from 6% to 3% per shot.<br>
  +
4) Direct mode accuracy modifier is -1.<br>
  +
  +
{{!}}-{{!}}Questions and Answers=
  +
The below Q&A is the summary of the most common questions asked by the community when the first draft of the artillery rework was presented.
  +
  +
'''Q: Can other weapons be fired while aiming or between aiming and firing the artillery?''' <br>
  +
'''A:''' No, starting the firing sequence of the artillery is a commitment, no other weapons can be used during this time.
  +
  +
'''Q: What does the circle on the ground represent after the aiming phase?''' <br>
  +
'''A:''' The circle is a visual representation of the radius of the weapon's standard high-explosive ammunition if the artillery strike would perfectly hit where it was originally aimed. In reality, the impact zone will be slightly different, as the circle does not account for scatter or misses. If specialist ammunition is used with a different area of effect, the circle will not adapt its size.
  +
  +
'''Q: Will the artillery track the unit it was originally aimed at?''' <br>
  +
'''A:''' No, all indirect attacks are ground attacks, aimed at the ground where the unit was positioned at the time of aiming. It is also not possible due to technical limitations.
  +
  +
'''Q: Does this mean artillery can no longer target units directly during indirect mode?''' <br>
  +
'''A:''' Yes, as all indirect artillery attacks are now seen as ground attacks. Even though you can select a unit during the aiming phase, once the aim is confirmed it converts to a ground attack at that unit's position, which is shown by the circle on the ground.
  +
  +
'''Q: But what about specialist ammo such as shaped charges and solid slugs?''' <br>
  +
'''A:''' These types of ammunition will only be useable in direct-fire mode from now on. In the same way, some ammunition can only be used in indirect mode. Flak mode can only use standard (high-explosive) rounds.
  +
  +
'''Q: Once aimed, can you keep the aim and fire every round?''' <br>
  +
'''A:''' No, each firing sequence always consists of an aim round and a fire round.
  +
  +
'''Q: Once the firing phase is reached and if the shot is no longer desired, what other actions can be taken?''' <br>
  +
'''A:''' Bracing to finish the unit's activation is the only other allowed action.
  +
  +
'''Q: Is it instead possible to start aiming another shot?''' <br>
  +
'''A:''' No, every firing sequence consists of one aim and one fire phase.
  +
  +
'''Q: Has the Area of Effect damage model changed?''' <br>
  +
'''A:''' No, the damage dealt to units in the impact zone scaling remains linear to the distance. The same is true for the chance of any weapon or ammunition status effects being applied, the chance decreases based on distance from the centre of the impact.
  +
  +
'''Q: What does "''bonuses and maluses to accuracy will have little to no impact''" actually mean?''' <br>
  +
'''A:''' Most accuracy modifiers will be ignored by any artillery weapon, no matter which firing mode is used. This includes things such as affinities, equipment, size difference, weather and other modifiers. A few modifiers will still work, mainly TAG and Narcs, and will be marked so specifically. This change affects all firing modes.
  +
  +
'''Q: Will C3 bonuses also be ignored?''' <br>
  +
'''A:''' No, the various shared network bonuses remain.
  +
  +
'''Q: Do pilot scatter bonuses still affect the actual accuracy of an artillery strike?''' <br>
  +
'''A:''' Yes, any scatter modifiers will work the same as before.
  +
  +
'''Q: What about quirks or affinities that currently provide a bonus to Artillery accuracy?''' <br>
  +
'''A:''' They will be changed to other stats, such as reducing scatter.
  +
  +
'''Q: Are there any other changes to the stats?''' <br>
  +
'''A:''' We have increased the radius for most Artillery weapons by between 25% and 50%. Generally, the smaller the radius they had, the larger the increase they got. All changes are listed in the ''Change Details'' tab above.
  +
  +
'''Q: What about the evasion ignore artillery currently has in all firing modes?''' <br>
  +
'''A:''' It will be removed, it was a workaround for artillery being affected by negative accuracy modifiers.
  +
  +
'''Q: Will Flak mode change as well?''' <br>
  +
'''A:''' Yes, Flak mode will also be changed, as mentioned above. Its range will stay the same, it still has no restricted (minimum firing) range and can fire as far as the unit has a clear line of sight within the weapon's max range.
  +
  +
'''Q: Will the artillery cannons be affected?''' <br>
  +
'''A:''' Yes, they are just sawed-off artillery, all changes apply.
  +
  +
'''Q: Will the '''Howitzer 2000''' be affected?''' <br>
  +
'''A:''' Yes, it is considered artillery. It was further a bit too strong and has been reduced in stats.
  +
  +
'''Q: What about the '''Thunderstorm'''?''' <br>
  +
'''A:''' Although it somewhat behaves like an artillery, in practice it is just a thunderbolt launcher and will for this reason not be affected by the changes.
  +
  +
'''Q: What about vehicles?''' <br>
  +
'''A:''' All units will have the same behavior, even turrets.
  +
  +
'''Q: How will multishot work if you have multiple artillery weapons?''' <br>
  +
'''A:''' It works the same as now, you can target each artillery at the location of a different unit.
   
  +
'''Q: I have this really cool idea of how to do better! It only involves doing '''X''' when '''Y''' and then '''Z'''!''' <br>
</span>
 
  +
'''A:''' Most likely it is not currently technically possible. Even though it might sound simple, the amount of changes already done to the game makes every following change more complicated and we try to limit making things too complex. However, it is still the first iteration of the new artillery system, things can be changed in the future if it doesn't work out.
* LAM have their own structure, engine and armor parts
 
* LAM have access to unique weapons and equipment
 
* When in LAM Mode
 
** Unaffected by Ground
 
** Walk and Run speed count for Movement
 
** LAM Turbines Add walk Speed in LAM Mode
 
** LAM's can engage their Afterburner. Allowing extremely long range jumps at extreme heat costs
 
** LAM's can Melee VTOL
 
* When in Mech Mode
 
** They act like a normal BattleMech
 
** No more massive jump distances
 
** Turbines run slightly cooler than standard JJ
 
* Lots of Fixes and updates
 
   
  +
'''Q: What is the actual end goal in terms of balance for artillery? Is it tabletop replication or a specific point on the balance curve in terms of power and function?''' <br>
==RogueTech Treadnought 1.0.9.5==
 
  +
'''A:''' The goal is to try and find a niche for artillery in Roguetech where firing it every round without much thought doesn't immediately rule the battlefield, but still allows it to have a tactical impact on the battlefield when used properly. Pure tabletop replication will never be a goal as it is far too complex, including factors such as off-board artillery, counter-battery, bore sighting, altitude differences and so on.
* Oops...
 
  +
}}
  +
|-|Extended Difficulty Curve=
  +
Unit selection for the enemy lances during combat missions has been reworked from the ground up to extend midgame (medium-heavy) difficulties and improve enemy variety particularly in lategame difficulties.
   
  +
* Enemies now scale over the full planetary difficulty range (d1 to d20) with more granularity.
==RogueTech Treadnought 1.0.9.4==
 
  +
* Adjusted support lance probabilities to fit the new scale.
* Required launcher version is 1.2.10
 
  +
* Fixed early game lances sometimes being larger than intended.
* Updated CAC, CU, ME
 
  +
* Adjusted some contracts to make the enemies you find better match the description.
* Minor fixes
 
  +
* Will now see higher difficulties faster, '''does not mean harder'''.
  +
* Drop rating value per skull is reduced from 13.5 to 10 million.
  +
* Pilot variety has also been improved at lower difficulties.
  +
* Chance of high difficulty pilot getting the most powerful quirks reduced.
   
  +
</tabber>
==RogueTech Treadnought 1.0.9.3==
 
* Minor fixes
 
   
  +
<hr style="height:5px">
==RogueTech Treadnought 1.0.9.2==
 
* New IRTweaks (should fix building health oddities)
 
* Minor fixes
 
   
  +
== General Changes ==
==RogueTech Treadnought 1.0.9.1==
 
  +
<tabber>
* Minor fixes
 
   
  +
|-|Career=
==RogueTech Treadnought 1.0.9.0==
 
* MapClient update
 
* Fix some REP-MEs
 
* Minor fixes
 
   
  +
=== Map ===
==RogueTech Treadnought 1.0.8.9==
 
  +
* New 3075 map - Offline map. Start in the middle of the Jihad, fighting for or against Word of Blake.
* Fix some REP-MEs
 
  +
* New Online map will be added a later date.
   
  +
=== Starts ===
==RogueTech Treadnought 1.0.8.8==
 
  +
* Many starts changed have been changed to use official starting lists, while the more custom starts have been tuned to be of slightly more equal levels to each other.
* Fix some REP-MEs
 
  +
* LAM and VTOL starts have been removed.
  +
* '''Quicsell Clan''' - New start
  +
** One 'Mascot Mech', either a ''Corgi CA/CB'' or an ''Incorgnito'' (weighted towards the latter)
  +
** Two Quicksell Clan Lights
  +
** Two Quicksell Clan Mediums
  +
** Some QS Clan and general QS Gear
  +
* '''Republic''' - New start on 3081 map
   
  +
=== Background ===
==RogueTech Treadnought 1.0.8.7==
 
  +
* '''Loner''' background - ''Assassin'' quirk has been exchanged for ''Reckless''.
* New CBTBE (should make AI better with heat management)
 
  +
* '''Officer''' background - If the Commander has ''Trueborn Ancestry'', they will not recieve the vehicle or VTOL skill from choosing either the ''AWACS'' or the ''Oracle''.
* Minor fixes
 
  +
* '''Flight School Instructor''' - New background. Lootbox will contain one LAM or VTOL. Gives the Commander appropiate piloting class.
  +
* '''Quicsell Clan Commander''' - New background.
  +
** One 'Command' Shadowcat and a few bits of QS gear
  +
** The chance to spawn another QS Event occassionally to pay much more money for the chance of getting a 'Good' QS Clan Mech.
   
  +
=== Difficulty Modifiers ===
==RogueTech Treadnought 1.0.8.6==
 
  +
* ''Generous Salvage'' career difficulty modifier increased from -0.25 to -0.5
* Fixes to Online Client and other assorted stuff
 
  +
* ''Normal Salvage'' career difficulty modifier reduced from 0.05 to 0
   
  +
|-|MechWarriors=
==RogueTech Treadnought 1.0.8.5==
 
  +
===General Changes===
* Low Vis Rollback
 
  +
* ''Manei Domini'' pilots now have specific icons.
  +
* '''Cargo Vroom''''s deployed vehicle switched back to Ferret 1, ''The Dook.''
   
  +
===Ronin===
==RogueTech Treadnought 1.0.8.4==
 
  +
Ronin are meant to be elite, sought-after soldiers, to help reflect this the way to hire and find Ronin has undergone some significant changes.
* Patched Low Vis
 
   
  +
'''Note''': Ronin is any pre-defined pilot, i.e. not procedurally generated during the career.
==RogueTech Treadnought 1.0.8.3==
 
* More oopsies..
 
   
  +
* Some Ronin can no longer be found in the hiring halls and instead must be found through events.
==RogueTech Treadnought 1.0.8.2==
 
  +
* Some Ronin may require the player to seek them out on specific worlds or territories, others may require the player to have accomplished certain feats before they will become available in the hiring halls or be willing to join the player's crew.
* Oops...
 
  +
* Some Ronin will not work for the player if the player has employed other ronin they do not get along with.
  +
* Some Ronin will require the player to employ their friends before they will join the player's crew and may leave should that friend leave or die.
  +
* Fired ronin may sometimes return to the hiring halls to be found again
  +
** '''Note''': experience or skills gained under their former employment will not persist.
   
  +
As Elite warriors, Ronin may be picky about whom they work for. Should your company become known for unstable employment, or as an extra hazardous employer, ronin may be less willing to offer themselves up for employment to you or may blacklist your company entirely.
==RogueTech Treadnought 1.0.8.1==
 
* Patches to Low Vis, LT, ModTek and PerFix
 
* Drop Cost tweak to scale on Lance being dropped
 
* Starting at 0.8 multiplier and adding 0.03 per half-skull up to 1.4 at Diff 21 Lances
 
   
  +
===Starting MechWarriors===
RISC and Pirate Tech Clean Up
 
  +
The roster of MechWarrior at a career's start now has the following limitations:
* Several Technologies moved to only be accesible with it corresponding Module
 
  +
* ''RTO Legends'', ''RT Crew'' and ''Manei Domenei'' - Only one MechWarrior between all three categories can be part of the starting roster.
* Some Designs have been reworked to be without RISC or Pirate Tech
 
  +
* ''Mandalorian'' - At most one can be part of the starting roster.
* Other Designs moved to install only with RISC/Pirate and their module installed
 
* Looted Clan Mechs optional moved to be part of pirates
+
* ''JarnFolk''' - At most one can be part of the starting roster.
  +
|-|UI=
* Excluded from this:
 
  +
* ''Chevrons difficulty icon type'' - New selectable settings in the launcher, uses distinct count of chevrons to mark increased difficulty instead of just color changes. Should hopefully make it easier for colorblind players to distinguish the difficulty easier.
** RISC:
 
  +
* Tooltips can now be pinned by right clicking. If a tooltip exceeds the height of the screen it can then be scrolled.
*** Advanced AMS
 
  +
* Critical Effects will no longer be listed in the tooltips, as they too often caused the tooltips to overflow.
*** TSEMP
 
  +
|-|Salvage=
*** Repeating TSEMP
 
  +
* Fixed bug with salvage screen sometimes locking.
*** Taser
 
  +
* Fixed issues with showing wrong amount of salvage slots, now more slots will appear as things are added.
*** Hyper Laser
 
  +
* No longer possible to sell full mechs from salvage screen.
*** Emergency and Radical Kits
 
*** Advanced Small Cockpit
 
*** Interface Cockpit
 
*** Risc Defaults
 
** Pirate Tech:
 
*** Radical PDHS kits
 
*** Pirate Defaults
 
*** Spiked Fist
 
*** Spiked Boots
 
*** Aftermarket EWS
 
   
  +
===Unique Mechs===
==RogueTech Treadnought 1.0.8.0==
 
  +
It is no longer possible to assemble multiple copies of 'Mechs marked as ''Unique''.
* Adds a new voice set
 
** Happy Christmas from Tex
 
* Minor fixes
 
   
  +
During loot selection on the salvage screen if any unit with identical chassis exists in the player's inventory it will instead be replaced by a standard 'Mech of the same chassis-family.
==RogueTech Treadnought 1.0.7.9==
 
* Patch to Client
 
** Adds Event Announcements in Game
 
** Adds Faction Message to Game (currently this defaults to a suggestion to join the roguewar discord)
 
* Fix to turret vehicle firing arc's
 
* many smaller fixes
 
   
  +
Locations checked for if the player has the ''Unique'' 'Mech includes:
==RogueTech Treadnought 1.0.7.8==
 
  +
* Active 'Mechs
* Fix ordering issue preventing MechAffinity adding MultiTarget in all cases
 
  +
* 'Mechs being readied
  +
* Full chassis in storage
  +
* Previously selected full unit of the same 'Mech
   
  +
When readying an ''Unique'' 'Mech from storage the same checks are performed.
==RogueTech Treadnought 1.0.7.7==
 
* Hotfixed Online Client
 
   
  +
'''Note:''' Even if a player has an ''Unique'' 'Mech it does not prevent the AI from fielding one or more copies of the same 'Mech, the restriction is only for players.
==RogueTech Treadnought 1.0.7.6==
 
* Patched Online Client
 
   
  +
|-|Contracts / Flashpoints / Lances=
==RogueTech Treadnought 1.0.7.5==
 
* Some contracts fixes
 
* Fixed incorrect range brackets for weapon modes and ammo that changes range.
 
   
  +
=== Contracts ===
==RogueTech Treadnought 1.0.7.4==
 
  +
* Duels and Solaris contracts will no longer generate ambushes.
* Fix problem with QuicSell module mechs
 
  +
* '''Birds of Prey''' - Reduced number of enemy VTOL.
  +
* '''Peer Review''' - Turret lance unit selection will now be dynamic.
  +
* '''Reproducibility Crisis''' - Turret lance unit selection will now be dynamic.
   
  +
=== Flashpoints ===
==RogueTech Treadnought 1.0.7.3==
 
  +
* '''Thunder Rift''' ''(Birth of a Legend FP)'' - Opposing Force lances changed to manual unit selection to prevent huge difficulty swings.
* Another LT fix
 
  +
* Disabled ''Necromo Nightmare'' Flashpoint again. It will return next halloween.
  +
* Fix for ''Solaris 7'' championship not starting as intended.
  +
* Added wider unit selection for Solaris flashpoint contracts.
   
  +
=== Lances ===
==RogueTech Treadnought 1.0.7.2==
 
  +
* ''IndustrialMechs'' should no longer spawn in Lunar or Martian environments.
* Urgent LT fix
 
  +
* '''Kill Team''' units should no longer appear as normal lance units.
  +
* Unit selection for lances will now consider technology level, rarity and other traits, making more common units likelier to appear.
  +
|-|Events=
  +
* Fixes to the Superheavy Contract unlock events. Choosing to wait 180 days will now trigger the event exactly 180 days later.
  +
* The ''Epsilon MRB Authorization Upgrade Available''' event to unlock Superheavy missions is now available after 100 missions and the ''Omega MRB Authorization Upgrade Available'' event to unlock Superheavy Hunt contracts event is available after 200 missions.
  +
* '''LetsTacoBoutThis''' - Adjust event spawn requirements and results to allow for more even distribution of chance for successful ''Jelly Roll Taco''.
  +
* '''Isorla Bondsman''' - Rewritten opening events to disable gaining the bondsman pilot if there are not enough barracks spots available on the Argo.
   
  +
|-|Equipment=
==RogueTech Treadnought 1.0.7.1==
 
  +
{{#tag:tabber|General Changes=
* New Optional Module
 
  +
* ''Activatable Components'' - Improved clarity on many traits.
** QuicSell - Knock off variants of mechs and weapons
 
  +
* ''Battle Computers'' - Called shot bonus stacks up to six times, any more battle computers after that does not add to bonus. See new equipment below for alternatives.
* New CustomBundle
 
  +
* ''Emergency Coolant Effects'' - Now display correct failure chances in combat.
** Minor tweaks and fixes all over
 
   
  +
* '''Artillery Heavy Gyro''' ''(Unique)'' - Will now drop standard ''Gyro Artillery'' as salvage.
==RogueTech Treadnought 1.0.7.0==
 
  +
* '''Basilisk EC''' - Renamed to ''Advanced Endo-Composite''.
* Event Factions no longer get contracts as employer, increases rate of contracts against them
 
  +
* '''Basilisk FF''' - Renamed to ''Advanced Ferro-Fibrous''.
* Quirks added to descriptions
 
  +
* '''C.A.S.E. II +''' - New armor modification. Reduces internal explosion damage by 3, covers all locations. Not salvagable, only found on the Hephaistos family of 'Mechs.
* Many many tiny things
 
  +
* '''Cockpit Interface''' - Has been split to two items for technical reasons, mechs are updated to use the appropiate one.
  +
** '''Cockpit Interface''' - Only allowed in head, no longer provides headshot immunity or prevents ejection, still replaces gyro
  +
** '''Cockpit Interface (Torso Mounted)''' - Mounts in the torso, provides same stats as the old Cockpit Interface. No longer allows using Life Support slots.
  +
* '''Command Console +''' -> New equipment. +2 company initative, company sight +10%, company sensors +10%, company indirect accuracy +1, company scatter -10%/-20%, company resolve +1 per round, +2 pilot health, -1 enemy ECM, +5 sensor detection, multi track, breaching shot, company shared vision, -40% bleeding rate, +1 called shot accuracy. Takes 4 slots, weighs 6 ton. Salvagable, found on ''Templar III J''.
  +
* '''Endo Steel EX Light QS''' - New Quicksell structure, -80% structure points, -80% weight, 8 reserved slots (1 per loc), 4 dynamic slots
  +
* '''Endo Steel Light QS''' - New Quicksell structure, -30% strcture points, -30% weight, 8 reserved slots (1 per loc)
  +
* '''Engine (Armored)''' - Fixed to actually take extra hit before component takes damage
  +
* '''Engine Core 265''' - Weight changed from 16.5 to 17.
  +
* '''Engine XXL (C) (Armored)''' -> New equipment. Every level of critical damage needs two hits.
  +
* '''Gyro (Armored)''' - Fixed to actually take extra hit before component takes damage.
  +
* '''Headshotter 2000''' - New pirate equipment. +23% Called shot bonus to weapons at same location. Weighs 2% of chassis total tonnage, 3 slots. 2% fail chance, reduced 0.1% per piloting skill. Always active. Failure causes injury and crits a component at the same location (can be itself).
  +
* '''High Precision Convergence System''' - New, +15% called shot bonus to weapons at the same location. Weighs 3% of chassis total tonnage, 2 slots. Available in relevant stores and on some 'Mechs.
  +
* '''N/C-FF Armor (C)''' - New unique, not salvagable, -17% weight, CLPS, 2 slots each location except CT (1 slot), 7 dynamic slots, -80% stealth, -10% mimetic, +30% heat, +25 heat /turn, CASE, found on ''Wight WGT-4NC 'Dezgra'''.
  +
* '''PPC Capacitor''' - Generated heat decreased from +30 to +15. Explosion on destruction changed from 50 damage to 15 heat. Will no longer take damage on jamming.
  +
* '''Quad Mechanical JJ''' - New, created in various sizes. Standard mechanical no longer allowed on quads. 2 slots in all four legs. Added to FedSun and Solaris store, as well as reward from Solaris off-season
  +
* '''Reactive Plating (C)''' - New, -20% ballistic damage, TAC immune, 5 dynamic slots, salvagable, added to clan stores
  +
* '''Sensor Sentinel''' - Changed slot size from 2 to 1
  +
* '''Skinwalker Cockpit Interface''' - No longer provides headshot immunity nor prevent ejections, only allowed in head.
  +
* '''Stabilized UL Gyro (Omni)''' - New gyro, Omni version of the already existing ''Stabilized UL Gyro''.
  +
{{!}}-{{!}}Heat Sink Kits=
  +
Several heat sink kits have been updated due to being too strong.
   
  +
* Heat Sinks with bonus dissipation capacity no longer apply their bonus twice. This includes Engine Heat Sinks.
==RogueTech Treadnought 1.0.6.9==
 
* More REP-ME fixes
 
   
  +
* '''Heat Sink Kit (Prototype) +''' - Cost changed from 4,600,000 to 6,000,000.
==RogueTech Treadnought 1.0.6.8==
 
  +
* '''DOOM KIT (P)''' - New radical pirate heatsink kit. Superior cooling stats, but may explode instead of activating.
* Fixes for REPME
 
  +
* '''Prototype HS Kit +''' - Weight increased from 2 ton to 3 ton.
* Hotfix for society control
 
  +
* '''Radical PDHS Kit (P)''' - Removed bonus flat heat sinking. Active heat sinking reduced from 30 to 25.
  +
* '''Royal Sink Kit (D)+ RTO''' - Heat generation bonus reduced from 20% to 16%. Flat heat sinking reduced from 16 to 12.
  +
* '''Widowmaker Kit (D)''' - Heat generation bonus reduced from 13% to 12%. Flat heat sinking reduced from 10 to 9.
  +
{{!}}-{{!}}Specialist Gear=
  +
A major rebalance has been done on the Specialist gear in an attempt to make more of the items viable.
   
  +
* '''Advanced Optics MK1''' - Removed Thermal Vision effect. Decreased accuracy bonus range from 540 to 150. Negates No Visuals penalty up to 100 meters. Added mine detection within 60 meter. Cost decreased from 900,000 to 100,000.
==RogueTech Treadnought 1.0.6.7==
 
  +
* '''Advanced Optics MK2''' - Removed Thermal Vision effect. Decreased accuracy bonus range from 810 to 270. Negates No Visuals penalty up to 180 meters. Added mine detection within 90 meter. Cost decreased from 1,200,000 to 300,000.
* Improved logging concerning pathfinding and movement for CBTBE
 
  +
* '''Advanced Optics MK3''' - Removed Thermal Vision effect. Decreased accuracy bonus range from 1080 to 390. Negates No Visuals penalty up to 260 meters. Added mine detection within 120 meter. Cost decreased from 1,500,000 to 500,000.
* IRTweaks patch
 
  +
* '''Advanced Zoom MK1''' - Increases vision range by 30 meters and +5%. Weight increased from 0.1 ton to 0.3 ton. Cost decreased from 300,000 to 100,000.
** Fixes for incorrect harmony prepare() call, which was activating methods even when unintended.
 
  +
* '''Advanced Zoom MK2''' - Increases vision range by 45 meters and +10%. Weight increased from 0.2 ton to 0.7 ton. Cost decreased from 400,000 to 225,000.
** Add check for building scaling; will no longer scale if building has already been scaled
 
  +
* '''Advanced Zoom MK3''' - Increases vision range by 60 meters and +15%. Weight increased from 0.3 ton to 1 ton. Cost decreased from 500,000 to 350,000.
** Fixes to restrict bulk scrapping to only MechBay
 
  +
* '''CoolShot (C)''' - Sensor signature penalty and visibility penalty reduced from 5% to 3%. Weight reduced to 40% from 50%.
* hopefully Reenabled bulk scrapping
 
  +
* '''CoolShot''' - Flat heat sinking increased from -6 to -8. Weight reduced to 40% from 50%.
* Fixes lots of Rep-Me's
 
  +
* '''Exchanger (C)''' - Removed flat heat sinking. Sensor signature penalty and visiblity penalty increased from 3% to 6%. Heat generated reduction increased from -10% to -14%. Decreased weight from 35% to 30%. Cost increased from 2,160,000 to 2,660,000.
  +
* '''Exchanger + +''' - Removed.
  +
* '''Exchanger +''' - Removed.
  +
* '''Exchanger''' - Removed flat heat sinking. Sensor signature penalty and visiblity penalty increased from 1% to 8%. Heat generated reduction increased from -5% to -17%. Increased weight from 20% to 40%. Cost increased from 1,080,000 to 1,720,000.
  +
* '''Heat Bank (C)''' - Flat heat sinking decreased from -7 to -6 per turn. Sensor signature penalty and visiblity penalty increased from 3% to 4%. Heat resistance decreased from 25% to 20%. Decreased weight from 35% to 20%. Cost decreased from 1,740,000 to 1,280,000.
  +
* '''Heat Bank + +''' - Removed.
  +
* '''Heat Bank +''' - Removed.
  +
* '''Heat Bank''' - Flat heat sinking increased from -4 to -10 per turn. Sensor signature penalty and visiblity penalty increased from 1% to 8%. Heat resistance increased from 10% to 30%. Increased weight from 20% to 40%. Cost increased from 320,000 to 766,000.
  +
* '''Jump Booster Pack 1''' - Price decreased from 120,000 to 110,000.
  +
* '''Jump Booster Pack 2''' - Price increased from 120,000 to 220,000.
  +
* '''Jump Booster Pack 3''' - Price increased from 120,000 to 550,000.
  +
* '''Thermal Vision MK1''' - Added nightvision capability. Target heat level division decreased from 70 to 30. Ranged decreased from 300 to 120.
  +
* '''Thermal Vision MK2''' - Added nightvision capability. Target heat level division decreased from 50 to 20. Ranged decreased from 330 to 150. Weight increased from 0.2 ton to 0.3 ton.
  +
* '''Thermal Vision MK3''' - Added nightvision capability. Target heat level division decreased from 30 to 20. Weight increased from 0.3 ton to 0.6 ton. Price increased from 175,000 to 375,000.
  +
}}
  +
|-|Weapons / Ammunition=
  +
{{#tag:tabber|Weapon Changes=
  +
* '''Wing-Mounted Ordnances''' - Drag standardized to -8% per ton. Signature standardized to +6% per ton.
   
  +
* '''AA Rocket 20''' - New rocket weapon. One salvo of 20 shots. +3 acurracy against fliers, -8 against ground units. Does 5 standard damage and 2 through armor damage per shot. Up to 720 meter range.
==RogueTech Treadnought 1.0.6.6==
 
  +
* '''Arrow IV (BRRT)''' - New direct-fire only weapon. Has x1 to x3 fire modes. Starts with 15 missiles. Not salvagable, found on ''Seth '3 by 5' (AA)'' and ''Seth '3 by 5'''.
* Some general tidying up
 
  +
* '''Arrow IV Missile [WM]''' - No longer able to fire indirect. Range changed from 3000 to 210/420/630/840.
* RISC urbies now part of urbocalypse
 
  +
* '''B-Pod''' - Converted to be a standard component. Will now activate automatically against enemy Battle armor, but can still be activated manually.
* Hotfix to client
 
  +
* '''Bolt On LAA Missile x2''' - Fixed increased sensor signal and visibility to actually increase by 3% instead of making the unit invisible.
  +
* '''Bomb MOAB [WM]''' - AoE Stability damage reduced from 250 to 200.
  +
* '''Dual Saw''' - New Industrial Hand Held weapon. Salvageable, found on the ''Raider JL-1'' and ''Raider Mk II JL-2''.
  +
* '''ELRM-5 / 10 / 15 / 20'''
  +
** Minimum range increased from 210 to 300
  +
** Damage fall of starting distance increased from 210 to 300.
  +
** Restricted from using any speciality ammunition.
  +
*** '''Note:''' Speciality ammunition can still be placed in the mechbay, but the weapon will not able to fire it in combat.
  +
** Artemis attachments no longer supported.
  +
* '''Fuel Tank''' - AoE damage increased from 20 to 25. Direct damage from 40 to 50+/-25, stability from 10 to 25, heat damage from 10 to 0
  +
* '''HH Chem Laser Rifle (C)''' - Internal ammo reduced from 32 to 16. Cost increased from 120,000 to 800,000, to fit a bespoke, advanced handheld system.
  +
* '''HH L ER Laser (C)''' - Weight reduced to 8T from 11T. Range changed from 240/450/600/810 to 210/420/630/840.
  +
* '''HH Sniper Rifle''' - Weight reduced to 6T from 10T.
  +
* '''HH Taser Rifle''' - No longer explodes on the first misfire.
  +
* '''Heavy Rifle''' - Can now only use ammunition boxes from the same location.
  +
* '''Heavy SB GR (C)''' - Renamed to ''SB Gauss (C)'', damage falloff over distance removed.
  +
* '''Hunter-Killer Missile''' - Renamed to ''Hunter-Killer Missile (OS)''.
  +
* '''Large Pulse Laser (QSC)''' - New quicsell weapon.
  +
* '''Light Rifle''' - Can now only use ammunition boxes from the same location.
  +
* '''MG Dual (QSC)''' - New Quicsell weapon.
  +
* '''Medium Rifle''' - Can now only use ammunition boxes from the same location.
  +
* '''Mine Dispenser 10''' - Renamed to ''Mine Dispenser 10 (x5)'' to prevent confusion with the 1-shot ''Mine Dispenser 10''.
  +
* '''Pepperbox Rifle''' - Recoil increased from 4 to 5. Projectiles per shot decreased from 5 to 4. Will now use ''per pellet'' damage calculation algorithm.
  +
* '''Periphery Rifle''' - Can now only use ammunition boxes from the same location.
  +
* '''Plasma Cannon''' - Renamed to Plasma Rifle to match Tabletop name.
  +
* '''Quicsell Double Autocannons''' - Slot size increased to match Clan UACs again, except for DAC20, which is increased from 4 slots to 6.
  +
* '''RISC Silver Bullet Gauss''' - Renamed to ''RISC Heavy SB Gauss'' to make it more clear it uses Heavy Gauss ammo.
  +
* '''Railgun (Light)''' - Damage reduced from 275 to 240. Damge falloff over distance reduce from 70% to 60%. Maximum penetratable Armor thickness reduced from 650 to 550.
  +
* '''SRM 6 (C) (I-OS)''' - New one-shot weapon. Available in stores.
  +
* '''SRM 6 (I-OS)''' - Price corrected from 8,000 to 64,000.
  +
* '''Shillelagh Rifle''' - Can now only use ammunition boxes from the same location.
  +
* '''Streak MML''' - Can no longer used with any other type of advanced missile guidance, including Targeting Computers, Streak, Artemis, Apollo or ArrowIV.
  +
* '''Streak SRM-2 (C) (I-OS)''' - New one-shot weapon. Available in stores.
  +
* '''Streak SRM-2 (I-OS)''' - New one-shot weapon. Available in stores.
  +
* '''Streak SRM-2 (OS)''' - New one-shot weapon. Available in stores.
  +
* '''Streak SRM-2 (Quad)''' - New unique weapon, not salvagable. Can fire in 2x, 4x, 6x or 8x modes. Mounted on the ''Rattler RT-L3R''.
  +
* '''Streak SRM-4 (C) (I-OS)''' - New one-shot weapon. Available in stores.
  +
* '''Streak SRM-4 (I-OS)''' - New one-shot weapon. Available in stores.
  +
* '''Streak SRM-4 (OS)''' - New one-shot weapon. Available in stores.
  +
* '''Streak SRM-6 (C) (I-OS)''' - New one-shot weapon. Available in stores.
  +
* '''Streak SRM-6 (I-OS)''' - New one-shot weapon. Available in stores.
  +
* '''Streak SRM-6 (OS)''' - New one-shot weapon. Available in stores.
  +
* '''Suspicious Cargo''' - AoE damage increased from 160 to 250, AoE stability from 80 to 125. Direct damage from 100 to 75+/-25, stability from 50 to 35
  +
* '''Thunderbolt 4-Pack''' - Renamed to ''Thunderbolt 10 x4''.
  +
* '''Thunderbolt Missile''' - Renamed to ''Thunderbolt 10 (OS)''.
  +
{{!}}-{{!}}Ammunition=
  +
----
  +
* '''Ammo LRM Banana [Half]''' - Tooltip corrected for cost and stability damage done.
  +
* '''Ammo Yang Artillery''' - Aread of effect damage increased from 80 to 100. Shells per ammunition box reduced from 4 to 3. Cost per shot increased from 3,000 to 4,000.
  +
* '''EMP Ammo Yang Artillery''' - Target movement impairment reduced from -50% to -35%. Target accuracy impairment reduced from -4 to -3. Target heat generated reduced from +100% to +50%. Shells per ammunition box reduced from 4 to 3. Cost per shot increased from 6,000 to 8,000
  +
* '''Ammo AAA Missile [Bay]''' / '''Ammo AAA Missile x2 [Bay]''' - Removed evasion ignore and area of effect damage. Added 20 through armor damage. Changed bonus against fliers from +2 to +8. Changed accuracy against other targets from -20 to -8. Ranged changed from 3000 to 450/900/1350/1800.
  +
* '''Ammo Arrow IV Missile [Bay]''' / '''Ammo Arrow IV Missile x2 [Bay]''' - Area of Effect range increased from 90 to 120. No longer can fire indirect. Ranged changed from 3000 to 210/420/630/840.
  +
}}
  +
|-|AI / Combat=
   
  +
=== AI ===
==RogueTech Treadnought 1.0.6.5==
 
  +
* AI will now consider optimal firing mode and ammunition to use before firing.
* Fixed Wraith Icon
 
  +
** '''Note:''' Some performance issues remain, if an AI unit has a lot of different types of weapons and each with many firing modes, the game can seemly freeze for periods of time. It should eventually resume however. This will be fixed post-release.
* More Mech Variants
 
  +
* AI will now be aware of minefields and incoming artillery strikes.
* Fixed Periphery Starters
 
  +
* Movement calculations for very fast AI units have been optimized.
   
==RogueTech Treadnought 1.0.6.4==
 
* Patched Online Client
 
* More mech variants
 
* Updated Icons
 
* Many minor fixes
 
* Potential fix to "one-item-only" online shop issue
 
   
  +
=== Combat ===
==RogueTech Treadnought 1.0.6.3==
 
  +
For some time (in some cases a very, very long time) certain modifiers have been configured incorrectly within RogueTech. This has now been corrected, meaning a lot of negative and positive effects will now apply in a different way than before this release. Due to this there might be future balancing changes if some effects are too powerful.
* Lewdable Tanks patch to attempt fixing ANOTHER extraction bug
 
* Some minor fixes and new things
 
* Disabled Bulk Scrapping again
 
   
  +
The modifiers affected are:
==RogueTech Treadnought 1.0.6.2==
 
  +
* Sensor Distance Modifiers
* Some ECM now enter battle in passive mode
 
  +
* Visibility Distance Modifiers
* Guardian, Guardian (C) and Basic ECM
 
  +
* Stealth
* Shield now reduces Accuracy by 0.6 per point and Jamming by 0.8 per point
 
  +
* Mimetic Armor
* Fixed Tank comms system not displaying properly
 
* AoE now has reduced effects by 0.05 per class on chassis below assaults
 
** so a light takes 15% less damage and harder to hit with aoe, medium 10% and heavy 5%
 
* Removed c3 probe strength buff, increased ally sensor distance buff
 
* Tweaks to Artillery Scatter
 
* Caseless Munitions now have a heat, instead of damage penalty
 
* AI Pilots now receive 1-3 random combat quirks depending on their tier
 
* Another attempt to fix vehicles lost on evac
 
   
  +
==== Stealth ====
==RogueTech Treadnought 1.0.6.1==
 
  +
In addition to fixing the modifiers for Stealth and Mimetic Armor some other changes were introduced.
* Commas......
 
   
  +
* Stealth systems have only had minor tweaks, mainly they will now follow their originally intended values.
==RogueTech Treadnought 1.0.6.0==
 
  +
* Most Mimetic effects now decay faster, with the default decay beeing one level per 2 hexes moved.
* Affinity Fixes
 
  +
* To make Chameleon LPS more unique/stand out, it now provides one of the worst signature reductions, but instead has the largest To Hit defensive modifier (i.e. harder to hit the unit with Mimetic Armor).
* Building HP Scaled down (pls provide feedback)
 
  +
* Minor fixes
 
  +
==== AI Pilots ====
  +
AI Pilots have been tuned down slightly:
  +
* Reduced Brace to Fire reduction bonus by 50%
  +
* Removed several bonus effects for Difficulty 11 and 15 pilots as well as Superheavy pilots.
  +
* AI pilots now have a significantly lower chance to start combat with very powerful skills such as Air Strike and always Breaching Shot.
   
  +
==== Other Changes ====
==RogueTech Treadnought 1.0.5.9==
 
* now "AMS can't fire" floaties not displayed if no missiles in attack
 
* now negative/NaN/infinate damage from normal attacks counts as 0.
 
* DistantVarianceReversed calculations fixed.
 
* landmines should not affect mech head
 
* AoE now should not affect mech head
 
* AI now should not be able to hit target indirectly using direct-only weapon/mode/ammo
 
* Another possible fix for lost tanks on extract
 
* Fix issue where building scaling didn't set initial value properly.
 
* Possible fix for bulk scrapping
 
   
  +
* Squad Units (BA, Protomech and Ultralights) will now have their size difference modifier based on the individual member tonnage.
==RogueTech Treadnought 1.0.5.8==
 
  +
** Minimum limit for modifier calculation is 20 tons, any unit below that still calculates at 20 ton.
* Disabled bulk scrapping
 
  +
* VTOL units now have a different size modifier factor, meaning a VTOL unit calculates the size modifier as if it was 67% heavier.
* Usual minor fixes
 
  +
* Both TAG and Narc targetting painter effects will now properly expire with movement instead of lasting forever.
  +
* Heat damage to normal damage conversion for vehicles, turrets and buildings reduced from 2:1 ratio to 1:1 ratio.
  +
* Fixed inconsistency is hex size between mods, a hex is now always 25 meters in length.
  +
* Firing large weapons (Brace to Fire mechanic) no longer gives a direct chance of immediate knockdown unless braced. The weapons will instead apply instability damage to the firing unit, causing it to possibly go unsteady.
  +
** All weapons and equipment have been changed to list the instability they add.
  +
** See wiki page for further details: [Brace_to_Fire]
  +
* Anti Battle-Armor swarming attacks have been tweaked:
  +
** '''Roll'''
  +
*** Base success chance reduced from 55% to 45%
  +
*** Damage done to swarming unit reduced from 200 to 60
  +
*** Initiative penalty increased from 11 to 15
  +
** '''Swat'''
  +
*** Base success chance reduced from 33% to 25%
  +
*** Max success chance limit reduced from 95% to 90%
  +
*** Success chance bonus from ''Piloting'' skill increased from 5% to 6.5% per level
  +
*** Damage done to swarming unit reduced from 100 to 50
  +
*** Initiative penalty increased from 8 to 10
  +
|-|Star Systems=
  +
* '''Project Terraform''' - Some Jump Point systems have had more biomes added to them beyond Lunar and Martian, allowing for more types of contracts and battle maps to appear on them.
  +
* Added '''Superheavy Industry''' tag to the following planets:
  +
** ''Fagerholm''
  +
** ''Fletcher (CC)''
  +
** ''Galax''
  +
** ''Ishtar''
  +
** ''Kuzuu''
  +
** ''Mechdur''
  +
** ''Syrma''
  +
** ''Tallmadge''
  +
** ''Tyrlon''
  +
** ''Umka''
  +
** ''Ward''
   
  +
|-|Other Changes=
==RogueTech Treadnought 1.0.5.7==
 
* CB Patch
 
** visualize route points for convoy escort missions.
 
** to route calculation improved
 
** Name and Description fields for mode (will be slowly integrated)
 
** if a weapon cant fire, reason will be shown in side panel
 
* Potential fix for vehicles lost on extraction
 
   
  +
=== Repairs ===
==RogueTech Treadnought 1.0.5.6==
 
  +
* Post-combat repairs will now repair broken components automatically.
* Objective Buildings are now scaled by difficulty
 
* holding Alt and clicking on one of the weight categories on the storage tab will allow you to scrap all units in that category in one action.
 
* Attempt to fix tank assembly proper
 
   
===RogueTech Treadnought 1.0.5.5===
+
=== Affinity ===
  +
* '''Left-handed Specialist''' - New affinity, +2 Left Arm Mounted Accuracy, +1 Piloting, + 1 Gunnery, haciwara and wulfen prefabs
  +
* '''Missile Defender''' - Changed from +1 AMS Damage, -10% Missile Damage Taken to +25% Increased AMS Accuracy, -10% Missile Damage Taken
  +
* '''Missile Defender II''' - New affinity after 110 missions, +1 AMS damage.
  +
* '''Smart Warheads''' - Reduced from +2 to +1 missile evasion ignore.
   
  +
=== Shops ===
* Daily Minor Fixes
 
  +
* Superheavy Weapons and Equipment will now start appearing in shops after 3 in-game years.
  +
* Available Battle Armor units, weapons and ammunition have been tweaked following the changes with the new Squads 2.0 system.
   
===RogueTech Treadnought 1.0.5.4===
+
=== Quirks ===
  +
* '''Advanced Missile TTS''' - Reduced from +2 to +1 missile evasion ignore.
   
  +
=== RU Localization ===
* Pruned frameworks, merged dropcosts and globaldifficulty systems
 
  +
The russian localization has had several updates, as usual big thanks to ENOVA for this project.
* Properly set up all vehicle assembly id's
 
* Rollback to MASC/Supercharger
 
* Removed C3 systems applying to Carrier
 
* Added fog of war reveal back to all c3
 
* CBTBE Patch
 
** Fix issue where you can select melee attack even if all types are unselected
 
** Fix issue where player can make a 0 damage DFA or melee attack
 
** Fix issue where meleeing causes a freeze (due to no nodes to target)
 
*Many Fixes and improvement
 
   
  +
</tabber>
===RogueTech Treadnought 1.0.5 HF2===
 
   
  +
<hr style="height:5px">
* Option for AI or Manual Convoy Control
 
* Another Attempt to fix tank evac issue
 
   
  +
== Unit Changes ==
===RogueTech Treadnought 1.0.5 HF1===
 
   
  +
As there have been over a thousand tweaks and fixes on units, not all can be listed here. This list should however cover most of the noticeable changes.
* Fixed testpilot targeting the correct itemcollection
 
   
  +
<tabber>
===RogueTech Treadnought 1.0.5===
 
  +
|-|Mechs=
  +
{{#tag:tabber|General Changes=
  +
Most mechs have had minor changes, far too many to detail. These include:
  +
* Hardpoint count or locations
  +
* Changed or removed Specialist gear due to the specialist rework
  +
* Changed cost
  +
* New icons or descriptions
  +
* Quirk changes
   
  +
Other General Changes are:
* ECM/C3 Rework
 
  +
* All lootable hand held equipment on BattleMechs have been turned into defaults. As a result, if it was at some point the item was replaced by another item, and then the new item is removed again, the original hand held item will be restored.
** ECM and EWS changed primary effects
 
  +
* Quad and QuadVee mechs had the Quad quirk converted to a Chassis trait, making them able to recieve a proper quirk.
*** ECM Affects Jamming, reducing detection capacity
 
  +
* All ''Quicksell Customs'' mechs now have fixed engine type and core.
*** EWS provides ECM Shield, protecting against enemy detection
 
  +
* On The following mechs it was possible to replace on or more internal systems, despite being an OmniMech. This has now been corrected; Structure, Gyro, Engine Type, Engine Core are all fixed in place.
** Jam/Shield reduce an attackers accuracy by 0.7 per point now, to a maximum of -7 No sensors
 
  +
** '''Alegea''' ''(All variants)''
** ECM/ECCM effects combined into a Single Aura
 
  +
** '''Arctic Wolf X'''
** Stealth has been delinked from ECM mode. Still requires a ECM to exist.
 
  +
** '''Arctic Wolf XR'''
** C3 Systems have received a combined Aura
 
  +
** '''Balius''' ''(All variants)''
*** Debuffing Enemies to be easier seen (Each point Sensor Ping Reduces all Shield/Stealth Effects)
 
  +
** '''Boreas R 'Amirault''''
*** Ally/Carrier Buff for improved Sensors
 
  +
** '''Centurion CN11-PT'''
*** Some C3 are hardened against Jamming
 
  +
** '''Inferno''' ''(All variants)''
* Physical Melee Weapons have received a small buff to scale with Attacker Tonnage
 
  +
** '''Master Summoner'''
* Framework for Vehicle Assembly
 
  +
** '''Nuwisha''' ''(All variants)''
* Some new and updated contracts
 
  +
** '''Spirit Walker''' ''(All variants)''
* New career with Flashpoint Module: Team Banzai
 
* Potential fix for vehicles not extracting properly and get eaten on salvage screen
 
   
  +
* '''Albatross ALB-5W''' / '''Albatross ALB-5W 'Dantalion'''' - The variants were mixed up, they have been switched around.
===RogueTech Treadnought 1.0.4 HF3===
 
  +
* '''Archer ARC-1A''' - Updated to official loadout.
  +
* '''Atlas AS7-D 'Black Beard'''' - Updated ammunition loadout.
  +
* '''Atlas III AS7-D3''' - Updated to official loadout.
  +
* '''Axman AXM-6X''' - Switched to chassis affinity ''Storm Trooper'': +1 Accuracy for HandHeld, BoltOn, Physical Weapon and Punch
  +
* '''Axman AXM-S7X''' - Switched to chassis affinity ''Storm Trooper'': +1 Accuracy for HandHeld, BoltOn, Physical Weapon and Punch
  +
* '''BattleMaster BLR-1G 'Red Corsair'''' - Updated to official loadout.
  +
* '''Centurion CN9-D9''' - Added missing artemis ammunition
  +
* '''Cougar LAM XR''' - Replaced ''HE Bomb x3'' with ''HE Bomb x1''.
  +
* '''Dervish DV-1S''' - Updated to official loadout.
  +
* '''Firefly FFL-4C''' - Added missing artemis ammunition
  +
* '''Firestarter FS9-MA''' - Added missing Artemis SRM ammo.
  +
* '''Firestarter FS9-MW''' - Added missing Artemis ammunition
  +
* '''Firestarter FS9-OF-P''' - Duplicate version was removed.
  +
* '''Gladiator GLD-1R''' - Updated to official loadout.
  +
* '''Hammer HMR-3G''' - Removed from the mod.
  +
* '''Hunchback HBK-4K''' - Updated loadout.
  +
* '''Huntsman F''' - Added missing artemis ammunition
  +
* '''Lupus Prime''' - Added missing artemis ammunition
  +
* '''Mad Cat III 'Eve'''' - Structure changed EndoComposite to EndoComposite (C).
  +
* '''Marauder II MAD-AL 'Alpha'''' - Updated to official loadout, removed duplicate.
  +
* '''Marauder IIC''' - Duplicate version was removed.
  +
* '''Night Gyr D''' - Added missing artemis ammunition
  +
* '''Owens''' ''(All variants)'' - Updated to official loadout.
  +
* '''Phoenix Hawk PXH-1K''' - Duplicate version was removed.
  +
* '''Rook''' - In-game model has been changed and resized.
  +
* '''Salamander PPR-7T''' - Updated ammunition loadout.
  +
* '''Sling SL-1GM''' - Removed from the mod.
  +
* '''Spider SDR-9K''' - Updated to official loadout.
  +
* '''Strider SR1-OBD''' - Duplicate version was removed.
  +
* '''Sunder SD1-OS''' - Duplicate version was removed.
  +
* '''Targe TRG-2N''' - Added missing artemis ammunition
  +
* '''Templar''' / '''Templar III''' ''(All)'' -> Updated to official loadout.
  +
* '''Thorn THE-N2''' - Moved from ''Clan Invasion'' to ''Jihad'' era.
  +
* '''Trebuchet TBT-8K''' - Added missing artemis ammunition
  +
* '''Trebuchet TBT-8K''' - Updated to official loadout.
  +
* '''Valkyrie C''' - Updated to official loadout.
  +
* '''Valkyrie VLK-QA''' - Updated to official loadout.
  +
* '''Valkyrie VLK-QD6''' - Updated to official loadout.
  +
* '''Valkyrie VLK-QS5''' - Updated to official loadout.
  +
* '''Vulture Mk II 'Geier'''' - Changed from ''Skinwalker Interface'' to ''Assassin Interface''.
  +
* '''Warwolf Prime''' - Updated to official loadout.
  +
* '''Wasp LAM Mk I WSP-100''' - Removed wingmount weapons
  +
* '''Wight WGT-2LAW '''- Updated to official loadout.
  +
* '''Wight WGT-4NC 'Dezgra'''' - Updated to official loadout. Has new unique armor.
  +
* '''Wolverine WVR-3R''' - Updated to official loadout.
  +
* '''Wulfen''' - In-game model has been resized.
  +
{{!}}-{{!}}Renames=
  +
{{{!}} class="wikitable"
  +
! From !! To
  +
{{!}}-
  +
{{!}}{{!}}Aegis Point Defense Suit{{!}}{{!}}Angerona 'Aegis Point Defense Suit'
  +
{{!}}-
  +
{{!}}{{!}}Aladdin VL-5ML 'Aladdin'{{!}}{{!}}Vulcan VL-5ML 'Aladdin'
  +
{{!}}-
  +
{{!}}{{!}}Arbalest ABT-2{{!}}{{!}}Arbalest 2
  +
{{!}}-
  +
{{!}}{{!}}Arbalest ABT-3{{!}}{{!}}Arbalest 3
  +
{{!}}-
  +
{{!}}{{!}}Arctic Wolf 'Storm Wolf'{{!}}{{!}}Arctic Wolf II 'Storm Wolf'
  +
{{!}}-
  +
{{!}}{{!}}Arctos ACT-1{{!}}{{!}}Arctos 1
  +
{{!}}-
  +
{{!}}{{!}}Arctos ACT-2{{!}}{{!}}Arctos 2
  +
{{!}}-
  +
{{!}}{{!}}Arctos ACT-3{{!}}{{!}}Arctos 3
  +
{{!}}-
  +
{{!}}{{!}}Arctos ACT-4{{!}}{{!}}Arctos 4
  +
{{!}}-
  +
{{!}}{{!}}Arctos ACT-5{{!}}{{!}}Arctos 5
  +
{{!}}-
  +
{{!}}{{!}}Arctos ACT-PZ{{!}}{{!}}Arctos PZ
  +
{{!}}-
  +
{{!}}{{!}}Aswang CGX-A{{!}}{{!}}Aswang A
  +
{{!}}-
  +
{{!}}{{!}}Aswang CGX-B{{!}}{{!}}Aswang B
  +
{{!}}-
  +
{{!}}{{!}}Aswang CGX-C{{!}}{{!}}Aswang C
  +
{{!}}-
  +
{{!}}{{!}}Aswang CGX-D{{!}}{{!}}Aswang D
  +
{{!}}-
  +
{{!}}{{!}}Aswang CGX-E{{!}}{{!}}Aswang E
  +
{{!}}-
  +
{{!}}{{!}}Aswang CGX-Prime{{!}}{{!}}Aswang Prime
  +
{{!}}-
  +
{{!}}{{!}}BattleMaster BLR-1G Red Corsair{{!}}{{!}}BattleMaster BLR-1G 'Red Corsair'
  +
{{!}}-
  +
{{!}}{{!}}BattleMaster BLR-3M (Rogers){{!}}BattleMaster BLR-3M 'Rogers'
  +
{{!}}-
  +
{{!}}{{!}}Bear Cub BC-1{{!}}{{!}}Bear Cub 1
  +
{{!}}-
  +
{{!}}{{!}}Bear Cub BC-2{{!}}{{!}}Bear Cub 2
  +
{{!}}-
  +
{{!}}{{!}}Bear Cub BC-3{{!}}{{!}}Bear Cub 3
  +
{{!}}-
  +
{{!}}{{!}}Beekeeper FRB-P{{!}}{{!}}Firebee FRB-P 'Beekeeper'
  +
{{!}}-
  +
{{!}}{{!}}Bessie CTL-X{{!}}{{!}}CattleMaster CTL-X 'Bessie'
  +
{{!}}-
  +
{{!}}{{!}}Black Beard AS7-D-HBB{{!}}{{!}}Atlas AS7-D 'Black Beard'
  +
{{!}}-
  +
{{!}}{{!}}Black Knight BL-X-KNT 'Red Reaper'{{!}}{{!}}Black Knight 'Red Reaper'
  +
{{!}}-
  +
{{!}}{{!}}Black Queen LVT-BKQN{{!}}{{!}}Black Queen
  +
{{!}}-
  +
{{!}}{{!}}Blazing Inferno COM-2D-BI{{!}}{{!}}Commando COM-2D 'Blazing Inferno'
  +
{{!}}-
  +
{{!}}{{!}}Bright Python BP-P{{!}}{{!}}Bright Python
  +
{{!}}-
  +
{{!}}{{!}}Caerbannog{{!}}{{!}}Spider 'Caerbannog'
  +
{{!}}-
  +
{{!}}{{!}}Canis CAS-2{{!}}{{!}}Canis 2
  +
{{!}}-
  +
{{!}}{{!}}Catapult 'Basilisk'{{!}}{{!}}Catapult CPLT-S7 'Basilisk'
  +
{{!}}-
  +
{{!}}{{!}}Catapult CPLT-K4{{!}}{{!}}Catapult CPLT-K3X
  +
{{!}}-
  +
{{!}}{{!}}Catapult II 'C7R'{{!}}{{!}}Catapult II CPLT-C7R
  +
{{!}}-
  +
{{!}}{{!}}Cave Lion CL{{!}}{{!}}Cave Lion 1
  +
{{!}}-
  +
{{!}}{{!}}Cazador CZR-1{{!}}{{!}}Cazador 1
  +
{{!}}-
  +
{{!}}{{!}}Centurion II CN9-YLW2 'Yen Lo Wang'{{!}}{{!}}Centurion CN9-YLW2 'Yen Lo Wang 2'
  +
{{!}}-
  +
{{!}}{{!}}Charybdis CHA-1{{!}}{{!}}Charybdis 1
  +
{{!}}-
  +
{{!}}{{!}}Charybdis CHA-2{{!}}{{!}}Charybdis 2
  +
{{!}}-
  +
{{!}}{{!}}Charybdis CHA-3{{!}}{{!}}Charybdis 3
  +
{{!}}-
  +
{{!}}{{!}}Charybdis CHA-4{{!}}{{!}}Charybdis 4
  +
{{!}}-
  +
{{!}}{{!}}Charybdis CHA-5{{!}}{{!}}Charybdis 5
  +
{{!}}-
  +
{{!}}{{!}}Charybdis CHA-6{{!}}{{!}}Charybdis 6
  +
{{!}}-
  +
{{!}}{{!}}Charybdis CHA-7{{!}}{{!}}Charybdis 7
  +
{{!}}-
  +
{{!}}{{!}}Cho'Gall{{!}}{{!}}Ettin 'Cho'Gall'
  +
{{!}}-
  +
{{!}}{{!}}Chompie JR7-CHP{{!}}{{!}}Jenner 'Chompie'
  +
{{!}}-
  +
{{!}}{{!}}Cockroach UM-CR{{!}}{{!}}UrbanMech 'Cockroach'
  +
{{!}}-
  +
{{!}}{{!}}Corvis CRV-2{{!}}{{!}}Corvis 2
  +
{{!}}-
  +
{{!}}{{!}}Crab 'Hardshell'{{!}}{{!}}Crab CRB-27 'Hardshell'
  +
{{!}}-
  +
{{!}}{{!}}Crossbow X CRX-Prime{{!}}{{!}}Crossbow X Prime
  +
{{!}}-
  +
{{!}}{{!}}Crosscut IIC{{!}}{{!}}Crosscut IIC 'SolahmaMech'
  +
{{!}}-
  +
{{!}}{{!}}Crusader CRD-10S-LAM{{!}}{{!}}Crusader LAM CRD-10S
  +
{{!}}-
  +
{{!}}{{!}}Crusader CRD-10T-LAM{{!}}{{!}}Crusader LAM CRD-10T
  +
{{!}}-
  +
{{!}}{{!}}Cyllaros{{!}}{{!}}Cyllaros 1
  +
{{!}}-
  +
{{!}}{{!}}Dark Crow DCW-1{{!}}{{!}}Dark Crow 1
  +
{{!}}-
  +
{{!}}{{!}}Dark Crow DCW-2{{!}}{{!}}Dark Crow 2
  +
{{!}}-
  +
{{!}}{{!}}Dark Crow DCW-3{{!}}{{!}}Dark Crow 3
  +
{{!}}-
  +
{{!}}{{!}}Dark Crow DCW-4{{!}}{{!}}Dark Crow 4
  +
{{!}}-
  +
{{!}}{{!}}Deputy Dawg UM-RK9A1{{!}}{{!}}UrbanMech 'Deputy Dawg'
  +
{{!}}-
  +
{{!}}{{!}}Dervish IIC{{!}}{{!}}Dervish IIC I
  +
{{!}}-
  +
{{!}}{{!}}Dirge 'Emmentaler'{{!}}{{!}}Lament 'Emmentaler'
  +
{{!}}-
  +
{{!}}{{!}}Dragon Fire IIC{{!}}{{!}}Dragon Fire IIC Prime
  +
{{!}}-
  +
{{!}}{{!}}Dragon Fire{{!}}{{!}}Dragon Fire IIC
  +
{{!}}-
  +
{{!}}{{!}}Dragonfly VPR-P{{!}}{{!}}Viper 'Dragonfly'
  +
{{!}}-
  +
{{!}}{{!}}Dragoon 'Rattler'{{!}}{{!}}Dragoon AEM-01F 'Rattler'
  +
{{!}}-
  +
{{!}}{{!}}Drift Shag DFS-1{{!}}{{!}}Drift Shag 1
  +
{{!}}-
  +
{{!}}{{!}}Epimetheus EPI-S7{{!}}{{!}}Epimetheus S7
  +
{{!}}-
  +
{{!}}{{!}}Erebus ERE-P1{{!}}{{!}}Erebus P1
  +
{{!}}-
  +
{{!}}{{!}}Erebus ERE-P2{{!}}{{!}}Erebus P2
  +
{{!}}-
  +
{{!}}{{!}}Erebus ERE-P3{{!}}{{!}}Erebus P3
  +
{{!}}-
  +
{{!}}{{!}}Erebus ERE-P4{{!}}{{!}}Erebus P4
  +
{{!}}-
  +
{{!}}{{!}}Eyrie ER-1{{!}}{{!}}Eyrie 1
  +
{{!}}-
  +
{{!}}{{!}}Fire Ant FLE-FA {{!}}Flea 'Fire Ant'
  +
{{!}}-
  +
{{!}}{{!}}Fire Scorpion FSCR-2{{!}}{{!}}Fire Scorpion 2
  +
{{!}}-
  +
{{!}}{{!}}Fire Scorpion FSCR-3{{!}}{{!}}Fire Scorpion 3
  +
{{!}}-
  +
{{!}}{{!}}Fire Stallion 2{{!}}{{!}}Thunder Stallion 2 'Fire Stallion'
  +
{{!}}-
  +
{{!}}{{!}}Freeman COM-2DS{{!}}{{!}}Commando COM-2DS 'Freeman'
  +
{{!}}-
  +
{{!}}{{!}}Fujin RJN-301-F{{!}}{{!}}Raijin RJN-301-F 'Fujin'
  +
{{!}}-
  +
{{!}}{{!}}Ghost Prowler HND-GP{{!}}{{!}}Hellhound 'Ghost Prawler'
  +
{{!}}-
  +
{{!}}{{!}}Giftzwerg GFZ-2G{{!}}{{!}}Imp IMP-2G 'Giftzwerg'
  +
{{!}}-
  +
{{!}}{{!}}Grace COR-S7{{!}}{{!}}Corsair COR-S7 'Grace
  +
{{!}}-
  +
{{!}}{{!}}Griffin GRF-6P{{!}}{{!}}Griffin GRF-6R
  +
{{!}}-
  +
{{!}}{{!}}Gyrfalcon GF-1{{!}}{{!}}Gyrfalcon 1
  +
{{!}}-
  +
{{!}}{{!}}Gyrfalcon GF-2{{!}}{{!}}Gyrfalcon 2
  +
{{!}}-
  +
{{!}}{{!}}Gyrfalcon GF-3{{!}}{{!}}Gyrfalcon 3
  +
{{!}}-
  +
{{!}}{{!}}Gyrfalcon GF-4{{!}}{{!}}Gyrfalcon 4
  +
{{!}}-
  +
{{!}}{{!}}Hades LOKI-II A{{!}}{{!}}Hades A
  +
{{!}}-
  +
{{!}}{{!}}Hades LOKI-II B{{!}}{{!}}Hades B
  +
{{!}}-
  +
{{!}}{{!}}Hades LOKI-II C{{!}}{{!}}Hades C
  +
{{!}}-
  +
{{!}}{{!}}Hades LOKI-II D{{!}}{{!}}Hades D
  +
{{!}}-
  +
{{!}}{{!}}Hades LOKI-II E{{!}}{{!}}Hades E
  +
{{!}}-
  +
{{!}}{{!}}Hades LOKI-II F{{!}}{{!}}Hades F
  +
{{!}}-
  +
{{!}}{{!}}Hades LOKI-II G{{!}}{{!}}Hades G
  +
{{!}}-
  +
{{!}}{{!}}Hades LOKI-II Prime{{!}}{{!}}Hades Prime
  +
{{!}}-
  +
{{!}}{{!}}Harpagos{{!}}{{!}}Harpagos 1
  +
{{!}}-
  +
{{!}}{{!}}Hoellenhund HND-P{{!}}{{!}}Hellhound 'Hoellenhund'
  +
{{!}}-
  +
{{!}}{{!}}Honey Badger TLS-HB{{!}}{{!}}Talos 'Honey Badger'
  +
{{!}}-
  +
{{!}}{{!}}Hunter CTL-3R2{{!}}{{!}}CattleMaster CTL-3R2 'Hunter'
  +
{{!}}-
  +
{{!}}{{!}}Icarus II ICR-1X{{!}}{{!}}Icarus ICR-1X, new prefab icarus
  +
{{!}}-
  +
{{!}}{{!}}Ice Ferret IFR-W2{{!}}{{!}}Ice Ferret W2
  +
{{!}}-
  +
{{!}}{{!}}JagerMech IIC{{!}}{{!}}JagerMech IIC 1
  +
{{!}}-
  +
{{!}}{{!}}JagerMech JM-P{{!}}{{!}}JagerMech JM6-P
  +
{{!}}-
  +
{{!}}{{!}}Keres C-PRT-O PX{{!}}{{!}}Preta C-PRO-O 'Keres'
  +
{{!}}-
  +
{{!}}{{!}}Kit Fox KF-P 'Uller'{{!}}{{!}}Kit Fox 'Uller'
  +
{{!}}-
  +
{{!}}{{!}}Kontio{{!}}{{!}}Kontio 1
  +
{{!}}-
  +
{{!}}{{!}}Koshi KS-1{{!}}{{!}}Koshi 1
  +
{{!}}-
  +
{{!}}{{!}}Koshi KS-2{{!}}{{!}}Koshi 2
  +
{{!}}-
  +
{{!}}{{!}}Koshi KS-3{{!}}{{!}}Koshi 3
  +
{{!}}-
  +
{{!}}{{!}}Kugelblitz SNV-KB{{!}}{{!}}Supernova 'Kugelblitz'
  +
{{!}}-
  +
{{!}}{{!}}Lady Killer MCII-M{{!}}{{!}}Mad Cat II 'Lady Killer'
  +
{{!}}-
  +
{{!}}{{!}}Legend-Killer RFL-3N-LK{{!}}{{!}}Rifleman 'Legend Killer'
  +
{{!}}-
  +
{{!}}{{!}}Mad Cat II 'Lady Killer'{{!}}{{!}}Mad Cat Mk II 'Lady Killer'
  +
{{!}}-
  +
{{!}}{{!}}Mad Cat Mk II MCII-DS 'Deathstrike'{{!}}{{!}}Mad Cat Mk II 'Deathstrike'
  +
{{!}}-
  +
{{!}}{{!}}Marauder 'Yar'{{!}}{{!}}Mad Cat LAM 'Yar'
  +
{{!}}-
  +
{{!}}{{!}}Marauder II MAD-AL{{!}}{{!}}Marauder II MAD-AL 'Alpha'
  +
{{!}}-
  +
{{!}}{{!}}Marauder IIC MAD-IIC-3{{!}}{{!}}Marauder IIC 3
  +
{{!}}-
  +
{{!}}{{!}}Marauder MAD-BH-R{{!}}{{!}}Marauder II MAD-BH-R
  +
{{!}}-
  +
{{!}}{{!}}Marauder MAD-PX{{!}}{{!}}Black Marauder
  +
{{!}}-
  +
{{!}}{{!}}Marauder MAD-ZOP{{!}}{{!}}Marauder II LAM MAD-ZOP, new prefab
  +
{{!}}-
  +
{{!}}{{!}}Marauder{{!}}{{!}}Mad Cat LAM 'Cheeselord'
  +
{{!}}-
  +
{{!}}{{!}}Matador TR-P{{!}}{{!}}Toro 'Matador'
  +
{{!}}-
  +
{{!}}{{!}}Matar DN-RSC{{!}}{{!}}Dreadnought DN-RSC
  +
{{!}}-
  +
{{!}}{{!}}Matar SHP-P{{!}}{{!}}Omega SHP-P
  +
{{!}}-
  +
{{!}}{{!}}Mauler MAL-4R{{!}}{{!}}Mauler MAL-4D
  +
{{!}}-
  +
{{!}}{{!}}Mite{{!}}{{!}}Mite MTE-12C
  +
{{!}}-
  +
{{!}}{{!}}Mongoose MON-C2{{!}}{{!}}Mongoose C 2
  +
{{!}}-
  +
{{!}}{{!}}Mongoose MON-C{{!}}{{!}}Mongoose C
  +
{{!}}-
  +
{{!}}{{!}}No-Dachi NDA-2K0{{!}}{{!}}No-Dachi NDA-2KO
  +
{{!}}-
  +
{{!}}{{!}}Nova Cat NCT-CC 'Cobra Cat'{{!}}{{!}}Nova Cat 'Fury'
  +
{{!}}-
  +
{{!}}{{!}}Omen OM-1{{!}}{{!}}Omen 1
  +
{{!}}-
  +
{{!}}{{!}}Omen OM-2{{!}}{{!}}Omen 2
  +
{{!}}-
  +
{{!}}{{!}}Onager OGR-1{{!}}{{!}}Onager 1
  +
{{!}}-
  +
{{!}}{{!}}Onager OGR-2{{!}}{{!}}Onager 2
  +
{{!}}-
  +
{{!}}{{!}}Osprey OSP-26L{{!}}{{!}}Osprey OSP-26 'Lawrence'
  +
{{!}}-
  +
{{!}}{{!}}Osteon J{{!}}{{!}}Osteon 'Jaguar'
  +
{{!}}-
  +
{{!}}{{!}}Pack Hunter II PHII-1{{!}}{{!}}Pack Hunter II 1
  +
{{!}}-
  +
{{!}}{{!}}Pack Hunter II PHII-2{{!}}{{!}}Pack Hunter II 2
  +
{{!}}-
  +
{{!}}{{!}}Pack Hunter II PHII-3{{!}}{{!}}Pack Hunter II 3
  +
{{!}}-
  +
{{!}}{{!}}Pack Hunter PH1{{!}}{{!}}Pack Hunter 1
  +
{{!}}-
  +
{{!}}{{!}}Pack Hunter PH2{{!}}{{!}}Pack Hunter 2
  +
{{!}}-
  +
{{!}}{{!}}Pack Hunter PH3{{!}}{{!}}Pack Hunter 3
  +
{{!}}-
  +
{{!}}{{!}}Pack Hunter PH4{{!}}{{!}}Pack Hunter 4
  +
{{!}}-
  +
{{!}}{{!}}Pack Hunter PH5{{!}}{{!}}Pack Hunter 5
  +
{{!}}-
  +
{{!}}{{!}}Pain Vortex COM-2D-PV{{!}}{{!}}Commando COM-2D 'Pain Vortex'
  +
{{!}}-
  +
{{!}}{{!}}Phoenix PHX-HK5{{!}}{{!}}Phoenix LAM PX-HK5
  +
{{!}}-
  +
{{!}}{{!}}Piranha PRA-5{{!}}{{!}}Piranha 5
  +
{{!}}-
  +
{{!}}{{!}}Polly RVN-7S{{!}}{{!}}Raven RVN-7S 'Polly'
  +
{{!}}-
  +
{{!}}{{!}}Pulverizer PUL-C{{!}}{{!}}Pulverizer C
  +
{{!}}-
  +
{{!}}{{!}}Puma ADR-P{{!}}{{!}}Adder 'Puma'
  +
{{!}}-
  +
{{!}}{{!}}Pyromaniac BNC-PM{{!}}{{!}}Banshee 'Pyromaniac'
  +
{{!}}-
  +
{{!}}{{!}}Rabid Coyote RB-1{{!}}{{!}}Rabid Coyote 1
  +
{{!}}-
  +
{{!}}{{!}}Rabid Coyote RB-2{{!}}{{!}}Rabid Coyote 2
  +
{{!}}-
  +
{{!}}{{!}}Rabid Coyote RB-3{{!}}{{!}}Rabid Coyote 3
  +
{{!}}-
  +
{{!}}{{!}}Rabid Coyote RB-P{{!}}{{!}}Rabid Coyote P
  +
{{!}}-
  +
{{!}}{{!}}Rabid Coyote RB-XR{{!}}{{!}}Rabid Coyote XR
  +
{{!}}-
  +
{{!}}{{!}}Rabid Coyote RB-Z{{!}}{{!}}Rabid Coyote Z
  +
{{!}}-
  +
{{!}}{{!}}Raczilla II LVT-RACZII{{!}}{{!}}Leviathan 'Raczilla II'
  +
{{!}}-
  +
{{!}}{{!}}Raczilla LVT-RACZ{{!}}{{!}}Leviathan 'Raczilla'
  +
{{!}}-
  +
{{!}}{{!}}Rapier RVN-LR-P{{!}}{{!}}Raven 'Rapier'
  +
{{!}}-
  +
{{!}}{{!}}Raptor T{{!}}{{!}}Raptor RTX1-OT
  +
{{!}}-
  +
{{!}}{{!}}Rattlesnake JR7-31R{{!}}{{!}}Rattlesnake JR7-31R 'Gideon'
  +
{{!}}-
  +
{{!}}{{!}}Raven RVN-H 'Huginn'{{!}}{{!}}Raven 'Huginn'
  +
{{!}}-
  +
{{!}}{{!}}Raven RVN-M 'Muninn'{{!}}{{!}}Raven 'Muninn'
  +
{{!}}-
  +
{{!}}{{!}}Raven RVN-SR{{!}}{{!}}Raven RVN-SR 'Shattered Raven'
  +
{{!}}-
  +
{{!}}{{!}}Raven RVN-SS{{!}}{{!}}Raven RVN-SS 'Shattered Raven'
  +
{{!}}-
  +
{{!}}{{!}}Raven RVN-X3X{{!}}{{!}}Raven X RVN-3X
  +
{{!}}-
  +
{{!}}{{!}}Rifleman 'Wolfman'{{!}}{{!}}Wolfman WVR-RFL
  +
{{!}}-
  +
{{!}}{{!}}Rifleman RFL-1LK 'Legend-Killer'{{!}}{{!}}Rifleman 'Legend Killer'
  +
{{!}}-
  +
{{!}}{{!}}Rifleman RFL-3N-2-LK 'Legend-Killer'{{!}}{{!}}Rifleman II 'Legend Killer'
  +
{{!}}-
  +
{{!}}{{!}}Rifleman RFL-3N-2P{{!}}{{!}}Rifleman II RFL-3N-2P
  +
{{!}}-
  +
{{!}}{{!}}Rifleman RFL-3N-LK2 'Legend-Killer'{{!}}{{!}}Rifleman 'Legend Killer'
  +
{{!}}-
  +
{{!}}{{!}}Rifleman RFL-LK 'Legend-Killer'{{!}}{{!}}Rifleman 'Legend Killer'
  +
{{!}}-
  +
{{!}}{{!}}Roc ROC-5{{!}}{{!}}Roc 5
  +
{{!}}-
  +
{{!}}{{!}}Ryoken II Ryo-II-GB{{!}}{{!}}Ryoken II 'Gunboat'
  +
{{!}}-
  +
{{!}}{{!}}Ryoken II Ryo-II-S{{!}}{{!}}Ryoken II S
  +
{{!}}-
  +
{{!}}{{!}}Ryoken II Ryo-II{{!}}{{!}}Ryoken II 1
  +
{{!}}-
  +
{{!}}{{!}}Scott CP-50-T{{!}}{{!}}Cyclops CP-50-T 'Scott'
  +
{{!}}-
  +
{{!}}{{!}}Screamer SCR-1X-LAM{{!}}{{!}}Screamer LAM SCR-1X-LAM
  +
{{!}}-
  +
{{!}}{{!}}Screamer SCR-2X-LAM{{!}}{{!}}Screamer LAM SCR-2X-LAM
  +
{{!}}-
  +
{{!}}{{!}}Seraph 'Lucifer'{{!}}{{!}}Seraph C-SRP-O 'Lucifer'
  +
{{!}}-
  +
{{!}}{{!}}Shadow Hawk ''Here's 'Caid''{{!}}{{!}}Shadow Hawk 'Here's 'Caid'
  +
{{!}}-
  +
{{!}}{{!}}Sparky GRF-1E 'Sparky'{{!}}{{!}}Griffin GRF-1E 'Sparky'
  +
{{!}}-
  +
{{!}}{{!}}Spirit SPI-2{{!}}{{!}}Spirit 2
  +
{{!}}-
  +
{{!}}{{!}}Stalker STK-M 'Misery'{{!}}{{!}}Stalker 'Misery'
  +
{{!}}-
  +
{{!}}{{!}}Stone Rhino STR-1{{!}}{{!}}Stone Rhino 1
  +
{{!}}-
  +
{{!}}{{!}}Stone Rhino STR-2{{!}}{{!}}Stone Rhino 2
  +
{{!}}-
  +
{{!}}{{!}}Stone Rhino STR-3{{!}}{{!}}Stone Rhino 3
  +
{{!}}-
  +
{{!}}{{!}}Stone Rhino STR-4{{!}}{{!}}Stone Rhino 4
  +
{{!}}-
  +
{{!}}{{!}}Stone Rhino STR-5{{!}}{{!}}Stone Rhino 5
  +
{{!}}-
  +
{{!}}{{!}}Stone Rhino STR-6{{!}}{{!}}Stone Rhino 6
  +
{{!}}-
  +
{{!}}{{!}}Stone Rhino STR-7{{!}}{{!}}Stone Rhino 7
  +
{{!}}-
  +
{{!}}{{!}}Stone Rhino STR-8{{!}}{{!}}Stone Rhino 8
  +
{{!}}-
  +
{{!}}{{!}}Stone Rhino STR-X{{!}}{{!}}Stone Rhino X
  +
{{!}}-
  +
{{!}}{{!}}Stone Rhino STRN-R{{!}}{{!}}Stone Rhino 'Rhinoceronte'
  +
{{!}}-
  +
{{!}}{{!}}Stone Rhino STRN{{!}}{{!}}Stone Rhino 'Nocturnis'
  +
{{!}}-
  +
{{!}}{{!}}Stormcrow SCR-LA 'Lacerator'{{!}}{{!}}Stormcrow 'Lacerator'
  +
{{!}}-
  +
{{!}}{{!}}Summoner I2{{!}}{{!}}Summoner I
  +
{{!}}-
  +
{{!}}{{!}}Supernova SNV-A{{!}}{{!}}Supernova A
  +
{{!}}-
  +
{{!}}{{!}}Supernova SNV-C{{!}}{{!}}Supernova C
  +
{{!}}-
  +
{{!}}{{!}}Taranis TRS-1{{!}}{{!}}Taranis 1
  +
{{!}}-
  +
{{!}}{{!}}Thor SMN-P{{!}}{{!}}Summoner 'Thor'
  +
{{!}}-
  +
{{!}}{{!}}Tiamat FNR-SH{{!}}{{!}}Fafnir FNR-SH 'Tiamat'
  +
{{!}}-
  +
{{!}}{{!}}Timber Wolf LAM TW-LAM{{!}}{{!}}Mad Cat LAM 'Timber Wolf'
  +
{{!}}-
  +
{{!}}{{!}}Trebuchet TBT-7MM{{!}}{{!}}Trebuchet TBT-7MM 'Merida'
  +
{{!}}-
  +
{{!}}{{!}}Trebutchet TBT-LG 'Loup de Guerre'{{!}}{{!}}Trebuchet TBT-LG 'Loup de Guerre'
  +
{{!}}-
  +
{{!}}{{!}}TsarBomba BZK-T2{{!}}{{!}}Hollander BZK-T2 'TsarBomba'
  +
{{!}}-
  +
{{!}}{{!}}TsarBomba BZK-T3{{!}}{{!}}Hollander BZK-T3 'TsarBomba II'
  +
{{!}}-
  +
{{!}}{{!}}UrbanMech UM-LAM{{!}}{{!}}UrbanMech LAM UM-LAM
  +
{{!}}-
  +
{{!}}{{!}}UrbanMech UM-R60-LAM-MKII{{!}}{{!}}UrbanMech LAM UM-R60-LAM-II
  +
{{!}}-
  +
{{!}}{{!}}UrbanMech UM-R60-LAM{{!}}{{!}}UrbanMech LAM UM-R60-LAM
  +
{{!}}-
  +
{{!}}{{!}}Urbanlord UBL-06{{!}}{{!}}UrbanLord UBL-06
  +
{{!}}-
  +
{{!}}{{!}}Urbanlord UBL-20{{!}}{{!}}UrbanLord UBL-20
  +
{{!}}-
  +
{{!}}{{!}}Urbanlord UBL-77{{!}}{{!}}UrbanLord UBL-77
  +
{{!}}-
  +
{{!}}{{!}}Urbanlord UBL-RX{{!}}{{!}}UrbanLord UBL-RX
  +
{{!}}-
  +
{{!}}{{!}}Valkyrie II VLK-II-LAM{{!}}{{!}}Valkyrie II LAM
  +
{{!}}-
  +
{{!}}{{!}}Vision Quest VQ-1{{!}}{{!}}Vision Quest 1
  +
{{!}}-
  +
{{!}}{{!}}Vision Quest VQ-2{{!}}{{!}}Vision Quest 2
  +
{{!}}-
  +
{{!}}{{!}}Vohn Rohrs VON-4RH-5{{!}}{{!}}Von Rohrs VON-4RH-5
  +
{{!}}-
  +
{{!}}{{!}}Vohn Rohrs VON-4RH-6{{!}}{{!}}Von Rohrs VON-4RH-6
  +
{{!}}-
  +
{{!}}{{!}}Vulpes VLP-1DX{{!}}{{!}}Vulpes VLP-1DX 'Beast'
  +
{{!}}-
  +
{{!}}{{!}}Vulture MK II 'Geier'{{!}}{{!}}Vulture Mk II 'Geier'
  +
{{!}}-
  +
{{!}}{{!}}Vulture MK II MDD-MKIIA{{!}}{{!}}Vulture Mk II MDDII-OA
  +
{{!}}-
  +
{{!}}{{!}}Vulture MK II MDD-MKIIB{{!}}{{!}}Vulture Mk II MDDII-OB
  +
{{!}}-
  +
{{!}}{{!}}Vulture MK II MDD-MKIIC{{!}}{{!}}Vulture Mk II MDDII-OC
  +
{{!}}-
  +
{{!}}{{!}}Vulture MK II MDD-MKIID{{!}}{{!}}Vulture Mk II MDDII-OD
  +
{{!}}-
  +
{{!}}{{!}}Vulture MK II MDD-MKIIE{{!}}{{!}}Vulture Mk II MDDII-OE
  +
{{!}}-
  +
{{!}}{{!}}Vulture MK II MDD-MKIIF{{!}}{{!}}Vulture Mk II MDDII-OF
  +
{{!}}-
  +
{{!}}{{!}}Vulture MK II MDD-MKIIP{{!}}{{!}}Vulture Mk II MDDII-OP
  +
{{!}}-
  +
{{!}}{{!}}Vulture MK II MDD-MKII{{!}}{{!}}Vulture Mk II MDDII-O
  +
{{!}}-
  +
{{!}}{{!}}Warhammer DFN-3A{{!}}{{!}}Defiance DFN-3A
  +
{{!}}-
  +
{{!}}{{!}}Warhammer WHM-LAM-1A{{!}}{{!}}Warhammer LAM WHM-LAM-1A
  +
{{!}}-
  +
{{!}}{{!}}Warhammer WHM-LAM-1B{{!}}{{!}}Warhammer LAM WHM-LAM-1B
  +
{{!}}-
  +
{{!}}{{!}}Warhammer WHM-LAM-1C{{!}}{{!}}Warhammer LAM WHM-LAM-1C
  +
{{!}}-
  +
{{!}}{{!}}Warhammer WHM-LAM-QSK{{!}}{{!}}Warhammer LAM WHM-LAM-QSK
  +
{{!}}-
  +
{{!}}{{!}}Wasp 'Rhabdomyolysis'{{!}}{{!}}Wasp LAM 'Rhabdomyolysis'
  +
{{!}}-
  +
{{!}}{{!}}Wasp LAM WSP-100A{{!}}{{!}}Wasp LAM Mk I WSP-100A
  +
{{!}}-
  +
{{!}}{{!}}Wasp LAM WSP-100b{{!}}{{!}}Wasp LAM Mk I WSP-100b
  +
{{!}}-
  +
{{!}}{{!}}Wasp LAM WSP-100{{!}}{{!}}Wasp LAM Mk I WSP-100
  +
{{!}}-
  +
{{!}}{{!}}Wedding Ball UM-WB{{!}}{{!}}UrbanMech 'Wedding Ball'
  +
{{!}}-
  +
{{!}}{{!}}Wight WGT-4NC{{!}}{{!}}Wight WGT-4NC 'Dezgra'
  +
{{!}}-
  +
{{!}}{{!}}Wolfman WVR-RFL{{!}}{{!}}Wolfman WVR-RFL2 (duplicate name)
  +
{{!}}-
  +
{{!}}{{!}}Wolfman WVR-RFL{{!}}{{!}}Wolfman WVR-RFL3
  +
{{!}}-
  +
{{!}}{{!}}Wolverine WVR-7H{{!}}{{!}}Wolverine II WVR-7H, new prefab id
  +
{{!}}-
  +
{{!}}{{!}}Yen Lo Wang III CN11-YLW3{{!}}{{!}}Centurion 'Yen Lo Wang Omni'
  +
{{!}}-
  +
{{!}}{{!}}Zeus 'Shokomish'{{!}}{{!}}Zeus 'Skokomish'
  +
{{!}}-
  +
{{!}}{{!}}Zeus X ZEU-9WD 'Stacy'{{!}}{{!}}Zeus-X ZEU-9WD 'Stacy'
  +
{{!}}-
  +
{{!}}{{!}}Zeus X ZEU-9WD 'ZEUX0003'{{!}}{{!}}Zeus-X ZEU-9WD 'ZEUX0003'
  +
{{!}}-
  +
{{!}}{{!}}Zeus X ZEU-X-C{{!}}{{!}}Zeus-X ZEU-X-C
  +
{{!}}-
  +
{{!}}{{!}}Zeus X ZEU-X2{{!}}{{!}}Zeus-X ZEU-X2
  +
{{!}}-
  +
{{!}}{{!}}Zeus X ZEU-X3{{!}}{{!}}Zeus-X ZEU-X3
  +
{{!}}-
  +
{{!}}{{!}}Zeus X ZEU-X4{{!}}{{!}}Zeus-X ZEU-X4
  +
{{!}}-
  +
{{!}}{{!}}Zeus X ZEU-XP{{!}}{{!}}Zeus-X ZEU-XP
  +
{{!}}-
  +
{{!}}{{!}}Zeus X ZEU-XR{{!}}{{!}}Zeus-X ZEU-XR
  +
{{!}}}
  +
{{!}}-{{!}}Affinity Prefab Switches=
  +
The following BattleMechs have had their chassis prefab switched, meaning they now have separate chassis affinities from their previous prefab. Each row is a separate prefab.
   
  +
* '''Behemoth BHN-6H''' - was ''Matar'' previously.
* New CAC (should fix mines damaging head)
 
  +
* '''Blackjack BJ2-O''' ''(All variants)'' - was ''Blackjack'' previously.
* Fix Jamming chances reduction from gunnery and equipment
 
  +
* '''Crosscut IIC 'SolahmaMech'''' - was ''Crosscut'' previously.
  +
* '''Daboku DCMS-MX90-D''' - was ''Mauler'' previously.
  +
* '''Devil TZ-1''' - was ''Howler'' previously.
  +
* '''Dreadnought DN-RSC''' - was ''Matar'' previously.
  +
* '''Grand Crusader II GRN-D-04''' - was ''Grand Crusader'' previously.
  +
* '''Hachiwara''' ''(All variants)'' - was ''Gallant'' previously.
  +
* '''Icarus''' ''(All variants)'' - was ''Icarus II'' previously.
  +
* '''Kontio 1''' - was ''Kodiak'' previously.
  +
* '''Linesman LMN-1PT5''' - was ''Mauler'' previously.
  +
* '''Marauder II LAM MAD-ZOP''' - was ''Marauder II'' previously.
  +
* '''Matar SHP-P''' - Moved to separate prefab from ''Matar SAM-R2'' due to tonnage difference.
  +
* '''Panther IIC''' - was ''Panther'' previously.
  +
* '''Quickdraw IIC''' - was ''Quickdraw'' previously.
  +
* '''UrbanMech LAM UM-LAM, UrbanMech LAM UM-LAM-A, UrbanMech LAM UM-R60-LAM, UrbanMech LAM UM-R60-LAM-II''' - - was ''UrbanMech'' previously.
  +
* '''Viking IIC''' - was ''Viking'' previously.
  +
* '''Wolverine II WVR-7H''' - was ''Wolverine'' previously.
  +
* '''Wolverine IIC''' - was ''Wolverine'' previously.
   
  +
{{!}}-{{!}}New=
===RogueTech Treadnought 1.0.4 HF2===
 
  +
'''Legend''':
  +
* <font color="#777777">APOC</font> - Variant from apocryphal sources. E.g. MechForce UK, Team Trueborn, etc.
  +
* <font color="#777777">MWO</font> - MechWarrior Online variant.
  +
* <font color="#777777">MW4</font> - MechWarrior 4 variant.
  +
* <font color="#777777">MW5</font> - MechWarrior 5 variant.
  +
* <font color="#777777">RT</font> - RT Custom variant.
   
* Ooops, forgot some dll.
 
   
  +
<big>'''Clan Invasion'''</big>
===RogueTech Treadnought 1.0.4 HF1===
 
   
  +
''New Variants''
* Concrete Jungle Patch
 
  +
* '''Adder''' E2<font color="#777777"><sup>APOC</sup></font> / F<font color="#777777"><sup>APOC</sup></font> / G<font color="#777777"><sup>APOC</sup></font> / W<font color="#777777"><sup>APOC</sup></font>
** Ambushes should now only occur from second turn onward
 
  +
* '''Centurion''' CN9-YLW3 'Yen Lo Wang 3' ''(Unique)''
** Basic ability to prohibit contracts from having ambushes for the future
 
  +
* '''Griffin''' GRF-1RGb<font color="#777777"><sup>APOC</sup></font>
  +
* '''Kit Fox''' E2<font color="#777777"><sup>APOC</sup></font> / F2<font color="#777777"><sup>APOC</sup></font> / F3<font color="#777777"><sup>APOC</sup></font> / G2<font color="#777777"><sup>APOC</sup></font> / M1<font color="#777777"><sup>APOC</sup></font> / M2<font color="#777777"><sup>APOC</sup></font> / M3<font color="#777777"><sup>APOC</sup></font> / XP<font color="#777777"><sup>MWO</sup></font> / 'Purifier'<font color="#777777"><sup>MWO</sup></font> ''(Unique)''
  +
* '''Mackie''' MSK-10E<font color="#777777"><sup>APOC</sup></font> / MSK-5U<font color="#777777"><sup>APOC</sup></font> / MSK-7A / MSK-9HKR 'Kill Roy's Little Buddy' ''(Unique)''
  +
* '''Mauler''' MAL-1X-AFFC / MAL-1Y / MAL-2D / MAL-1PT5 ''(Unique)'' / MAL-1PT6 ''(Unique)''
  +
* '''Men Shen''' MS1-OT<font color="#777777"><sup>APOC</sup></font>
  +
* '''Nightstar''' NSR-9FC / NSR-9J 'Brubaker' ''(Unique)''
  +
* '''No-Dachi''' NDA-2K / NDA-2U<font color="#777777"><sup>APOC</sup></font>
  +
* '''Orion''' ON1-KR<font color="#777777"><sup>APOC</sup></font>
  +
* '''Rattlesnake''' JR7-31B<font color="#777777"><sup>APOC</sup></font> / JR7-31PX<font color="#777777"><sup>APOC</sup></font> / JR7-31U<font color="#777777"><sup>APOC</sup></font>
  +
* '''Salamander''' PPR-6U<font color="#777777"><sup>APOC</sup></font>
  +
* '''Sasquatch''' SQS-TH-001 ''(Solaris 7)'' / SQS-TH-007<font color="#777777"><sup>APOC</sup></font> ''(Solaris 7)''
  +
* '''Scorpion''' SCP-1W<font color="#777777"><sup>APOC</sup></font> / SCP-1N 'Rubinsky'<font color="#777777"><sup>APOC</sup></font> ''(Unique)''
  +
* '''Shadow Cat''' U<font color="#777777"><sup>APOC</sup></font> / V<font color="#777777"><sup>APOC</sup></font> / W<font color="#777777"><sup>APOC</sup></font> / X<font color="#777777"><sup>APOC</sup></font>
  +
* '''Shadow Hawk''' SHD-3H / SHD-3H2
  +
* '''Stealth''' STH-2U<font color="#777777"><sup>APOC</sup></font>
  +
* '''Stiletto''' STO-3A<font color="#777777"><sup>APOC</sup></font> / STO-3J<font color="#777777"><sup>APOC</sup></font> / STO-3W<font color="#777777"><sup>APOC</sup></font>
  +
* '''Strider''' SR1-OR
  +
* '''Talon''' TLN-3L<font color="#777777"><sup>APOC</sup></font> / TLN-5VNO
  +
* '''Thanatos''' TNS-4M<font color="#777777"><sup>MWO</sup></font> / TNS-4P<font color="#777777"><sup>MWO</sup></font> / TNS-5P<font color="#777777"><sup>MWO</sup></font> / TNS-5S<font color="#777777"><sup>MWO</sup></font> / TNS-5T<font color="#777777"><sup>MWO</sup></font>
  +
* '''Thorn''' THE-F
  +
* '''Timber Wolf''' E2<font color="#777777"><sup>APOC</sup></font> / E3<font color="#777777"><sup>APOC</sup></font> / F2<font color="#777777"><sup>APOC</sup></font> / F3<font color="#777777"><sup>APOC</sup></font> / G<font color="#777777"><sup>APOC</sup></font> / H2<font color="#777777"><sup>APOC</sup></font> / I<font color="#777777"><sup>APOC</sup></font> / J<font color="#777777"><sup>APOC</sup></font> / K<font color="#777777"><sup>APOC</sup></font> / KH<font color="#777777"><sup>APOC</sup></font> / KHCM<font color="#777777"><sup>APOC</sup></font> / M/A<font color="#777777"><sup>APOC</sup></font> / M/J<font color="#777777"><sup>APOC</sup></font> / M/W<font color="#777777"><sup>APOC</sup></font> / SG<font color="#777777"><sup>APOC</sup></font> / WDR1<font color="#777777"><sup>APOC</sup></font> / WDR2<font color="#777777"><sup>APOC</sup></font> / WDR3<font color="#777777"><sup>APOC</sup></font> / 'Hydra'<font color="#777777"><sup>APOC</sup></font> ''(Unique)'' / 'Kerensky'<font color="#777777"><sup>APOC</sup></font> ''(Unique)'' / 'Warrant'<font color="#777777"><sup>MWO</sup></font> ''(Unique)''
  +
* '''Titan''' TI-1AD<font color="#777777"><sup>APOC</sup></font> / TI-1D<font color="#777777"><sup>APOC</sup></font> / TI-2D<font color="#777777"><sup>APOC</sup></font>
  +
* '''Trebuchet''' TBT-5K<font color="#777777"><sup>APOC</sup></font> / TBT-5NR<font color="#777777"><sup>APOC</sup></font> / TBT-5P<font color="#777777"><sup>MWO</sup></font> / TBT-7A<font color="#777777"><sup>APOC</sup></font> / TBT-7KR<font color="#777777"><sup>APOC</sup></font> / TBT-8KL<font color="#777777"><sup>APOC</sup></font>
  +
* '''UrbanMech''' UM-K9<font color="#777777"><sup>MWO</sup></font> / UM-R60R<font color="#777777"><sup>APOC</sup></font> / UM-R60 'Dennis Franken'<font color="#777777"><sup>APOC</sup></font> ''(Unique)'' / UM-SC 'Street Cleaner'<font color="#777777"><sup>MWO</sup></font> ''(Unique Solaris 7)''
  +
* '''Venom''' SDR-10K<font color="#777777"><sup>APOC</sup></font> / SDR-9KA / SDR-9KB
  +
* '''Victor''' VTR-9G<font color="#777777"><sup>APOC</sup></font> / VTR-9P<font color="#777777"><sup>MW5</sup></font> / VTR-9RC<font color="#777777"><sup>APOC</sup></font> / VTR-9B 'Kataga' ''(Unique)'' / VTR-9B 'Rocky' ''(Unique)'' / VTR-BSK 'Basilisk'<font color="#777777"><sup>MW5</sup></font> ''(Unique)''
  +
* '''Vindicator''' VND-1P<font color="#777777"><sup>MW5</sup></font> / VND-1R 'St. Ives Blue' ''(Unique)''
  +
* '''Viper''' E2<font color="#777777"><sup>APOC</sup></font> / F2<font color="#777777"><sup>APOC</sup></font>
  +
* '''Yu Huang''' Y-H11F<font color="#777777"><sup>APOC</sup></font>
  +
* '''Zeus''' ZEU-6SR<font color="#777777"><sup>APOC</sup></font> / ZEU-P-X<font color="#777777"><sup>APOC</sup></font>
   
  +
''New Chassis''
===RogueTech Treadnought 1.0.4===
 
  +
* '''Icestorm''' 1 - 25 ton Clan
  +
* '''Masauwu''' 1 - 75 ton Clan
  +
* '''Morpheus''' MR-P1 ''(Solaris 7)'' - 65 ton
  +
* '''Naginata''' NG-C3A - 95 ton IS
  +
* '''Omni-Corvis''' A / B / Prime - 50 ton Clan Omni
  +
* '''Onslaught''' SA-OS ''(Solaris 7)'' / SA-OS-S7<font color="#777777"><sup>APOC</sup></font> ''(Solaris 7)'' - 75 ton
  +
* '''Paladin''' PAL-1 ''(Solaris 7)'' - 60 ton
  +
* '''Predator''' 1 - 60 ton Clan
  +
* '''Predator II''' 1<font color="#777777"><sup>APOC</sup></font> / 2<font color="#777777"><sup>APOC</sup></font> - 65 ton Clan
  +
* '''Reconquista''' 1 - 75 ton IS
  +
* '''Rhino''' RHN-10<font color="#777777"><sup>APOC</sup></font> - 60 ton IS Quad
  +
* '''Ronin''' SA-RN ''(Solaris 7)'' / SA-RNS<font color="#777777"><sup>APOC</sup></font> ''(Solaris 7)'' - 50 ton
  +
* '''Rook''' RK-BU3<font color="#777777"><sup>APOC</sup></font> - 100 ton IS
  +
* '''Sarissa''' MN1-K - 50 ton IS
  +
* '''Scarabus''' SCB-9A / SCB-9B<font color="#777777"><sup>APOC</sup></font> / SCB-9T - 30 ton IS
  +
* '''Shrike''' SHR-1K<font color="#777777"><sup>APOC</sup></font> - 50 ton Clan Quad
  +
* '''Shugenja''' SJA-7D - 75 ton IS
  +
* '''Stooping Hawk''' A / B / C / D / E / Prime - 55 ton Clan Omni
  +
* '''Sun Bear''' A / B / Prime - 55 ton Clan Omni
  +
* '''Tai-sho''' TSH-7S - 85 ton IS
  +
* '''Tempest''' 1<font color="#777777"><sup>APOC</sup></font> / TMP-2X<font color="#777777"><sup>APOC</sup></font> / TMP-3G / TMP-3M / TMP-3MA - 65 ton Clan
  +
* '''Templar''' CRD-1G<font color="#777777"><sup>APOC</sup></font> / CRD-1R<font color="#777777"><sup>APOC</sup></font> / CRD-6T<font color="#777777"><sup>APOC</sup></font> - 65 ton IS
  +
* '''Tessen''' TSN-1C - 50 ton IS
  +
* '''Thantos''' THS-4A<font color="#777777"><sup>APOC</sup></font> ''(Solaris 7)'' - 55 ton
  +
* '''ThunderBird''' TRB-1D<font color="#777777"><sup>APOC</sup></font> - 55 ton IS
  +
* '''Ti Ts'ang''' TSG-9H / TSG-9J - 60 ton IS
  +
* '''Trebuchet IIC''' 1<font color="#777777"><sup>APOC</sup></font> / 2<font color="#777777"><sup>APOC</sup></font> / 3<font color="#777777"><sup>APOC</sup></font> / 4<font color="#777777"><sup>APOC</sup></font> - 50 ton Clan
  +
* '''Trooper''' A<font color="#777777"><sup>APOC</sup></font> / BTM-1A<font color="#777777"><sup>APOC</sup></font> / H<font color="#777777"><sup>APOC</sup></font> / Prime<font color="#777777"><sup>APOC</sup></font> - 60 ton Clan Omni
  +
* '''Tsunami''' TSU-1N<font color="#777777"><sup>APOC</sup></font> / TS-P1 ''(Solaris 7)'' - 40 ton
  +
* '''Viper''' VPR-3X<font color="#777777"><sup>APOC</sup></font> - 35 ton IS
  +
* '''Warlord''' WAR-TT1<font color="#777777"><sup>APOC</sup></font> / WLD-1P<font color="#777777"><sup>APOC</sup></font> - 100 ton IS
  +
* '''Werewolf''' WER-LF-004 ''(Solaris 7)'' / WER-LF-005 ''(Solaris 7)'' - 40 ton
  +
* '''Wildfire''' P1-WF / P7-WF<font color="#777777"><sup>APOC</sup></font> - 65 ton IS
  +
* '''Wolf Trap''' WFT-1 'Daitama' ''(Unique)'' - 45 ton IS
  +
* '''Woodsman''' A / B / Prime - 75 ton Clan Omni
  +
* '''Woodsman II''' A<font color="#777777"><sup>APOC</sup></font> / B<font color="#777777"><sup>APOC</sup></font> / Prime<font color="#777777"><sup>APOC</sup></font> - 80 ton Clan Omni
   
  +
<big>'''Civil War'''</big>
* CB Patch
 
** Now mechs can sink heat even in non-combat mode.
 
** Now spawn point and extraction points added to route for player controlled convoy.
 
** Now if convoy unit leave extraction area it no longer forbids to move.
 
** Now vehicle can be unstore properly even if mech bay is full.
 
** Now if vehicle bay is full and new vehicle incoming unit place dialog displays vehicle bay instead of mech bay.
 
** bay vehicle paper-doll has been redraw (do not forget icons).
 
** jam chance and its calculation formula added to side-panel while hovering weapon name.
 
* Minor fixes
 
   
  +
''New Variants''
  +
* '''Griffin''' GRF-6R
  +
* '''Mad Cat Mk II''' 'Moonwalker'<font color="#777777"><sup>APOC</sup></font> ''(Unique)''
  +
* '''Nightstar''' NSR-9SS / NSR-9J 'Holt' ''(Unique)''
  +
* '''No-Dachi''' NDA-2KC
  +
* '''Rakshasa''' MDG-2A
  +
* '''Raven''' RVN-1XR<font color="#777777"><sup>APOC</sup></font> / RVN-5F<font color="#777777"><sup>APOC</sup></font> / RVN-1XL<font color="#777777"><sup>APOC</sup></font> ''(Solaris 7)''
  +
* '''Sunder''' SD1-O 'Samual' ''(Unique)''
  +
* '''Templar''' TLR1-O 'Grayson' ''(Unique)'' / TLR1-O 'Tancred' ''(Unique)''
  +
* '''Thanatos''' TNS-XT<font color="#777777"><sup>MW4</sup></font> / TNS-4S 'Felix' ''(Unique)'' / TNS-HA 'Hangover'<font color="#777777"><sup>MWO</sup></font> ''(Unique)''
  +
* '''Valkyrie''' VLK-Q1<font color="#777777"><sup>APOC</sup></font> / VLK-QAR<font color="#777777"><sup>APOC</sup></font> / VLK-QD3 / VLK-QF / VLK-QK<font color="#777777"><sup>APOC</sup></font>
  +
* '''Venom''' SDR-9KC
  +
* '''Yeoman''' YMN-7Y<font color="#777777"><sup>APOC</sup></font>
  +
* '''Zeus''' ZEU-13S<font color="#777777"><sup>APOC</sup></font>
   
  +
''New Chassis''
===RogueTech Treadnought 1.0.3 HF4===
 
  +
* '''Morpheus''' MRP-3S ''(Solaris 7)'' / MRP-3T ''(Solaris 7)'' - 65 ton
  +
* '''Naginata''' NG-C3B / NG-C3C - 95 ton IS
  +
* '''Ocelot''' 1 - 35 ton Clan
  +
* '''Onslaught''' SA-OS2 ''(Solaris 7)'' / SA-OS3 ''(Solaris 7)'' - 75 ton
  +
* '''Pinion''' 1 - 45 ton Clan
  +
* '''Porcupine''' PRC-1N ''(Solaris 7)'' / PRC-2N ''(Solaris 7)'' - 20 ton
  +
* '''Ronin''' SA-RN7 ''(Solaris 7)'' - 50 ton
  +
* '''Scorpion II''' SCR-4K<font color="#777777"><sup>APOC</sup></font> / SCR-5K<font color="#777777"><sup>APOC</sup></font> - 65 ton IS Quad
  +
* '''Silver Fox''' SVR-5X ''(Solaris 7)'' / SVR-5Y ''(Solaris 7)'' - 35 ton
  +
* '''Spatha''' SP1-X ''(Unique Solaris 7)'' - 60 ton
  +
* '''Spirit''' 1 - 35 ton Clan
  +
* '''Tempest''' TMP-3M2 'Storm ' - 65 ton IS
  +
* '''Tessen''' TSN-C3 - 50 ton IS
  +
* '''Ti Ts'ang''' 'China Doll' ''(Unique Solaris 7)'' / TSG-9H 'Jason' ''(Unique)'' - 60 ton
  +
* '''Tsunami''' TS-P1D ''(Solaris 7)'' - 40 ton
  +
* '''Verfolger''' VR5-R - 65 ton IS
  +
* '''Volkh''' VKH-1 ''(Unique Solaris 7)'' / VKH-7 ''(Unique Solaris 7)'' - 45 ton
  +
* '''War Dog''' WR-DG-03FC - 75 ton IS
   
  +
<big>'''Jihad'''</big>
* Some fixes all over
 
   
  +
''New Variants''
===RogueTech Treadnought 1.0.3 HF3===
 
  +
* '''Catapult''' CPLT-K4
  +
* '''Kit Fox''' U
  +
* '''Mauler''' MAL-3K / MAL-1KX ''(Unique)''
  +
* '''Men Shen''' MS1-OU
  +
* '''No-Dachi''' NDA-3X ''(Unique)''
  +
* '''Ryoken II''' 2 / 3
  +
* '''Septicemia''' C / C-Z
  +
* '''Stiletto''' STO-6X ''(Unique)''
  +
* '''Templar''' TLR1-OU
  +
* '''Trebuchet''' TBT-8B
  +
* '''Uziel''' UZL-8S
  +
* '''Valiant''' V4-LNT-J3 / VLN-3T ''(Solaris 7)''
  +
* '''Valkyrie''' VLK-QD2 / VLK-QW5
  +
* '''Wight''' WGT-1LAW/SC / WGT-1LAW/SC3 / WGT-2LAWC3 / WGT-2SC / WGT-3SC
   
  +
''New Chassis''
* Some fixes all over
 
  +
* '''Black Hawk''' 1 - 50 ton Clan
  +
* '''Icestorm''' 2 - 25 ton Clan
  +
* '''Mangonel''' MNL-3L - 70 ton IS
  +
* '''Mjolnir''' MLR-B2 / MLR-BX - 25 ton IS
  +
* '''Mongoose II''' MON-266 / MON-267 / MON-268 - 40 ton IS
  +
* '''Naginata''' NG-C3Ar - 95 ton IS
  +
* '''Nyx''' NX-80 / NX-80C / NX-90 - 30 ton IS
  +
* '''Ocelot''' 2 / 3 - 35 ton Clan
  +
* '''Paladin''' PAL-2 ''(Solaris 7)'' / PAL-3 ''(Solaris 7)'' - 60 ton
  +
* '''Pandarus''' LFA-1X ''(Unique)'' - 75 ton IS
  +
* '''Pathfinder''' PFF-2 / PFF-2T - 25 ton IS
  +
* '''Patriot''' PKM-2C / PKM-2D / PKM-2E - 65 ton IS
  +
* '''Pinion''' 2 / 3 - 45 ton Clan
  +
* '''Predator''' 2 - 60 ton Clan
  +
* '''Revenant''' UBM-1A - 30 ton IS Quad
  +
* '''Rook''' NH-1A / NH-1B / NH-1X '-X' / NH-2 / NH-3X - 55 ton IS
  +
* '''Sarissa''' MN1-D - 50 ton IS
  +
* '''Shugenja''' SJA-8H - 75 ton IS
  +
* '''Slagmaiden''' SLG-X ''(Unique)'' - 55 ton IS
  +
* '''Spatha''' SP2-X 'Warlord' ''(Unique Solaris 7)'' - 60 ton
  +
* '''Sphinx''' 1 / 2 - 75 ton Clan
  +
* '''Spirit''' 2 - 35 ton Clan
  +
* '''Stooping Hawk''' F / G - 55 ton Clan Omni
  +
* '''Storm Raider''' STM-M3 - 35 ton IS
  +
* '''Sun Cobra''' 1 - 55 ton Clan
  +
* '''Tai-sho''' TSH-8S - 85 ton IS
  +
* '''Temax Cat Ninjabolt''' TMC-NB ''(Unique Solaris 7)'' - 65 ton
  +
* '''Tessen''' TSN-1Cr / TSN-C3M / TSN-X-4 - 50 ton IS
  +
* '''Thunder Fox''' TFT-A9 - 55 ton IS Quad
  +
* '''ThunderHawk''' 1<font color="#777777"><sup>APOC</sup></font> - 90 ton Clan
  +
* '''Ti Ts'ang''' TSG-9C / TSG-9DDC - 60 ton IS
  +
* '''Tundra Wolf''' 2 / 3 / 4 - 75 ton Clan
  +
* '''Ursus''' 1 / 2 / 3 / PR - 50 ton Clan
  +
* '''Ursus II''' - 50 ton Clan
  +
* '''Verfolger''' VR6-C - 65 ton IS
  +
* '''Wakazashi''' 1<font color="#777777"><sup>APOC</sup></font> - 85 ton Clan
  +
* '''War Dog''' WR-DG-02FC / WR-DG-03WDR<font color="#777777"><sup>APOC</sup></font> - 75 ton Clan
  +
* '''Werewolf''' WER-LF-004P<font color="#777777"><sup>APOC</sup></font> ''(Unique Solaris 7)'' - 40 ton
  +
* '''Wolf Trap''' WFT-1 / WFT-2 / WFT-2B / WFT-B / WFT-C / WFT-2X 'Bear Trap' ''(Unique)'' - 45 ton IS
   
  +
<big>'''Republic'''</big>
===RogueTech Treadnought 1.0.3 HF2===
 
* New Career choices:
 
** Veteran - Random Bushy
 
** Corsair - PirateTech Module Career
 
* Minor Fixes
 
   
  +
''New Variants''
===RogueTech Treadnought 1.0.3 HF1===
 
  +
* '''Gladiator''' GLD-7R
  +
* '''Hel''' C
  +
* '''Hunchback''' HBK-6K
  +
* '''Mad Cat III''' 2 / 3 / 4 / 5
  +
* '''Mad Cat Mk II''' 5
  +
* '''Marshal''' MHL-6FR
  +
* '''No-Dachi''' NDA-3S
  +
* '''Owens''' OW-1G
  +
* '''Pack Hunter II''' 4
  +
* '''Raven''' RVN-3A<font color="#777777"><sup>APOC</sup></font> / RVN-3J<font color="#777777"><sup>APOC</sup></font> / RVN-3W<font color="#777777"><sup>APOC</sup></font>
  +
* '''Templar''' TLR1-OBLO
  +
* '''Templar III''' TLR2-OT<font color="#777777"><sup>APOC</sup></font> / TLR2-J 'Arthur' ''(Unique)''
  +
* '''Thanatos''' TNS-6S
  +
* '''Trebuchet''' TBT-K7R / TBT-XK7
  +
* '''UrbanMech''' UM-R27
  +
* '''Valiant''' VLT-3E
  +
* '''Valkyrie''' VLK-QD4 / VLK-QD8 / VLK-QT2
  +
* '''Venom''' SDR-9KE
   
  +
''New Chassis''
* Fixed bulk purchase error
 
  +
* '''Black Hawk''' 2 / 3 - 50 ton Clan
* Tweaks to dropcosts and scaling
 
  +
* '''Mandrill''' 1 - 30 ton Clan
* Minor fixes
 
  +
* '''Mangonel''' MNL-3W / MNL-4S - 70 ton IS
  +
* '''Mongrel''' MGL-T1 / MGL-T2 - 50 ton Clan
  +
* '''Morrigan''' 1 / 2 / 3 / 4 / 5 - 35 ton Clan
  +
* '''Night Wolf''' 1 - 90 ton Clan
  +
* '''Nyx''' NX-100 - 30 ton IS
  +
* '''Ocelot''' 4 - 35 ton Clan
  +
* '''Pandarus''' LFA-1A - 75 ton IS
  +
* '''Parash''' 1 / 2 / 3 - 35 ton Clan
  +
* '''Peacekeeper''' PKP-1A / PKP-1B / PKP-2K - 95 ton IS
  +
* '''Penthesilea''' PEN-2H / PEN-2MAF / PEN-3H - 75 ton IS
  +
* '''Prefect''' PRF-1R / PRF-2R / PRF-1R 'Veronica' ''(Unique)'' - 75 ton IS
  +
* '''Sarissa''' MN2-A SecurityMech - 50 ton IS
  +
* '''Shen Yi''' SHY-3B / SHY-5B - 65 ton IS
  +
* '''Shockwave''' SKW-2F / SKW-4G / SKW-6H - 50 ton IS
  +
* '''Sphinx''' 3 / 4 - 75 ton Clan
  +
* '''Spider IIC''' <font color="#777777"><sup>APOC</sup></font> - 30 ton Clan
  +
* '''Storm Raider''' STM-R1 / STM-R2 / STM-R3 / STM-R4 - 35 ton IS
  +
* '''Sun Cobra''' 2 - 55 ton Clan
  +
* '''Targe''' TRG-1N / TRG-2N / TRG-3M - 40 ton IS
  +
* '''Thunder Fox''' TFT-C3 / TFT-F11 / TFT-L8 - 55 ton IS Quad
  +
* '''Ti Ts'ang''' TSG-10L - 60 ton IS
  +
* '''Tian-zong''' TNZ-N1 / TNZ-N2 - 75 ton IS
  +
* '''Tundra Wolf''' 5 - 75 ton Clan
  +
* '''Ursa''' URA-2A / URA-2C - 65 ton Clan Quad
  +
* '''Verfolger''' VR6-T - 65 ton IS
  +
* '''Violator''' VT-U1 / VT-U3 - 45 ton IS
  +
* '''Yao Lien''' YOL-4C - 55 ton IS
   
  +
<big>'''Dark Ages'''</big>
===RogueTech Treadnought 1.0.3===
 
   
  +
''New Variants''
* IRTweaks update
 
  +
* '''Blood Reaper''' 3
* headshotinjury resist should now work
 
  +
* '''Gladiator''' GLD-7R/SF / GLD-9SF
* Tactics Affects Offensive Push Accuracy, +1 Accuracy for every point Past 1, with a bonus for Level 5 and 8 Skill
 
  +
* '''Gyrfalcon''' 5
* Quirks with Offensive Push Bonus mention it now
 
  +
* '''Hatamoto-Chi''' HTM-30T
  +
* '''Hel''' D / E / F / T
  +
* '''Mad Cat Mk II''' 6
  +
* '''Mauler''' MAL-4R<font color="#777777"><sup>RT</sup></font>
  +
* '''Naga''' T
  +
* '''Night Gyr''' TT<font color="#777777"><sup>APOC</sup></font>
  +
* '''Pack Hunter II''' 'Isis' ''(Unique)''
  +
* '''Prey Seeker''' PY-SR20 / PY-SR30
  +
* '''Raptor''' RTX1-OT<font color="#777777"><sup>APOC</sup></font></sup>
  +
* '''Ryoken II''' 'Tassa' ''(Unique)''
  +
* '''Spartan''' SPT-N4
  +
* '''Stormcrow''' TT<font color="#777777"><sup>APOC</sup></font> / W<font color="#777777"><sup>APOC</sup></font> / 'Kotare' ''(Unique)''
  +
* '''Thunder Hawk''' TDK-7Z
  +
* '''Tomahawk''' T<font color="#777777"><sup>APOC</sup></font>
  +
* '''Trebuchet''' TBT-9R
  +
* '''Warwolf''' A / B / C / H
  +
* '''Watchman''' WTC-4MB ''(Unique Solaris 7)''
  +
* '''Yu Huang''' Y-H12GC / 'Carson' ''(Unique)''
   
  +
''New Chassis''
===RogueTech Treadnought 1.0.2 HF4===
 
  +
* '''Malice''' MAL-XP / MAL-XT / MAL-XV / MAL-YZ - 100 ton Clan
  +
* '''Night Stalker''' NSR-K1 / NSR-K3 / NSR-K4 / NSR-KC / NSR-K7 ''(Solaris 7)'' - 40 ton IS
  +
* '''Notos''' A / B / C / D / Prime - 60 ton Clan Omni QuadVee
  +
* '''Nyx''' NX-110 - 30 ton IS
  +
* '''Porcupine''' PRC-3N ''(Unique Solaris 7)'' - 20 ton
  +
* '''Prefect''' PRF-1C / PRF-3R - 75 ton IS
  +
* '''Raider''' JL-1 / JL-3A / JL-3B - 50 ton IS
  +
* '''Raider Mk II''' JL-2 / JL-3C - 50 ton IS
  +
* '''Rattler''' RT-L3R<font color="#777777"><sup>APOC</sup></font> - 100 ton IS
  +
* '''Razor Jaw''' 1<font color="#777777"><sup>APOC</sup></font> - 55 ton Clan
  +
* '''Revenant''' UBM-2R / UBM-2R2 / UBM-2R3 / UBM-2R4 - 30 ton IS Quad
  +
* '''Rhino''' 1 - 50 ton IS Quad
  +
* '''Rokurokubi''' RK-4K / RK-4T / RK-4X - 35 ton IS
  +
* '''Shiro''' SH-1V / SH-2P - 75 ton IS
  +
* '''Shockwave''' SKW-8X - 50 ton IS
  +
* '''Surtur''' SUR-T1 - 55 ton IS
  +
* '''Tempest''' C / TMP-4M - 65 ton IS
  +
* '''Tessen''' TSN-X4R 'Rapunzel' ''(Unique Solaris 7)'' - 50 ton
  +
* '''Tian-zong''' TNZ-N3 / TNZ-N3 'Jasminda' ''(Unique)'' - 75 ton IS
  +
* '''Tolva''' 1 - 40 ton Clan Quad
  +
* '''Tundra Wolf''' 1 - 75 ton Clan
  +
* '''Uraeus''' UAE-7R - 75 ton IS
  +
* '''Vandal''' LI-O / LI-OA / LI-OB / LI-OT<font color="#777777"><sup>APOC</sup></font> - 65 ton IS Omni
  +
* '''Volkh''' VKH-68 ''(Unique Solaris 7)'' - 45 ton
  +
* '''Wendigo''' A<font color="#777777"><sup>APOC</sup></font> / B<font color="#777777"><sup>APOC</sup></font> / C<font color="#777777"><sup>APOC</sup></font> / Prime<font color="#777777"><sup>APOC</sup></font> - 50 ton Clan Omni
  +
* '''Wendigo-VP''' A / Prime - 50 ton Clan Omni
  +
* '''Woodsman''' C / D - 75 ton Clan Omni
  +
* '''Wulfen''' A / B / C / D / E / H / Prime - 30 ton Clan Omni
   
  +
<big>'''Operation Revival'''</big><font color="#777777"><sup>APOC</sup></font>
* Adjustments to cooling and drop costs
 
  +
* '''Arctic Cheetah''' Prime-EWR
* Minor Fixes, Minor Fixes everywhere!
 
  +
* '''Ice Ferret''' C-EWR / Prime-EWR
  +
* '''Viper''' B-EWR / Prime-EWR
   
  +
<big>'''PirateTech'''</big><font color="#777777"><sup>RT</sup></font>
===RogueTech Treadnought 1.0.2 HF3===
 
  +
* '''Barghest''' BGS-P
  +
* '''Jaguar''' P
  +
* '''Revenant''' UBM-P
  +
* '''Stalking Spider P'''
  +
* '''Trebaruna''' TR-P
  +
* '''Ursa''' URA-P
  +
* '''Xanthos''' XNT-P
   
  +
<big>'''Quicksell Customs'''</big><font color="#777777"><sup>RT</sup></font>
* Attempt to fix weird XP bug
 
  +
* '''Hunchback''' QSK
  +
* '''Incubus''' QSC / QSC-A / QSC-B / QSC-C / QSC-D
  +
* '''Locust''' LCT-QSC
  +
* '''Marauder''' MAD-QSK
  +
* '''Nova''' NVA-QSC / NVA-QSC-M / NVA-QSC-S
  +
* '''Piranha''' QSC
  +
* '''Shadow Cat''' QSC-C
  +
* '''Shadow Hawk''' SHD-QSC
  +
* '''Stormcrow''' SCR-QSC-A / SCR-QSC-B
  +
* '''Timber Cat''' TC-QSC-A / TC-QSC-B / TC-QSC-C/ TC-QSC-D
  +
* '''Wolfhound''' WLF-QSC
   
  +
<big>'''Rogue Elites'''</big><font color="#777777"><sup>RT</sup></font>
===RogueTech Treadnought 1.0.2 HF2===
 
  +
* '''Black Watch''' 'Left-Right-Goodnight'
  +
* '''Buccaneer''' 'Bernard Desjean'
  +
* '''Chimera''' 'Krash Landing'
  +
* '''Deimos''' 'Air Superiority'
  +
* '''Gunsmith''' 'Honoré Blanc'
  +
* '''Hammer''' 'Nail'
  +
* '''Hermit Crab''' 'Imitation'
  +
* '''Hornet''' 'Murder'
  +
* '''Hunchback IIC''' Hunchback 'Impostor'
  +
* '''JagerMech''' 'Jaegermeister'
  +
* '''Jenner IIC''' 'Hayai'
  +
* '''Lu Wei Bing''' 'Tian Long'
  +
* '''Marauder II''' 'Missed Opportunity'
  +
* '''Marshal''' 'Jimmy'
  +
* '''Nightstar''' 'Number Three'
  +
* '''OstLord''' 'Teutonic Knight'
  +
* '''Roughneck''' 'Jarhead'
  +
* '''Thunder Stallion''' 'Dragoon'
  +
* '''Yeoman''' 'Ashigaru'
   
  +
''New Chassis''
* COMAAAAA
 
  +
* '''Penthesilea''' 'Magister' - 75 ton IS
  +
* '''Volkh''' 'Lance-A-Lot' ''(Unique)'' - 45 ton IS
   
  +
<big>'''Urbocalypse'''</big></big><font color="#777777"><sup>RT</sup></font>
===RogueTech Treadnought 1.0.2 HF1===
 
  +
* '''UrbanMech''' UM-R25 ''(C-variant)''
  +
}}
  +
|-|Vehicles=
  +
{{#tag:tabber|General Changes=
  +
* New Lore text / Description added for many units.
  +
* Several VTOLs, especially those with heavy wing-mounted loads, now have weaker variants with less external weaponry.
  +
** As a result many VTOLs were renamed, with the weaker variant taking their old name. The changes listed below might for this reason be a bit confusing.
   
  +
* ''''Black Jacket'''' YJ-OwO - Removed both HE Bombs.
* Potential fix for LHS miscalculations
 
  +
* ''''Black Jacket'''' YJ-420 - Removed one Inferno Bomb
* Tiny whoopsie fix
 
  +
* '''Alacorn Mk.IX''' - Loadout updated.
  +
* '''Balac - Spotter''' - Replaced Guided Bomb x2 with Guided Bomb x1.
  +
* '''Balac - Striker''' - Removed a Guided Bomb x2.
  +
* '''Behemoth II BHT-2C''' -> Removed Artemis, added Medium ER Laser.
  +
* '''Demolisher (Sealed)''' - Loadout updated.
  +
* '''Donar Gunship''' - Removed an AA iATM pod.
  +
* '''Harris Hawk HH-V1''' - Removed wingmounted HE Bomb.
  +
* '''Harris Hawk HH-V2''' - Removed wingmounted Guided Bomb.
  +
* '''Hawk Moth (TBM)''' - Removed one Light AA pod.
  +
* '''Mockingbird 2''' - Removed wingmounted HE Bomb.
  +
* '''Mosquito''' - Removed wingmounted Quad Missile.
  +
* '''Nidhogg IIC''' - Removed two wingmounted AA iATM pods.
  +
* '''Ripper (F)''' - Inferno Bomb x2 changed to Inferno Bomb x1
  +
* '''Scorpions''' ''(Most)'' - Loadout updated.
  +
* '''Sprint (ML)''' - Removed a wingmounted Rocket 15 pod.
  +
* '''Sprint (TAG)''' - Removed a wingmounted Quad Missile pod.
  +
{{!}}-{{!}}Renamed=
  +
* '''A-11 Lightning Bolt''' - Renamed to ''A-11 Lightning Bolt (WP)''.
  +
* '''Balac (RISC)''' - Renamed to ''Balac (RISC-M)''.
  +
* '''Cascatelle AR-RR''' - Renamed to ''Cascatelle AR-RR-RR''.
  +
* '''Cascatelle HV-GS''' - Renamed to ''Cascatelle HV-GS-BM''.
  +
* '''Cascatelle LR-MI''' - Renamed to ''Cascatelle LR-MI-PX''.
  +
* '''Cascatelle PL-ML''' - Renamed to ''Cascatelle PL-ML-HL''.
  +
* '''Cascatelle WT-FB''' - Renamed to ''Cascatelle WT-FB-RM''.
  +
* '''Donar CAS''' - Renamed to ''Donar CAS (Bomber)''.
  +
* '''Fujin 0''' - Renamed to ''Fujin 0 (Heavy)''.
  +
* '''Fujin 0A''' - Renamed to ''Fujin 0A (Heavy)''.
  +
* '''Fujin 0B''' - Renamed to ''Fujin 0B (Heavy)''.
  +
* '''Fujin 0C''' - Renamed to ''Fujin 0C (Heavy)''.
  +
* '''Fujin 0D''' - Renamed to ''Fujin 0D (Heavy)''.
  +
* '''Fujin 0E''' - Renamed to ''Fujin 0E (Heavy)''.
  +
* '''Fujin 0F''' - Renamed to ''Fujin 0F (Heavy)''.
  +
* '''Fujin 0G''' - Renamed to ''Fujin 0G (Heavy)''.
  +
* '''Igor (L-Gauss)''' - CASE version Renamed to ''Igor (CL-Gauss WP)'', other version renamed to ''Igor (L-Gauss WP)''.
  +
* '''Igor (LAC/5)''' - Renamed to ''Igor (LAC/5 WP)''.
  +
* '''Igor (LAC/5)''' - Renamed to ''Igor (LAC/5 WP)'', weapons shifted locations.
  +
* '''Lindwyrm (Bomber)''' - Renamed to ''Lindwyrm (Stealth Bomber)''.
  +
* '''Lindwyrm (LLC)''' - Renamed to ''Lindwyrm (LLC/P)''.
  +
* '''Lindwyrm (MRM)''' - Renamed to ''Lindwyrm (MRM/B)''.
  +
* '''Lindwyrm (SRM)''' - Renamed to ''Lindwyrm (SRM/B)''.
  +
* '''Nidhogg 'Nidcognito'''' - Renamed to ''Nidhogg 'Nidcognito' (MP)''.
  +
* '''Pirate Nidhogg''' - Renamed to ''Pirate Nidhogg (Bomber)''.
  +
* '''ROC-LRM/S''' - Renamed to ''ROC-SLRM''.
  +
* '''Scorpion IIC''' - Renamed to ''Scorpion (C)''.
  +
* '''Scorpion M2''' - Renamed to ''Scorpion (RAC)''.
  +
* '''Scorpion M2-X''' - Renamed to ''Scorpion Mk2''.
  +
* '''Seth '3 by 5'''' - Renamed to ''Seth '3 by 5' (AA)''.
  +
* '''Seth 'Gunslinger'''' - Renamed to ''Seth 'Holliday'''.
  +
* '''Seth 'Laserblast'''' - Renamed to ''Seth 'Laserblast' (WP)''.
  +
* '''Seth 'Longbow'''' - Renamed to ''Seth 'Longbow' (MP)''.
  +
* '''Seth 'Snubfighter'''' - Renamed to ''Seth 'Snubbomber'''.
  +
* '''Seth Stealth Bomber''' - Renamed to ''Seth Heavy Bomber''.
  +
* '''Skadi SK-FAV/10''' - Renamed to ''Skadi SK-FAV/10B''.
  +
* '''Skorpio Light Tank''' - Renamed to ''Scorpion (Rifle)'', armor tweaks.
  +
* '''Strix VTOL''' - Renamed to ''Strix (Bomber)''.
  +
* '''Telvache''' - Renamed to ''Telvache (Bomber)''.
  +
* '''Vespa''' - Renamed to ''Vespa MP''.
  +
* '''Vespa MK.II''' - Renamed to ''Vespa MK.II MP''.
  +
* '''Yellow Jacket YJ-59rR''' - Renamed to ''Yellow Jacket YJ-59RN''.
  +
{{!}}-{{!}}New=
  +
<big>'''Civil War'''</big>
  +
* '''Cascatelle PL-ML''' - 60 tons, IS VTOL, No Wingmount hardpoints
  +
* '''Donar CAS''' - 21 tons, Clan VTOL, No Wingmount hardpoints
  +
* '''Nidhogg 'Nidcognito'''' - 45 tons, IS VTOL, No Wingmount hardpoints
  +
* '''Seth '3 by 5'''' - 55 tons, IS VTOL, No Wingmount hardpoints
  +
* '''Seth 'Longbow'''' - 55 tons, Clan VTOL, No Wingmount hardpoints
  +
* '''Vulture Gunship (LB/2X)''' - 30 tons, IS VTOL
  +
* '''Vulture Gunship (UAC/2)''' - 30 tons, IS VTOL
   
  +
<big>'''Clan Invasion'''</big>
===RogueTech Treadnought 1.0.2===
 
  +
* '''Behemoth BHT-A1R''' - 100 tons, IS Tank
  +
* '''Cascatelle HV-GS''' - 60 tons, IS VTOL, No Wingmount hardpoints
  +
* '''Cascatelle LR-MI''' - 60 tons, IS VTOL, No Wingmount hardpoints
  +
* '''Cascatelle WT-FB''' - 60 tons, IS VTOL, No Wingmount hardpoints
  +
* '''Firewyrm (Scout)''' - 45 tons, Clan VTOL, No Wingmount hardpoints
  +
* '''Firewyrm LRM (Scout)''' - 45 tons, Clan VTOL, No Wingmount hardpoints
  +
* '''Firewyrm Streak (Scout)''' - 45 tons, Clan VTOL, No Wingmount hardpoints
  +
* '''Igor (L-Gauss)''' - 60 tons, IS VTOL, No Wingmount hardpoints
  +
* '''Lindwyrm (LLC)''' - 45 tons, Clan VTOL, No Wingmount hardpoints
  +
* '''Lindwyrm (MRM)''' - 45 tons, Clan VTOL, No Wingmount hardpoints
  +
* '''Lindwyrm (SRM)''' - 45 tons, Clan VTOL, No Wingmount hardpoints
  +
* '''Lindwyrm (Stealth)''' - 45 tons, Clan VTOL, No Wingmount hardpoints
  +
* '''ROC-HAG-L''' - 55 tons, Clan VTOL, No Wingmount hardpoints
  +
* '''ROC-INTB-L''' - 55 tons, Clan VTOL, No Wingmount hardpoints
  +
* '''ROC-LBX/20-L''' - 55 tons, Clan VTOL, No Wingmount hardpoints
  +
* '''ROC-MTR-L''' - 55 tons, Clan VTOL, No Wingmount hardpoints
  +
* '''ROC-SLRM-L''' - 55 tons, Clan VTOL, No Wingmount hardpoints
  +
* '''ROC-UAC/20-L''' - 55 tons, Clan VTOL, No Wingmount hardpoints
  +
* '''Scorpion (Armor)''' - 25 tons, Clan Tank
  +
* '''Scorpion IIC''' - 25 tons, Clan Tank
  +
* '''Seth 'Gunslinger'''' - 55 tons, Clan VTOL, No Wingmount hardpoints
  +
* '''Seth 'Laserblast'''' - 55 tons, Clan VTOL, No Wingmount hardpoints
  +
* '''Seth Stealth Bomber''' - 55 tons, Clan VTOL, No Wingmount hardpoints
  +
* '''Telvache''' - 60 tons, Clan VTOL, No Wingmount hardpoints
  +
* '''Tenochca 'Aquila'''' - 24 tons, IS VTOL
  +
* '''Tenochca 'Carnifex'''' - 24 tons, IS VTOL
  +
* '''Tenochca 'Recurve'''' - 24 tons, IS VTOL
  +
* '''Tenochca''' - 24 tons, IS VTOL
  +
* '''Vespa MK.II''' - 15 tons, IS VTOL, No Wingmount hardpoints
  +
* '''Vespa''' - 15 tons, IS VTOL, No Wingmount hardpoints
  +
* '''Vulture Gunship (AC/2)''' - 30 tons, IS VTOL
  +
* '''Vulture Gunship (HVAC/2)''' - 30 tons, IS VTOL
  +
* '''Vulture Gunship (XL)''' - 30 tons, IS VTOL
  +
* '''Vulture Gunship''' - 30 tons, IS VTOL
  +
* '''Warrior H7B (Scout)''' - 21 tons, IS VTOL, No Wingmount hardpoints
   
  +
<big>'''Jihad'''</big>
* Includes First draft of Ammo and Cooling Costs
 
  +
* '''A-11 Lightning Bolt''' - 30 tons, IS VTOL, No Wingmount hardpoints
* Ammo and cooling types each have unique effects on after battle costs
 
  +
* '''Harasser (Armor)''' - 25 tons, IS Hover
* Tweaked Drop Cost Calculation to consider tech and type of a unit
 
  +
* '''Harasser (Speed)''' - 25 tons, IS Hover
* Many many minor fixes
 
  +
* '''Igor (CL-Gauss)''' - 60 tons, IS VTOL, No Wingmount hardpoints
  +
* '''Seth 'Cloudburst'''' - 55 tons, IS VTOL, No Wingmount hardpoints
  +
* '''Seth 'Snubfighter'''' - 55 tons, IS VTOL, No Wingmount hardpoints
  +
* '''Vulture Gunship (LAC/5)''' - 30 tons, IS VTOL
   
  +
<big>'''Republic'''</big>
* Over 5000 file changes
 
  +
* '''Behemoth BHT-A2D''' - 100 tons, IS Tank
  +
* '''Harasser (LFE)''' - 25 tons, IS Hover
  +
* '''Harasser (Marian)''' - 25 tons, IS Hover
  +
* '''Harasser (iNARC)''' - 25 tons, IS Hover
  +
* '''Igor (LAC/5)''' - 60 tons, IS VTOL, No Wingmount hardpoints
  +
* '''Karnov (BAS)''' - 30 tons, IS VTOL
  +
* '''Scorpion (Hardened)''' - 25 tons, IS Tank
  +
* '''Scorpion (TBM)''' - 25 tons, IS Tank
  +
* '''Scorpion (UAC)''' - 25 tons, IS Tank
  +
* '''Skadi SK-FAV/10L''' - 30 tons, Clan VTOL, No Wingmount hardpoints
  +
* '''Strix VTOL''' - 30 tons, IS VTOL, No Wingmount hardpoints
  +
* '''Vulture Gunship (CUAC/2)''' - 30 tons, IS VTOL
   
  +
<big>'''Dark Age'''</big>
===RogueTech Treadnought 1.0.1 HF1===
 
  +
* '''Behemoth BHT-A2L''' - 100 tons, IS Tank
  +
* '''Behemoth BHT-K2''' - 100 tons, Clan Tank
  +
* '''Hunter HNT-4F''' - 35 tons, IS Tank
  +
* '''SM-1B Tank Destroyer''' - 50 tons, IS Hover
   
  +
<big>'''Pirates'''</big>
* Fixed TagRestrictions not working
 
  +
* '''Cascatelle AR-RR''' - 60 tons, IS VTOL, No Wingmount hardpoints
* Contracts payout rebalances
 
  +
* '''Kamakirihameha 'Scout'''' - 55 tons, IS VTOL, No Wingmount hardpoints
* Minor fixes
 
  +
* '''Pirate Nidhogg''' - 45 tons, IS VTOL, No Wingmount hardpoints
   
  +
<big>'''RISC'''</big>
===RogueTech Treadnought 1.0.1===
 
  +
* '''Balac (RISC)''' - 25 tons, IS VTOL, No Wingmount hardpoints
  +
* '''Fujin 0''' - 30 tons, IS VTOL, No Wingmount hardpoints
  +
* '''Fujin 0A''' - 30 tons, IS VTOL, No Wingmount hardpoints
  +
* '''Fujin 0B''' - 30 tons, IS VTOL, No Wingmount hardpoints
  +
* '''Fujin 0C''' - 30 tons, IS VTOL, No Wingmount hardpoints
  +
* '''Fujin 0D''' - 30 tons, IS VTOL, No Wingmount hardpoints
  +
* '''Fujin 0E''' - 30 tons, IS VTOL, No Wingmount hardpoints
  +
* '''Fujin 0F''' - 30 tons, IS VTOL, No Wingmount hardpoints
  +
* '''Fujin 0G''' - 30 tons, IS VTOL, No Wingmount hardpoints
  +
* '''Yellow Jacket YJ-59R''' - 30 tons, IS VTOL, No Wingmount hardpoints
  +
}}
  +
|-|Squads 2.0=
  +
{{#tag:tabber|General Information=
  +
Squads is the framework RogueTech already uses to represent Battle Armor, ProtoMechs and Ultralight 'Mech squads. The framework allows defining a unit in the game to consist of several members that share the same internal systems.
   
  +
The following key traits are consistent for all squad units:
* Fix for stored vechicles breaking shops
 
  +
* All members of the squad share the same systems configuration. This include equipment such as armor, structure, engine, etc. Due to this the systems are always fixed.
* Many minor fixes
 
  +
* Since systems are shared, they can not be critically hit or destroyed on an individual squad member. They will continue functioning for all still alive members of the squad until the whole unit is neutralized.
  +
* The Squad units are immune to heat and stability damage, and can never shutdown. They are instead considerably more vulnerable to Through Armor Damage.
  +
* All weapons are fixed for Mech Squads and ProtoMechs for balance reasons. Battle Armor allows changing weapons. All types allow switching ammunition and modifying armor amounts.
   
  +
In this release the Squads framework is being expanded to both allow better implementation of the units as well as making the capabilities of these types of units easier to understand for players.
===RogueTech Treadnought 1.0 HF17===
 
   
  +
Some of the key features are:
Another attempt to fix weird vision, spawn and convoy bugs
 
  +
* Squad Units can now have proper quirks, armor and structure like standard 'Mech units already do. They are displayed just like for other units within the Mech Lab, but are not visible in combat due to technical limitations.
  +
* In combination with the feature above, special chassis traits such as Quad, WiGE or VTOL are now handled by a new item slot, thus freeing the Quirk slot.
  +
* A new display section in the mech lab on the top right side for displaying the shared internal systems of the units.
  +
* The introduction of Specialist equipment, to represent non-critical systems that each member of the squad would have but the benefits does not stack or have to be equal for all squad members. E.g. ECM, C3, MASC/Supercharger, Sensors and more.
  +
** '''Note:''' These are fixed and can not be changed for balance reasons.
  +
* Allowing customization by players of the ammunition loadouts for all squad unit types.
  +
* Weapons that use external ammunition boxes are only able to use boxes from the same location. This means that even if a some member has the correct ammunition, not all members of the unit can use it. No warnings about this fact appear in the Mechbay.
   
  +
{{#tag:tabber|Mech Squads=
===RogueTech Treadnought 1.0 HF16===
 
  +
With these changes it is now possible to implement more canon and apocryphal ultralight 'Mechs with the correct loadouts, allowing the increase of available Mech Squads in RogueTech up to a total of 39 as seen in the list below.
   
  +
A notable new unit that players can meet on the battlfield is the ''Celerity''-series of Word of Blake. These Drone-like 'Mechs are fully remote controlled (for this reason not available to players yet), and some of them can even carry Battle Armor weapons.
* Fix to turrets calculations for DFA/Charge
 
* Many minor fixes
 
   
  +
''Note:'' The tonnage given in the list below is per member, to get the total tonnage of the unit multiply the specified tonnage with the amount of squad members.
===RogueTech Treadnought 1.0 HF15===
 
   
  +
<big>'''Available Mech Squads'''</big>
* Fix for a rep-me
 
* other fixes
 
   
  +
'''Clan Invasion'''
===RogueTech Treadnought 1.0 HF14===
 
  +
* '''Ambassador MBSDR-I''' - 15 ton, IS, Unofficial, Custom model, 2 squad members
  +
* '''Apollon APN-1J''' - 15 ton, IS, Unofficial, 2 squad members
  +
* '''Bloedhond BLH-6D''' - 15 ton, IS, Unofficial, 2 squad members
  +
* '''Bloedhond BLH-7D''' - 15 ton, IS, Unofficial, 2 squad members
  +
* '''Celerity CLR-02-X-D''' - 15 ton, IS, 2 squad members
  +
* '''Celerity CLR-03-O''' - 15 ton, IS, 2 squad members
  +
* '''Celerity CLR-03OMM 'Rajah'''' - 15 ton, Solaris 7 Unique, 2 squad members
  +
* '''Cherub C-HRB-O 'Invictus'''' - 15 ton, IS, 2 squad members
  +
* '''Cherub C-HRB-OA 'Dominus'''' - 15 ton, IS, 2 squad members
  +
* '''Cherub C-HRB-OC 'Comminus'''' - 15 ton, IS, 2 squad members
  +
* '''Flea FLE-14''' - 15 ton, IS, 2 squad members
  +
* '''Flea FLE-14B''' - 15 ton, IS, Unofficial, 2 squad members
  +
* '''Flea FLE-14N''' - 15 ton, IS, Unofficial, 2 squad members
  +
* '''Foxfire FXR-4R''' - 15 ton, IS, Unofficial, 2 squad members
  +
* '''Guardian GRD-1N''' - 15 ton, IS, Unofficial, 2 squad members
  +
* '''Guardian GRD-1NR''' - 15 ton, IS, Unofficial, 2 squad members
  +
* '''Hounddog HDG-5L''' - 15 ton, IS, Unofficial, 2 squad members
  +
* '''Junior JNR-7P''' - 10 ton, IS, Unofficial, 4 squad members
  +
* '''Mite MTE-12C''' - 10 ton, IS, Unofficial, 4 squad members
  +
* '''Mosquito MOS-1K''' - 15 ton, IS, Unofficial, 2 squad members
  +
* '''Roadrunner RD-1R''' - 15 ton, Clan, 2 squad members
  +
* '''Sheepdog SHE-1PD''' - 10 ton, IS, Unofficial, 4 squad members
  +
* '''Slowpoke SLP-2U''' - 10 ton, IS, Unofficial, 4 squad members
  +
* '''Stiletto STL-7D''' - 15 ton, IS, Unofficial, 2 squad members
  +
* '''Wisp WS-P2''' - 10 ton, IS, Unofficial, 4 squad members
   
  +
'''Dark Ages'''
* Temporary disabled LV performance enhancers
 
  +
* '''Celerity CLR-03-OA''' - 15 ton, IS, 2 squad members
** Refactor end-of-turn heat to better match new CAC heat semantics. Should only check ammo explosions, injuries, etc at end of turn.
 
  +
* '''Celerity CLR-03-OB''' - 15 ton, IS, 2 squad members
** Mechs that run or jump with damaged actuators and fail a piloting check will now end their turn
 
  +
* '''Celerity CLR-03-OC''' - 15 ton, IS, 2 squad members
* Fixes to contract rep gain
 
  +
* '''Celerity CLR-03-OD''' - 15 ton, IS, 2 squad members
  +
* '''Celerity CLR-03-OE''' - 15 ton, IS, 2 squad members
  +
* '''Celerity CLR-04-R''' - 15 ton, IS, 2 squad members
  +
* '''Celerity CLR-05-X''' - 15 ton, IS, 2 squad members
  +
* '''Prey Seeker PY-SR10''' - 15 ton, IS, 2 squad members
  +
* '''Prey Seeker PY-SR20''' - 15 ton, IS, 2 squad members
  +
* '''Prey Seeker PY-SR30''' - 15 ton, IS, 2 squad members
   
  +
'''Quicksell Customs'''
===RogueTech Treadnought 1.0 HF13===
 
  +
* '''Corgi CRG-CA''' - 10 ton, Clan, 4 squad members
  +
* '''Corgi CRG-CB''' - 10 ton, Clan, 4 squad members
   
  +
'''Heavier Mech Squads'''
* Oopsies
 
  +
* '''UrbanMech UM-1UL''' - 30 ton, IS, 4 members
  +
* '''Gùn GN-SQD''' - 20 ton, IS, Elite, 4 members
  +
{{!}}-{{!}}Protomech=
  +
All Protomechs have been renamed to follow the Clan naming pattern of chassis followed by a single number, instead of including the chassis abbrevation (variant name).
   
  +
<big>'''Available ProtoMechs'''</big>
   
  +
''Note:'' The tonnage given in the list below is per member, to get the total tonnage of the unit multiply the specified tonnage with the amount of squad members.
===RogueTech Treadnought 1.0 HF12===
 
   
  +
'''Clan Invasion'''
* Potential fix for falling out of combat/invisible enemies bug
 
  +
* '''Centaur 1''' - 5 ton, IS
* Some addtional content and changes for LV426/Drones of Syneria/RISC modules
 
  +
* '''Gorgon 1''' - 8 ton, IS
* Lots of minor fixes
 
  +
* '''Harpy 1''' - 2 ton, IS
  +
* '''Hobgoblin 1''' - 10 ton, IS
  +
* '''Hobgoblin 2''' - 10 ton, IS
  +
* '''Hydra 1''' - 6 ton, IS
  +
* '''Minotaur 'MortarTaur'''' - 9 ton, IS
  +
* '''Minotaur 1''' - 9 ton, IS
  +
* '''Minotaur P2''' - 9 ton, IS
  +
* '''Minotaur Z''' - 9 ton, IS
  +
* '''Roc 1''' - 7 ton, IS
  +
* '''Roc Z''' - 7 ton, IS
  +
* '''Satyr 1''' - 4 ton, IS
  +
* '''Siren 1''' - 3 ton, IS
  +
* '''Siren 2''' - 3 ton, IS
   
  +
'''Civil War'''
===RogueTech Treadnought 1.0 HF11===
 
  +
* '''Basilisk 1''' - 7 ton, IS
  +
* '''Basilisk 2''' - 7 ton, IS
  +
* '''Cecerops 1''' - 3 ton, IS
  +
* '''Cecerops 2''' - 3 ton, IS
  +
* '''Cecerops 5''' - 3 ton, IS
  +
* '''Centaur 2''' - 5 ton, IS
  +
* '''Centaur 3''' - 5 ton, IS
  +
* '''Chrysaor 1''' - 6 ton, IS
  +
* '''Chrysaor 2''' - 6 ton, IS
  +
* '''Delphyne 1''' - 9 ton, IS
  +
* '''Delphyne 2''' - 9 ton, IS
  +
* '''Erinyes 1''' - 2 ton, IS
  +
* '''Erinyes 2''' - 2 ton, IS
  +
* '''Gorgon 2''' - 8 ton, IS
  +
* '''Gorgon 3''' - 8 ton, IS
  +
* '''Harpy 2''' - 2 ton, IS
  +
* '''Harpy 3''' - 2 ton, IS
  +
* '''Hydra 2''' - 6 ton, IS
  +
* '''Hydra 3''' - 6 ton, IS
  +
* '''Minotaur 2''' - 9 ton, IS
  +
* '''Minotaur 3''' - 9 ton, IS
  +
* '''Orc 1''' - 4 ton, IS
  +
* '''Orc 2''' - 4 ton, IS
  +
* '''Procyon 1''' - 5 ton, IS
  +
* '''Procyon 2''' - 5 ton, IS
  +
* '''Procyon Z''' - 5 ton, IS
  +
* '''Roc 2''' - 7 ton, IS
  +
* '''Roc 3''' - 7 ton, IS
  +
* '''Satyr 2''' - 4 ton, IS
  +
* '''Satyr 3''' - 4 ton, IS
  +
* '''Siren 3''' - 3 ton, IS
  +
* '''Triton 1''' - 8 ton, IS
  +
* '''Triton 2''' - 8 ton, IS
   
  +
'''Jihad'''
* Fix for 0 cost vehicle parts
 
  +
* '''Basilisk 3''' - 7 ton, IS
* Fix for priority missions for random factions (online map mode)
 
  +
* '''Basilisk Quad ''' - 7 ton, IS Quad
  +
* '''Basilisk Quad B''' - 7 ton, IS Quad
  +
* '''Boggart 1''' - 13 ton, IS Quad
  +
* '''Boggart 2''' - 13 ton, IS Quad
  +
* '''Cecerops 3''' - 3 ton, IS
  +
* '''Cecerops 4''' - 3 ton, IS
  +
* '''Centaur 4''' - 5 ton, IS
  +
* '''Centaur Z''' - 5 ton, IS
  +
* '''Delphyne 3''' - 9 ton, IS
  +
* '''Erinyes 3''' - 2 ton, IS
  +
* '''Gorgon 4''' - 8 ton, IS
  +
* '''Harpy 4''' - 2 ton, IS
  +
* '''Hydra 4''' - 6 ton, IS
  +
* '''Minotaur 4''' - 9 ton, IS
  +
* '''Minotaur XP''' - 9 ton, IS
  +
* '''Orc 3''' - 4 ton, IS
  +
* '''Orc 4''' - 4 ton, IS
  +
* '''Procyon 3''' - 5 ton, IS
  +
* '''Procyon 4''' - 5 ton, IS
  +
* '''Procyon 5''' - 5 ton, IS
  +
* '''Roc 4''' - 7 ton, IS
  +
* '''Satyr 4''' - 4 ton, IS
  +
* '''Satyr XP''' - 4 ton, IS
  +
* '''Siren 4''' - 3 ton, IS
  +
* '''Siren 5''' - 3 ton, IS
  +
* '''Sprite 'Pixel'''' - 15 ton, IS
  +
* '''Sprite 1''' - 15 ton, IS
  +
* '''Sprite 2''' - 15 ton, IS
  +
* '''Sprite 3''' - 15 ton, IS
  +
* '''Triton 3''' - 8 ton, IS
  +
* '''Triton 4''' - 8 ton, IS
   
  +
'''Republic'''
===RogueTech Treadnought 1.0 HF10===
 
  +
* '''Gorgon 5''' - 8 ton, IS
  +
* '''Gorgon 6''' - 8 ton, IS
  +
* '''Hippogriff 1''' - 8 ton, IS
  +
* '''Hippogriff 2''' - 8 ton, IS, RT Custom
  +
* '''Procyon Quad 1''' - 6 ton, IS Quad
  +
* '''Roc 5''' - 7 ton, IS
  +
* '''Svartalfa 1''' - 14 ton, IS WiGE
  +
* '''Svartalfa 2''' - 14 ton, IS WiGE
  +
* '''Svartalfa 3''' - 14 ton, IS WiGE
   
  +
'''PirateTech'''
* Minor fixes for Solaris7
 
  +
* '''Slayer''' - 15 ton, IS
* Attempt to fix shops
 
   
  +
{{!}}-{{!}}Battle Armor=
===RogueTech Treadnought 1.0 HF9===
 
  +
Battle Armor have had a larger rework than Protomechs did, allowing us to add many more variants and profiles.
   
  +
As before, many variants of Battle Armor will have multiple squad sizes to match the in-lore of Inner Sphere (4), Clan (5) and ComStar/Word of Blake (6) lance sizes.
* Fix to tank salvage duplicating
 
* More minor fixes
 
   
  +
Some of the more interesting additions is the ''Sylph'', which has VTOL functionality allowing it to transform into a flying state, or the ''Centaur Battle Armor'' which brings ''BA Tube Artillery''. Worth noting is also the new weapon attachment ''Detachable Weapon Pack'', which lowers the weight of the attached weapon by 25% in exchange for 10% reduced movement speed.
===RogueTech Treadnought 1.0 HF8===
 
   
  +
'''Important:''' Due to the large flexibility of Battle Armor in the Battletech rules system, an implementation choice was made that most internal systems will have no visible weight or cost in the Mech Lab. This is due to the fact the game is not able to handle dynamic gear weights and costs based on each squad member's max weight. As a result of this the Movement information displayed in the Mech Lab and Mech bay will not be correct, instead check the internal systems' tooltips for this information. All weapon and ammunition boxes will however have a listed weight, allowing customization of them.
* Potential pilot duping fix
 
   
  +
<big>'''Available Battle Armor'''</big>
===RogueTech Treadnought 1.0 HF7===
 
   
  +
''Note:'' The tonnage given in the list below is per member, to get the total tonnage of the unit multiply the specified tonnage with the amount of squad members.
* Fixed Field Command Ability
 
* fix to unreported shops bug
 
* More minor fixes and new units
 
   
  +
'''Clan Invasion'''
=== RogueTech Treadnought 1.0 HF6===
 
  +
* '''Achileus (WoB)''' ''(6)'' - 0.75 ton
  +
* '''Achileus [David]''' ''(4)'' - 0.75 ton
  +
* '''Achileus [FL]''' ''(4) / 6'' - 0.75 ton
  +
* '''Achileus [GSS]''' ''(6)'' - 0.75 ton
  +
* '''Achileus [L]''' ''(4) / (6)'' - 0.75 ton
  +
* '''Achileus [MG]''' ''(4) / (6)'' - 0.75 ton
  +
* '''Achileus [TAG]''' ''(4) / (6)'' - 0.75 ton
  +
* '''Cavalier II [FL]''' ''(4)'' - 1 ton
  +
* '''Cavalier II [MRR]''' ''(4)'' - 1 ton
  +
* '''Cavalier II [PPC]''' ''(4)'' - 1 ton
  +
* '''Cavalier II [SRM]''' ''(4)'' - 1 ton
  +
* '''Cavalier [FL]''' ''(4) / (5)'' - 1 ton
  +
* '''Cavalier [L]''' ''(4) / (5)'' - 1 ton
  +
* '''Cavalier [MG]''' ''(4) / (5)'' - 1 ton
  +
* '''Cavalier [SRM]''' ''(4) / (5)'' - 1 ton
  +
* '''Corona [STD]''' ''(5)'' - 1.5 ton
  +
* '''Djinn 'Terrorizer' [FL]''' ''(4) / (6)'' - 0.75 ton
  +
* '''Djinn 'Terrorizer' [MG]''' ''(4) / (6)'' - 0.75 ton
  +
* '''Djinn 'Terrorizer' [SL]''' ''(4) / (6)'' - 0.75 ton
  +
* '''Djinn (Stealth)''' ''(6)'' - 0.75 ton
  +
* '''Djinn [STD]''' ''(6)'' - 0.75 ton
  +
* '''Dragoon Battle Armor [ADV]''' ''(5)'' - 1 ton
  +
* '''Dragoon Battle Armor [STD]''' ''(4) / (5)'' - 1 ton
  +
* '''Elemental (Headhunter)''' ''(5)'' - 1 ton
  +
* '''Elemental [FL]''' ''(5)'' - 1 ton
  +
* '''Elemental [HMG]''' ''(5)'' - 1 ton
  +
* '''Elemental [L]''' ''(5)'' - 1 ton
  +
* '''Elemental [MG]''' ''(5)'' - 1 ton
  +
* '''Elemental [MPL]''' ''(5)'' - 1 ton
  +
* '''Fenrir [ERML]''' ''(4)'' - 2 ton Quad
  +
* '''Fenrir [MG]''' ''(4)'' - 2 ton Quad
  +
* '''Fenrir [MPL]''' ''(4)'' - 2 ton Quad
  +
* '''Fenrir [MTR]''' ''(4)'' - 2 ton Quad
  +
* '''Fenrir [SL]''' ''(4)'' - 2 ton Quad
  +
* '''Fenrir [SPL]''' ''(4)'' - 2 ton Quad
  +
* '''Fenrir [SRM]''' ''(4)'' - 2 ton Quad
  +
* '''Fusilier [STD]''' ''(4)'' - 2 ton
  +
* '''Fusilier [UPG]''' ''(4)'' - 2 ton
  +
* '''Gnome [LRM]''' ''(5)'' - 1.5 ton
  +
* '''Gnome [STD]''' ''(5)'' - 1.5 ton
  +
* '''Gray Death 'Surat' Solahma''' ''(5)'' - 1 ton
  +
* '''Gray Death Infiltrator [Firedrake]''' ''(4)'' - 1 ton
  +
* '''Gray Death Infiltrator [IS]''' ''(4)'' - 1 ton
  +
* '''Gray Death Infiltrator [MD]''' ''(4)'' - 1 ton
  +
* '''Gray Death Infiltrator [RSD]''' ''(4)'' - 1 ton
  +
* '''Gray Death Infiltrator [TAG]''' ''(4)'' - 1 ton
  +
* '''Gray Death Scout (Reaper)''' ''(4)'' - 0.75 ton Unique
  +
* '''Gray Death Scout (The Willow Wisps)''' ''(4)'' - 0.75 ton Unique
  +
* '''Gray Death Scout [STD]''' ''(4)'' - 0.75 ton
  +
* '''Gray Death Standard [FL]''' ''(4)'' - 1 ton
  +
* '''Gray Death Standard [LRR]''' ''(4)'' - 1 ton
  +
* '''Gray Death Standard [L]''' ''(4)'' - 1 ton
  +
* '''Gray Death Standard [MG]''' ''(4)'' - 1 ton
  +
* '''Gray Death Standard [SRM]''' ''(4)'' - 1 ton
  +
* '''Grenadier (Hunter-Killer) [SRM/GSS]''' ''(4)'' - 2 ton
  +
* '''Grenadier (Hunter-Killer) [SRM/Narc]''' ''(4)'' - 2 ton
  +
* '''Grenadier [C3/HRR]''' ''(4)'' - 2 ton
  +
* '''Grenadier [HFL]''' ''(4)'' - 2 ton
  +
* '''Grenadier [SRM/FL]''' ''(4)'' - 2 ton
  +
* '''Grenadier [SRM/GSS]''' ''(4)'' - 2 ton
  +
* '''Grenadier [SRM/LRR]''' ''(4)'' - 2 ton
  +
* '''Grenadier [SRM/SL]''' ''(4)'' - 2 ton
  +
* '''Grenadier [SRM/TAG]''' ''(4)'' - 2 ton
  +
* '''Grenadier [VSP/GSS]''' ''(4)'' - 2 ton
  +
* '''Hauberk (Commando)''' ''(4)'' - 2 ton
  +
* '''Hauberk II [STD]''' ''(4)'' - 2 ton
  +
* '''Hauberk U15''' ''(4)'' - 2 ton Unique
  +
* '''Hauberk [STD]''' ''(4)'' - 2 ton
  +
* '''Infiltrator Mk I [STD]''' ''(4)'' - 0.75 ton
  +
* '''Infiltrator Mk II [M]''' ''(4)'' - 1 ton
  +
* '''Infiltrator Mk II [STD]''' ''(4)'' - 1 ton
  +
* '''Inner Sphere Standard 'The Hive'''' ''(4)'' - 1 ton Unique
  +
* '''Inner Sphere Standard [FL]''' ''(4)'' - 1 ton
  +
* '''Inner Sphere Standard [GSS]''' ''(4) / (6)'' - 1 ton, RT Custom
  +
* '''Inner Sphere Standard [LRR]''' ''(4)'' - 1 ton
  +
* '''Inner Sphere Standard [L]''' ''(4)'' - 1 ton
  +
* '''Inner Sphere Standard [MG]''' ''(4)'' - 1 ton
  +
* '''Inner Sphere Standard [MTR]''' ''(4)'' - 1 ton, RT Custom
  +
* '''Inner Sphere Standard [Magnetic]''' ''(4)'' - 1 ton
  +
* '''Inner Sphere Standard [SRM]''' ''(4)'' - 1 ton
  +
* '''Inner Sphere Standard [TAG]''' ''(4)'' - 1 ton, RT Custom
  +
* '''Kage (DEST)''' ''(4)'' - 0.75 ton
  +
* '''Kage (Space)''' ''(4)'' - 0.75 ton
  +
* '''Kage (Tsunami)''' ''(4)'' - 0.75 ton
  +
* '''Kage C''' ''(4)'' - 0.75 ton
  +
* '''Kage [ECM]''' ''(4)'' - 0.75 ton
  +
* '''Kage [FL]''' ''(4)'' - 0.75 ton
  +
* '''Kage [L]''' ''(4)'' - 0.75 ton
  +
* '''Kage [MG]''' ''(4)'' - 0.75 ton
  +
* '''Kage [TAG]''' ''(4)'' - 0.75 ton
  +
* '''Kanazuchi 'Cyclops'''' ''(4)'' - 2 ton Unique
  +
* '''Kanazuchi (Upgrade) [PPC]''' ''(4)'' - 2 ton
  +
* '''Kanazuchi [STD]''' ''(4)'' - 2 ton
  +
* '''Kanazuchi [Support]''' ''(4)'' - 2 ton
  +
* '''Kopis 'The Dark Alley'''' ''(4)'' - 2 ton
  +
* '''Kopis (Anti-Infantry Mk II)''' ''(4)'' - 2 ton
  +
* '''Kopis (Anti-Infantry Mk IIr)''' ''(4)'' - 2 ton
  +
* '''Kopis (Anti-Infantry)''' ''(4)'' - 2 ton
  +
* '''Kopis [MTR]''' ''(4)'' - 2 ton
  +
* '''Longinus 'Hacked' [GSS]''' ''(4)'' - 1 ton Unique
  +
* '''Longinus 'Hacked' [MG]''' ''(4)'' - 1 ton Unique
  +
* '''Longinus [FL]''' ''(4) / (6)'' - 1 ton
  +
* '''Longinus [GSS]''' ''(4) / (6)'' - 1 ton
  +
* '''Longinus [L]''' ''(4) / (6)'' - 1 ton
  +
* '''Longinus [MG]''' ''(4) / (6)'' - 1 ton
  +
* '''Nighthawk Mk. XXI''' ''(4) / (5) / (6)'' - 0.4 ton
  +
* '''Nighthawk Mk. XXII''' ''(4) / (5) / (6)'' - 0.4 ton
  +
* '''Nighthawk Mk. XXX''' ''(4) / (5) / (6)'' - 0.4 ton
  +
* '''Raiden (Anti-Infantry)''' ''(4)'' - 1 ton
  +
* '''Raiden II [FL]''' ''(4)'' - 1 ton
  +
* '''Raiden II [HMG]''' ''(4)'' - 1 ton
  +
* '''Raiden [FL]''' ''(4)'' - 1 ton
  +
* '''Raiden [L]''' ''(4)'' - 1 ton
  +
* '''Raiden [MG]''' ''(4)'' - 1 ton
  +
* '''Raiden [MRM]''' ''(4)'' - 1 ton
  +
* '''Raiden [STD]''' ''(4)'' - 1 ton
  +
* '''Raiden [Tsunami]''' ''(4)'' - 1 ton
  +
* '''Rhino Battle Armor''' ''(5)'' - 1.5 ton
  +
* '''Rogue Bear (Hybrid)''' ''(5)'' - 1.5 ton
  +
* '''Rogue Bear (Upgrade)''' ''(5)'' - 1.5 ton
  +
* '''Rogue Bear [HR]''' ''(5)'' - 1.5 ton
  +
* '''Rogue Bear [STD]''' ''(5)'' - 1.5 ton
  +
* '''Salamander (Anti-Infantry)''' ''(5)'' - 1 ton
  +
* '''Salamander [L]''' ''(5)'' - 1 ton
  +
* '''Salamander [STD]''' ''(3) / (4) / (5)'' - 1 ton
  +
* '''Sloth (Standard)''' ''(4)'' - 1.5 ton Quad
  +
* '''Tornado G12''' ''(4) / (5) / (6)'' - 0.4 ton
  +
* '''Tornado G13 [FL]''' ''(4) / (5) / (6)'' - 0.4 ton
  +
* '''Tornado G13 [GL]''' ''(4) / (5) / (6)'' - 0.4 ton
  +
* '''Tornado G13 [GSS]''' ''(4) / (5) / (6)'' - 0.4 ton
  +
* '''Tornado G13 [L]''' ''(4) / (5) / (6)'' - 0.4 ton
  +
* '''Tornado G13 [MG]''' ''(4) / (5) / (6)'' - 0.4 ton
  +
* '''Tornado G17''' ''(6)'' - 0.4 ton
  +
* '''Tornado P12''' ''(6)'' - 0.4 ton
  +
* '''Tornado P17 'Hurricane'''' ''(6)'' - 0.4 ton
  +
* '''Tunnel Rat IV [GL]''' ''(4)'' - 0.4 ton
  +
* '''Tunnel Rat IV [LMG]''' ''(4)'' - 0.4 ton
  +
* '''Tunnel Rat''' ''(4)'' - 0.4 ton
  +
* '''Undine 'Sebastian'''' ''(4)'' - 1 ton, Solaris 7 Unique
  +
* '''Undine [STD]''' ''(4) / (5)'' - 1 ton
  +
* '''Undine [UPG]''' ''(5)'' - 1 ton
  +
* '''Xiphos A''' ''(4) / (5)'' - 2 ton
  +
* '''Xiphos B''' ''(4) / (5)'' - 2 ton
  +
* '''Xiphos C''' ''(4) / (5)'' - 2 ton
   
  +
'''Civil War'''
* Affinity Decay Fixes
 
  +
* '''Afreet (Interdictor)''' ''(5)'' - 1 ton
** 31 base days before decay
 
  +
* '''Afreet [HH]''' ''(5)'' - 1 ton
** Crew Pods 2&3 now properly add 10 days
 
  +
* '''Afreet [JF]''' ''(5)'' - 1 ton
** Sadly not retroactive, so pod 2&3 still add 10 days, but base 30 days will be missing until new save, sorry
 
  +
* '''Afreet [STD]''' ''(5)'' - 1 ton
* Buff to Soldier Start
 
  +
* '''Asura [AI]''' ''(6)'' - 1 ton
* Some minor fixes
 
  +
* '''Asura [SRM]''' ''(6)'' - 1 ton
* More Mech fixes
 
  +
* '''Asura [STD]''' ''(6)'' - 1 ton
  +
* '''Callisto A [BH]''' ''(5)'' - 1 ton
  +
* '''Callisto A [ERML]''' ''(5)'' - 1 ton
  +
* '''Callisto A [HMG]''' ''(5)'' - 1 ton
  +
* '''Callisto B [MRR]''' ''(5)'' - 1 ton
  +
* '''Callisto B [SRM]''' ''(5)'' - 1 ton
  +
* '''Clan Battle Armor 'Bär'''' ''(5)'' - 1 ton
  +
* '''Clan Battle Armor 'Rabid'''' ''(4) / (5)'' - 1 ton
  +
* '''Clan Battle Armor 'Rache'''' ''(5)'' - 1 ton
  +
* '''Clan Battle Armor 'Volkh'''' ''(5)'' - 1 ton
  +
* '''Fa Shih [FL]''' ''(4)'' - 1 ton
  +
* '''Fa Shih [LRR]''' ''(4)'' - 1 ton
  +
* '''Fa Shih [L]''' ''(4)'' - 1 ton
  +
* '''Fa Shih [MG]''' ''(4)'' - 1 ton
  +
* '''Fa Shih [TAG]''' ''(4)'' - 1 ton
  +
* '''Infiltrator Mk II [S]''' ''(4)'' - 1 ton
  +
* '''Inner Sphere Standard [FL]''' ''(6)'' - 1 ton
  +
* '''Inner Sphere Standard [LRR]''' ''(6)'' - 1 ton
  +
* '''Inner Sphere Standard [L]''' ''(6)'' - 1 ton
  +
* '''Inner Sphere Standard [MG]''' ''(6)'' - 1 ton
  +
* '''Inner Sphere Standard [MTR]''' ''(6)'' - 1 ton
  +
* '''Inner Sphere Standard [SRM]''' ''(6)'' - 1 ton
  +
* '''Inner Sphere Standard [STL]''' ''(4)'' - 1 ton, RT Custom
  +
* '''Inner Sphere Standard [STL]''' ''(6)'' - 1 ton, RT Custom
  +
* '''Inner Sphere Standard [TAG]''' ''(6)'' - 1 ton, RT Custom
  +
* '''Leonidas [FD]''' ''(4) / (5)'' - 1 ton
  +
* '''Leonidas [GSS]''' ''(4)'' - 1 ton
  +
* '''Leonidas [IS]''' ''(4) / (5)'' - 1 ton
  +
* '''Leonidas [MG]''' ''(4) / (5)'' - 1 ton
  +
* '''Leonidas [TAG]''' ''(4) / (5)'' - 1 ton
  +
* '''Phalanx A''' ''(4) / (6)'' - 1.5 ton
  +
* '''Phalanx B''' ''(4) / (6)'' - 1.5 ton
  +
* '''Phalanx C''' ''(4) / (6)'' - 1.5 ton
  +
* '''Purifier Adaptive [Laser]''' ''(4) / (5) / (6)'' - 1 ton
  +
* '''Purifier Adaptive [NARC]''' ''(4) / (5) / (6)'' - 1 ton
  +
* '''Purifier Adaptive [PPC]''' ''(4) / (5) / (6)'' - 1 ton
  +
* '''Purifier Adaptive [TAG]''' ''(4) / (5) / (6)'' - 1 ton
  +
* '''Purifier Terra [ERSL]''' ''(4) / (5) / (6)'' - 1 ton
  +
* '''Purifier Terra [Gauss]''' ''(4) / (5) / (6)'' - 1 ton
  +
* '''Purifier Terra [MRR]''' ''(4) / (5) / (6)'' - 1 ton
  +
* '''Purifier Terra [SPL]''' ''(4) / (5) / (6)'' - 1 ton
  +
* '''Rottweiler [STD]''' ''(4)'' - 1 ton Quad
  +
* '''Se'irim (Anti-Infantry)''' ''(6)'' - 1 ton
  +
* '''Se'irim (Capture Team)''' ''(6)'' - 1 ton
  +
* '''Se'irim [STD]''' ''(6)'' - 1 ton
  +
* '''Tengu [C3i]''' ''(6)'' - 1.5 ton
  +
* '''Tengu [LRR]''' ''(6)'' - 1.5 ton
  +
* '''Tengu [ML]''' ''(6)'' - 1.5 ton
  +
* '''Tengu [RL]''' ''(6)'' - 1.5 ton
  +
* '''Tengu [STD]''' ''(6)'' - 1.5 ton
  +
* '''Tengu [VSP]''' ''(6)'' - 1.5 ton
  +
* '''TinStar [ORIG]''' ''(4)'' - 1 ton
  +
* '''TinStar [STD]''' ''(4)'' - 1 ton
  +
* '''Trinity (Asterion Upgrade) [MRR]''' ''(4)'' - 1 ton, RT Custom
  +
* '''Trinity (Asterion Upgrade) [PPC]''' ''(4)'' - 1 ton, RT Custom
  +
* '''Trinity (Asterion) [MRR]''' ''(4) / (5)'' - 1 ton
  +
* '''Trinity (Theseus) 'Killshot'''' ''(4)'' - 1 ton, RT Custom
  +
* '''Trinity (Theseus) [MRR]''' ''(4)'' - 1 ton
  +
* '''Trinity (Theseus) [RL]''' ''(4)'' - 1 ton, RT Custom
  +
* '''Trinity (Ying Long) [BC3]''' ''(4)'' - 1 ton Unique
  +
* '''Trinity (Ying Long) [P]''' ''(4)'' - 1 ton
  +
* '''Void 'Caltrop'''' ''(4)'' - 1 ton Unique
  +
* '''Void [STD]''' ''(4)'' - 1 ton
   
  +
'''Jihad'''
=== RogueTech Treadnought 1.0 HF5 ===
 
  +
* '''Constable [ECM]''' ''(4) / (5)'' - 0.75 ton
  +
* '''Constable [IS]''' ''(4) / (5)'' - 0.75 ton
  +
* '''Constable [LMG]''' ''(4) / (5)'' - 0.75 ton
  +
* '''Constable [SRM]''' ''(4) / (5)'' - 0.75 ton
  +
* '''Constable [TAG]''' ''(4) / (5)'' - 0.75 ton
  +
* '''Corona [SRM]''' ''(5)'' - 1.5 ton
  +
* '''Elemental (Fire) [AP]''' ''(5)'' - 1 ton
  +
* '''Elemental (Fire) [FL]''' ''(5)'' - 1 ton
  +
* '''Elemental (Fire) [MPL]''' ''(5)'' - 1 ton
  +
* '''Elemental [AP]''' ''(5)'' - 1 ton
  +
* '''Elemental [ML]''' ''(5)'' - 1 ton
  +
* '''Enhanced Sylph''' ''(5)'' - 0.75 ton
  +
* '''Fa Shih (Support) [KD]''' ''(4)'' - 1 ton
  +
* '''Fa Shih (Support) [Plasma]''' ''(4)'' - 1 ton
  +
* '''Fa Shih 2 [MG]''' ''(4)'' - 1 ton Unique
  +
* '''Fenrir (Longshot)''' ''(4)'' - 2 ton Quad
  +
* '''Fenrir [VSP]''' ''(4)'' - 2 ton Quad
  +
* '''Gnome 'Dwarf'''' ''(4)'' - 1.5 ton, Solaris 7 Unique
  +
* '''Gnome [MG]''' ''(5)'' - 1.5 ton
  +
* '''Gnome [MPL]''' ''(5)'' - 1.5 ton
  +
* '''Gnome [MRR]''' ''(5)'' - 1.5 ton
  +
* '''Gray Death Heavy [STD]''' ''(4)'' - 1.5 ton
  +
* '''Gray Death Strike (Prototype)''' ''(4)'' - 1 ton
  +
* '''Gray Death Strike [HarJel]''' ''(4)'' - 1 ton
  +
* '''Gray Death Strike [STD]''' ''(4)'' - 1 ton
  +
* '''Infiltrator Mk II 'Coral Intent'''' ''(4)'' - 1 ton Unique
  +
* '''Kishi [STD]''' ''(4)'' - 0.75 ton
  +
* '''Kobold IIC''' ''(5)'' - 0.75 ton VTOL
  +
* '''Kobold X-C3''' ''(6)'' - 0.75 ton
  +
* '''Kobold [GL/FL]''' ''(4) / (6)'' - 0.75 ton
  +
* '''Kobold [GL/SPL]''' ''(4) / (6)'' - 0.75 ton
  +
* '''Kobold [GL/TAG]''' ''(4) / (6)'' - 0.75 ton
  +
* '''Kobold [MG/SPL]''' ''(4) / (6)'' - 0.75 ton
  +
* '''Kobold [SL/FL]''' ''(4) / (6)'' - 0.75 ton
  +
* '''Kobold [SL/TAG]''' ''(4) / (6)'' - 0.75 ton
  +
* '''Longinus C [MRR]''' ''(5)'' - 1 ton
  +
* '''Longinus C [PPC]''' ''(5)'' - 1 ton
  +
* '''Longinus [MAG]''' ''(4) / (5)'' - 1 ton
  +
* '''Nephilim (Capture Team) [HMG]''' ''(6)'' - 2 ton
  +
* '''Nephilim (Gauss) [GSS]''' ''(6)'' - 2 ton
  +
* '''Nephilim (Narc) [NARC]''' ''(6)'' - 2 ton
  +
* '''Nephilim (Seeker) [MG]''' ''(6)'' - 2 ton
  +
* '''Nephilim (Standard) [STD]''' ''(6)'' - 2 ton
  +
* '''Nephilim (Support) [SL]''' ''(6)'' - 2 ton
  +
* '''Rottweiler [CC]''' ''(4)'' - 1 ton Quad
  +
* '''Rottweiler [FD]''' ''(4)'' - 1 ton Quad
  +
* '''Rottweiler [GSS]''' ''(4)'' - 1 ton Quad
  +
* '''Sea Fox [STD]''' ''(4) / (5)'' - 0.75 ton
  +
* '''Shedu (Capture Team)''' ''(6)'' - 2 ton Quad
  +
* '''Shedu (Recon)''' ''(6)'' - 2 ton Quad
  +
* '''Shedu [PPC]''' ''(6)'' - 2 ton Quad
  +
* '''Shedu [STD]''' ''(6)'' - 2 ton Quad
  +
* '''Shedu [SUP]''' ''(6)'' - 2 ton Quad
  +
* '''Sloth 'Interdictor'''' ''(4)'' - 1.5 ton Quad
  +
* '''Sniper PAB-28''' ''(4)'' - 0.4 ton
  +
* '''Spectre [STD]''' ''(4) / (5)'' - 0.75 ton
  +
* '''Sylph 'Tinkerbelle'''' ''(4)'' - 1 ton Unique VTOL
  +
* '''Sylph (Upgrade)''' ''(5)'' - 0.75 ton VTOL
  +
* '''Sylph XR''' ''(5)'' - 0.75 ton
  +
* '''Sylph [STD]''' ''(5)'' - 0.75 ton VTOL
  +
* '''Void [DCA]''' ''(4)'' - 1 ton
  +
* '''Void [NC]''' ''(5)'' - 1 ton
   
  +
'''Republic'''
* Added new Framework ShellShuffler
 
  +
* '''Amazon [MRR]''' ''(4)'' - 1 ton
** Randomizes Ammo boxes on Enemys based on factions
 
  +
* '''Amazon [PPC]''' ''(4)'' - 1 ton
* Fixed Merchant start
 
  +
* '''Angerona Scout Suit (Recon)''' ''(4)'' - 1 ton
* Mech's fixes
 
  +
* '''Angerona Scout Suit (Standard)''' ''(4)'' - 1 ton
* Vehicle Validation fixes
 
  +
* '''Black Wolf [ERSPL]''' ''(5)'' - 1.5 ton
  +
* '''Black Wolf [HFL]''' ''(5)'' - 1.5 ton
  +
* '''Black Wolf [LBX]''' ''(5)'' - 1.5 ton
  +
* '''Black Wolf [MTR]''' ''(5)'' - 1.5 ton
  +
* '''Black Wolf [P]''' ''(5)'' - 1.5 ton
  +
* '''Buraq (Hunter-Killer)''' ''(5)'' - 1 ton Quad
  +
* '''Buraq (Support)''' ''(5)'' - 1 ton Quad
  +
* '''Buraq [STD]''' ''(5)'' - 1 ton Quad
  +
* '''Cuchulainn [STD]''' ''(4) / (5)'' - 1.5 ton
  +
* '''Elemental II (X)''' ''(5)'' - 1.5 ton
  +
* '''Elemental II''' ''(5)'' - 1 ton
  +
* '''Elemental III [FL]''' ''(5)'' - 1 ton
  +
* '''Elemental III [MPL]''' ''(5)'' - 1 ton
  +
* '''Elemental III [STD]''' ''(5)'' - 1 ton
  +
* '''Fenrir II [AI]''' ''(4)'' - 2 ton Quad
  +
* '''Fenrir II [LRM]''' ''(4)'' - 2 ton Quad
  +
* '''Fenrir II [ML]''' ''(4)'' - 2 ton Quad
  +
* '''Fenrir II [MRR]''' ''(4)'' - 2 ton Quad
  +
* '''Fenrir II [SRM]''' ''(4)'' - 2 ton Quad
  +
* '''Golem (Fast Assault)''' ''(5)'' - 2 ton
  +
* '''Golem (Upgrade)''' ''(5)'' - 2 ton
  +
* '''Golem [STD]''' ''(5)'' - 2 ton
  +
* '''Ironhold (Anti-Tank)''' ''(5)'' - 2 ton
  +
* '''Ironhold (Fire)''' ''(5)'' - 2 ton
  +
* '''Ironhold [STD]''' ''(5)'' - 2 ton
  +
* '''Marauder Battle Armor''' ''(4) / (5)'' - 1.5 ton
  +
* '''Ogre (Interdictor)''' ''(4)'' - 1.5 ton
  +
* '''Ogre [STD]''' ''(4)'' - 1.5 ton
  +
* '''Oni [BH]''' ''(4)'' - 1 ton
  +
* '''Oni [MRR]''' ''(4)'' - 1 ton
  +
* '''Oni [Narc]''' ''(4)'' - 1 ton
  +
* '''Oni [PPC]''' ''(4)'' - 1 ton
  +
* '''Quirinus [GL]''' ''(4) / (5)'' - 1 ton
  +
* '''Quirinus [GSS]''' ''(4) / (5)'' - 1 ton
  +
* '''Quirinus [MG]''' ''(4) / (5)'' - 1 ton
  +
* '''Ravager [LRM]''' ''(5)'' - 2 ton
  +
* '''Ravager [STD]''' ''(4) / (5)'' - 2 ton
  +
* '''Rock Golem''' ''(5)'' - 2 ton
  +
* '''Shen Long [David]''' ''(4)'' - 1.5 ton Quad
  +
* '''Shen Long [Interdictor]''' ''(4)'' - 1.5 ton Quad
  +
* '''Shen Long [MG]''' ''(4)'' - 1.5 ton Quad
  +
* '''Shen Long [MRM]''' ''(4)'' - 1.5 ton Quad
  +
* '''Shen Long [PM]''' ''(4)'' - 1.5 ton Quad
  +
* '''Shen Long [SRM]''' ''(4)'' - 1.5 ton Quad
  +
* '''Simian [FL]''' ''(4) / (5)'' - 1 ton
  +
* '''Simian [HMG]''' ''(4) / (5)'' - 1 ton
  +
* '''Simian [LRR]''' ''(4) / (5)'' - 1 ton
  +
* '''Simian [SL]''' ''(4) / (5)'' - 1 ton
  +
* '''Sloth 'Huntsman'''' ''(4)'' - 1.5 ton Quad
  +
* '''Stormbird [JF]''' ''(5)'' - 1.5 ton
  +
* '''Stormbird [STD]''' ''(5)'' - 1.5 ton
  +
* '''Taranis Battle Armor''' ''(4)'' - 1.5 ton
  +
* '''Taranis [STD]''' ''(5)'' - 1.5 ton
  +
* '''Thunderbird (Upgrade) [LBX]''' ''(4) / (5)'' - 1.5 ton
  +
* '''Thunderbird (Upgrade) [SL]''' ''(4) / (5)'' - 1.5 ton
  +
* '''Thunderbird (Upgrade) [SPL]''' ''(4) / (5)'' - 1.5 ton
  +
* '''Thunderbird II [STD]''' ''(4) / (5)'' - 1.5 ton
  +
* '''Thunderbird [GSS]''' ''(4) / (5)'' - 1.5 ton
  +
* '''Thunderbird [SL]''' ''(4) / (5)'' - 1.5 ton
  +
* '''Thunderbird [SPL]''' ''(4) / (5)'' - 1.5 ton
  +
* '''Tortoise II [ASRM]''' ''(4) / (5)'' - 2 ton Quad
  +
* '''Tortoise II [C3]''' ''(4) / (5)'' - 2 ton Quad
  +
* '''Tortoise II [LMG]''' ''(4) / (5)'' - 2 ton Quad
  +
* '''Tortoise II [LRM]''' ''(4) / (5)'' - 2 ton Quad
  +
* '''Tortoise II [SRM]''' ''(4) / (5)'' - 2 ton Quad
  +
* '''Warg (Reactive)''' ''(5)'' - 2 ton
  +
* '''Warg [STD]''' ''(5)'' - 2 ton
  +
* '''Wraith [AI]''' ''(4) / (5)'' - 1 ton
  +
* '''Wraith [STD]''' ''(4) / (5)'' - 1 ton
  +
* '''Zou [C3]''' ''(4)'' - 1.5 ton
  +
* '''Zou [STD]''' ''(4)'' - 1.5 ton
   
  +
'''Dark Ages'''
===RogueTech Treadnought 1.0 HF4===
 
  +
* '''Centaur Battle Armor''' ''(4) / (5)'' - 1.5 ton
  +
* '''Grenadier II A''' ''(4)'' - 1.5 ton
  +
* '''Grenadier II B''' ''(4)'' - 1.5 ton
  +
* '''Grenadier II C''' ''(4)'' - 1.5 ton
  +
* '''Grenadier II D''' ''(4)'' - 1.5 ton
  +
* '''Inner Sphere Standard (Baka) [LRR]''' ''(4)'' - 1 ton
  +
* '''Inner Sphere Standard (Baka) [SL]''' ''(4)'' - 1 ton
  +
* '''Inner Sphere Standard (Fa Sure) [Gauss]''' ''(4)'' - 1 ton
  +
* '''Inner Sphere Standard (Fa Sure) [MG]''' ''(4)'' - 1 ton
  +
* '''Phalanx D''' ''(4)'' - 1.5 ton
   
  +
'''Other'''
* Increase convoy allowed deviation from path
 
  +
* '''Angerona 'Aegis Point Defense Suit'''' ''(4)'' - 1 ton
* Fix for cant scrape vechicle parts
 
  +
* '''C Rider 'Devastator'''' ''(6)'' - 2 ton
* Some minor fixes
 
  +
* '''C Rider 'Speedster'''' ''(6)'' - 1 ton
  +
* '''Inner Sphere Standard [P]''' ''(4)'' - 1 ton
  +
* '''Inner Sphere Standard RX''' ''(5)'' - 1 ton
  +
* '''Plasma Beak LBD''' ''(5)'' - 1 ton
  +
* '''Space Marine''' ''(5)'' - 1 ton
  +
* '''Xeno Swarm''' ''(5)'' - 1 ton
  +
}}
  +
|-|Other Units=
  +
<big>'''UAV'''</big>
  +
* '''Gremlin UAV''' - New 0.5 ton UAV, armed with a BA Light TAG and a droppable Thumper shell.
  +
* '''UAV Compartment''' - Default UAV's quirk changed from ''Improved Comms'' to ''Missile Jammer'' as intended.
  +
* UAV informative text improved to clarify that Beacons don't need to be equipped.
  +
* Updated UAV traits to make them easier to understand (hopefully).
   
  +
<big>'''Turrets'''</big><br>
===RogueTech Treadnought 1.0 HF3===
 
  +
The following Turrets will no longer have their ammunition switched to other types pre-battle (Shell Shuffler):
  +
* Clan Mortar
  +
* Mine Turrets
  +
* Pirate Rotary Chem
  +
</tabber>
   
* Fix solaris 4x4 contracts
 
* Some minor fixes
 
   
  +
<hr style="height:5px">
===RogueTech Treadnought 1.0 HF2===
 
* Some minor fixes
 
   
===RogueTech Treadnought 1.0 HF1===
 
* Fix HRACs referencing wrong ammo in descriptions
 
   
  +
==Older Releases==
===RogueTech Treadnought 1.0===
 
  +
Changelogs for older releases can be found in the [[Change Log Archive]]
* sTONKS
 

Latest revision as of 00:35, 16 April 2024

Lance-A-Lot 1.2.3 - 2024-04-15[ | ]

General Changes / Fixes[ | ]

  • Fix for NARC / TAG / Sensor Lock to correctly decay based on the target's movement instead of the firing unit's.
  • Fix for Overlord dropship spawning without turrets, making it leave early and failing the mission.
  • Tweaked some faction colors that were too similar on the starmap.
  • Update tooltip descriptions for C3 to clarify that boosted C3 behavior requires a boosted master.
  • Artemis V Attachment (Weapon Attachment) - Fixed bonuses given to Enhanced LRM.
  • BA Rocket 1 / 2 / 3 / 4 - Fixed tooltips listing wrong amount of shots fired.

Events[ | ]

  • VTOL / LAM Training (Events) - Again disabled due to more issues. Work to fix ongoing.
  • MRB Authorization Upgrade Available / Epsilon (Event) - Fix for event incorrectly triggering.
  • Who Goes There (Event) - Updated requirements.

MechWarriors[ | ]

  • Sierra3 - New RTO Legends MechWarrior. Special quirk Big Iron on His Hip: +1 Bolt-On/Hand-Held Accuracy. +10% Bolt-On/Hand-Held Damage +50% Pilot Upkeep.
  • Employee of the Week (Argo Upgrade) - Updated icon to fit with the rest.
  • Sound level normalisations to the following custom MechWarrior voice packs:
    • Das
    • Jelly Roll
    • Jim
    • MiG
    • Pagan Horde
    • PlateGlassArmor
    • Svelte
  • Tooltip updated for MechWarrior quirks Taco Truck Locomotion and Saint's Heavy Light to clarify the affinity bonuses only apply during missions.

AI[ | ]

  • Fixed issue with AI not disregarding heat generated by firing weapons even though the unit is tagged to ignore it.
  • Fixed issue with AI using Artillery Flak-mode against ground targets.
  • Fixed issue with AI sometimes using Artillery indirect fire without one round delay.
  • AI will now attempt to fire *some* weapons if firing all weapons of the same type would trigger overheating.
  • Optimizations around units with weapons with many firing modes and/or ammunition choices.
  • Tweaks to Melee attack decisions.
  • Enabled Offensive Push and Called Shot abilities when the target is prone or shutdown.

Vehicles[ | ]

  • Ifrit (All variants) - New custom model.
  • Mantis (All variants) - Changed to Ifrit custom model.
  • Turhan (All variants) - New custom model.

RTO[ | ]

  • Updated RTO client.
  • Fixed issues with RTO contract generation.
  • Allowed Mercnet shops in all systems (RTO).



Lance-A-Lot 1.2.2 - 2024-04-08[ | ]

  • Fix for issue with air strikes hitting placeholder invisible unit.
  • Fix for melee attacks sometimes causing stray hits to other units.
  • Fix for issue with the new quick sell feature.
  • Fix for issue with vision range sometimes getting so far due to multipliers that performance was greatly affected.
  • More fixes to LAM and VTOL piloting training events.
    • A new event was added to fix pilots which are incorrectly stuck in training.
  • Cost of the LAM that can be bought at the end of LAM piloting training has been fixed from 7,500,000 to 5,000,000.
  • Updated status icon for internally mounted Battle Armor to be more clear.
  • Updated icons for tonnage drop limit and MechWarrior of the Week Argo upgrades. MechWarrior of the Week also renamed to Employee of the Week.
  • More tweaks to lances and unit spawn frequencies.
  • MRB Console: Epsilon Authorization (Argo Upgrade) - Changed prerequisite requirement from Leopard: Hull Expansion to Leopard: Strengthened Structural Frame.
  • MRB Console: Omega Authorization (Argo Upgrade) - Changed prerequisite requirement from Leopard: Strengthened Structural Frame to Leopard: Hull Expansion.
  • David vs Goliath (Duo Contract) - Drop limits fixed to actually require non-Superheavy 'Mechs.
  • AA Rocket 25 [WM] (Weapon) - More fixes, should now work as expected.
  • Nano-Fluid Damper (Weapon Attachment) - Added support for the following weapons:
    • Downscaled Mass Driver
    • Rotary AP Large Bore Gauss Rifle (C)
    • Rotary Gauss Rifle (C)
    • Superheavy Rotary AC/2
    • Superheavy Rotary AC/5
  • Arbalest ABL-110 - New 110 ton Superheavy Tank. Inner Sphere, Roguetech custom
  • Balar - New 70 ton OmniMech. 7 new variants, one of them Unique. Inner Sphere, Roguetech custom.
  • Hammerhands - New custom model.
  • Stalker MBT - New 75 ton tank. Periphery, Roguetech custom.
  • Stalker MBT (AC/5) - New 75 ton tank. Deep Periphery, Roguetech custom.



Lance-A-Lot 1.2.1 - 2024-04-06[ | ]

Correction to the way nuclear ammunition replenishment works. There is a hidden roll every time a shot is used from a nuclear ammo box, which is only resolved after the battle is over. This means the less an ammunition box is used the higher chance it will be replenished. Boxes with only a single shot is a special case.

The new values are:

  • Boxes with 1 shot - Long Tom, Arrow IV, Thunderbolt 20
    • If used, 30% chance that the ammunition box is exhausted after the mission.
  • Boxes with 2 shots - Sniper, Thunderbolt 15
    • First shot triggers a roll with 40% chance to exhaust after the mission.
    • Second shot triggers a roll with a 80% chance to exhaust.
  • Boxes with 3 shots - Thumper, Thunderbolt 10
    • First shot triggers a roll with 30% chance to exhaust after the mission.
    • Second shot triggers a roll with a 60% chance to exhaust.
    • Third shot triggers a roll with a 90% chance to exhaust.
  • Boxes with 4 shots - Thunderbolt 5
    • First shot triggers a roll with 25% chance to exhaust after the mission.
    • Second shot triggers a roll with a 50% chance to exhaust.
    • Third shot triggers a roll with a 75% chance to exhaust.
    • Fourth shot triggers a roll with a 99% chance to exhaust.



Lance-A-Lot 1.2.0 - 2024-04-05[ | ]

  • Weather Monitoring Systems - Reduced base monthly upkeep from 125,000 to 55,000.
  • MRB Console Epsilon - Now requires Leopard: Hull Expansion. If upgrade is already finished previous to this change it will not be removed.
  • Employee of the Month - New Recreation Upgrade.
    • Provides +2 morale.
    • Requires all other Recreation upgrades.
    • Cost 20,000 c-bills. Base monthly upkeep 10,000 c-bills.
  • Leopard: Hull Expansion - New Drop Tonnage Upgrade.
    • Raises mission maximum drop limit by 400 tons to 1,220 tons. (Does not change missions with a fixed cap)
    • Requires all other Argo upgrades except the MRB Consoles and Pirate KFC Console upgrades.
    • Cost 25,000,000 c-bills. Base monthly upkeep 100,000 c-bills.

Missile weapons and ammunition has now been split into two categories, Guided and Unguided.

  • Guided missiles will on a miss detonate in proximity to its intended target.
    • The proximity distance is based on several factors such as scatter and the size of the target.
    • Stray shots can still occur if some other unit is between the attacker and target or next to the target.
  • Unguided missiles will on a miss keep flying until it hits something else, i.e. terrain, another unit or edge of map.
    • If the distance the missile travelled is further than the maximum range of the ammunition, no damage will be done.

The following weapons and ammunition are now considered unguided missiles:

  • Battle Armor Bomb Rack
  • Bomb, FAE
  • Bomb, Inferno
  • Bomb, Mine
  • Heavy MRM (Except Apollo ammunition)
  • LRM Deadfire
  • MARS
  • MRM (C) (Except Hunter-Killer)
  • MRM (Except Apollo)
  • Rocket (All versions)
  • SRM Deadfire
  • T.A.E. (Pod)
  • Thunderbolt Deadfire (Quicsell)

Automatically replenishing nuclear ammunition has proven to be a balance issue. To address this the following changes have been introduce:

  • Upon end of a mission, any fired nuclear ammunition will have a chance to replenish.
  • If ammunition does not replenish, the ammunition box is destroyed and a new one will have to be acquired to replace it on the unit.
  • Chances for successful replenishment are:
    • Artillery nuclear ammunition: 70%
    • Thunderbolt nuclear ammunition: 60%
    • Suspicous Cargo: 100%

  • Fix for Follow the Leader-ammunition not calculating hit position correctly.
  • Fix for soft-lock when a unit falls from the destruction of the building it was standing on.
  • Fix for disappearing salvage items from the picked salvage list on double-click.
  • Fix for Superheavy contracts trying to spawn pirate superheavy vehicles.
  • Flak-mode for artillery weapons has been changed to explode in proximity to the target, making the mode more effective against flying targets with high evasion.
  • All Elite and Kill Team 'Mechs now have a limitation of only one copy assembled at a time.
    • Like with Unique 'Mechs, if acquiring a second copy is attempted through salvaging or assembly of parts, the 'Mech will instead be replaced by a related generic 'Mech.
    • Does not apply to 'Mechs from Custom OmniMechs module, even though they are technically Elite.
    • A few exceptions exist due to no adequate related generic 'Mech existing yet.
  • Visible status icon added to show when a Battle Armor is internally mounted. Will appear with the other status effect icons for the unit.
  • Vehicle tooltips will now show if the unit has any biome restrictions.
  • All Superheavy contracts have had their drop limit and bonus reward adjusted upwards due to the new argo upgrade, see Superheavy Contracts for details.
  • Further tweaks to the spawn frequency of special or rare units.
  • AA Rocket 25 [WM] - Fixed issue with individual STREAK behavior not applying correctly.
  • Remote Sensor Dispenser - Due to an issue with repeated usage causing deteriorating performance of the game the following changes have been made:
    • Now limited to one activation per round.
    • Spotting distance bonus decreased from +300% to +200%.
    • Spotting distance bonus no longer stacks with itself.
  • Superheavy Rotary Autocannon (SHRAC) - Corrected tooltip information to call the indirect firing mode Mortar instead of Artillery to make it clear the two-phase artilly indirect fire mechanic is not used.

  • Bear Cub 'Dire' - New Roguetech custom Elite variant. Part of Elite Pilots and Mechs optional content.
  • Fire Moth 'Prototype' - New Roguetech custom Elite variant. Part of Elite Pilots and Mechs optional content.
  • Howler 'Palliata' - New Roguetech custom Elite variant. Part of Elite Pilots and Mechs optional content.
  • Linebacker 'Chuck' - New Roguetech custom Elite variant. Part of Elite Pilots and Mechs optional content.
  • Locust IIC 'Alpha' - New Roguetech custom Elite variant. Part of Elite Pilots and Mechs optional content.
  • Phoenix Hawk IIC 'Levant' - New Roguetech custom Elite variant. Part of Elite Pilots and Mechs optional content.
  • Rabid Coyote 'Prairie Wolf' - New Roguetech custom Elite variant. Part of Elite Pilots and Mechs optional content.
  • Star Python 'Ruby' - New Roguetech custom Elite variant. Part of Elite Pilots and Mechs optional content.
  • Sun Bear 'Solar Bear' - New Roguetech custom Elite variant. Part of Elite Pilots and Mechs optional content.



Lance-A-Lot 1.1.0 - 2024-04-02[ | ]

A new, practically impossible, challenge for those that want to bring everything they have against a moving fort. Literally. This can be considered as the Overlord dropship mission, tuned up to 1000%.

The Rattler is a 4,667.5 ton mobile fortress with dozens of weapons using the largest custom model ever used, carefully crafted by FrostRaptor. And be warned, as such a huge unit it brings a number of Capital-class weapons, all of which can eradicate an unprepared lance in seconds. Oh, and it has a helipad that can spawn VTOLs.

A new difficulty 24 contract has been added to fight this beast, but it has some requirements.

  • Can not spawn on a Megacity, Gamesworld or empty planet.
  • Must have completed at least 120 missions.
  • Can only spawn on a planet Word of Blake controls.
  • 180 days cooldown between attempts.
  • Up to 3,300 tons of units can be dropped.
  • Vehicles *should* not be used, as they can bug out and will not respawn after the mission. You can still bring them, but be prepared to lose them permanently.

If you manage to beat it, there are great riches to be had:

  • Extreme Bragging Rights
  • 5,000,000 million c-bills base payout (adjusted by drop costs, salvage negotation, etc).
  • A lootbox with only the best of goodies, no small laser in the loot list here.

Good luck out there to the brave ones that dare to risk taking The Rattler on.

There is currently a z-axis bug that makes The Rattler appear flying, this is being worked on.

In the future an SLDF version of this fight will be added for those on a map without Word of Blake

  • Possible to quick-sell anything from lootboxes and salvage screen by clicking the icon of the item.
    • Items sold this way can now be bought back using the standard buy-back interface in the shop.
    • This feature must be enabled in-game through the main menu mod settings. Click the cogwheel on the main menu, open the Mods Settings section and enable Improved quick sell UI.
  • New 2786 map for offline play. Same map as is currently used for online map.
  • New Early Clan start for online map.

  • Fix for stealth and EWS not working as expected.
  • Fix for shots sometimes exploding right as they fire.
  • Fix for Battle Armor weight not properly calculated against drop limits.
  • Fix for internally mounted Battle Armor getting hit by stray shots.
  • Fix for members of a squad unit sometime appearing in a different location than rest of the squad.
  • Fix for Suspicous Cargo not exploding correctly.
  • The new clans on online / 2786 map will now have the proper size lances.
  • Fix for Airships able to be swarmed by Battle Armor.
  • Fix for AI sometimes using AoE weapons during spawn protection phase.
  • Hardened Plates (Quirk Affinity) - Replaced Through Armor Critical immunity with 25% Through Armor Damage resistance.
  • Juggernaut Aim Assistance System - New superheavy quirk: +1 accuracy, +2 evasion ignore. Not compatible with other targeting computers or advanced FCS.
  • Resilience (Quirk Affinity) - Crit resistance corrected to the intended +40%.

  • Contracts with pre-assigned units will no longer generate Battle Armor, ProtoMech or Mech Squad units for these positions.
  • Primary lances with 3 units will now only generate at below difficulty 3.
  • Artillery turrets will no longer spawn for low difficulty lances.
  • Artillery units will no longer spawn as convoy members to prevent them from stalling to fire their artillery.
  • Artillery units will no longer spawn for Solaris 7 duels.
  • Reduce chance of spawning Battle Armor, RISC or LAM units.
  • Many other minor tweaks to lances and unit rarity.
  • Large culling to which units will show up during Solaris 7 missions, only appropriate gladiator units should now spawn.
  • Fix for Solaris 7 tank tournament spawning a Mech 'contract.
  • Fix for vanilla contracts generated incorrectly in RTO.
  • All superheavy contracts have had their difficulty tweaked and should now be more in line with the new general difficulty curve.
    • All Challenge and Conflict contracts are now able to generate from difficulty 14.
    • All Hunt contracts are now able to generate from difficulty 18.
    • See Superheavy Contracts for full details.
  • Improved Superheavy availabilty for new factions at the high end of difficulty, more work will be done in future.
  • A Damp Cell (Superheavy Contract) - Will no longer be generated if optional Pirate Tech Units mod is not installed since it uses pirate units.
  • David vs Goliath (Superheavy Contract) - Three new versions added, one duo, one easy solo and one hard solo. All allow using standard 'Mechs for the superheavy duel.
  • The Missing VIP - New superheavy contract, can generate on any planet that is not a Gamesworld.

  • Fixes for issues with previous VTOL/LAM Training Events.
    • Should work for careers with previously broken state.
    • Cost increased from 500k to 750k.
    • Time Delay decreased from 6-12 months down to 4-6 months.
    • Only 1 pilot may be in training at any given time.
    • WARNING!: Recommended game is rebooted (exit to desktop and restart game) after 2nd training in the same game session. Event may fail to trigger on 3+ consecutive runs of the training without a reboot. IF event fails to trigger, you will have to roll back to BEFORE training was purchased otherwise your career will be locked from any further training.
  • Tacos! Tacos! Tacos! - Fixes for not always triggering properly.
  • Kraken Good Time - Fixes and updates to event chain.
  • MRB Authorization Upgrade Available (Both) - Fixed repeated triggering if option to wait was chosen.
  • MRB Authorization Upgrade Available (Omega) - Corrected the needed amount of Superheavy missions to unlock the Omega assessment to 20 missions.
  • Tweaks and fixes for Bondsman event chain.
  • Updates to RTO Legendary pilot events.
  • Fix for RTO Legendary Mech event chain to only spawn a new contract when in orbit.

  • Fix for double clicking bypassing the salvage confirmation popup.
  • Weapon order button no longer causes repair dialog if pressed on a damaged unit.
  • Updated and added many loading tips.
  • Updates to many ENOVA unit icons.
  • Many typo and grammar fixes.
  • Updated some dependancy libaries for improved Linux stability.

  • Centrospheric Flywheel + - Carry weight reduced from 100% to 90%.
  • Centrospheric Flywheel + + - Carry weight reduced from 90% to 80%.
  • Jump Booster Pack 1 - Carry weight changed from 10% to 20%. Visibility and sensor signature debuffs increased from 4% to 8%.
  • Jump Booster Pack 2 - Carry weight changed from 20% to 40%. Visibility and sensor signature debuffs increased from 8% to 16%. Cost increased from 220,000 to 300,000.
  • Jump Booster Pack 3 - Carry weight changed from 30% to 60%. Visibility and sensor signature debuffs increased from 12% to 24%. Cost increased from 550,000 to 660,000.
  • Mechanical Jump System [Quad] - Fixed incorrect double jump capacity.
  • Nano-Fluid Damper - Can no longer be combined with Prototype NF-TMD or Stabilized Housing on the same location.

  • Arrow IV (BRRT) - Fixed to no longer allow firing at air units.
  • B-Pod - Disabled new physics model so the pod will apply damage properly against Battle Armor.
  • BA LRM-1 (C) - Weight corrected from 0.35 ton to 0.035 ton.
  • BA LRM-1 (C) (OS) - Weight corrected from 0.25 ton to 0.025 ton.
  • BA LRM-2 (C) (OS) - Weight corrected from 0.5 ton to 0.05 ton.
  • BA LRM-3 (C) (OS) - Weight corrected from 0.75 ton to 0.075 ton.
  • Compact PPC - New salvageable weapon, can be used on any 'Mech. 50 damage for 45 heat, 2 recoil. Weighs 6 tons, 1 slot. Only available as salvage from new Expunger superheavy.
  • NARC Launcher [WM] - Corrected the wingmounted drag to be the inteded value.
  • Rotary AC/5 RISC - Corrected jam chance for x1 mode from 80% to 8%.

  • Kill Team 'Mechs have had their cost and available hardpoints normalized to fit in with other lootable 'Mechs.
  • Assassin II 'Akuma' - Advanced Optics Mk3 replaced by Advanced Optics Mk1 due to jump booster changes.
  • Buccaneer 'Bernard Desjean' - Fixed to no longer become unrepairable on damage to components related to melee.
  • Centurion CN11-H - Fixed to no longer become unrepairable on damage to components related to melee.
  • Clint CLNT-QS3 - Bolt On Rocket 10 X3 replaced by Bolt On Rocket 10 X2 due to jump booster changes.
  • Commando - Many variants had their loadout corrected to official specification.
  • Commando COM-2D 'Blazing Inferno' - Renamed to Commando COM-2Dr as an official version was released.
  • Crab CRB-27 'Hardshell' - Fixed to no longer become unrepairable on damage to components related to melee.
  • Crosscut ED-X2M - Jump Booster 3 replaced by Thermal Vision Mk1 due to jump booster changes.
  • Annihilator 'Mechagodzilla' - Jump Booster 2 replaced by Nightvision and two Plasma Torches due to jump booster changes.
  • Hollander II BZK-S7 - Bolt On AMS replaced by Bolt On AMS Flare due to jump booster changes.
  • King Crab 'Behemoth' - Bolt On Rocket 20 Tandem X3 replaced by Bolt On Rocket 20 Tandem X2 due to jump booster changes.
  • Mackie MSK-L10-J0N - Jump Booster 3 downgraded to Jump Booster 2 due to jump booster changes.
  • Phoenix Hawk PXH-SHIV - Jump Booster 3 downgraded to Jump Booster 1 due to jump booster changes. Added two Leg Jump Jets and adjusted armor.
  • Royal Champion CHP-1Nb - Renamed to Champion CHP-1Nb.
  • Royal Hermes HER-1Sb - Renamed to Hermes HER-1Sb.
  • Sheepdog SHE-1PD - Mode size reduced.
  • Super Griffin GRF-3-X - Fixed to no longer become unrepairable on damage to components related to melee.
  • Valiant V4-LNT-J3 - Fixed to no longer become unrepairable on damage to components related to melee.
  • Vindicator VND-5L - Fixed to no longer become unrepairable on damage to components related to melee.

  • Assassin ASN-GSR-EC - New custom Elite mech, part of Elite Pilots and Mechs optional mod.
  • Atrax - New 200 ton Clan Widowmaker Superheavy Quad. Comes in 7 variants.
  • Cameron - New 200 ton SLDF Superheavy. Comes in 4 variants.
  • Cicada CDA-GSR-EC - New custom Elite mech, part of Elite Pilots and Mechs optional mod.
  • Commando COM-7T 'Blazing Inferno II' - Official variant, Civil War era.
  • Commando COM-7A - Official variant, Clan Invasion era.
  • Commando COM-7J - Official variant, Clan Invasion era.
  • Commando COM-7W - Official variant, Clan Invasion era.
  • Commando COM-7Y - Official variant, Clan Invasion era.
  • Commando COM-7Y2 'Blazing Inferno' - Official variant, Clan Invasion era.
  • Commando COM-7Z - Official variant, Clan Invasion era.
  • Commando COM-7Z2 - Official variant, Clan Invasion era.
  • DevastatUrb UMD-R1337R - New superheavy variant.
  • Dig Lord 'Hoxxes' - New custom Elite mech, part of Elite Pilots and Mechs optional mod.
  • Emperor EMP-GSR-EC - New custom Elite mech, part of Elite Pilots and Mechs optional mod.
  • Expunger - New 185 ton Clan Wolverine Superheavy. Comes in 4 variants. Has new salvageable weapon, the Compact PPC.
  • Jackalope JLP-BD-L 'Harvey' - Official variant, Dark Ages era, Unique mech.
  • Jackalope JLP-IC - Official variant, Dark Ages era.
  • Jackalope JLP-KB - Official variant, Dark Ages era.
  • Jackalope JLP-NH 'Tepoztēcatl' - Official variant, Dark Ages era.
  • Kiso 'Periphery Rising' - New custom Elite mech, part of Elite Pilots and Mechs optional mod.
  • Marauder MAD-GSR-EC - New custom Elite mech, part of Elite Pilots and Mechs optional mod.
  • Megalodon' - New 200 ton Clan Wolverine Superheavy. Comes in 4 variants.
  • Panther PNT-GSR-EC - New custom Elite mech, part of Elite Pilots and Mechs optional mod.
  • Stalker STK-GSR-EC - New custom Elite mech, part of Elite Pilots and Mechs optional mod.
  • Starslayer STY-GSR-EC - New custom Elite mech, part of Elite Pilots and Mechs optional mod.
  • Tercio 10 - New superheavy variant.
  • Tercio 11 - New superheavy variant.
  • Urbiestator UMS-R2002 - New superheavy variant.
  • Whitworth WTH-GSR-EC - New custom Elite mech, part of Elite Pilots and Mechs optional mod.

  • Corgi (All varints) - Fixed missing affinity.
  • Elemental (All varints) - Fixed missing affinity.
  • Gnome [MRR] - Fix for negative armor.
  • Inner Sphere Standard (All varints) - Fixed missing affinity.
  • Kobold (All varints) - Fixed missing affinity.
  • Marauder Battle Armor - Fixed issue with mounting other units during a mission.
  • Phalanx (All varints) - Fixed missing affinity.
  • Ravager (All varints) - Fixed missing affinity.
  • Void (All varints) - Fixed missing affinity.

  • Defender Light Tank - Loadout updated.
  • Defender SPAAG - New Roguetech custom variant, Clan Invasion era.
  • Defender SPAAG (LBX) - New Roguetech custom variant, Civil War era.



  • Lance-A-Lot 1.0.11 - 2024-03-15[ | ]

    • Enabled new model for calculating area of effect. Any AoE damage or effects will now be based on raycasting from the point of origin instead of just distance, meaning buildings and terrain can block the damage or effect.
    • Fix for mounting Battle Armor with Magnetic Clamps to other units on the drop screen.
    • Fixed so Society and Green Ghosts can't generate missions or show reputation in RTO.
    • Fix for misfire combat floatie showing incorrect text.
    • Figing (Pilot) - Fixed to actually use his own custom voice pack.
    • Pagan Horde (Pilot) - Reduced the volume levels of custom voice pack.
    • Sasquatch (Mech) - Corrected the size of the model.

    Lance-A-Lot 1.0.10 - 2024-03-14[ | ]

    • Fix for soft-lock during missions.

    Lance-A-Lot 1.0.9 - 2024-03-14[ | ]

    Important!
    Due to problem with the Corgi units being a bit too strong we had to reduce their battlefield impact. For details of the changes, see the Mechs tab.

    The only way to ensure these changes goes through properly is to require the units to be stored and then readied, which triggers a refresh of the unit. Until this is done, the units can not be dropped.

    • Fix for issues with RTO contract generating for Abandoned faction, causing no influence gains.
    • Some event chains are currently bugged, causing corrupted states for MechWarriors in saves.
      • Disabled St Burt RTO Legendary pilot event chain due to above issue.
      • Increased price of VTOL and LAM piloting class training items to 100,000,000 to prevent players accidently using them due to above issue.
      • A way to clear the corrupted states for already affected saves will be added once the issues are resolved.
    • Fixed too high difficulty skull value for Difficulty by Company Strength installation option.
    • Fixes issues with wrong factions appearing as flashpoint employers for 2765 and 3081 maps.
    • Fix for multiple times quickly pressing Confirm button for accepting contracts causing incorrect drop configurations.
    • Fix for multiple pop-ups that can't be closed appearing when pressing the weapons configuration button multiple times in the mechbay grid view.
    • Fix for To-Hit modifier shown in tooltip not always matching the actual used value when firing weapons.
    • Fix for rare soft-lock during mission deployment.
    • Tweaks to Superheavy mech tiers for better balanced lances. More work in the future, including more 'Mechs.
    • Added setting for automatically dropping hand held weapons when out of ammunition to the Custom Ammo Categories category of Mods Settings reachable from the main menu Settings.
    • Jelly Roll (Pilot):
      • Custom voice pack should now really be fixed.
      • Fixed display issue of Taco Truck Locomotion pilot quirk in tooltips.
    • Quicksell Clan (Background) - Removed Corgi CRG-CB from starting rewards box.
    • Reliques III (Flashpoint Contract) - Fixed incorrect enemy lance configuration preventing mission completion.

    Battle Armor Attachment[ | ]

    • Battle Armor attached to other units at the drop screen will now properly count towards tonnage limitations.
    • Fix for Magnetic Clamps not always allowing attachment to other units at the drop screen.
    • Loaner units (i.e. units that can't be replaced) no longer allows attach Battle Armor.
    • Swapping the unit of a slot with a Battle Armor already attached to no longer allows bypassing limitations.

  • BA Satchel Charge - This weapon was far too powerful and has been reworked.
    • Damage changed from 0-50 to 0-20
    • Armor Piercing Damage changed from 25 to 10.
    • Cooldown removed.
    • Price increased from 75,000 to 250,000.
    • Flamers were a bit too weak following the heat damage conversion adjustments in the Lance-A-Lot release and have been buffed to deal increased damage against Battle Armor and ProtoMechs:
    Weapon Bonus Against Battle Armor & Protomechs Comment
    BA Flamer +25% damage to Battle Armor & Protomechs Lower value due the fact it already was amongst the strongest flamers.
    BA Heavy Flamer +15% damage to Battle Armor & Protomechs Lower value due the fact it already was amongst the strongest flamers.
    Dragon Breath +77% damage to Battle Armor & Protomechs
    ER Flamer +150% damage to Battle Armor & Protomechs
    Flame Breath +77% damage to Battle Armor & Protomechs
    Flamer +150% damage to Battle Armor & Protomechs
    Flamer (C) +150% damage to Battle Armor & Protomechs
    Flamer (P) +66.6% damage to Battle Armor & Protomechs
    Flamer Hotshot +150% damage to Battle Armor & Protomechs
    Hand Held Flamer +50% damage to Battle Armor & Protomechs Added +5 accuracy against Battle Armor & ProtoMechs.
    HandHeld Flamer (Sticky) +50% damage to Battle Armor & Protomechs Name changed to Hand Held Flamer (Sticky). Added +5 accuracy against Battle Armor & ProtoMechs.
    HandHeld TriFlamer (Sticky) +50% damage to Battle Armor & Protomechs Name changed to Hand Held TriFlamer (Sticky). Added +5 accuracy against Battle Armor & ProtoMechs.
    Heavy Flamer +50% damage to Battle Armor & Protomechs
    Heavy Flamer (Vehicle) +50% damage to Battle Armor & Protomechs
    Heavy Vehicle Flamer (P) +42% damage to Battle Armor & Protomechs
    Infantry Flamer +100% damage to Battle Armor & Protomechs Turret weapon.
    Ryuujin Superheavy Flamer +50% damage to Battle Armor & Protomechs
    Vehicle Flamer +150% damage to Battle Armor & Protomechs

    • BattleMaster BLR-1Gbc-EC - New Clan custom elite variant, RogueElite module.
    • Black Hawk-KU BHKU-OU - The TSM and Left Arm lower actuators are now fixed items, ensuring the 'Mech is still valid when assembled from parts or heavily damaged.
    • Blackjack 'Jack Black' - New Inner Sphere / Periphery custom elite variant, RogueElite module.
    • Black Knight 'Bastard' - New Clan custom elite variant, RogueElite module.
    • Catapult 'Mangonel' - New Clan custom elite variant, RogueElite module.
    • Corgi CRG-CA - Added new internal shared item, Cannon Harness, representing the need to carry the LBX/20 autocannon with the whole squad. Causes -50% walk speed.
    • Corgi CRG-CB - Reduced from 4 squad members to 2. Replaced Flamer (C) in the Center Torso with a Light TAG.
    • Crab 'Hallis' - New Clan custom elite variant, RogueElite module.
    • Cyclone 'Peeper Peddler' - New Inner Sphere / Periphery custom elite variant, RogueElite module.
    • Icarus II ICR-1SP - New Inner Sphere / Periphery custom elite variant, RogueElite module.
    • Hussar 'Mad Baby' - New Inner Sphere / Periphery custom elite variant, RogueElite module.
    • Locust 'Bean' - New Inner Sphere / Periphery custom elite variant, RogueElite module.
    • Pulverizer PUL-3RF - New Clan custom elite variant, RogueElite module.
    • 'Raven 'Rocketchicken - New Inner Sphere / Periphery custom elite variant, RogueElite module.
    • Roughneck 'Jarhead' - The TSM is now a fixed item, ensuring the 'Mech is still valid when assembled from parts or heavily damaged.
    • Shadow Hawk IIC 'Vickers' - New Clan custom elite variant, RogueElite module.
    • Stag / Stag II - Quirk switched from Narrow/Low Profile to Improved Communications.
    • Stag 'Antler' - New Clan custom elite variant, RogueElite module.
    • Talos 'Big Cheese' - New Inner Sphere / Periphery custom elite variant, RogueElite module.
    • Warhammer 'Glory' - Will no longer spawn for Clans.
    • Warhammer 'Gloria' - New Clan custom elite variant, RogueElite module.

  • Alacorn Mk.IX - New variant, Dark Age era.
  • Zhalan Medium Tank (HPPC) - New variant, Jihad era.


  • Lance-A-Lot 1.0.8 - 2024-03-10[ | ]

    • Fix for empty stores if using localization.
    • Fixed RTO legend contracts so they don't spawn on Gamesworlds.
    • More fixes for the new Jim custom voice pack.

    Lance-A-Lot 1.0.7 - 2024-03-09[ | ]

    • Fix for weapon attachments sometimes stopping to work during a mission.
    • More fixes for issues with the salvage screen.
    • Even more fixes to RTO legendary 'Mech events.
    • Fix for the new Jim custom voice pack.
    • Switched MechWarrior Jelly Tool to use the proper custom voice pack.
    • Unnsvin (Vehicle - All variants) - Model resized to not be so huge.
    • Sasquatch (Mech - All variants) - Switched to use the Slagmaiden custom model.
    • Cloud Buster CB-AA-CU5 (Vehicle) - New Clan variant, Clan Invasion era.
    • Cloud Buster CB-AA-CL5 (Vehicle) - New Clan variant, Clan Invasion era.
    • Cloud Buster CB-AA-U5 (Vehicle) - New Inner Sphere variant, Clan Invasion era.
    • Cloud Buster CB-AA-U5 (Vehicle) - New Inner Sphere variant, Clan Invasion era.
    • Cloud Buster CB-AA-LB5 (Vehicle) - New Inner Sphere variant, Civil War era.
    • Cloud Buster CB-AA-C3 (Vehicle) - New Inner Sphere variant, Jihad era.
    • BA Taser (Weapon) - Cost corrected to 10,000.

    Lance-A-Lot 1.0.6 - 2024-03-08[ | ]

    • Fixes to issues with salvage screen sometimes soft locking.
    • Possible fix to issues with post-mission repair work orders.
    • Another fix for commander LAM training event.
    • More fixes to RTO legendary 'Mech events.
    • Removed possibility to add Battle Armor mounted to other units in the drop screen for duels.
    • Added information why a weapon can't be fired in combat to its tooltip.
    • Adjusted tagging for some units to make them less common.
    • Adjusted difficulty on some Titan contracts.
    • Disabled a number of internal vanilla telemetry calls, possibly improving performance.
    • Added missing overrides for some vanilla lances, preventing them from being loaded since they cause unbalanced lances.
    • Finmark Free Republic - Added missing faction stores.
    • ER Micro Laser Array (C) - Fixed to no longer fire an extra shot. Default mode switched to x4 instead of x3.
    • Jim's - New Aussie Themed custom voice pack.

    Lance-A-Lot 1.0.5 - 2024-03-06[ | ]

    • New system to attach Battle Armor to other units in drop bay.
      • Instead of shift-clicking, now the Battle Armor can simply be dragged on top of a compatible unit in one of the drop slots and a new menu will appear where the Battle Armor can be placed.
      • Pilot is added in the same way.
      • This was actually added in last patch but was missed in the patch notes.
    • Fix for Battle Armor mounting restrictions in drop bay.
    • Fixes for event to train commander for LAM piloting class.
      • Note: If your commander is stuck in training, you will have to reload a save from before the training was started.
    • Fix for some vanilla Battletech turret lances lacking an override.
    • Fix allowing for Bondsman event after a duel to trigger for the wrong factions.
    • AA Rocket 20 (Weapon) - Removed incorrect tooltip of through armor damage.
    • Cloud Buster CB-AA-CL2 (Vehicle) - New, Republic era.
    • Cloud Buster CB-A5 (Vehicle) - Renamed to Cloud Buster CB-AA-A5
    • Cloud Buster CB-CL (Vehicle) - Renamed to Cloud Buster CB-AA-CL
    • Cloud Buster CB-LL (Vehicle) - Renamed to Cloud Buster CB-AA-LL. Primitive Large Lasers replaced by standard Lasers.
    • Cloud Buster CB-MR (Vehicle) - Renamed to Cloud Buster CB-AA-MR
    • Trap Sprung (Contract) - Tweak to enemy lance selection.

    Lance-A-Lot 1.0.4 - 2024-03-05[ | ]

    • Fix for audio devices with unicode names causing issues.
    • Fixes for issues with ambushes during missions.
    • Fix for bug allowing to stack units on top of each other in drop selection screen.
    • Fix for issue with salvage selection generating incorrect salvage.
    • Fixes to some RTO Legends MechWarrior events.
    • Fix for online contracts generated for systems the server doesn't know about.
    • Tweaked QuickSell Clan start.
    • The following mechs had their models resized: Valkyrie, Mongoose, JagerMech JM7-variants.
    • Company-wide MechWarrior skill resolve cost reduction have been tweaked:
      • High Command (Quirk Affinity) - Company-wide resolve cost reduction now has a shared stack limit of 3.
      • Command Mech (Quirk) - Company-wide resolve cost reduction now has a shared stack limit of 3.
      • Superheavy Prototype (Quirk) - Company-wide resolve cost reduction now has a shared stack limit of 3.
      • Sensors Totem (Quirk) - Increased company-wide resolve cost reduction from -5% to -10%, not has a shared stack limit of 3.
      • Inspiring Appearance (Quirk) - No longer stacks. Does not count for the stack limit mentioned in previous points.
    • Jump Booster Pack 1 - Added 4% visibility and 4% sensor signature penalty.
    • Jump Booster Pack 2 - Added 8% visibility and 8% sensor signature penalty.
    • Jump Booster Pack 3 - Added 12% visibility and 12% sensor signature penalty.
    • Spector (Mech) - Swapped to its own custom model.
    • Jailbreak (Contract) - Fixed incorrect prerequisites.
    • Letter of Marque (Contract) - Enemy lance difficulty slightly lowered.
    • Stubborn Surrender (Contract) - Enemy lance difficulty slightly lowered.
    • Supply Convoy (Contract) - Fixed incorrect prerequisites.
    • BA Ammo Adv. SRM (12 shots) - Corrected to 12 shots as intended.

    Lance-A-Lot 1.0.3 - 2024-03-04[ | ]

    • Fix for issue when a non-company pilot under player's control dies.
    • Some new 'Mech icons.

    Lance-A-Lot 1.0.2 - 2024-03-03[ | ]

    • Fixed 3080 map for real.

    Lance-A-Lot 1.0.1 - 2024-03-03[ | ]

    • Fixed 3080 Map.
    • Fix for incorrect warning about mod not loading.
    • Fix for excessive logging degrading performance.
    • Tweaks to ComStar starting list.
    • Icon fix for Icarus mechs.
    • Workaround for issue with some RTO legend mech events.

    Lance-A-Lot 1.0.0 - 2024-03-03[ | ]

    **** THIS IS A SAVE BREAKING RELEASE. IF YOU WANT TO CONTINUE ON AN OLD SAVE: DO NOT UPGRADE.****
    **** THERE IS NO WAY TO REVERT THE VERSION ONCE UPGRADED. YOU HAVE BEEN WARNED. ***

    *** NEW LAUNCHER REQUIRED; FULL DELETION OF THE CACHE STRONGLY ADVISED; SEE THE SECTION BELOW ***


    Important Notes[ | ]

    • It is recommended to read this Change Log on a computer screen with wide layout of the wiki enabled. To use wide layout, press the button on the upper left that says Expand.
    • This is a huge update, and even though the crew has tried to test it extensively there will be bugs that slipped through. Make sure to report them on Discord. You can expect frequent patches during the immediate post-release period.
    • The size of the release also means this changelog will not be able to cover every little change, or it would be far too long. The changelog will however list all major changes and link to other pages with more details if they exist. More information might be added over time.
    • The mod is a labour of love of the crew, created for ourselves and shared to other players as secondary goal. This means the features and balancing changes might not be as you'd want it. If you have constructive feedback we are interested, but if you just want to complain about something not being to your liking, keep it to yourself.

    NEW LAUNCHER / CRITICAL INFORMATION[ | ]

    As part of this update the CAB (the collection of all the custom models) has been reorganized to reduce each component in size, hopefully improving the download issues many have reported. The downside is that everyone will now have to redownload not only the RogueTech mod, but also all the custom models again.

    Due to this reorganization a completly new launcher is also required, which can be found in the #launcher-download channel.

    Once the new launcher is started, we strongly advise that following steps are followed to delete the local download cache:

    1. Download the new launcher from #launcher-download
    2. Start the launcher and make sure it is version 1.3.12 (check the top bar of the launcher window).
    3. In the top menu of the new launcher, open the Cache Options drop down.
    4. Chose the Wipe RT Cache option.
    5. Once done, chose the Wipe RT Install option from the same menu.
    6. Now press the Update button and select your configuration options as before.

    This is a one time thing, there is no need to repeat theses steps again on future reinstalls unless told so by the RogueTech support team.


    Key Changes[ | ]

    As it was too easy to build the perfect stall of MechWarriors that can fulfill most roles, a new feature called Piloting Classes has been introduced to RogueTech.

    All MechWarriors will be limited on what unit types they can pilot based on their assigned piloting classes. There is a total of 3 primary and 2 secondary piloting classes, where the primary classes can only be obtained as the pilot is generated or created. Secondary classes are in addition to the primary classes. A pilot cannot have a secondary class without the valid corresponding primary class.

    Primary Classes

    • Mech Class - Allows piloting of all mechs
    • Ground Vehicle Class - Allows piloting of all ground-based vehicles
    • BA Class - Allows piloting of Battle Armor

    Secondary Classes

    • VTOL Class - Allows piloting of VTOLs; requires the pilot to also have Ground Vehicle class.
    • LAM Class - Allows piloting of LAMs; requires the pilot to also have Mech Class.

    Other Piloting Requirements

    • QuadVee - MechWarrior needs both Mech and Ground Vehicle class

    Note: Quad units, Battle Armor VTOL, Protomech WiGE Glider and other advanced unit types not mentioned here do not require a specific class, they fall under their respective main unit type.

    Pilot Class Training[ | ]

    New events are added to allow select pilots to be trained in an additional secondary class. Not all pilots are eligible. VTOL training requires pilots to already have Ground Vehicle Class. LAM training requires pilots to already have Mech Class. An item to start the training event has been added to stores, in a similar way to how Pain Shunt and Neural Implant surgery currently work.

    Training is risky and there is a chance for the pilot to die. Training is not instant - it can take anywhere from 6-12 months to complete training and during this time pilot is NOT available for drops or events. Only the Commander and one other pilot may be away training at any given time. Upon training completion, if no injuries were sustained, there will be an offer to buy the unit the pilot trained on for a fee. If acquired, the MechWarrior will start with a small amount of affinity for the unit.

    Note: Due to how events work, it is not possible to train every pilot in the barracks. If an event doesn’t trigger, typically it is due to not enough valid candidates; not enough cash on hand; a pilot already being trained or the pilot being in a cooldown period.

    Career Start & Backgrounds[ | ]

    To ensure a fair start of a new career, on the career start the starting roster of pilots (including the Commander) will be assigned extra piloting classes as needed to cover all units.

    In the same way, depending on the Commander background selected the Commander might be assigned further piloting classes.

    Artillery has had a major rework, transforming it from a instant hitting heavy damage dealer to a more tactical weapon.

    Why change Artillery?[ | ]

    Since its introduction in Roguetech, artillery weapons - particularly when using indirect fire - have been problematic to properly balance due to their strong impact on the battlefield. A large part of it has always been the very long range and large Area of Effect for both damage and other effects such as heat and instability.

    As a result, it would often lead to a situation where players rely on several artillery units that are kept very far back to repeatedly unleash powerful strikes at enemies with little risk to the unit themselves until the opposing forces are weak enough to engage directly. Although this is quite tactically sound, it also often leads to static gameplay with limited challenge.

    The vision of the Roguetech mod has always been to provide a very challenging experience, especially at higher difficulties, that would require well-planned and well-executed decisions to win its battles. The gameplay that the current implementation of artillery enables falls outside this vision, and as a result, the Roguetech team has long wanted to address this.

    A previous attempt to balance artillery was the introduction of the brace-to-fire mechanic, which did not solve the situation as players quickly found ways to practically neutralize the mechanic. Even with repeated changes (such as the removal of immunity for QuadMechs), this mechanic proved to not be useful for the situation of indirect artillery fire. The mechanic does however keep a role with direct-fire artillery attacks and large-bore weapons, limiting the strategy of just using the biggest gun around in large amounts with little downsides.

    Possible ways to balance[ | ]

    As Roguetech is heavily inspired by the actual rules of the tabletop version of Battletech, the first step is to look at how artillery is balanced within this ruleset. There are several limiting factors within the tabletop rules, but the main differences (besides lower damage and smaller radius of impact) compared to Roguetech is that the artillery shells have travel time before impact and fixed accuracy. The travel time is based on distance from the target, which allows targets further away to manoeuvre before the shell strikes, possibly resulting in a miss.

    One thing we considered to emulate the travel time was to simply add a cooldown to artillery, but cooldowns are something players tend to not enjoy and could also lead to a situation where the solution is just to bring more artillery to be able to fire constantly. Another thing discussed was to reduce damage and radius to be more like the tabletop values, or possibly increase the spread of the shells so much that they would be less reliable. Both of these solutions would however just be nerfs done to the stats of the weapons, in an attempt to lower the strength of the weapons in the player's hands, and not address the actual root cause.

    The Solution[ | ]

    Instead of the above-mentioned ideas, we instead decided to take a different approach to make artillery gameplay unique, but enough of a limiting factor to prevent it from being a too easily used crutch against difficulty.

    From this release onwards, indirect artillery strikes will work as a two-phase attack. The first phase initiates deployment of the artillery unit allowing it to brace and aim, while the second phase allows the actual firing of the artillery weapon.

    During the first phase, an enemy unit or ground attack is selected as per normal during the artillery unit's activation. Once the target is selected and the Fire button is pressed, a new marker will appear at the aimed location - showing the projected impact of the artillery weapon(s) - and the unit's activation ends.

    Example of aimed artillery strike

    Example of an aimed artillery strike after the target selection phase has been finished.

    Upon the artillery unit's next activation, the unit is now prepared to fire the artillery weapon(s). The only allowed actions at this point are either to fire the weapons(s) or to cancel the firing sequence by bracing to end the unit's activation.

    Example of firing phase of an artillery strike

    Example of the second phase of artillery strike, allowing firing of the artillery weapons.

    When the AI fires at the player's units, they follow the same two-phase attack pattern to clearly show where the artillery strike will hit. This allows the player to react and move out of the way if possible.

    Example of incoming fire

    Example of incoming artillery fire from an AI unit.

    The fact that instant indirect fire is no longer possible allows for relaxing some of the previously introduced limitations of indirect fire. The Brace to Fire-mechanic will no longer apply - the first phase of artillery fire includes bracing after all -, the spread of missed attacks has been considerably lowered and the radius of the shell impact increased.

    However, as the above changes just address the problem of indirect fire, the direct fire mode would still stay a bit too strong. To address this the maximum range of a direct attack has been lowered to the tabletop value of 425 meters (17 hexes), instead of the previous 600 meters. This will ensure that the artillery unit has to get close enough that it is not a low-risk attack. However, the minimum range for direct fire modes has been reduced significantly as well, making it easier to use direct fire at closer ranges. Further, the brace-to-fire penalty will be tweaked to more appropiate values in line with the other large-bore weapons.

    Finally, the last change will be to introduce the fixed accuracy previously mentioned. This means many negative accuracy effects such as size difference, injuries or negative effects from enemy weapon's fire won't have an impact on artillery strikes, as the target is a ground location, not a moving unit. Using targeting equipment such as TAGs and Narcs will still allow increased accuracy for artillery strikes, as this allows the artillery targeting computer to slightly adjust the firing position for the intended target.

    The AI will now also know what an artillery strike means and will move away from its area of impact if possible. This means an artillery strike against more mobile units will possibly be hard and require planning ahead, but instead artillery strikes can be used to control enemy movements if placed in advance.

    TL;DR[ | ]

    Artillery will be changed in the following way:

    • Indirect fire will be a two-round attack
      • The first round involves selecting the location to strike.
      • The second round allows firing the artillery weapon.
    • The brace-to-fire mechanic will no longer apply to indirect fire attacks.
    • Direct fire will have a shorter range and higher brace-to-fire penalties.
    • Artillery weapons will use fixed accuracy, meaning bonuses and maluses to accuracy will have little to no impact. TAG and Narc applied bonuses are exempt.

    All artillery weapons have had the following changes to them:

    • All evasion ignore has been removed.
    • All direct fire modifiers have been removed.
    • Direct mode accuracy modifier -4
    • Direct Fire minimum distance to fire reduced to 425 meters. Other ranges also adjusted where appllicable (e.g. cannons)
    • Indirect mode accuracy modifier -5
    • Direct mode not allowed ammunition: FASCAM (Mines), Nuke, FAE (Thermobaric)
    • Flak Mode allowed ammunition: Standard (HE)
    • Indirect mode not allowed ammunition: Solid Slug, Shaped Charges, Armor Piercing

    The following accuracy modifiers still impact Artillery:

    • C3-style networks
    • Low visibility
    • Bad weather
    • TAG and Narc effects
    Name AOE Range - Std Ammo Indirect - Scatter Direct - Minumum Distance Direct / Flak - Self-Instability on Fire
    Arrow IV 90 -> 120 Max 100 -> 50 180 -> 90 25
    Arrow IV (C) 90 -> 120 Max 100 -> 50 180 -> 90 20
    Arrow IV (OS) 90 -> 120 Max 100 -> 50 180 -> 90 25
    Arrow IV (P) 90 -> 120 Max 300 -> 180 0 30
    Arrow IV Pack 90 -> 120 Max 100 -> 50 180 -> 90 25
    BA Tube Artillery 75 Min 5, Max 40 30 -
    Big Steel 90 -> 120 Max 100 -> 60 180 -> 90 48 (x1) / 64 (x2)
    Carronade1 120 -> 160 Max 222 -> 137 370 -> 81 40 per shot
    Cruise Missile 502 400 -> 500 Max 250 -> 125 - -
    Hellstorm3 60 -> 90 Min 5 per shot, Max 12 per shot - -
    Howitzer Rifle4 60 Min 15 -> 10, Max 60 -> 30 150 -> 75 12
    Long Tom Artillery 120 -> 160 Max 100 -> 60 180 -> 90 64
    Long Tom Cannon 120 -> 160 Max 105 -> 75 120 -> 60 80
    MARS 60 -> 90 80 -> 60 (Spread) - -
    Sniper Artillery 90 -> 120 Max 100 -> 50 180 -> 90 48
    Sniper Cannon 90 -> 120 Max 75 -> 60 90 -> 45 64
    Thumper Artillery 60 -> 90 Max 100 -> 40 180 -> 90 32
    Thumper Cannon 60 -> 90 Max 60 -> 45 90 -> 45 48
    Oneshot Long Tom QS 120 -> 160 Min 5, Max 70 - -
    Oneshot Thumper QS 90 -> 120 Min 5, Max 60 - -
    Oneshot Sniper QS 60 -> 90 Min 5, Max 50 - -
    Sawed Off Thumper 60 -> 90 Min 5, Max 50 - -
    Yang Artillery 175 -> 210 Max 160 -> 80 280 -> 70 75


    Notes:
    1) Recoil per shot changed from 1 to 3, Tonnage decreased from 38 to 37.
    2) Added clear minefield radius of 50 m.
    3) Clear minefield radius changed from 8 to 14. Jam chance changed from 6% to 3% per shot.

    4) Direct mode accuracy modifier is -1.

    The below Q&A is the summary of the most common questions asked by the community when the first draft of the artillery rework was presented.

    Q: Can other weapons be fired while aiming or between aiming and firing the artillery?
    A: No, starting the firing sequence of the artillery is a commitment, no other weapons can be used during this time.

    Q: What does the circle on the ground represent after the aiming phase?
    A: The circle is a visual representation of the radius of the weapon's standard high-explosive ammunition if the artillery strike would perfectly hit where it was originally aimed. In reality, the impact zone will be slightly different, as the circle does not account for scatter or misses. If specialist ammunition is used with a different area of effect, the circle will not adapt its size.

    Q: Will the artillery track the unit it was originally aimed at?
    A: No, all indirect attacks are ground attacks, aimed at the ground where the unit was positioned at the time of aiming. It is also not possible due to technical limitations.

    Q: Does this mean artillery can no longer target units directly during indirect mode?
    A: Yes, as all indirect artillery attacks are now seen as ground attacks. Even though you can select a unit during the aiming phase, once the aim is confirmed it converts to a ground attack at that unit's position, which is shown by the circle on the ground.

    Q: But what about specialist ammo such as shaped charges and solid slugs?
    A: These types of ammunition will only be useable in direct-fire mode from now on. In the same way, some ammunition can only be used in indirect mode. Flak mode can only use standard (high-explosive) rounds.

    Q: Once aimed, can you keep the aim and fire every round?
    A: No, each firing sequence always consists of an aim round and a fire round.

    Q: Once the firing phase is reached and if the shot is no longer desired, what other actions can be taken?
    A: Bracing to finish the unit's activation is the only other allowed action.

    Q: Is it instead possible to start aiming another shot?
    A: No, every firing sequence consists of one aim and one fire phase.

    Q: Has the Area of Effect damage model changed?
    A: No, the damage dealt to units in the impact zone scaling remains linear to the distance. The same is true for the chance of any weapon or ammunition status effects being applied, the chance decreases based on distance from the centre of the impact.

    Q: What does "bonuses and maluses to accuracy will have little to no impact" actually mean?
    A: Most accuracy modifiers will be ignored by any artillery weapon, no matter which firing mode is used. This includes things such as affinities, equipment, size difference, weather and other modifiers. A few modifiers will still work, mainly TAG and Narcs, and will be marked so specifically. This change affects all firing modes.

    Q: Will C3 bonuses also be ignored?
    A: No, the various shared network bonuses remain.

    Q: Do pilot scatter bonuses still affect the actual accuracy of an artillery strike?
    A: Yes, any scatter modifiers will work the same as before.

    Q: What about quirks or affinities that currently provide a bonus to Artillery accuracy?
    A: They will be changed to other stats, such as reducing scatter.

    Q: Are there any other changes to the stats?
    A: We have increased the radius for most Artillery weapons by between 25% and 50%. Generally, the smaller the radius they had, the larger the increase they got. All changes are listed in the Change Details tab above.

    Q: What about the evasion ignore artillery currently has in all firing modes?
    A: It will be removed, it was a workaround for artillery being affected by negative accuracy modifiers.

    Q: Will Flak mode change as well?
    A: Yes, Flak mode will also be changed, as mentioned above. Its range will stay the same, it still has no restricted (minimum firing) range and can fire as far as the unit has a clear line of sight within the weapon's max range.

    Q: Will the artillery cannons be affected?
    A: Yes, they are just sawed-off artillery, all changes apply.

    Q: Will the Howitzer 2000 be affected?
    A: Yes, it is considered artillery. It was further a bit too strong and has been reduced in stats.

    Q: What about the Thunderstorm?
    A: Although it somewhat behaves like an artillery, in practice it is just a thunderbolt launcher and will for this reason not be affected by the changes.

    Q: What about vehicles?
    A: All units will have the same behavior, even turrets.

    Q: How will multishot work if you have multiple artillery weapons?
    A: It works the same as now, you can target each artillery at the location of a different unit.

    Q: I have this really cool idea of how to do better! It only involves doing X when Y and then Z!
    A: Most likely it is not currently technically possible. Even though it might sound simple, the amount of changes already done to the game makes every following change more complicated and we try to limit making things too complex. However, it is still the first iteration of the new artillery system, things can be changed in the future if it doesn't work out.

    Q: What is the actual end goal in terms of balance for artillery? Is it tabletop replication or a specific point on the balance curve in terms of power and function?

    A: The goal is to try and find a niche for artillery in Roguetech where firing it every round without much thought doesn't immediately rule the battlefield, but still allows it to have a tactical impact on the battlefield when used properly. Pure tabletop replication will never be a goal as it is far too complex, including factors such as off-board artillery, counter-battery, bore sighting, altitude differences and so on.

    Unit selection for the enemy lances during combat missions has been reworked from the ground up to extend midgame (medium-heavy) difficulties and improve enemy variety particularly in lategame difficulties.

    • Enemies now scale over the full planetary difficulty range (d1 to d20) with more granularity.
    • Adjusted support lance probabilities to fit the new scale.
    • Fixed early game lances sometimes being larger than intended.
    • Adjusted some contracts to make the enemies you find better match the description.
    • Will now see higher difficulties faster, does not mean harder.
    • Drop rating value per skull is reduced from 13.5 to 10 million.
    • Pilot variety has also been improved at lower difficulties.
    • Chance of high difficulty pilot getting the most powerful quirks reduced.


    General Changes[ | ]

    Map[ | ]

    • New 3075 map - Offline map. Start in the middle of the Jihad, fighting for or against Word of Blake.
    • New Online map will be added a later date.

    Starts[ | ]

    • Many starts changed have been changed to use official starting lists, while the more custom starts have been tuned to be of slightly more equal levels to each other.
    • LAM and VTOL starts have been removed.
    • Quicsell Clan - New start
      • One 'Mascot Mech', either a Corgi CA/CB or an Incorgnito (weighted towards the latter)
      • Two Quicksell Clan Lights
      • Two Quicksell Clan Mediums
      • Some QS Clan and general QS Gear
    • Republic - New start on 3081 map

    Background[ | ]

    • Loner background - Assassin quirk has been exchanged for Reckless.
    • Officer background - If the Commander has Trueborn Ancestry, they will not recieve the vehicle or VTOL skill from choosing either the AWACS or the Oracle.
    • Flight School Instructor - New background. Lootbox will contain one LAM or VTOL. Gives the Commander appropiate piloting class.
    • Quicsell Clan Commander - New background.
      • One 'Command' Shadowcat and a few bits of QS gear
      • The chance to spawn another QS Event occassionally to pay much more money for the chance of getting a 'Good' QS Clan Mech.

    Difficulty Modifiers[ | ]

    • Generous Salvage career difficulty modifier increased from -0.25 to -0.5
    • Normal Salvage career difficulty modifier reduced from 0.05 to 0

    General Changes[ | ]

    • Manei Domini pilots now have specific icons.
    • Cargo Vroom's deployed vehicle switched back to Ferret 1, The Dook.

    Ronin[ | ]

    Ronin are meant to be elite, sought-after soldiers, to help reflect this the way to hire and find Ronin has undergone some significant changes.

    Note: Ronin is any pre-defined pilot, i.e. not procedurally generated during the career.

    • Some Ronin can no longer be found in the hiring halls and instead must be found through events.
    • Some Ronin may require the player to seek them out on specific worlds or territories, others may require the player to have accomplished certain feats before they will become available in the hiring halls or be willing to join the player's crew.
    • Some Ronin will not work for the player if the player has employed other ronin they do not get along with.
    • Some Ronin will require the player to employ their friends before they will join the player's crew and may leave should that friend leave or die.
    • Fired ronin may sometimes return to the hiring halls to be found again
      • Note: experience or skills gained under their former employment will not persist.

    As Elite warriors, Ronin may be picky about whom they work for. Should your company become known for unstable employment, or as an extra hazardous employer, ronin may be less willing to offer themselves up for employment to you or may blacklist your company entirely.

    Starting MechWarriors[ | ]

    The roster of MechWarrior at a career's start now has the following limitations:

    • RTO Legends, RT Crew and Manei Domenei - Only one MechWarrior between all three categories can be part of the starting roster.
    • Mandalorian - At most one can be part of the starting roster.
    • JarnFolk' - At most one can be part of the starting roster.

  • Chevrons difficulty icon type - New selectable settings in the launcher, uses distinct count of chevrons to mark increased difficulty instead of just color changes. Should hopefully make it easier for colorblind players to distinguish the difficulty easier.
  • Tooltips can now be pinned by right clicking. If a tooltip exceeds the height of the screen it can then be scrolled.
  • Critical Effects will no longer be listed in the tooltips, as they too often caused the tooltips to overflow.

  • Fixed bug with salvage screen sometimes locking.
  • Fixed issues with showing wrong amount of salvage slots, now more slots will appear as things are added.
  • No longer possible to sell full mechs from salvage screen.
  • Unique Mechs[ | ]

    It is no longer possible to assemble multiple copies of 'Mechs marked as Unique.

    During loot selection on the salvage screen if any unit with identical chassis exists in the player's inventory it will instead be replaced by a standard 'Mech of the same chassis-family.

    Locations checked for if the player has the Unique 'Mech includes:

    • Active 'Mechs
    • 'Mechs being readied
    • Full chassis in storage
    • Previously selected full unit of the same 'Mech

    When readying an Unique 'Mech from storage the same checks are performed.

    Note: Even if a player has an Unique 'Mech it does not prevent the AI from fielding one or more copies of the same 'Mech, the restriction is only for players.

    Contracts[ | ]

    • Duels and Solaris contracts will no longer generate ambushes.
    • Birds of Prey - Reduced number of enemy VTOL.
    • Peer Review - Turret lance unit selection will now be dynamic.
    • Reproducibility Crisis - Turret lance unit selection will now be dynamic.

    Flashpoints[ | ]

    • Thunder Rift (Birth of a Legend FP) - Opposing Force lances changed to manual unit selection to prevent huge difficulty swings.
    • Disabled Necromo Nightmare Flashpoint again. It will return next halloween.
    • Fix for Solaris 7 championship not starting as intended.
    • Added wider unit selection for Solaris flashpoint contracts.

    Lances[ | ]

    • IndustrialMechs should no longer spawn in Lunar or Martian environments.
    • Kill Team units should no longer appear as normal lance units.
    • Unit selection for lances will now consider technology level, rarity and other traits, making more common units likelier to appear.

  • Fixes to the Superheavy Contract unlock events. Choosing to wait 180 days will now trigger the event exactly 180 days later.
  • The Epsilon MRB Authorization Upgrade Available' event to unlock Superheavy missions is now available after 100 missions and the Omega MRB Authorization Upgrade Available event to unlock Superheavy Hunt contracts event is available after 200 missions.
  • LetsTacoBoutThis - Adjust event spawn requirements and results to allow for more even distribution of chance for successful Jelly Roll Taco.
  • Isorla Bondsman - Rewritten opening events to disable gaining the bondsman pilot if there are not enough barracks spots available on the Argo.

    • Activatable Components - Improved clarity on many traits.
    • Battle Computers - Called shot bonus stacks up to six times, any more battle computers after that does not add to bonus. See new equipment below for alternatives.
    • Emergency Coolant Effects - Now display correct failure chances in combat.
    • Artillery Heavy Gyro (Unique) - Will now drop standard Gyro Artillery as salvage.
    • Basilisk EC - Renamed to Advanced Endo-Composite.
    • Basilisk FF - Renamed to Advanced Ferro-Fibrous.
    • C.A.S.E. II + - New armor modification. Reduces internal explosion damage by 3, covers all locations. Not salvagable, only found on the Hephaistos family of 'Mechs.
    • Cockpit Interface - Has been split to two items for technical reasons, mechs are updated to use the appropiate one.
      • Cockpit Interface - Only allowed in head, no longer provides headshot immunity or prevents ejection, still replaces gyro
      • Cockpit Interface (Torso Mounted) - Mounts in the torso, provides same stats as the old Cockpit Interface. No longer allows using Life Support slots.
    • Command Console + -> New equipment. +2 company initative, company sight +10%, company sensors +10%, company indirect accuracy +1, company scatter -10%/-20%, company resolve +1 per round, +2 pilot health, -1 enemy ECM, +5 sensor detection, multi track, breaching shot, company shared vision, -40% bleeding rate, +1 called shot accuracy. Takes 4 slots, weighs 6 ton. Salvagable, found on Templar III J.
    • Endo Steel EX Light QS - New Quicksell structure, -80% structure points, -80% weight, 8 reserved slots (1 per loc), 4 dynamic slots
    • Endo Steel Light QS - New Quicksell structure, -30% strcture points, -30% weight, 8 reserved slots (1 per loc)
    • Engine (Armored) - Fixed to actually take extra hit before component takes damage
    • Engine Core 265 - Weight changed from 16.5 to 17.
    • Engine XXL (C) (Armored) -> New equipment. Every level of critical damage needs two hits.
    • Gyro (Armored) - Fixed to actually take extra hit before component takes damage.
    • Headshotter 2000 - New pirate equipment. +23% Called shot bonus to weapons at same location. Weighs 2% of chassis total tonnage, 3 slots. 2% fail chance, reduced 0.1% per piloting skill. Always active. Failure causes injury and crits a component at the same location (can be itself).
    • High Precision Convergence System - New, +15% called shot bonus to weapons at the same location. Weighs 3% of chassis total tonnage, 2 slots. Available in relevant stores and on some 'Mechs.
    • N/C-FF Armor (C)' - New unique, not salvagable, -17% weight, CLPS, 2 slots each location except CT (1 slot), 7 dynamic slots, -80% stealth, -10% mimetic, +30% heat, +25 heat /turn, CASE, found on Wight WGT-4NC 'Dezgra.
    • PPC Capacitor - Generated heat decreased from +30 to +15. Explosion on destruction changed from 50 damage to 15 heat. Will no longer take damage on jamming.
    • Quad Mechanical JJ - New, created in various sizes. Standard mechanical no longer allowed on quads. 2 slots in all four legs. Added to FedSun and Solaris store, as well as reward from Solaris off-season
    • Reactive Plating (C) - New, -20% ballistic damage, TAC immune, 5 dynamic slots, salvagable, added to clan stores
    • Sensor Sentinel - Changed slot size from 2 to 1
    • Skinwalker Cockpit Interface - No longer provides headshot immunity nor prevent ejections, only allowed in head.
    • Stabilized UL Gyro (Omni) - New gyro, Omni version of the already existing Stabilized UL Gyro.

    Several heat sink kits have been updated due to being too strong.

    • Heat Sinks with bonus dissipation capacity no longer apply their bonus twice. This includes Engine Heat Sinks.
    • Heat Sink Kit (Prototype) + - Cost changed from 4,600,000 to 6,000,000.
    • DOOM KIT (P) - New radical pirate heatsink kit. Superior cooling stats, but may explode instead of activating.
    • Prototype HS Kit + - Weight increased from 2 ton to 3 ton.
    • Radical PDHS Kit (P) - Removed bonus flat heat sinking. Active heat sinking reduced from 30 to 25.
    • Royal Sink Kit (D)+ RTO - Heat generation bonus reduced from 20% to 16%. Flat heat sinking reduced from 16 to 12.
    • Widowmaker Kit (D) - Heat generation bonus reduced from 13% to 12%. Flat heat sinking reduced from 10 to 9.

    A major rebalance has been done on the Specialist gear in an attempt to make more of the items viable.

    • Advanced Optics MK1 - Removed Thermal Vision effect. Decreased accuracy bonus range from 540 to 150. Negates No Visuals penalty up to 100 meters. Added mine detection within 60 meter. Cost decreased from 900,000 to 100,000.
    • Advanced Optics MK2 - Removed Thermal Vision effect. Decreased accuracy bonus range from 810 to 270. Negates No Visuals penalty up to 180 meters. Added mine detection within 90 meter. Cost decreased from 1,200,000 to 300,000.
    • Advanced Optics MK3 - Removed Thermal Vision effect. Decreased accuracy bonus range from 1080 to 390. Negates No Visuals penalty up to 260 meters. Added mine detection within 120 meter. Cost decreased from 1,500,000 to 500,000.
    • Advanced Zoom MK1 - Increases vision range by 30 meters and +5%. Weight increased from 0.1 ton to 0.3 ton. Cost decreased from 300,000 to 100,000.
    • Advanced Zoom MK2 - Increases vision range by 45 meters and +10%. Weight increased from 0.2 ton to 0.7 ton. Cost decreased from 400,000 to 225,000.
    • Advanced Zoom MK3 - Increases vision range by 60 meters and +15%. Weight increased from 0.3 ton to 1 ton. Cost decreased from 500,000 to 350,000.
    • CoolShot (C) - Sensor signature penalty and visibility penalty reduced from 5% to 3%. Weight reduced to 40% from 50%.
    • CoolShot - Flat heat sinking increased from -6 to -8. Weight reduced to 40% from 50%.
    • Exchanger (C) - Removed flat heat sinking. Sensor signature penalty and visiblity penalty increased from 3% to 6%. Heat generated reduction increased from -10% to -14%. Decreased weight from 35% to 30%. Cost increased from 2,160,000 to 2,660,000.
    • Exchanger + + - Removed.
    • Exchanger + - Removed.
    • Exchanger - Removed flat heat sinking. Sensor signature penalty and visiblity penalty increased from 1% to 8%. Heat generated reduction increased from -5% to -17%. Increased weight from 20% to 40%. Cost increased from 1,080,000 to 1,720,000.
    • Heat Bank (C) - Flat heat sinking decreased from -7 to -6 per turn. Sensor signature penalty and visiblity penalty increased from 3% to 4%. Heat resistance decreased from 25% to 20%. Decreased weight from 35% to 20%. Cost decreased from 1,740,000 to 1,280,000.
    • Heat Bank + + - Removed.
    • Heat Bank + - Removed.
    • Heat Bank - Flat heat sinking increased from -4 to -10 per turn. Sensor signature penalty and visiblity penalty increased from 1% to 8%. Heat resistance increased from 10% to 30%. Increased weight from 20% to 40%. Cost increased from 320,000 to 766,000.
    • Jump Booster Pack 1 - Price decreased from 120,000 to 110,000.
    • Jump Booster Pack 2 - Price increased from 120,000 to 220,000.
    • Jump Booster Pack 3 - Price increased from 120,000 to 550,000.
    • Thermal Vision MK1 - Added nightvision capability. Target heat level division decreased from 70 to 30. Ranged decreased from 300 to 120.
    • Thermal Vision MK2 - Added nightvision capability. Target heat level division decreased from 50 to 20. Ranged decreased from 330 to 150. Weight increased from 0.2 ton to 0.3 ton.
    • Thermal Vision MK3 - Added nightvision capability. Target heat level division decreased from 30 to 20. Weight increased from 0.3 ton to 0.6 ton. Price increased from 175,000 to 375,000.

    • Wing-Mounted Ordnances - Drag standardized to -8% per ton. Signature standardized to +6% per ton.
    • AA Rocket 20 - New rocket weapon. One salvo of 20 shots. +3 acurracy against fliers, -8 against ground units. Does 5 standard damage and 2 through armor damage per shot. Up to 720 meter range.
    • Arrow IV (BRRT) - New direct-fire only weapon. Has x1 to x3 fire modes. Starts with 15 missiles. Not salvagable, found on Seth '3 by 5' (AA) and Seth '3 by 5'.
    • Arrow IV Missile [WM] - No longer able to fire indirect. Range changed from 3000 to 210/420/630/840.
    • B-Pod - Converted to be a standard component. Will now activate automatically against enemy Battle armor, but can still be activated manually.
    • Bolt On LAA Missile x2 - Fixed increased sensor signal and visibility to actually increase by 3% instead of making the unit invisible.
    • Bomb MOAB [WM] - AoE Stability damage reduced from 250 to 200.
    • Dual Saw - New Industrial Hand Held weapon. Salvageable, found on the Raider JL-1 and Raider Mk II JL-2.
    • ELRM-5 / 10 / 15 / 20
      • Minimum range increased from 210 to 300
      • Damage fall of starting distance increased from 210 to 300.
      • Restricted from using any speciality ammunition.
        • Note: Speciality ammunition can still be placed in the mechbay, but the weapon will not able to fire it in combat.
      • Artemis attachments no longer supported.
    • Fuel Tank - AoE damage increased from 20 to 25. Direct damage from 40 to 50+/-25, stability from 10 to 25, heat damage from 10 to 0
    • HH Chem Laser Rifle (C) - Internal ammo reduced from 32 to 16. Cost increased from 120,000 to 800,000, to fit a bespoke, advanced handheld system.
    • HH L ER Laser (C) - Weight reduced to 8T from 11T. Range changed from 240/450/600/810 to 210/420/630/840.
    • HH Sniper Rifle - Weight reduced to 6T from 10T.
    • HH Taser Rifle - No longer explodes on the first misfire.
    • Heavy Rifle - Can now only use ammunition boxes from the same location.
    • Heavy SB GR (C) - Renamed to SB Gauss (C), damage falloff over distance removed.
    • Hunter-Killer Missile - Renamed to Hunter-Killer Missile (OS).
    • Large Pulse Laser (QSC) - New quicsell weapon.
    • Light Rifle - Can now only use ammunition boxes from the same location.
    • MG Dual (QSC) - New Quicsell weapon.
    • Medium Rifle - Can now only use ammunition boxes from the same location.
    • Mine Dispenser 10 - Renamed to Mine Dispenser 10 (x5) to prevent confusion with the 1-shot Mine Dispenser 10.
    • Pepperbox Rifle - Recoil increased from 4 to 5. Projectiles per shot decreased from 5 to 4. Will now use per pellet damage calculation algorithm.
    • Periphery Rifle - Can now only use ammunition boxes from the same location.
    • Plasma Cannon - Renamed to Plasma Rifle to match Tabletop name.
    • Quicsell Double Autocannons - Slot size increased to match Clan UACs again, except for DAC20, which is increased from 4 slots to 6.
    • RISC Silver Bullet Gauss - Renamed to RISC Heavy SB Gauss to make it more clear it uses Heavy Gauss ammo.
    • Railgun (Light) - Damage reduced from 275 to 240. Damge falloff over distance reduce from 70% to 60%. Maximum penetratable Armor thickness reduced from 650 to 550.
    • SRM 6 (C) (I-OS) - New one-shot weapon. Available in stores.
    • SRM 6 (I-OS) - Price corrected from 8,000 to 64,000.
    • Shillelagh Rifle - Can now only use ammunition boxes from the same location.
    • Streak MML - Can no longer used with any other type of advanced missile guidance, including Targeting Computers, Streak, Artemis, Apollo or ArrowIV.
    • Streak SRM-2 (C) (I-OS) - New one-shot weapon. Available in stores.
    • Streak SRM-2 (I-OS) - New one-shot weapon. Available in stores.
    • Streak SRM-2 (OS) - New one-shot weapon. Available in stores.
    • Streak SRM-2 (Quad) - New unique weapon, not salvagable. Can fire in 2x, 4x, 6x or 8x modes. Mounted on the Rattler RT-L3R.
    • Streak SRM-4 (C) (I-OS) - New one-shot weapon. Available in stores.
    • Streak SRM-4 (I-OS) - New one-shot weapon. Available in stores.
    • Streak SRM-4 (OS) - New one-shot weapon. Available in stores.
    • Streak SRM-6 (C) (I-OS) - New one-shot weapon. Available in stores.
    • Streak SRM-6 (I-OS) - New one-shot weapon. Available in stores.
    • Streak SRM-6 (OS) - New one-shot weapon. Available in stores.
    • Suspicious Cargo - AoE damage increased from 160 to 250, AoE stability from 80 to 125. Direct damage from 100 to 75+/-25, stability from 50 to 35
    • Thunderbolt 4-Pack - Renamed to Thunderbolt 10 x4.
    • Thunderbolt Missile - Renamed to Thunderbolt 10 (OS).


    • Ammo LRM Banana [Half] - Tooltip corrected for cost and stability damage done.
    • Ammo Yang Artillery - Aread of effect damage increased from 80 to 100. Shells per ammunition box reduced from 4 to 3. Cost per shot increased from 3,000 to 4,000.
    • EMP Ammo Yang Artillery - Target movement impairment reduced from -50% to -35%. Target accuracy impairment reduced from -4 to -3. Target heat generated reduced from +100% to +50%. Shells per ammunition box reduced from 4 to 3. Cost per shot increased from 6,000 to 8,000
    • Ammo AAA Missile [Bay] / Ammo AAA Missile x2 [Bay] - Removed evasion ignore and area of effect damage. Added 20 through armor damage. Changed bonus against fliers from +2 to +8. Changed accuracy against other targets from -20 to -8. Ranged changed from 3000 to 450/900/1350/1800.
    • Ammo Arrow IV Missile [Bay] / Ammo Arrow IV Missile x2 [Bay] - Area of Effect range increased from 90 to 120. No longer can fire indirect. Ranged changed from 3000 to 210/420/630/840.

    AI[ | ]

    • AI will now consider optimal firing mode and ammunition to use before firing.
      • Note: Some performance issues remain, if an AI unit has a lot of different types of weapons and each with many firing modes, the game can seemly freeze for periods of time. It should eventually resume however. This will be fixed post-release.
    • AI will now be aware of minefields and incoming artillery strikes.
    • Movement calculations for very fast AI units have been optimized.


    Combat[ | ]

    For some time (in some cases a very, very long time) certain modifiers have been configured incorrectly within RogueTech. This has now been corrected, meaning a lot of negative and positive effects will now apply in a different way than before this release. Due to this there might be future balancing changes if some effects are too powerful.

    The modifiers affected are:

    • Sensor Distance Modifiers
    • Visibility Distance Modifiers
    • Stealth
    • Mimetic Armor

    Stealth[ | ]

    In addition to fixing the modifiers for Stealth and Mimetic Armor some other changes were introduced.

    • Stealth systems have only had minor tweaks, mainly they will now follow their originally intended values.
    • Most Mimetic effects now decay faster, with the default decay beeing one level per 2 hexes moved.
    • To make Chameleon LPS more unique/stand out, it now provides one of the worst signature reductions, but instead has the largest To Hit defensive modifier (i.e. harder to hit the unit with Mimetic Armor).

    AI Pilots[ | ]

    AI Pilots have been tuned down slightly:
    
    • Reduced Brace to Fire reduction bonus by 50%
    • Removed several bonus effects for Difficulty 11 and 15 pilots as well as Superheavy pilots.
    • AI pilots now have a significantly lower chance to start combat with very powerful skills such as Air Strike and always Breaching Shot.

    Other Changes[ | ]

    • Squad Units (BA, Protomech and Ultralights) will now have their size difference modifier based on the individual member tonnage.
      • Minimum limit for modifier calculation is 20 tons, any unit below that still calculates at 20 ton.
    • VTOL units now have a different size modifier factor, meaning a VTOL unit calculates the size modifier as if it was 67% heavier.
    • Both TAG and Narc targetting painter effects will now properly expire with movement instead of lasting forever.
    • Heat damage to normal damage conversion for vehicles, turrets and buildings reduced from 2:1 ratio to 1:1 ratio.
    • Fixed inconsistency is hex size between mods, a hex is now always 25 meters in length.
    • Firing large weapons (Brace to Fire mechanic) no longer gives a direct chance of immediate knockdown unless braced. The weapons will instead apply instability damage to the firing unit, causing it to possibly go unsteady.
      • All weapons and equipment have been changed to list the instability they add.
      • See wiki page for further details: [Brace_to_Fire]
    • Anti Battle-Armor swarming attacks have been tweaked:
      • Roll
        • Base success chance reduced from 55% to 45%
        • Damage done to swarming unit reduced from 200 to 60
        • Initiative penalty increased from 11 to 15
      • Swat
        • Base success chance reduced from 33% to 25%
        • Max success chance limit reduced from 95% to 90%
        • Success chance bonus from Piloting skill increased from 5% to 6.5% per level
        • Damage done to swarming unit reduced from 100 to 50
        • Initiative penalty increased from 8 to 10

  • Project Terraform - Some Jump Point systems have had more biomes added to them beyond Lunar and Martian, allowing for more types of contracts and battle maps to appear on them.
  • Added Superheavy Industry tag to the following planets:
    • Fagerholm
    • Fletcher (CC)
    • Galax
    • Ishtar
    • Kuzuu
    • Mechdur
    • Syrma
    • Tallmadge
    • Tyrlon
    • Umka
    • Ward

  • Repairs[ | ]

    • Post-combat repairs will now repair broken components automatically.

    Affinity[ | ]

    • Left-handed Specialist - New affinity, +2 Left Arm Mounted Accuracy, +1 Piloting, + 1 Gunnery, haciwara and wulfen prefabs
    • Missile Defender - Changed from +1 AMS Damage, -10% Missile Damage Taken to +25% Increased AMS Accuracy, -10% Missile Damage Taken
    • Missile Defender II - New affinity after 110 missions, +1 AMS damage.
    • Smart Warheads - Reduced from +2 to +1 missile evasion ignore.

    Shops[ | ]

    • Superheavy Weapons and Equipment will now start appearing in shops after 3 in-game years.
    • Available Battle Armor units, weapons and ammunition have been tweaked following the changes with the new Squads 2.0 system.

    Quirks[ | ]

    • Advanced Missile TTS - Reduced from +2 to +1 missile evasion ignore.

    RU Localization[ | ]

    The russian localization has had several updates, as usual big thanks to ENOVA for this project.


    Unit Changes[ | ]

    As there have been over a thousand tweaks and fixes on units, not all can be listed here. This list should however cover most of the noticeable changes.

    Most mechs have had minor changes, far too many to detail. These include:

    • Hardpoint count or locations
    • Changed or removed Specialist gear due to the specialist rework
    • Changed cost
    • New icons or descriptions
    • Quirk changes

    Other General Changes are:

    • All lootable hand held equipment on BattleMechs have been turned into defaults. As a result, if it was at some point the item was replaced by another item, and then the new item is removed again, the original hand held item will be restored.
    • Quad and QuadVee mechs had the Quad quirk converted to a Chassis trait, making them able to recieve a proper quirk.
    • All Quicksell Customs mechs now have fixed engine type and core.
    • On The following mechs it was possible to replace on or more internal systems, despite being an OmniMech. This has now been corrected; Structure, Gyro, Engine Type, Engine Core are all fixed in place.
      • Alegea (All variants)
      • Arctic Wolf X
      • Arctic Wolf XR
      • Balius (All variants)
      • Boreas R 'Amirault'
      • Centurion CN11-PT
      • Inferno (All variants)
      • Master Summoner
      • Nuwisha (All variants)
      • Spirit Walker (All variants)
    • Albatross ALB-5W / Albatross ALB-5W 'Dantalion' - The variants were mixed up, they have been switched around.
    • Archer ARC-1A - Updated to official loadout.
    • Atlas AS7-D 'Black Beard' - Updated ammunition loadout.
    • Atlas III AS7-D3 - Updated to official loadout.
    • Axman AXM-6X - Switched to chassis affinity Storm Trooper: +1 Accuracy for HandHeld, BoltOn, Physical Weapon and Punch
    • Axman AXM-S7X - Switched to chassis affinity Storm Trooper: +1 Accuracy for HandHeld, BoltOn, Physical Weapon and Punch
    • BattleMaster BLR-1G 'Red Corsair' - Updated to official loadout.
    • Centurion CN9-D9 - Added missing artemis ammunition
    • Cougar LAM XR - Replaced HE Bomb x3 with HE Bomb x1.
    • Dervish DV-1S - Updated to official loadout.
    • Firefly FFL-4C - Added missing artemis ammunition
    • Firestarter FS9-MA - Added missing Artemis SRM ammo.
    • Firestarter FS9-MW - Added missing Artemis ammunition
    • Firestarter FS9-OF-P - Duplicate version was removed.
    • Gladiator GLD-1R - Updated to official loadout.
    • Hammer HMR-3G - Removed from the mod.
    • Hunchback HBK-4K - Updated loadout.
    • Huntsman F - Added missing artemis ammunition
    • Lupus Prime - Added missing artemis ammunition
    • Mad Cat III 'Eve' - Structure changed EndoComposite to EndoComposite (C).
    • Marauder II MAD-AL 'Alpha' - Updated to official loadout, removed duplicate.
    • Marauder IIC - Duplicate version was removed.
    • Night Gyr D - Added missing artemis ammunition
    • Owens (All variants) - Updated to official loadout.
    • Phoenix Hawk PXH-1K - Duplicate version was removed.
    • Rook - In-game model has been changed and resized.
    • Salamander PPR-7T - Updated ammunition loadout.
    • Sling SL-1GM - Removed from the mod.
    • Spider SDR-9K - Updated to official loadout.
    • Strider SR1-OBD - Duplicate version was removed.
    • Sunder SD1-OS - Duplicate version was removed.
    • Targe TRG-2N - Added missing artemis ammunition
    • Templar / Templar III (All) -> Updated to official loadout.
    • Thorn THE-N2 - Moved from Clan Invasion to Jihad era.
    • Trebuchet TBT-8K - Added missing artemis ammunition
    • Trebuchet TBT-8K - Updated to official loadout.
    • Valkyrie C - Updated to official loadout.
    • Valkyrie VLK-QA - Updated to official loadout.
    • Valkyrie VLK-QD6 - Updated to official loadout.
    • Valkyrie VLK-QS5 - Updated to official loadout.
    • Vulture Mk II 'Geier' - Changed from Skinwalker Interface to Assassin Interface.
    • Warwolf Prime - Updated to official loadout.
    • Wasp LAM Mk I WSP-100 - Removed wingmount weapons
    • Wight WGT-2LAW - Updated to official loadout.
    • Wight WGT-4NC 'Dezgra' - Updated to official loadout. Has new unique armor.
    • Wolverine WVR-3R - Updated to official loadout.
    • Wulfen - In-game model has been resized.

    From To
    Aegis Point Defense Suit Angerona 'Aegis Point Defense Suit'
    Aladdin VL-5ML 'Aladdin' Vulcan VL-5ML 'Aladdin'
    Arbalest ABT-2 Arbalest 2
    Arbalest ABT-3 Arbalest 3
    Arctic Wolf 'Storm Wolf' Arctic Wolf II 'Storm Wolf'
    Arctos ACT-1 Arctos 1
    Arctos ACT-2 Arctos 2
    Arctos ACT-3 Arctos 3
    Arctos ACT-4 Arctos 4
    Arctos ACT-5 Arctos 5
    Arctos ACT-PZ Arctos PZ
    Aswang CGX-A Aswang A
    Aswang CGX-B Aswang B
    Aswang CGX-C Aswang C
    Aswang CGX-D Aswang D
    Aswang CGX-E Aswang E
    Aswang CGX-Prime Aswang Prime
    BattleMaster BLR-1G Red Corsair BattleMaster BLR-1G 'Red Corsair'
    BattleMaster BLR-3M (Rogers)|BattleMaster BLR-3M 'Rogers'
    Bear Cub BC-1 Bear Cub 1
    Bear Cub BC-2 Bear Cub 2
    Bear Cub BC-3 Bear Cub 3
    Beekeeper FRB-P Firebee FRB-P 'Beekeeper'
    Bessie CTL-X CattleMaster CTL-X 'Bessie'
    Black Beard AS7-D-HBB Atlas AS7-D 'Black Beard'
    Black Knight BL-X-KNT 'Red Reaper' Black Knight 'Red Reaper'
    Black Queen LVT-BKQN Black Queen
    Blazing Inferno COM-2D-BI Commando COM-2D 'Blazing Inferno'
    Bright Python BP-P Bright Python
    Caerbannog Spider 'Caerbannog'
    Canis CAS-2 Canis 2
    Catapult 'Basilisk' Catapult CPLT-S7 'Basilisk'
    Catapult CPLT-K4 Catapult CPLT-K3X
    Catapult II 'C7R' Catapult II CPLT-C7R
    Cave Lion CL Cave Lion 1
    Cazador CZR-1 Cazador 1
    Centurion II CN9-YLW2 'Yen Lo Wang' Centurion CN9-YLW2 'Yen Lo Wang 2'
    Charybdis CHA-1 Charybdis 1
    Charybdis CHA-2 Charybdis 2
    Charybdis CHA-3 Charybdis 3
    Charybdis CHA-4 Charybdis 4
    Charybdis CHA-5 Charybdis 5
    Charybdis CHA-6 Charybdis 6
    Charybdis CHA-7 Charybdis 7
    Cho'Gall Ettin 'Cho'Gall'
    Chompie JR7-CHP Jenner 'Chompie'
    Cockroach UM-CR UrbanMech 'Cockroach'
    Corvis CRV-2 Corvis 2
    Crab 'Hardshell' Crab CRB-27 'Hardshell'
    Crossbow X CRX-Prime Crossbow X Prime
    Crosscut IIC Crosscut IIC 'SolahmaMech'
    Crusader CRD-10S-LAM Crusader LAM CRD-10S
    Crusader CRD-10T-LAM Crusader LAM CRD-10T
    Cyllaros Cyllaros 1
    Dark Crow DCW-1 Dark Crow 1
    Dark Crow DCW-2 Dark Crow 2
    Dark Crow DCW-3 Dark Crow 3
    Dark Crow DCW-4 Dark Crow 4
    Deputy Dawg UM-RK9A1 UrbanMech 'Deputy Dawg'
    Dervish IIC Dervish IIC I
    Dirge 'Emmentaler' Lament 'Emmentaler'
    Dragon Fire IIC Dragon Fire IIC Prime
    Dragon Fire Dragon Fire IIC
    Dragonfly VPR-P Viper 'Dragonfly'
    Dragoon 'Rattler' Dragoon AEM-01F 'Rattler'
    Drift Shag DFS-1 Drift Shag 1
    Epimetheus EPI-S7 Epimetheus S7
    Erebus ERE-P1 Erebus P1
    Erebus ERE-P2 Erebus P2
    Erebus ERE-P3 Erebus P3
    Erebus ERE-P4 Erebus P4
    Eyrie ER-1 Eyrie 1
    Fire Ant FLE-FA |Flea 'Fire Ant'
    Fire Scorpion FSCR-2 Fire Scorpion 2
    Fire Scorpion FSCR-3 Fire Scorpion 3
    Fire Stallion 2 Thunder Stallion 2 'Fire Stallion'
    Freeman COM-2DS Commando COM-2DS 'Freeman'
    Fujin RJN-301-F Raijin RJN-301-F 'Fujin'
    Ghost Prowler HND-GP Hellhound 'Ghost Prawler'
    Giftzwerg GFZ-2G Imp IMP-2G 'Giftzwerg'
    Grace COR-S7 Corsair COR-S7 'Grace
    Griffin GRF-6P Griffin GRF-6R
    Gyrfalcon GF-1 Gyrfalcon 1
    Gyrfalcon GF-2 Gyrfalcon 2
    Gyrfalcon GF-3 Gyrfalcon 3
    Gyrfalcon GF-4 Gyrfalcon 4
    Hades LOKI-II A Hades A
    Hades LOKI-II B Hades B
    Hades LOKI-II C Hades C
    Hades LOKI-II D Hades D
    Hades LOKI-II E Hades E
    Hades LOKI-II F Hades F
    Hades LOKI-II G Hades G
    Hades LOKI-II Prime Hades Prime
    Harpagos Harpagos 1
    Hoellenhund HND-P Hellhound 'Hoellenhund'
    Honey Badger TLS-HB Talos 'Honey Badger'
    Hunter CTL-3R2 CattleMaster CTL-3R2 'Hunter'
    Icarus II ICR-1X Icarus ICR-1X, new prefab icarus
    Ice Ferret IFR-W2 Ice Ferret W2
    JagerMech IIC JagerMech IIC 1
    JagerMech JM-P JagerMech JM6-P
    Keres C-PRT-O PX Preta C-PRO-O 'Keres'
    Kit Fox KF-P 'Uller' Kit Fox 'Uller'
    Kontio Kontio 1
    Koshi KS-1 Koshi 1
    Koshi KS-2 Koshi 2
    Koshi KS-3 Koshi 3
    Kugelblitz SNV-KB Supernova 'Kugelblitz'
    Lady Killer MCII-M Mad Cat II 'Lady Killer'
    Legend-Killer RFL-3N-LK Rifleman 'Legend Killer'
    Mad Cat II 'Lady Killer' Mad Cat Mk II 'Lady Killer'
    Mad Cat Mk II MCII-DS 'Deathstrike' Mad Cat Mk II 'Deathstrike'
    Marauder 'Yar' Mad Cat LAM 'Yar'
    Marauder II MAD-AL Marauder II MAD-AL 'Alpha'
    Marauder IIC MAD-IIC-3 Marauder IIC 3
    Marauder MAD-BH-R Marauder II MAD-BH-R
    Marauder MAD-PX Black Marauder
    Marauder MAD-ZOP Marauder II LAM MAD-ZOP, new prefab
    Marauder Mad Cat LAM 'Cheeselord'
    Matador TR-P Toro 'Matador'
    Matar DN-RSC Dreadnought DN-RSC
    Matar SHP-P Omega SHP-P
    Mauler MAL-4R Mauler MAL-4D
    Mite Mite MTE-12C
    Mongoose MON-C2 Mongoose C 2
    Mongoose MON-C Mongoose C
    No-Dachi NDA-2K0 No-Dachi NDA-2KO
    Nova Cat NCT-CC 'Cobra Cat' Nova Cat 'Fury'
    Omen OM-1 Omen 1
    Omen OM-2 Omen 2
    Onager OGR-1 Onager 1
    Onager OGR-2 Onager 2
    Osprey OSP-26L Osprey OSP-26 'Lawrence'
    Osteon J Osteon 'Jaguar'
    Pack Hunter II PHII-1 Pack Hunter II 1
    Pack Hunter II PHII-2 Pack Hunter II 2
    Pack Hunter II PHII-3 Pack Hunter II 3
    Pack Hunter PH1 Pack Hunter 1
    Pack Hunter PH2 Pack Hunter 2
    Pack Hunter PH3 Pack Hunter 3
    Pack Hunter PH4 Pack Hunter 4
    Pack Hunter PH5 Pack Hunter 5
    Pain Vortex COM-2D-PV Commando COM-2D 'Pain Vortex'
    Phoenix PHX-HK5 Phoenix LAM PX-HK5
    Piranha PRA-5 Piranha 5
    Polly RVN-7S Raven RVN-7S 'Polly'
    Pulverizer PUL-C Pulverizer C
    Puma ADR-P Adder 'Puma'
    Pyromaniac BNC-PM Banshee 'Pyromaniac'
    Rabid Coyote RB-1 Rabid Coyote 1
    Rabid Coyote RB-2 Rabid Coyote 2
    Rabid Coyote RB-3 Rabid Coyote 3
    Rabid Coyote RB-P Rabid Coyote P
    Rabid Coyote RB-XR Rabid Coyote XR
    Rabid Coyote RB-Z Rabid Coyote Z
    Raczilla II LVT-RACZII Leviathan 'Raczilla II'
    Raczilla LVT-RACZ Leviathan 'Raczilla'
    Rapier RVN-LR-P Raven 'Rapier'
    Raptor T Raptor RTX1-OT
    Rattlesnake JR7-31R Rattlesnake JR7-31R 'Gideon'
    Raven RVN-H 'Huginn' Raven 'Huginn'
    Raven RVN-M 'Muninn' Raven 'Muninn'
    Raven RVN-SR Raven RVN-SR 'Shattered Raven'
    Raven RVN-SS Raven RVN-SS 'Shattered Raven'
    Raven RVN-X3X Raven X RVN-3X
    Rifleman 'Wolfman' Wolfman WVR-RFL
    Rifleman RFL-1LK 'Legend-Killer' Rifleman 'Legend Killer'
    Rifleman RFL-3N-2-LK 'Legend-Killer' Rifleman II 'Legend Killer'
    Rifleman RFL-3N-2P Rifleman II RFL-3N-2P
    Rifleman RFL-3N-LK2 'Legend-Killer' Rifleman 'Legend Killer'
    Rifleman RFL-LK 'Legend-Killer' Rifleman 'Legend Killer'
    Roc ROC-5 Roc 5
    Ryoken II Ryo-II-GB Ryoken II 'Gunboat'
    Ryoken II Ryo-II-S Ryoken II S
    Ryoken II Ryo-II Ryoken II 1
    Scott CP-50-T Cyclops CP-50-T 'Scott'
    Screamer SCR-1X-LAM Screamer LAM SCR-1X-LAM
    Screamer SCR-2X-LAM Screamer LAM SCR-2X-LAM
    Seraph 'Lucifer' Seraph C-SRP-O 'Lucifer'
    Shadow Hawk Here's 'Caid Shadow Hawk 'Here's 'Caid'
    Sparky GRF-1E 'Sparky' Griffin GRF-1E 'Sparky'
    Spirit SPI-2 Spirit 2
    Stalker STK-M 'Misery' Stalker 'Misery'
    Stone Rhino STR-1 Stone Rhino 1
    Stone Rhino STR-2 Stone Rhino 2
    Stone Rhino STR-3 Stone Rhino 3
    Stone Rhino STR-4 Stone Rhino 4
    Stone Rhino STR-5 Stone Rhino 5
    Stone Rhino STR-6 Stone Rhino 6
    Stone Rhino STR-7 Stone Rhino 7
    Stone Rhino STR-8 Stone Rhino 8
    Stone Rhino STR-X Stone Rhino X
    Stone Rhino STRN-R Stone Rhino 'Rhinoceronte'
    Stone Rhino STRN Stone Rhino 'Nocturnis'
    Stormcrow SCR-LA 'Lacerator' Stormcrow 'Lacerator'
    Summoner I2 Summoner I
    Supernova SNV-A Supernova A
    Supernova SNV-C Supernova C
    Taranis TRS-1 Taranis 1
    Thor SMN-P Summoner 'Thor'
    Tiamat FNR-SH Fafnir FNR-SH 'Tiamat'
    Timber Wolf LAM TW-LAM Mad Cat LAM 'Timber Wolf'
    Trebuchet TBT-7MM Trebuchet TBT-7MM 'Merida'
    Trebutchet TBT-LG 'Loup de Guerre' Trebuchet TBT-LG 'Loup de Guerre'
    TsarBomba BZK-T2 Hollander BZK-T2 'TsarBomba'
    TsarBomba BZK-T3 Hollander BZK-T3 'TsarBomba II'
    UrbanMech UM-LAM UrbanMech LAM UM-LAM
    UrbanMech UM-R60-LAM-MKII UrbanMech LAM UM-R60-LAM-II
    UrbanMech UM-R60-LAM UrbanMech LAM UM-R60-LAM
    Urbanlord UBL-06 UrbanLord UBL-06
    Urbanlord UBL-20 UrbanLord UBL-20
    Urbanlord UBL-77 UrbanLord UBL-77
    Urbanlord UBL-RX UrbanLord UBL-RX
    Valkyrie II VLK-II-LAM Valkyrie II LAM
    Vision Quest VQ-1 Vision Quest 1
    Vision Quest VQ-2 Vision Quest 2
    Vohn Rohrs VON-4RH-5 Von Rohrs VON-4RH-5
    Vohn Rohrs VON-4RH-6 Von Rohrs VON-4RH-6
    Vulpes VLP-1DX Vulpes VLP-1DX 'Beast'
    Vulture MK II 'Geier' Vulture Mk II 'Geier'
    Vulture MK II MDD-MKIIA Vulture Mk II MDDII-OA
    Vulture MK II MDD-MKIIB Vulture Mk II MDDII-OB
    Vulture MK II MDD-MKIIC Vulture Mk II MDDII-OC
    Vulture MK II MDD-MKIID Vulture Mk II MDDII-OD
    Vulture MK II MDD-MKIIE Vulture Mk II MDDII-OE
    Vulture MK II MDD-MKIIF Vulture Mk II MDDII-OF
    Vulture MK II MDD-MKIIP Vulture Mk II MDDII-OP
    Vulture MK II MDD-MKII Vulture Mk II MDDII-O
    Warhammer DFN-3A Defiance DFN-3A
    Warhammer WHM-LAM-1A Warhammer LAM WHM-LAM-1A
    Warhammer WHM-LAM-1B Warhammer LAM WHM-LAM-1B
    Warhammer WHM-LAM-1C Warhammer LAM WHM-LAM-1C
    Warhammer WHM-LAM-QSK Warhammer LAM WHM-LAM-QSK
    Wasp 'Rhabdomyolysis' Wasp LAM 'Rhabdomyolysis'
    Wasp LAM WSP-100A Wasp LAM Mk I WSP-100A
    Wasp LAM WSP-100b Wasp LAM Mk I WSP-100b
    Wasp LAM WSP-100 Wasp LAM Mk I WSP-100
    Wedding Ball UM-WB UrbanMech 'Wedding Ball'
    Wight WGT-4NC Wight WGT-4NC 'Dezgra'
    Wolfman WVR-RFL Wolfman WVR-RFL2 (duplicate name)
    Wolfman WVR-RFL Wolfman WVR-RFL3
    Wolverine WVR-7H Wolverine II WVR-7H, new prefab id
    Yen Lo Wang III CN11-YLW3 Centurion 'Yen Lo Wang Omni'
    Zeus 'Shokomish' Zeus 'Skokomish'
    Zeus X ZEU-9WD 'Stacy' Zeus-X ZEU-9WD 'Stacy'
    Zeus X ZEU-9WD 'ZEUX0003' Zeus-X ZEU-9WD 'ZEUX0003'
    Zeus X ZEU-X-C Zeus-X ZEU-X-C
    Zeus X ZEU-X2 Zeus-X ZEU-X2
    Zeus X ZEU-X3 Zeus-X ZEU-X3
    Zeus X ZEU-X4 Zeus-X ZEU-X4
    Zeus X ZEU-XP Zeus-X ZEU-XP
    Zeus X ZEU-XR Zeus-X ZEU-XR

    The following BattleMechs have had their chassis prefab switched, meaning they now have separate chassis affinities from their previous prefab. Each row is a separate prefab.

    • Behemoth BHN-6H - was Matar previously.
    • Blackjack BJ2-O (All variants) - was Blackjack previously.
    • Crosscut IIC 'SolahmaMech' - was Crosscut previously.
    • Daboku DCMS-MX90-D - was Mauler previously.
    • Devil TZ-1 - was Howler previously.
    • Dreadnought DN-RSC - was Matar previously.
    • Grand Crusader II GRN-D-04 - was Grand Crusader previously.
    • Hachiwara (All variants) - was Gallant previously.
    • Icarus (All variants) - was Icarus II previously.
    • Kontio 1 - was Kodiak previously.
    • Linesman LMN-1PT5 - was Mauler previously.
    • Marauder II LAM MAD-ZOP - was Marauder II previously.
    • Matar SHP-P - Moved to separate prefab from Matar SAM-R2 due to tonnage difference.
    • Panther IIC - was Panther previously.
    • Quickdraw IIC - was Quickdraw previously.
    • UrbanMech LAM UM-LAM, UrbanMech LAM UM-LAM-A, UrbanMech LAM UM-R60-LAM, UrbanMech LAM UM-R60-LAM-II - - was UrbanMech previously.
    • Viking IIC - was Viking previously.
    • Wolverine II WVR-7H - was Wolverine previously.
    • Wolverine IIC - was Wolverine previously.

    Legend:

    • APOC - Variant from apocryphal sources. E.g. MechForce UK, Team Trueborn, etc.
    • MWO - MechWarrior Online variant.
    • MW4 - MechWarrior 4 variant.
    • MW5 - MechWarrior 5 variant.
    • RT - RT Custom variant.


    Clan Invasion

    New Variants

    • Adder E2APOC / FAPOC / GAPOC / WAPOC
    • Centurion CN9-YLW3 'Yen Lo Wang 3' (Unique)
    • Griffin GRF-1RGbAPOC
    • Kit Fox E2APOC / F2APOC / F3APOC / G2APOC / M1APOC / M2APOC / M3APOC / XPMWO / 'Purifier'MWO (Unique)
    • Mackie MSK-10EAPOC / MSK-5UAPOC / MSK-7A / MSK-9HKR 'Kill Roy's Little Buddy' (Unique)
    • Mauler MAL-1X-AFFC / MAL-1Y / MAL-2D / MAL-1PT5 (Unique) / MAL-1PT6 (Unique)
    • Men Shen MS1-OTAPOC
    • Nightstar NSR-9FC / NSR-9J 'Brubaker' (Unique)
    • No-Dachi NDA-2K / NDA-2UAPOC
    • Orion ON1-KRAPOC
    • Rattlesnake JR7-31BAPOC / JR7-31PXAPOC / JR7-31UAPOC
    • Salamander PPR-6UAPOC
    • Sasquatch SQS-TH-001 (Solaris 7) / SQS-TH-007APOC (Solaris 7)
    • Scorpion SCP-1WAPOC / SCP-1N 'Rubinsky'APOC (Unique)
    • Shadow Cat UAPOC / VAPOC / WAPOC / XAPOC
    • Shadow Hawk SHD-3H / SHD-3H2
    • Stealth STH-2UAPOC
    • Stiletto STO-3AAPOC / STO-3JAPOC / STO-3WAPOC
    • Strider SR1-OR
    • Talon TLN-3LAPOC / TLN-5VNO
    • Thanatos TNS-4MMWO / TNS-4PMWO / TNS-5PMWO / TNS-5SMWO / TNS-5TMWO
    • Thorn THE-F
    • Timber Wolf E2APOC / E3APOC / F2APOC / F3APOC / GAPOC / H2APOC / IAPOC / JAPOC / KAPOC / KHAPOC / KHCMAPOC / M/AAPOC / M/JAPOC / M/WAPOC / SGAPOC / WDR1APOC / WDR2APOC / WDR3APOC / 'Hydra'APOC (Unique) / 'Kerensky'APOC (Unique) / 'Warrant'MWO (Unique)
    • Titan TI-1ADAPOC / TI-1DAPOC / TI-2DAPOC
    • Trebuchet TBT-5KAPOC / TBT-5NRAPOC / TBT-5PMWO / TBT-7AAPOC / TBT-7KRAPOC / TBT-8KLAPOC
    • UrbanMech UM-K9MWO / UM-R60RAPOC / UM-R60 'Dennis Franken'APOC (Unique) / UM-SC 'Street Cleaner'MWO (Unique Solaris 7)
    • Venom SDR-10KAPOC / SDR-9KA / SDR-9KB
    • Victor VTR-9GAPOC / VTR-9PMW5 / VTR-9RCAPOC / VTR-9B 'Kataga' (Unique) / VTR-9B 'Rocky' (Unique) / VTR-BSK 'Basilisk'MW5 (Unique)
    • Vindicator VND-1PMW5 / VND-1R 'St. Ives Blue' (Unique)
    • Viper E2APOC / F2APOC
    • Yu Huang Y-H11FAPOC
    • Zeus ZEU-6SRAPOC / ZEU-P-XAPOC

    New Chassis

    • Icestorm 1 - 25 ton Clan
    • Masauwu 1 - 75 ton Clan
    • Morpheus MR-P1 (Solaris 7) - 65 ton
    • Naginata NG-C3A - 95 ton IS
    • Omni-Corvis A / B / Prime - 50 ton Clan Omni
    • Onslaught SA-OS (Solaris 7) / SA-OS-S7APOC (Solaris 7) - 75 ton
    • Paladin PAL-1 (Solaris 7) - 60 ton
    • Predator 1 - 60 ton Clan
    • Predator II 1APOC / 2APOC - 65 ton Clan
    • Reconquista 1 - 75 ton IS
    • Rhino RHN-10APOC - 60 ton IS Quad
    • Ronin SA-RN (Solaris 7) / SA-RNSAPOC (Solaris 7) - 50 ton
    • Rook RK-BU3APOC - 100 ton IS
    • Sarissa MN1-K - 50 ton IS
    • Scarabus SCB-9A / SCB-9BAPOC / SCB-9T - 30 ton IS
    • Shrike SHR-1KAPOC - 50 ton Clan Quad
    • Shugenja SJA-7D - 75 ton IS
    • Stooping Hawk A / B / C / D / E / Prime - 55 ton Clan Omni
    • Sun Bear A / B / Prime - 55 ton Clan Omni
    • Tai-sho TSH-7S - 85 ton IS
    • Tempest 1APOC / TMP-2XAPOC / TMP-3G / TMP-3M / TMP-3MA - 65 ton Clan
    • Templar CRD-1GAPOC / CRD-1RAPOC / CRD-6TAPOC - 65 ton IS
    • Tessen TSN-1C - 50 ton IS
    • Thantos THS-4AAPOC (Solaris 7) - 55 ton
    • ThunderBird TRB-1DAPOC - 55 ton IS
    • Ti Ts'ang TSG-9H / TSG-9J - 60 ton IS
    • Trebuchet IIC 1APOC / 2APOC / 3APOC / 4APOC - 50 ton Clan
    • Trooper AAPOC / BTM-1AAPOC / HAPOC / PrimeAPOC - 60 ton Clan Omni
    • Tsunami TSU-1NAPOC / TS-P1 (Solaris 7) - 40 ton
    • Viper VPR-3XAPOC - 35 ton IS
    • Warlord WAR-TT1APOC / WLD-1PAPOC - 100 ton IS
    • Werewolf WER-LF-004 (Solaris 7) / WER-LF-005 (Solaris 7) - 40 ton
    • Wildfire P1-WF / P7-WFAPOC - 65 ton IS
    • Wolf Trap WFT-1 'Daitama' (Unique) - 45 ton IS
    • Woodsman A / B / Prime - 75 ton Clan Omni
    • Woodsman II AAPOC / BAPOC / PrimeAPOC - 80 ton Clan Omni

    Civil War

    New Variants

    • Griffin GRF-6R
    • Mad Cat Mk II 'Moonwalker'APOC (Unique)
    • Nightstar NSR-9SS / NSR-9J 'Holt' (Unique)
    • No-Dachi NDA-2KC
    • Rakshasa MDG-2A
    • Raven RVN-1XRAPOC / RVN-5FAPOC / RVN-1XLAPOC (Solaris 7)
    • Sunder SD1-O 'Samual' (Unique)
    • Templar TLR1-O 'Grayson' (Unique) / TLR1-O 'Tancred' (Unique)
    • Thanatos TNS-XTMW4 / TNS-4S 'Felix' (Unique) / TNS-HA 'Hangover'MWO (Unique)
    • Valkyrie VLK-Q1APOC / VLK-QARAPOC / VLK-QD3 / VLK-QF / VLK-QKAPOC
    • Venom SDR-9KC
    • Yeoman YMN-7YAPOC
    • Zeus ZEU-13SAPOC

    New Chassis

    • Morpheus MRP-3S (Solaris 7) / MRP-3T (Solaris 7) - 65 ton
    • Naginata NG-C3B / NG-C3C - 95 ton IS
    • Ocelot 1 - 35 ton Clan
    • Onslaught SA-OS2 (Solaris 7) / SA-OS3 (Solaris 7) - 75 ton
    • Pinion 1 - 45 ton Clan
    • Porcupine PRC-1N (Solaris 7) / PRC-2N (Solaris 7) - 20 ton
    • Ronin SA-RN7 (Solaris 7) - 50 ton
    • Scorpion II SCR-4KAPOC / SCR-5KAPOC - 65 ton IS Quad
    • Silver Fox SVR-5X (Solaris 7) / SVR-5Y (Solaris 7) - 35 ton
    • Spatha SP1-X (Unique Solaris 7) - 60 ton
    • Spirit 1 - 35 ton Clan
    • Tempest TMP-3M2 'Storm ' - 65 ton IS
    • Tessen TSN-C3 - 50 ton IS
    • Ti Ts'ang 'China Doll' (Unique Solaris 7) / TSG-9H 'Jason' (Unique) - 60 ton
    • Tsunami TS-P1D (Solaris 7) - 40 ton
    • Verfolger VR5-R - 65 ton IS
    • Volkh VKH-1 (Unique Solaris 7) / VKH-7 (Unique Solaris 7) - 45 ton
    • War Dog WR-DG-03FC - 75 ton IS

    Jihad

    New Variants

    • Catapult CPLT-K4
    • Kit Fox U
    • Mauler MAL-3K / MAL-1KX (Unique)
    • Men Shen MS1-OU
    • No-Dachi NDA-3X (Unique)
    • Ryoken II 2 / 3
    • Septicemia C / C-Z
    • Stiletto STO-6X (Unique)
    • Templar TLR1-OU
    • Trebuchet TBT-8B
    • Uziel UZL-8S
    • Valiant V4-LNT-J3 / VLN-3T (Solaris 7)
    • Valkyrie VLK-QD2 / VLK-QW5
    • Wight WGT-1LAW/SC / WGT-1LAW/SC3 / WGT-2LAWC3 / WGT-2SC / WGT-3SC

    New Chassis

    • Black Hawk 1 - 50 ton Clan
    • Icestorm 2 - 25 ton Clan
    • Mangonel MNL-3L - 70 ton IS
    • Mjolnir MLR-B2 / MLR-BX - 25 ton IS
    • Mongoose II MON-266 / MON-267 / MON-268 - 40 ton IS
    • Naginata NG-C3Ar - 95 ton IS
    • Nyx NX-80 / NX-80C / NX-90 - 30 ton IS
    • Ocelot 2 / 3 - 35 ton Clan
    • Paladin PAL-2 (Solaris 7) / PAL-3 (Solaris 7) - 60 ton
    • Pandarus LFA-1X (Unique) - 75 ton IS
    • Pathfinder PFF-2 / PFF-2T - 25 ton IS
    • Patriot PKM-2C / PKM-2D / PKM-2E - 65 ton IS
    • Pinion 2 / 3 - 45 ton Clan
    • Predator 2 - 60 ton Clan
    • Revenant UBM-1A - 30 ton IS Quad
    • Rook NH-1A / NH-1B / NH-1X '-X' / NH-2 / NH-3X - 55 ton IS
    • Sarissa MN1-D - 50 ton IS
    • Shugenja SJA-8H - 75 ton IS
    • Slagmaiden SLG-X (Unique) - 55 ton IS
    • Spatha SP2-X 'Warlord' (Unique Solaris 7) - 60 ton
    • Sphinx 1 / 2 - 75 ton Clan
    • Spirit 2 - 35 ton Clan
    • Stooping Hawk F / G - 55 ton Clan Omni
    • Storm Raider STM-M3 - 35 ton IS
    • Sun Cobra 1 - 55 ton Clan
    • Tai-sho TSH-8S - 85 ton IS
    • Temax Cat Ninjabolt TMC-NB (Unique Solaris 7) - 65 ton
    • Tessen TSN-1Cr / TSN-C3M / TSN-X-4 - 50 ton IS
    • Thunder Fox TFT-A9 - 55 ton IS Quad
    • ThunderHawk 1APOC - 90 ton Clan
    • Ti Ts'ang TSG-9C / TSG-9DDC - 60 ton IS
    • Tundra Wolf 2 / 3 / 4 - 75 ton Clan
    • Ursus 1 / 2 / 3 / PR - 50 ton Clan
    • Ursus II - 50 ton Clan
    • Verfolger VR6-C - 65 ton IS
    • Wakazashi 1APOC - 85 ton Clan
    • War Dog WR-DG-02FC / WR-DG-03WDRAPOC - 75 ton Clan
    • Werewolf WER-LF-004PAPOC (Unique Solaris 7) - 40 ton
    • Wolf Trap WFT-1 / WFT-2 / WFT-2B / WFT-B / WFT-C / WFT-2X 'Bear Trap' (Unique) - 45 ton IS

    Republic

    New Variants

    • Gladiator GLD-7R
    • Hel C
    • Hunchback HBK-6K
    • Mad Cat III 2 / 3 / 4 / 5
    • Mad Cat Mk II 5
    • Marshal MHL-6FR
    • No-Dachi NDA-3S
    • Owens OW-1G
    • Pack Hunter II 4
    • Raven RVN-3AAPOC / RVN-3JAPOC / RVN-3WAPOC
    • Templar TLR1-OBLO
    • Templar III TLR2-OTAPOC / TLR2-J 'Arthur' (Unique)
    • Thanatos TNS-6S
    • Trebuchet TBT-K7R / TBT-XK7
    • UrbanMech UM-R27
    • Valiant VLT-3E
    • Valkyrie VLK-QD4 / VLK-QD8 / VLK-QT2
    • Venom SDR-9KE

    New Chassis

    • Black Hawk 2 / 3 - 50 ton Clan
    • Mandrill 1 - 30 ton Clan
    • Mangonel MNL-3W / MNL-4S - 70 ton IS
    • Mongrel MGL-T1 / MGL-T2 - 50 ton Clan
    • Morrigan 1 / 2 / 3 / 4 / 5 - 35 ton Clan
    • Night Wolf 1 - 90 ton Clan
    • Nyx NX-100 - 30 ton IS
    • Ocelot 4 - 35 ton Clan
    • Pandarus LFA-1A - 75 ton IS
    • Parash 1 / 2 / 3 - 35 ton Clan
    • Peacekeeper PKP-1A / PKP-1B / PKP-2K - 95 ton IS
    • Penthesilea PEN-2H / PEN-2MAF / PEN-3H - 75 ton IS
    • Prefect PRF-1R / PRF-2R / PRF-1R 'Veronica' (Unique) - 75 ton IS
    • Sarissa MN2-A SecurityMech - 50 ton IS
    • Shen Yi SHY-3B / SHY-5B - 65 ton IS
    • Shockwave SKW-2F / SKW-4G / SKW-6H - 50 ton IS
    • Sphinx 3 / 4 - 75 ton Clan
    • Spider IIC APOC - 30 ton Clan
    • Storm Raider STM-R1 / STM-R2 / STM-R3 / STM-R4 - 35 ton IS
    • Sun Cobra 2 - 55 ton Clan
    • Targe TRG-1N / TRG-2N / TRG-3M - 40 ton IS
    • Thunder Fox TFT-C3 / TFT-F11 / TFT-L8 - 55 ton IS Quad
    • Ti Ts'ang TSG-10L - 60 ton IS
    • Tian-zong TNZ-N1 / TNZ-N2 - 75 ton IS
    • Tundra Wolf 5 - 75 ton Clan
    • Ursa URA-2A / URA-2C - 65 ton Clan Quad
    • Verfolger VR6-T - 65 ton IS
    • Violator VT-U1 / VT-U3 - 45 ton IS
    • Yao Lien YOL-4C - 55 ton IS

    Dark Ages

    New Variants

    • Blood Reaper 3
    • Gladiator GLD-7R/SF / GLD-9SF
    • Gyrfalcon 5
    • Hatamoto-Chi HTM-30T
    • Hel D / E / F / T
    • Mad Cat Mk II 6
    • Mauler MAL-4RRT
    • Naga T
    • Night Gyr TTAPOC
    • Pack Hunter II 'Isis' (Unique)
    • Prey Seeker PY-SR20 / PY-SR30
    • Raptor RTX1-OTAPOC
    • Ryoken II 'Tassa' (Unique)
    • Spartan SPT-N4
    • Stormcrow TTAPOC / WAPOC / 'Kotare' (Unique)
    • Thunder Hawk TDK-7Z
    • Tomahawk TAPOC
    • Trebuchet TBT-9R
    • Warwolf A / B / C / H
    • Watchman WTC-4MB (Unique Solaris 7)
    • Yu Huang Y-H12GC / 'Carson' (Unique)

    New Chassis

    • Malice MAL-XP / MAL-XT / MAL-XV / MAL-YZ - 100 ton Clan
    • Night Stalker NSR-K1 / NSR-K3 / NSR-K4 / NSR-KC / NSR-K7 (Solaris 7) - 40 ton IS
    • Notos A / B / C / D / Prime - 60 ton Clan Omni QuadVee
    • Nyx NX-110 - 30 ton IS
    • Porcupine PRC-3N (Unique Solaris 7) - 20 ton
    • Prefect PRF-1C / PRF-3R - 75 ton IS
    • Raider JL-1 / JL-3A / JL-3B - 50 ton IS
    • Raider Mk II JL-2 / JL-3C - 50 ton IS
    • Rattler RT-L3RAPOC - 100 ton IS
    • Razor Jaw 1APOC - 55 ton Clan
    • Revenant UBM-2R / UBM-2R2 / UBM-2R3 / UBM-2R4 - 30 ton IS Quad
    • Rhino 1 - 50 ton IS Quad
    • Rokurokubi RK-4K / RK-4T / RK-4X - 35 ton IS
    • Shiro SH-1V / SH-2P - 75 ton IS
    • Shockwave SKW-8X - 50 ton IS
    • Surtur SUR-T1 - 55 ton IS
    • Tempest C / TMP-4M - 65 ton IS
    • Tessen TSN-X4R 'Rapunzel' (Unique Solaris 7) - 50 ton
    • Tian-zong TNZ-N3 / TNZ-N3 'Jasminda' (Unique) - 75 ton IS
    • Tolva 1 - 40 ton Clan Quad
    • Tundra Wolf 1 - 75 ton Clan
    • Uraeus UAE-7R - 75 ton IS
    • Vandal LI-O / LI-OA / LI-OB / LI-OTAPOC - 65 ton IS Omni
    • Volkh VKH-68 (Unique Solaris 7) - 45 ton
    • Wendigo AAPOC / BAPOC / CAPOC / PrimeAPOC - 50 ton Clan Omni
    • Wendigo-VP A / Prime - 50 ton Clan Omni
    • Woodsman C / D - 75 ton Clan Omni
    • Wulfen A / B / C / D / E / H / Prime - 30 ton Clan Omni

    Operation RevivalAPOC

    • Arctic Cheetah Prime-EWR
    • Ice Ferret C-EWR / Prime-EWR
    • Viper B-EWR / Prime-EWR

    PirateTechRT

    • Barghest BGS-P
    • Jaguar P
    • Revenant UBM-P
    • Stalking Spider P
    • Trebaruna TR-P
    • Ursa URA-P
    • Xanthos XNT-P

    Quicksell CustomsRT

    • Hunchback QSK
    • Incubus QSC / QSC-A / QSC-B / QSC-C / QSC-D
    • Locust LCT-QSC
    • Marauder MAD-QSK
    • Nova NVA-QSC / NVA-QSC-M / NVA-QSC-S
    • Piranha QSC
    • Shadow Cat QSC-C
    • Shadow Hawk SHD-QSC
    • Stormcrow SCR-QSC-A / SCR-QSC-B
    • Timber Cat TC-QSC-A / TC-QSC-B / TC-QSC-C/ TC-QSC-D
    • Wolfhound WLF-QSC

    Rogue ElitesRT

    • Black Watch 'Left-Right-Goodnight'
    • Buccaneer 'Bernard Desjean'
    • Chimera 'Krash Landing'
    • Deimos 'Air Superiority'
    • Gunsmith 'Honoré Blanc'
    • Hammer 'Nail'
    • Hermit Crab 'Imitation'
    • Hornet 'Murder'
    • Hunchback IIC Hunchback 'Impostor'
    • JagerMech 'Jaegermeister'
    • Jenner IIC 'Hayai'
    • Lu Wei Bing 'Tian Long'
    • Marauder II 'Missed Opportunity'
    • Marshal 'Jimmy'
    • Nightstar 'Number Three'
    • OstLord 'Teutonic Knight'
    • Roughneck 'Jarhead'
    • Thunder Stallion 'Dragoon'
    • Yeoman 'Ashigaru'

    New Chassis

    • Penthesilea 'Magister' - 75 ton IS
    • Volkh 'Lance-A-Lot' (Unique) - 45 ton IS

    UrbocalypseRT

    • UrbanMech UM-R25 (C-variant)

    • New Lore text / Description added for many units.
    • Several VTOLs, especially those with heavy wing-mounted loads, now have weaker variants with less external weaponry.
      • As a result many VTOLs were renamed, with the weaker variant taking their old name. The changes listed below might for this reason be a bit confusing.
    • 'Black Jacket' YJ-OwO - Removed both HE Bombs.
    • 'Black Jacket' YJ-420 - Removed one Inferno Bomb
    • Alacorn Mk.IX - Loadout updated.
    • Balac - Spotter - Replaced Guided Bomb x2 with Guided Bomb x1.
    • Balac - Striker - Removed a Guided Bomb x2.
    • Behemoth II BHT-2C -> Removed Artemis, added Medium ER Laser.
    • Demolisher (Sealed) - Loadout updated.
    • Donar Gunship - Removed an AA iATM pod.
    • Harris Hawk HH-V1 - Removed wingmounted HE Bomb.
    • Harris Hawk HH-V2 - Removed wingmounted Guided Bomb.
    • Hawk Moth (TBM) - Removed one Light AA pod.
    • Mockingbird 2 - Removed wingmounted HE Bomb.
    • Mosquito - Removed wingmounted Quad Missile.
    • Nidhogg IIC - Removed two wingmounted AA iATM pods.
    • Ripper (F) - Inferno Bomb x2 changed to Inferno Bomb x1
    • Scorpions (Most) - Loadout updated.
    • Sprint (ML) - Removed a wingmounted Rocket 15 pod.
    • Sprint (TAG) - Removed a wingmounted Quad Missile pod.

  • A-11 Lightning Bolt - Renamed to A-11 Lightning Bolt (WP).
  • Balac (RISC) - Renamed to Balac (RISC-M).
  • Cascatelle AR-RR - Renamed to Cascatelle AR-RR-RR.
  • Cascatelle HV-GS - Renamed to Cascatelle HV-GS-BM.
  • Cascatelle LR-MI - Renamed to Cascatelle LR-MI-PX.
  • Cascatelle PL-ML - Renamed to Cascatelle PL-ML-HL.
  • Cascatelle WT-FB - Renamed to Cascatelle WT-FB-RM.
  • Donar CAS - Renamed to Donar CAS (Bomber).
  • Fujin 0 - Renamed to Fujin 0 (Heavy).
  • Fujin 0A - Renamed to Fujin 0A (Heavy).
  • Fujin 0B - Renamed to Fujin 0B (Heavy).
  • Fujin 0C - Renamed to Fujin 0C (Heavy).
  • Fujin 0D - Renamed to Fujin 0D (Heavy).
  • Fujin 0E - Renamed to Fujin 0E (Heavy).
  • Fujin 0F - Renamed to Fujin 0F (Heavy).
  • Fujin 0G - Renamed to Fujin 0G (Heavy).
  • Igor (L-Gauss) - CASE version Renamed to Igor (CL-Gauss WP), other version renamed to Igor (L-Gauss WP).
  • Igor (LAC/5) - Renamed to Igor (LAC/5 WP).
  • Igor (LAC/5) - Renamed to Igor (LAC/5 WP), weapons shifted locations.
  • Lindwyrm (Bomber) - Renamed to Lindwyrm (Stealth Bomber).
  • Lindwyrm (LLC) - Renamed to Lindwyrm (LLC/P).
  • Lindwyrm (MRM) - Renamed to Lindwyrm (MRM/B).
  • Lindwyrm (SRM) - Renamed to Lindwyrm (SRM/B).
  • Nidhogg 'Nidcognito' - Renamed to Nidhogg 'Nidcognito' (MP).
  • Pirate Nidhogg - Renamed to Pirate Nidhogg (Bomber).
  • ROC-LRM/S - Renamed to ROC-SLRM.
  • Scorpion IIC - Renamed to Scorpion (C).
  • Scorpion M2 - Renamed to Scorpion (RAC).
  • Scorpion M2-X - Renamed to Scorpion Mk2.
  • Seth '3 by 5' - Renamed to Seth '3 by 5' (AA).
  • Seth 'Gunslinger'' - Renamed to Seth 'Holliday.
  • Seth 'Laserblast' - Renamed to Seth 'Laserblast' (WP).
  • Seth 'Longbow' - Renamed to Seth 'Longbow' (MP).
  • Seth 'Snubfighter'' - Renamed to Seth 'Snubbomber.
  • Seth Stealth Bomber - Renamed to Seth Heavy Bomber.
  • Skadi SK-FAV/10 - Renamed to Skadi SK-FAV/10B.
  • Skorpio Light Tank - Renamed to Scorpion (Rifle), armor tweaks.
  • Strix VTOL - Renamed to Strix (Bomber).
  • Telvache - Renamed to Telvache (Bomber).
  • Vespa - Renamed to Vespa MP.
  • Vespa MK.II - Renamed to Vespa MK.II MP.
  • Yellow Jacket YJ-59rR - Renamed to Yellow Jacket YJ-59RN.

  • Civil War

    • Cascatelle PL-ML - 60 tons, IS VTOL, No Wingmount hardpoints
    • Donar CAS - 21 tons, Clan VTOL, No Wingmount hardpoints
    • Nidhogg 'Nidcognito' - 45 tons, IS VTOL, No Wingmount hardpoints
    • Seth '3 by 5' - 55 tons, IS VTOL, No Wingmount hardpoints
    • Seth 'Longbow' - 55 tons, Clan VTOL, No Wingmount hardpoints
    • Vulture Gunship (LB/2X) - 30 tons, IS VTOL
    • Vulture Gunship (UAC/2) - 30 tons, IS VTOL

    Clan Invasion

    • Behemoth BHT-A1R - 100 tons, IS Tank
    • Cascatelle HV-GS - 60 tons, IS VTOL, No Wingmount hardpoints
    • Cascatelle LR-MI - 60 tons, IS VTOL, No Wingmount hardpoints
    • Cascatelle WT-FB - 60 tons, IS VTOL, No Wingmount hardpoints
    • Firewyrm (Scout) - 45 tons, Clan VTOL, No Wingmount hardpoints
    • Firewyrm LRM (Scout) - 45 tons, Clan VTOL, No Wingmount hardpoints
    • Firewyrm Streak (Scout) - 45 tons, Clan VTOL, No Wingmount hardpoints
    • Igor (L-Gauss) - 60 tons, IS VTOL, No Wingmount hardpoints
    • Lindwyrm (LLC) - 45 tons, Clan VTOL, No Wingmount hardpoints
    • Lindwyrm (MRM) - 45 tons, Clan VTOL, No Wingmount hardpoints
    • Lindwyrm (SRM) - 45 tons, Clan VTOL, No Wingmount hardpoints
    • Lindwyrm (Stealth) - 45 tons, Clan VTOL, No Wingmount hardpoints
    • ROC-HAG-L - 55 tons, Clan VTOL, No Wingmount hardpoints
    • ROC-INTB-L - 55 tons, Clan VTOL, No Wingmount hardpoints
    • ROC-LBX/20-L - 55 tons, Clan VTOL, No Wingmount hardpoints
    • ROC-MTR-L - 55 tons, Clan VTOL, No Wingmount hardpoints
    • ROC-SLRM-L - 55 tons, Clan VTOL, No Wingmount hardpoints
    • ROC-UAC/20-L - 55 tons, Clan VTOL, No Wingmount hardpoints
    • Scorpion (Armor) - 25 tons, Clan Tank
    • Scorpion IIC - 25 tons, Clan Tank
    • Seth 'Gunslinger' - 55 tons, Clan VTOL, No Wingmount hardpoints
    • Seth 'Laserblast' - 55 tons, Clan VTOL, No Wingmount hardpoints
    • Seth Stealth Bomber - 55 tons, Clan VTOL, No Wingmount hardpoints
    • Telvache - 60 tons, Clan VTOL, No Wingmount hardpoints
    • Tenochca 'Aquila' - 24 tons, IS VTOL
    • Tenochca 'Carnifex' - 24 tons, IS VTOL
    • Tenochca 'Recurve' - 24 tons, IS VTOL
    • Tenochca - 24 tons, IS VTOL
    • Vespa MK.II - 15 tons, IS VTOL, No Wingmount hardpoints
    • Vespa - 15 tons, IS VTOL, No Wingmount hardpoints
    • Vulture Gunship (AC/2) - 30 tons, IS VTOL
    • Vulture Gunship (HVAC/2) - 30 tons, IS VTOL
    • Vulture Gunship (XL) - 30 tons, IS VTOL
    • Vulture Gunship - 30 tons, IS VTOL
    • Warrior H7B (Scout) - 21 tons, IS VTOL, No Wingmount hardpoints

    Jihad

    • A-11 Lightning Bolt - 30 tons, IS VTOL, No Wingmount hardpoints
    • Harasser (Armor) - 25 tons, IS Hover
    • Harasser (Speed) - 25 tons, IS Hover
    • Igor (CL-Gauss) - 60 tons, IS VTOL, No Wingmount hardpoints
    • Seth 'Cloudburst' - 55 tons, IS VTOL, No Wingmount hardpoints
    • Seth 'Snubfighter' - 55 tons, IS VTOL, No Wingmount hardpoints
    • Vulture Gunship (LAC/5) - 30 tons, IS VTOL

    Republic

    • Behemoth BHT-A2D - 100 tons, IS Tank
    • Harasser (LFE) - 25 tons, IS Hover
    • Harasser (Marian) - 25 tons, IS Hover
    • Harasser (iNARC) - 25 tons, IS Hover
    • Igor (LAC/5) - 60 tons, IS VTOL, No Wingmount hardpoints
    • Karnov (BAS) - 30 tons, IS VTOL
    • Scorpion (Hardened) - 25 tons, IS Tank
    • Scorpion (TBM) - 25 tons, IS Tank
    • Scorpion (UAC) - 25 tons, IS Tank
    • Skadi SK-FAV/10L - 30 tons, Clan VTOL, No Wingmount hardpoints
    • Strix VTOL - 30 tons, IS VTOL, No Wingmount hardpoints
    • Vulture Gunship (CUAC/2) - 30 tons, IS VTOL

    Dark Age

    • Behemoth BHT-A2L - 100 tons, IS Tank
    • Behemoth BHT-K2 - 100 tons, Clan Tank
    • Hunter HNT-4F - 35 tons, IS Tank
    • SM-1B Tank Destroyer - 50 tons, IS Hover

    Pirates

    • Cascatelle AR-RR - 60 tons, IS VTOL, No Wingmount hardpoints
    • Kamakirihameha 'Scout' - 55 tons, IS VTOL, No Wingmount hardpoints
    • Pirate Nidhogg - 45 tons, IS VTOL, No Wingmount hardpoints

    RISC

    • Balac (RISC) - 25 tons, IS VTOL, No Wingmount hardpoints
    • Fujin 0 - 30 tons, IS VTOL, No Wingmount hardpoints
    • Fujin 0A - 30 tons, IS VTOL, No Wingmount hardpoints
    • Fujin 0B - 30 tons, IS VTOL, No Wingmount hardpoints
    • Fujin 0C - 30 tons, IS VTOL, No Wingmount hardpoints
    • Fujin 0D - 30 tons, IS VTOL, No Wingmount hardpoints
    • Fujin 0E - 30 tons, IS VTOL, No Wingmount hardpoints
    • Fujin 0F - 30 tons, IS VTOL, No Wingmount hardpoints
    • Fujin 0G - 30 tons, IS VTOL, No Wingmount hardpoints
    • Yellow Jacket YJ-59R - 30 tons, IS VTOL, No Wingmount hardpoints

    {{#tag:tabber|General Information= Squads is the framework RogueTech already uses to represent Battle Armor, ProtoMechs and Ultralight 'Mech squads. The framework allows defining a unit in the game to consist of several members that share the same internal systems.

    The following key traits are consistent for all squad units:

    • All members of the squad share the same systems configuration. This include equipment such as armor, structure, engine, etc. Due to this the systems are always fixed.
    • Since systems are shared, they can not be critically hit or destroyed on an individual squad member. They will continue functioning for all still alive members of the squad until the whole unit is neutralized.
    • The Squad units are immune to heat and stability damage, and can never shutdown. They are instead considerably more vulnerable to Through Armor Damage.
    • All weapons are fixed for Mech Squads and ProtoMechs for balance reasons. Battle Armor allows changing weapons. All types allow switching ammunition and modifying armor amounts.

    In this release the Squads framework is being expanded to both allow better implementation of the units as well as making the capabilities of these types of units easier to understand for players.

    Some of the key features are:

    • Squad Units can now have proper quirks, armor and structure like standard 'Mech units already do. They are displayed just like for other units within the Mech Lab, but are not visible in combat due to technical limitations.
    • In combination with the feature above, special chassis traits such as Quad, WiGE or VTOL are now handled by a new item slot, thus freeing the Quirk slot.
    • A new display section in the mech lab on the top right side for displaying the shared internal systems of the units.
    • The introduction of Specialist equipment, to represent non-critical systems that each member of the squad would have but the benefits does not stack or have to be equal for all squad members. E.g. ECM, C3, MASC/Supercharger, Sensors and more.
      • Note: These are fixed and can not be changed for balance reasons.
    • Allowing customization by players of the ammunition loadouts for all squad unit types.
    • Weapons that use external ammunition boxes are only able to use boxes from the same location. This means that even if a some member has the correct ammunition, not all members of the unit can use it. No warnings about this fact appear in the Mechbay.

    With these changes it is now possible to implement more canon and apocryphal ultralight 'Mechs with the correct loadouts, allowing the increase of available Mech Squads in RogueTech up to a total of 39 as seen in the list below.

    A notable new unit that players can meet on the battlfield is the Celerity-series of Word of Blake. These Drone-like 'Mechs are fully remote controlled (for this reason not available to players yet), and some of them can even carry Battle Armor weapons.

    Note: The tonnage given in the list below is per member, to get the total tonnage of the unit multiply the specified tonnage with the amount of squad members.

    Available Mech Squads

    Clan Invasion

    • Ambassador MBSDR-I - 15 ton, IS, Unofficial, Custom model, 2 squad members
    • Apollon APN-1J - 15 ton, IS, Unofficial, 2 squad members
    • Bloedhond BLH-6D - 15 ton, IS, Unofficial, 2 squad members
    • Bloedhond BLH-7D - 15 ton, IS, Unofficial, 2 squad members
    • Celerity CLR-02-X-D - 15 ton, IS, 2 squad members
    • Celerity CLR-03-O - 15 ton, IS, 2 squad members
    • Celerity CLR-03OMM 'Rajah' - 15 ton, Solaris 7 Unique, 2 squad members
    • Cherub C-HRB-O 'Invictus' - 15 ton, IS, 2 squad members
    • Cherub C-HRB-OA 'Dominus' - 15 ton, IS, 2 squad members
    • Cherub C-HRB-OC 'Comminus' - 15 ton, IS, 2 squad members
    • Flea FLE-14 - 15 ton, IS, 2 squad members
    • Flea FLE-14B - 15 ton, IS, Unofficial, 2 squad members
    • Flea FLE-14N - 15 ton, IS, Unofficial, 2 squad members
    • Foxfire FXR-4R - 15 ton, IS, Unofficial, 2 squad members
    • Guardian GRD-1N - 15 ton, IS, Unofficial, 2 squad members
    • Guardian GRD-1NR - 15 ton, IS, Unofficial, 2 squad members
    • Hounddog HDG-5L - 15 ton, IS, Unofficial, 2 squad members
    • Junior JNR-7P - 10 ton, IS, Unofficial, 4 squad members
    • Mite MTE-12C - 10 ton, IS, Unofficial, 4 squad members
    • Mosquito MOS-1K - 15 ton, IS, Unofficial, 2 squad members
    • Roadrunner RD-1R - 15 ton, Clan, 2 squad members
    • Sheepdog SHE-1PD - 10 ton, IS, Unofficial, 4 squad members
    • Slowpoke SLP-2U - 10 ton, IS, Unofficial, 4 squad members
    • Stiletto STL-7D - 15 ton, IS, Unofficial, 2 squad members
    • Wisp WS-P2 - 10 ton, IS, Unofficial, 4 squad members

    Dark Ages

    • Celerity CLR-03-OA - 15 ton, IS, 2 squad members
    • Celerity CLR-03-OB - 15 ton, IS, 2 squad members
    • Celerity CLR-03-OC - 15 ton, IS, 2 squad members
    • Celerity CLR-03-OD - 15 ton, IS, 2 squad members
    • Celerity CLR-03-OE - 15 ton, IS, 2 squad members
    • Celerity CLR-04-R - 15 ton, IS, 2 squad members
    • Celerity CLR-05-X - 15 ton, IS, 2 squad members
    • Prey Seeker PY-SR10 - 15 ton, IS, 2 squad members
    • Prey Seeker PY-SR20 - 15 ton, IS, 2 squad members
    • Prey Seeker PY-SR30 - 15 ton, IS, 2 squad members

    Quicksell Customs

    • Corgi CRG-CA - 10 ton, Clan, 4 squad members
    • Corgi CRG-CB - 10 ton, Clan, 4 squad members

    Heavier Mech Squads

    • UrbanMech UM-1UL - 30 ton, IS, 4 members
    • Gùn GN-SQD - 20 ton, IS, Elite, 4 members

    All Protomechs have been renamed to follow the Clan naming pattern of chassis followed by a single number, instead of including the chassis abbrevation (variant name).

    Available ProtoMechs

    Note: The tonnage given in the list below is per member, to get the total tonnage of the unit multiply the specified tonnage with the amount of squad members.

    Clan Invasion

    • Centaur 1 - 5 ton, IS
    • Gorgon 1 - 8 ton, IS
    • Harpy 1 - 2 ton, IS
    • Hobgoblin 1 - 10 ton, IS
    • Hobgoblin 2 - 10 ton, IS
    • Hydra 1 - 6 ton, IS
    • Minotaur 'MortarTaur' - 9 ton, IS
    • Minotaur 1 - 9 ton, IS
    • Minotaur P2 - 9 ton, IS
    • Minotaur Z - 9 ton, IS
    • Roc 1 - 7 ton, IS
    • Roc Z - 7 ton, IS
    • Satyr 1 - 4 ton, IS
    • Siren 1 - 3 ton, IS
    • Siren 2 - 3 ton, IS

    Civil War

    • Basilisk 1 - 7 ton, IS
    • Basilisk 2 - 7 ton, IS
    • Cecerops 1 - 3 ton, IS
    • Cecerops 2 - 3 ton, IS
    • Cecerops 5 - 3 ton, IS
    • Centaur 2 - 5 ton, IS
    • Centaur 3 - 5 ton, IS
    • Chrysaor 1 - 6 ton, IS
    • Chrysaor 2 - 6 ton, IS
    • Delphyne 1 - 9 ton, IS
    • Delphyne 2 - 9 ton, IS
    • Erinyes 1 - 2 ton, IS
    • Erinyes 2 - 2 ton, IS
    • Gorgon 2 - 8 ton, IS
    • Gorgon 3 - 8 ton, IS
    • Harpy 2 - 2 ton, IS
    • Harpy 3 - 2 ton, IS
    • Hydra 2 - 6 ton, IS
    • Hydra 3 - 6 ton, IS
    • Minotaur 2 - 9 ton, IS
    • Minotaur 3 - 9 ton, IS
    • Orc 1 - 4 ton, IS
    • Orc 2 - 4 ton, IS
    • Procyon 1 - 5 ton, IS
    • Procyon 2 - 5 ton, IS
    • Procyon Z - 5 ton, IS
    • Roc 2 - 7 ton, IS
    • Roc 3 - 7 ton, IS
    • Satyr 2 - 4 ton, IS
    • Satyr 3 - 4 ton, IS
    • Siren 3 - 3 ton, IS
    • Triton 1 - 8 ton, IS
    • Triton 2 - 8 ton, IS

    Jihad

    • Basilisk 3 - 7 ton, IS
    • Basilisk Quad - 7 ton, IS Quad
    • Basilisk Quad B - 7 ton, IS Quad
    • Boggart 1 - 13 ton, IS Quad
    • Boggart 2 - 13 ton, IS Quad
    • Cecerops 3 - 3 ton, IS
    • Cecerops 4 - 3 ton, IS
    • Centaur 4 - 5 ton, IS
    • Centaur Z - 5 ton, IS
    • Delphyne 3 - 9 ton, IS
    • Erinyes 3 - 2 ton, IS
    • Gorgon 4 - 8 ton, IS
    • Harpy 4 - 2 ton, IS
    • Hydra 4 - 6 ton, IS
    • Minotaur 4 - 9 ton, IS
    • Minotaur XP - 9 ton, IS
    • Orc 3 - 4 ton, IS
    • Orc 4 - 4 ton, IS
    • Procyon 3 - 5 ton, IS
    • Procyon 4 - 5 ton, IS
    • Procyon 5 - 5 ton, IS
    • Roc 4 - 7 ton, IS
    • Satyr 4 - 4 ton, IS
    • Satyr XP - 4 ton, IS
    • Siren 4 - 3 ton, IS
    • Siren 5 - 3 ton, IS
    • Sprite 'Pixel' - 15 ton, IS
    • Sprite 1 - 15 ton, IS
    • Sprite 2 - 15 ton, IS
    • Sprite 3 - 15 ton, IS
    • Triton 3 - 8 ton, IS
    • Triton 4 - 8 ton, IS

    Republic

    • Gorgon 5 - 8 ton, IS
    • Gorgon 6 - 8 ton, IS
    • Hippogriff 1 - 8 ton, IS
    • Hippogriff 2 - 8 ton, IS, RT Custom
    • Procyon Quad 1 - 6 ton, IS Quad
    • Roc 5 - 7 ton, IS
    • Svartalfa 1 - 14 ton, IS WiGE
    • Svartalfa 2 - 14 ton, IS WiGE
    • Svartalfa 3 - 14 ton, IS WiGE

    PirateTech

    • Slayer - 15 ton, IS

    Battle Armor have had a larger rework than Protomechs did, allowing us to add many more variants and profiles.

    As before, many variants of Battle Armor will have multiple squad sizes to match the in-lore of Inner Sphere (4), Clan (5) and ComStar/Word of Blake (6) lance sizes.

    Some of the more interesting additions is the Sylph, which has VTOL functionality allowing it to transform into a flying state, or the Centaur Battle Armor which brings BA Tube Artillery. Worth noting is also the new weapon attachment Detachable Weapon Pack, which lowers the weight of the attached weapon by 25% in exchange for 10% reduced movement speed.

    Important: Due to the large flexibility of Battle Armor in the Battletech rules system, an implementation choice was made that most internal systems will have no visible weight or cost in the Mech Lab. This is due to the fact the game is not able to handle dynamic gear weights and costs based on each squad member's max weight. As a result of this the Movement information displayed in the Mech Lab and Mech bay will not be correct, instead check the internal systems' tooltips for this information. All weapon and ammunition boxes will however have a listed weight, allowing customization of them.

    Available Battle Armor

    Note: The tonnage given in the list below is per member, to get the total tonnage of the unit multiply the specified tonnage with the amount of squad members.

    Clan Invasion

    • Achileus (WoB) (6) - 0.75 ton
    • Achileus [David] (4) - 0.75 ton
    • Achileus [FL] (4) / 6 - 0.75 ton
    • Achileus [GSS] (6) - 0.75 ton
    • Achileus [L] (4) / (6) - 0.75 ton
    • Achileus [MG] (4) / (6) - 0.75 ton
    • Achileus [TAG] (4) / (6) - 0.75 ton
    • Cavalier II [FL] (4) - 1 ton
    • Cavalier II [MRR] (4) - 1 ton
    • Cavalier II [PPC] (4) - 1 ton
    • Cavalier II [SRM] (4) - 1 ton
    • Cavalier [FL] (4) / (5) - 1 ton
    • Cavalier [L] (4) / (5) - 1 ton
    • Cavalier [MG] (4) / (5) - 1 ton
    • Cavalier [SRM] (4) / (5) - 1 ton
    • Corona [STD] (5) - 1.5 ton
    • Djinn 'Terrorizer' [FL] (4) / (6) - 0.75 ton
    • Djinn 'Terrorizer' [MG] (4) / (6) - 0.75 ton
    • Djinn 'Terrorizer' [SL] (4) / (6) - 0.75 ton
    • Djinn (Stealth) (6) - 0.75 ton
    • Djinn [STD] (6) - 0.75 ton
    • Dragoon Battle Armor [ADV] (5) - 1 ton
    • Dragoon Battle Armor [STD] (4) / (5) - 1 ton
    • Elemental (Headhunter) (5) - 1 ton
    • Elemental [FL] (5) - 1 ton
    • Elemental [HMG] (5) - 1 ton
    • Elemental [L] (5) - 1 ton
    • Elemental [MG] (5) - 1 ton
    • Elemental [MPL] (5) - 1 ton
    • Fenrir [ERML] (4) - 2 ton Quad
    • Fenrir [MG] (4) - 2 ton Quad
    • Fenrir [MPL] (4) - 2 ton Quad
    • Fenrir [MTR] (4) - 2 ton Quad
    • Fenrir [SL] (4) - 2 ton Quad
    • Fenrir [SPL] (4) - 2 ton Quad
    • Fenrir [SRM] (4) - 2 ton Quad
    • Fusilier [STD] (4) - 2 ton
    • Fusilier [UPG] (4) - 2 ton
    • Gnome [LRM] (5) - 1.5 ton
    • Gnome [STD] (5) - 1.5 ton
    • Gray Death 'Surat' Solahma (5) - 1 ton
    • Gray Death Infiltrator [Firedrake] (4) - 1 ton
    • Gray Death Infiltrator [IS] (4) - 1 ton
    • Gray Death Infiltrator [MD] (4) - 1 ton
    • Gray Death Infiltrator [RSD] (4) - 1 ton
    • Gray Death Infiltrator [TAG] (4) - 1 ton
    • Gray Death Scout (Reaper) (4) - 0.75 ton Unique
    • Gray Death Scout (The Willow Wisps) (4) - 0.75 ton Unique
    • Gray Death Scout [STD] (4) - 0.75 ton
    • Gray Death Standard [FL] (4) - 1 ton
    • Gray Death Standard [LRR] (4) - 1 ton
    • Gray Death Standard [L] (4) - 1 ton
    • Gray Death Standard [MG] (4) - 1 ton
    • Gray Death Standard [SRM] (4) - 1 ton
    • Grenadier (Hunter-Killer) [SRM/GSS] (4) - 2 ton
    • Grenadier (Hunter-Killer) [SRM/Narc] (4) - 2 ton
    • Grenadier [C3/HRR] (4) - 2 ton
    • Grenadier [HFL] (4) - 2 ton
    • Grenadier [SRM/FL] (4) - 2 ton
    • Grenadier [SRM/GSS] (4) - 2 ton
    • Grenadier [SRM/LRR] (4) - 2 ton
    • Grenadier [SRM/SL] (4) - 2 ton
    • Grenadier [SRM/TAG] (4) - 2 ton
    • Grenadier [VSP/GSS] (4) - 2 ton
    • Hauberk (Commando) (4) - 2 ton
    • Hauberk II [STD] (4) - 2 ton
    • Hauberk U15 (4) - 2 ton Unique
    • Hauberk [STD] (4) - 2 ton
    • Infiltrator Mk I [STD] (4) - 0.75 ton
    • Infiltrator Mk II [M] (4) - 1 ton
    • Infiltrator Mk II [STD] (4) - 1 ton
    • Inner Sphere Standard 'The Hive' (4) - 1 ton Unique
    • Inner Sphere Standard [FL] (4) - 1 ton
    • Inner Sphere Standard [GSS] (4) / (6) - 1 ton, RT Custom
    • Inner Sphere Standard [LRR] (4) - 1 ton
    • Inner Sphere Standard [L] (4) - 1 ton
    • Inner Sphere Standard [MG] (4) - 1 ton
    • Inner Sphere Standard [MTR] (4) - 1 ton, RT Custom
    • Inner Sphere Standard [Magnetic] (4) - 1 ton
    • Inner Sphere Standard [SRM] (4) - 1 ton
    • Inner Sphere Standard [TAG] (4) - 1 ton, RT Custom
    • Kage (DEST) (4) - 0.75 ton
    • Kage (Space) (4) - 0.75 ton
    • Kage (Tsunami) (4) - 0.75 ton
    • Kage C (4) - 0.75 ton
    • Kage [ECM] (4) - 0.75 ton
    • Kage [FL] (4) - 0.75 ton
    • Kage [L] (4) - 0.75 ton
    • Kage [MG] (4) - 0.75 ton
    • Kage [TAG] (4) - 0.75 ton
    • Kanazuchi 'Cyclops' (4) - 2 ton Unique
    • Kanazuchi (Upgrade) [PPC] (4) - 2 ton
    • Kanazuchi [STD] (4) - 2 ton
    • Kanazuchi [Support] (4) - 2 ton
    • Kopis 'The Dark Alley' (4) - 2 ton
    • Kopis (Anti-Infantry Mk II) (4) - 2 ton
    • Kopis (Anti-Infantry Mk IIr) (4) - 2 ton
    • Kopis (Anti-Infantry) (4) - 2 ton
    • Kopis [MTR] (4) - 2 ton
    • Longinus 'Hacked' [GSS] (4) - 1 ton Unique
    • Longinus 'Hacked' [MG] (4) - 1 ton Unique
    • Longinus [FL] (4) / (6) - 1 ton
    • Longinus [GSS] (4) / (6) - 1 ton
    • Longinus [L] (4) / (6) - 1 ton
    • Longinus [MG] (4) / (6) - 1 ton
    • Nighthawk Mk. XXI (4) / (5) / (6) - 0.4 ton
    • Nighthawk Mk. XXII (4) / (5) / (6) - 0.4 ton
    • Nighthawk Mk. XXX (4) / (5) / (6) - 0.4 ton
    • Raiden (Anti-Infantry) (4) - 1 ton
    • Raiden II [FL] (4) - 1 ton
    • Raiden II [HMG] (4) - 1 ton
    • Raiden [FL] (4) - 1 ton
    • Raiden [L] (4) - 1 ton
    • Raiden [MG] (4) - 1 ton
    • Raiden [MRM] (4) - 1 ton
    • Raiden [STD] (4) - 1 ton
    • Raiden [Tsunami] (4) - 1 ton
    • Rhino Battle Armor (5) - 1.5 ton
    • Rogue Bear (Hybrid) (5) - 1.5 ton
    • Rogue Bear (Upgrade) (5) - 1.5 ton
    • Rogue Bear [HR] (5) - 1.5 ton
    • Rogue Bear [STD] (5) - 1.5 ton
    • Salamander (Anti-Infantry) (5) - 1 ton
    • Salamander [L] (5) - 1 ton
    • Salamander [STD] (3) / (4) / (5) - 1 ton
    • Sloth (Standard) (4) - 1.5 ton Quad
    • Tornado G12 (4) / (5) / (6) - 0.4 ton
    • Tornado G13 [FL] (4) / (5) / (6) - 0.4 ton
    • Tornado G13 [GL] (4) / (5) / (6) - 0.4 ton
    • Tornado G13 [GSS] (4) / (5) / (6) - 0.4 ton
    • Tornado G13 [L] (4) / (5) / (6) - 0.4 ton
    • Tornado G13 [MG] (4) / (5) / (6) - 0.4 ton
    • Tornado G17 (6) - 0.4 ton
    • Tornado P12 (6) - 0.4 ton
    • Tornado P17 'Hurricane' (6) - 0.4 ton
    • Tunnel Rat IV [GL] (4) - 0.4 ton
    • Tunnel Rat IV [LMG] (4) - 0.4 ton
    • Tunnel Rat (4) - 0.4 ton
    • Undine 'Sebastian' (4) - 1 ton, Solaris 7 Unique
    • Undine [STD] (4) / (5) - 1 ton
    • Undine [UPG] (5) - 1 ton
    • Xiphos A (4) / (5) - 2 ton
    • Xiphos B (4) / (5) - 2 ton
    • Xiphos C (4) / (5) - 2 ton

    Civil War

    • Afreet (Interdictor) (5) - 1 ton
    • Afreet [HH] (5) - 1 ton
    • Afreet [JF] (5) - 1 ton
    • Afreet [STD] (5) - 1 ton
    • Asura [AI] (6) - 1 ton
    • Asura [SRM] (6) - 1 ton
    • Asura [STD] (6) - 1 ton
    • Callisto A [BH] (5) - 1 ton
    • Callisto A [ERML] (5) - 1 ton
    • Callisto A [HMG] (5) - 1 ton
    • Callisto B [MRR] (5) - 1 ton
    • Callisto B [SRM] (5) - 1 ton
    • Clan Battle Armor 'Bär' (5) - 1 ton
    • Clan Battle Armor 'Rabid' (4) / (5) - 1 ton
    • Clan Battle Armor 'Rache' (5) - 1 ton
    • Clan Battle Armor 'Volkh' (5) - 1 ton
    • Fa Shih [FL] (4) - 1 ton
    • Fa Shih [LRR] (4) - 1 ton
    • Fa Shih [L] (4) - 1 ton
    • Fa Shih [MG] (4) - 1 ton
    • Fa Shih [TAG] (4) - 1 ton
    • Infiltrator Mk II [S] (4) - 1 ton
    • Inner Sphere Standard [FL] (6) - 1 ton
    • Inner Sphere Standard [LRR] (6) - 1 ton
    • Inner Sphere Standard [L] (6) - 1 ton
    • Inner Sphere Standard [MG] (6) - 1 ton
    • Inner Sphere Standard [MTR] (6) - 1 ton
    • Inner Sphere Standard [SRM] (6) - 1 ton
    • Inner Sphere Standard [STL] (4) - 1 ton, RT Custom
    • Inner Sphere Standard [STL] (6) - 1 ton, RT Custom
    • Inner Sphere Standard [TAG] (6) - 1 ton, RT Custom
    • Leonidas [FD] (4) / (5) - 1 ton
    • Leonidas [GSS] (4) - 1 ton
    • Leonidas [IS] (4) / (5) - 1 ton
    • Leonidas [MG] (4) / (5) - 1 ton
    • Leonidas [TAG] (4) / (5) - 1 ton
    • Phalanx A (4) / (6) - 1.5 ton
    • Phalanx B (4) / (6) - 1.5 ton
    • Phalanx C (4) / (6) - 1.5 ton
    • Purifier Adaptive [Laser] (4) / (5) / (6) - 1 ton
    • Purifier Adaptive [NARC] (4) / (5) / (6) - 1 ton
    • Purifier Adaptive [PPC] (4) / (5) / (6) - 1 ton
    • Purifier Adaptive [TAG] (4) / (5) / (6) - 1 ton
    • Purifier Terra [ERSL] (4) / (5) / (6) - 1 ton
    • Purifier Terra [Gauss] (4) / (5) / (6) - 1 ton
    • Purifier Terra [MRR] (4) / (5) / (6) - 1 ton
    • Purifier Terra [SPL] (4) / (5) / (6) - 1 ton
    • Rottweiler [STD] (4) - 1 ton Quad
    • Se'irim (Anti-Infantry) (6) - 1 ton
    • Se'irim (Capture Team) (6) - 1 ton
    • Se'irim [STD] (6) - 1 ton
    • Tengu [C3i] (6) - 1.5 ton
    • Tengu [LRR] (6) - 1.5 ton
    • Tengu [ML] (6) - 1.5 ton
    • Tengu [RL] (6) - 1.5 ton
    • Tengu [STD] (6) - 1.5 ton
    • Tengu [VSP] (6) - 1.5 ton
    • TinStar [ORIG] (4) - 1 ton
    • TinStar [STD] (4) - 1 ton
    • Trinity (Asterion Upgrade) [MRR] (4) - 1 ton, RT Custom
    • Trinity (Asterion Upgrade) [PPC] (4) - 1 ton, RT Custom
    • Trinity (Asterion) [MRR] (4) / (5) - 1 ton
    • Trinity (Theseus) 'Killshot' (4) - 1 ton, RT Custom
    • Trinity (Theseus) [MRR] (4) - 1 ton
    • Trinity (Theseus) [RL] (4) - 1 ton, RT Custom
    • Trinity (Ying Long) [BC3] (4) - 1 ton Unique
    • Trinity (Ying Long) [P] (4) - 1 ton
    • Void 'Caltrop' (4) - 1 ton Unique
    • Void [STD] (4) - 1 ton

    Jihad

    • Constable [ECM] (4) / (5) - 0.75 ton
    • Constable [IS] (4) / (5) - 0.75 ton
    • Constable [LMG] (4) / (5) - 0.75 ton
    • Constable [SRM] (4) / (5) - 0.75 ton
    • Constable [TAG] (4) / (5) - 0.75 ton
    • Corona [SRM] (5) - 1.5 ton
    • Elemental (Fire) [AP] (5) - 1 ton
    • Elemental (Fire) [FL] (5) - 1 ton
    • Elemental (Fire) [MPL] (5) - 1 ton
    • Elemental [AP] (5) - 1 ton
    • Elemental [ML] (5) - 1 ton
    • Enhanced Sylph (5) - 0.75 ton
    • Fa Shih (Support) [KD] (4) - 1 ton
    • Fa Shih (Support) [Plasma] (4) - 1 ton
    • Fa Shih 2 [MG] (4) - 1 ton Unique
    • Fenrir (Longshot) (4) - 2 ton Quad
    • Fenrir [VSP] (4) - 2 ton Quad
    • Gnome 'Dwarf' (4) - 1.5 ton, Solaris 7 Unique
    • Gnome [MG] (5) - 1.5 ton
    • Gnome [MPL] (5) - 1.5 ton
    • Gnome [MRR] (5) - 1.5 ton
    • Gray Death Heavy [STD] (4) - 1.5 ton
    • Gray Death Strike (Prototype) (4) - 1 ton
    • Gray Death Strike [HarJel] (4) - 1 ton
    • Gray Death Strike [STD] (4) - 1 ton
    • Infiltrator Mk II 'Coral Intent' (4) - 1 ton Unique
    • Kishi [STD] (4) - 0.75 ton
    • Kobold IIC (5) - 0.75 ton VTOL
    • Kobold X-C3 (6) - 0.75 ton
    • Kobold [GL/FL] (4) / (6) - 0.75 ton
    • Kobold [GL/SPL] (4) / (6) - 0.75 ton
    • Kobold [GL/TAG] (4) / (6) - 0.75 ton
    • Kobold [MG/SPL] (4) / (6) - 0.75 ton
    • Kobold [SL/FL] (4) / (6) - 0.75 ton
    • Kobold [SL/TAG] (4) / (6) - 0.75 ton
    • Longinus C [MRR] (5) - 1 ton
    • Longinus C [PPC] (5) - 1 ton
    • Longinus [MAG] (4) / (5) - 1 ton
    • Nephilim (Capture Team) [HMG] (6) - 2 ton
    • Nephilim (Gauss) [GSS] (6) - 2 ton
    • Nephilim (Narc) [NARC] (6) - 2 ton
    • Nephilim (Seeker) [MG] (6) - 2 ton
    • Nephilim (Standard) [STD] (6) - 2 ton
    • Nephilim (Support) [SL] (6) - 2 ton
    • Rottweiler [CC] (4) - 1 ton Quad
    • Rottweiler [FD] (4) - 1 ton Quad
    • Rottweiler [GSS] (4) - 1 ton Quad
    • Sea Fox [STD] (4) / (5) - 0.75 ton
    • Shedu (Capture Team) (6) - 2 ton Quad
    • Shedu (Recon) (6) - 2 ton Quad
    • Shedu [PPC] (6) - 2 ton Quad
    • Shedu [STD] (6) - 2 ton Quad
    • Shedu [SUP] (6) - 2 ton Quad
    • Sloth 'Interdictor' (4) - 1.5 ton Quad
    • Sniper PAB-28 (4) - 0.4 ton
    • Spectre [STD] (4) / (5) - 0.75 ton
    • Sylph 'Tinkerbelle' (4) - 1 ton Unique VTOL
    • Sylph (Upgrade) (5) - 0.75 ton VTOL
    • Sylph XR (5) - 0.75 ton
    • Sylph [STD] (5) - 0.75 ton VTOL
    • Void [DCA] (4) - 1 ton
    • Void [NC] (5) - 1 ton

    Republic

    • Amazon [MRR] (4) - 1 ton
    • Amazon [PPC] (4) - 1 ton
    • Angerona Scout Suit (Recon) (4) - 1 ton
    • Angerona Scout Suit (Standard) (4) - 1 ton
    • Black Wolf [ERSPL] (5) - 1.5 ton
    • Black Wolf [HFL] (5) - 1.5 ton
    • Black Wolf [LBX] (5) - 1.5 ton
    • Black Wolf [MTR] (5) - 1.5 ton
    • Black Wolf [P] (5) - 1.5 ton
    • Buraq (Hunter-Killer) (5) - 1 ton Quad
    • Buraq (Support) (5) - 1 ton Quad
    • Buraq [STD] (5) - 1 ton Quad
    • Cuchulainn [STD] (4) / (5) - 1.5 ton
    • Elemental II (X) (5) - 1.5 ton
    • Elemental II (5) - 1 ton
    • Elemental III [FL] (5) - 1 ton
    • Elemental III [MPL] (5) - 1 ton
    • Elemental III [STD] (5) - 1 ton
    • Fenrir II [AI] (4) - 2 ton Quad
    • Fenrir II [LRM] (4) - 2 ton Quad
    • Fenrir II [ML] (4) - 2 ton Quad
    • Fenrir II [MRR] (4) - 2 ton Quad
    • Fenrir II [SRM] (4) - 2 ton Quad
    • Golem (Fast Assault) (5) - 2 ton
    • Golem (Upgrade) (5) - 2 ton
    • Golem [STD] (5) - 2 ton
    • Ironhold (Anti-Tank) (5) - 2 ton
    • Ironhold (Fire) (5) - 2 ton
    • Ironhold [STD] (5) - 2 ton
    • Marauder Battle Armor (4) / (5) - 1.5 ton
    • Ogre (Interdictor) (4) - 1.5 ton
    • Ogre [STD] (4) - 1.5 ton
    • Oni [BH] (4) - 1 ton
    • Oni [MRR] (4) - 1 ton
    • Oni [Narc] (4) - 1 ton
    • Oni [PPC] (4) - 1 ton
    • Quirinus [GL] (4) / (5) - 1 ton
    • Quirinus [GSS] (4) / (5) - 1 ton
    • Quirinus [MG] (4) / (5) - 1 ton
    • Ravager [LRM] (5) - 2 ton
    • Ravager [STD] (4) / (5) - 2 ton
    • Rock Golem (5) - 2 ton
    • Shen Long [David] (4) - 1.5 ton Quad
    • Shen Long [Interdictor] (4) - 1.5 ton Quad
    • Shen Long [MG] (4) - 1.5 ton Quad
    • Shen Long [MRM] (4) - 1.5 ton Quad
    • Shen Long [PM] (4) - 1.5 ton Quad
    • Shen Long [SRM] (4) - 1.5 ton Quad
    • Simian [FL] (4) / (5) - 1 ton
    • Simian [HMG] (4) / (5) - 1 ton
    • Simian [LRR] (4) / (5) - 1 ton
    • Simian [SL] (4) / (5) - 1 ton
    • Sloth 'Huntsman' (4) - 1.5 ton Quad
    • Stormbird [JF] (5) - 1.5 ton
    • Stormbird [STD] (5) - 1.5 ton
    • Taranis Battle Armor (4) - 1.5 ton
    • Taranis [STD] (5) - 1.5 ton
    • Thunderbird (Upgrade) [LBX] (4) / (5) - 1.5 ton
    • Thunderbird (Upgrade) [SL] (4) / (5) - 1.5 ton
    • Thunderbird (Upgrade) [SPL] (4) / (5) - 1.5 ton
    • Thunderbird II [STD] (4) / (5) - 1.5 ton
    • Thunderbird [GSS] (4) / (5) - 1.5 ton
    • Thunderbird [SL] (4) / (5) - 1.5 ton
    • Thunderbird [SPL] (4) / (5) - 1.5 ton
    • Tortoise II [ASRM] (4) / (5) - 2 ton Quad
    • Tortoise II [C3] (4) / (5) - 2 ton Quad
    • Tortoise II [LMG] (4) / (5) - 2 ton Quad
    • Tortoise II [LRM] (4) / (5) - 2 ton Quad
    • Tortoise II [SRM] (4) / (5) - 2 ton Quad
    • Warg (Reactive) (5) - 2 ton
    • Warg [STD] (5) - 2 ton
    • Wraith [AI] (4) / (5) - 1 ton
    • Wraith [STD] (4) / (5) - 1 ton
    • Zou [C3] (4) - 1.5 ton
    • Zou [STD] (4) - 1.5 ton

    Dark Ages

    • Centaur Battle Armor (4) / (5) - 1.5 ton
    • Grenadier II A (4) - 1.5 ton
    • Grenadier II B (4) - 1.5 ton
    • Grenadier II C (4) - 1.5 ton
    • Grenadier II D (4) - 1.5 ton
    • Inner Sphere Standard (Baka) [LRR] (4) - 1 ton
    • Inner Sphere Standard (Baka) [SL] (4) - 1 ton
    • Inner Sphere Standard (Fa Sure) [Gauss] (4) - 1 ton
    • Inner Sphere Standard (Fa Sure) [MG] (4) - 1 ton
    • Phalanx D (4) - 1.5 ton

    Other

    • Angerona 'Aegis Point Defense Suit' (4) - 1 ton
    • C Rider 'Devastator' (6) - 2 ton
    • C Rider 'Speedster' (6) - 1 ton
    • Inner Sphere Standard [P] (4) - 1 ton
    • Inner Sphere Standard RX (5) - 1 ton
    • Plasma Beak LBD (5) - 1 ton
    • Space Marine (5) - 1 ton
    • Xeno Swarm (5) - 1 ton

    UAV

    • Gremlin UAV - New 0.5 ton UAV, armed with a BA Light TAG and a droppable Thumper shell.
    • UAV Compartment - Default UAV's quirk changed from Improved Comms to Missile Jammer as intended.
    • UAV informative text improved to clarify that Beacons don't need to be equipped.
    • Updated UAV traits to make them easier to understand (hopefully).

    Turrets
    The following Turrets will no longer have their ammunition switched to other types pre-battle (Shell Shuffler):

    * Clan Mortar
    * Mine Turrets
    
    * Pirate Rotary Chem




    Older Releases[ | ]

    Changelogs for older releases can be found in the Change Log Archive