Roguetech Wiki
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*Option to automatically gather all logs available and required
 
*Option to automatically gather all logs available and required
   
= '''Operation Treadnought Beta Patch Notes''' =
+
== '''Operation Treadnought Beta Patch Notes''' ==
  +
Find the change logs in the launcher. Additional announcements are made on [[https://discord.gg/93kxWQZ Discord].
 
  +
{| class="wikitable"
==RogueTech Treadnought 1.1.0.2==
 
  +
|-
* FIXED LAM Tag restrictions
 
  +
|
 
  +
[[File:ChangeLog|thumb]]
==RogueTech Treadnought 1.1.0.1==
 
  +
|}
* Additional LAM Tag restrictions
 
 
==RogueTech Treadnought 1.1.0.0==
 
 
LAM Rework
 
 
All LAMS are now a unit class of their own, capable to transform between Flight and Mech Mode
 
 
<span style="color:#ff9900">!!WARNING!!<br>
 
<br>
 
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.
 
 
</span>
 
* 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
 
 
==RogueTech Treadnought 1.0.9.5==
 
* Oops...
 
 
==RogueTech Treadnought 1.0.9.4==
 
* Required launcher version is 1.2.10
 
* Updated CAC, CU, ME
 
* Minor fixes
 
 
==RogueTech Treadnought 1.0.9.3==
 
* Minor fixes
 
 
==RogueTech Treadnought 1.0.9.2==
 
* New IRTweaks (should fix building health oddities)
 
* Minor fixes
 
 
==RogueTech Treadnought 1.0.9.1==
 
* Minor fixes
 
 
==RogueTech Treadnought 1.0.9.0==
 
* MapClient update
 
* Fix some REP-MEs
 
* Minor fixes
 
 
==RogueTech Treadnought 1.0.8.9==
 
* Fix some REP-MEs
 
 
==RogueTech Treadnought 1.0.8.8==
 
* Fix some REP-MEs
 
 
==RogueTech Treadnought 1.0.8.7==
 
* New CBTBE (should make AI better with heat management)
 
* Minor fixes
 
 
==RogueTech Treadnought 1.0.8.6==
 
* Fixes to Online Client and other assorted stuff
 
 
==RogueTech Treadnought 1.0.8.5==
 
* Low Vis Rollback
 
 
==RogueTech Treadnought 1.0.8.4==
 
* Patched Low Vis
 
 
==RogueTech Treadnought 1.0.8.3==
 
* More oopsies..
 
 
==RogueTech Treadnought 1.0.8.2==
 
* Oops...
 
 
==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
 
 
RISC and Pirate Tech Clean Up
 
* Several Technologies moved to only be accesible with it corresponding Module
 
* Some Designs have been reworked to be without RISC or Pirate Tech
 
* Other Designs moved to install only with RISC/Pirate and their module installed
 
* Looted Clan Mechs optional moved to be part of pirates
 
* Excluded from this:
 
** RISC:
 
*** Advanced AMS
 
*** TSEMP
 
*** Repeating TSEMP
 
*** Taser
 
*** Hyper Laser
 
*** Emergency and Radical Kits
 
*** Advanced Small Cockpit
 
*** Interface Cockpit
 
*** Risc Defaults
 
** Pirate Tech:
 
*** Radical PDHS kits
 
*** Pirate Defaults
 
*** Spiked Fist
 
*** Spiked Boots
 
*** Aftermarket EWS
 
 
==RogueTech Treadnought 1.0.8.0==
 
* Adds a new voice set
 
** Happy Christmas from Tex
 
* Minor fixes
 
 
==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
 
 
==RogueTech Treadnought 1.0.7.8==
 
* Fix ordering issue preventing MechAffinity adding MultiTarget in all cases
 
 
==RogueTech Treadnought 1.0.7.7==
 
* Hotfixed Online Client
 
 
==RogueTech Treadnought 1.0.7.6==
 
* Patched Online Client
 
 
==RogueTech Treadnought 1.0.7.5==
 
* Some contracts fixes
 
* Fixed incorrect range brackets for weapon modes and ammo that changes range.
 
 
==RogueTech Treadnought 1.0.7.4==
 
* Fix problem with QuicSell module mechs
 
 
==RogueTech Treadnought 1.0.7.3==
 
* Another LT fix
 
 
==RogueTech Treadnought 1.0.7.2==
 
* Urgent LT fix
 
 
==RogueTech Treadnought 1.0.7.1==
 
* New Optional Module
 
** QuicSell - Knock off variants of mechs and weapons
 
* New CustomBundle
 
** Minor tweaks and fixes all over
 
 
==RogueTech Treadnought 1.0.7.0==
 
* Event Factions no longer get contracts as employer, increases rate of contracts against them
 
* Quirks added to descriptions
 
* Many many tiny things
 
 
==RogueTech Treadnought 1.0.6.9==
 
* More REP-ME fixes
 
 
==RogueTech Treadnought 1.0.6.8==
 
* Fixes for REPME
 
* Hotfix for society control
 
 
==RogueTech Treadnought 1.0.6.7==
 
* Improved logging concerning pathfinding and movement for CBTBE
 
* IRTweaks patch
 
** Fixes for incorrect harmony prepare() call, which was activating methods even when unintended.
 
** Add check for building scaling; will no longer scale if building has already been scaled
 
** Fixes to restrict bulk scrapping to only MechBay
 
* hopefully Reenabled bulk scrapping
 
* Fixes lots of Rep-Me's
 
 
==RogueTech Treadnought 1.0.6.6==
 
* Some general tidying up
 
* RISC urbies now part of urbocalypse
 
* Hotfix to client
 
 
==RogueTech Treadnought 1.0.6.5==
 
* Fixed Wraith Icon
 
* More Mech Variants
 
* Fixed Periphery Starters
 
 
==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
 
 
==RogueTech Treadnought 1.0.6.3==
 
* Lewdable Tanks patch to attempt fixing ANOTHER extraction bug
 
* Some minor fixes and new things
 
* Disabled Bulk Scrapping again
 
 
==RogueTech Treadnought 1.0.6.2==
 
* Some ECM now enter battle in passive mode
 
* Guardian, Guardian (C) and Basic ECM
 
* Shield now reduces Accuracy by 0.6 per point and Jamming by 0.8 per point
 
* 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
 
 
==RogueTech Treadnought 1.0.6.1==
 
* Commas......
 
 
==RogueTech Treadnought 1.0.6.0==
 
* Affinity Fixes
 
* Building HP Scaled down (pls provide feedback)
 
* Minor fixes
 
 
==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
 
 
==RogueTech Treadnought 1.0.5.8==
 
* Disabled bulk scrapping
 
* Usual minor fixes
 
 
==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
 
 
==RogueTech Treadnought 1.0.5.6==
 
* 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===
 
 
* Daily Minor Fixes
 
 
===RogueTech Treadnought 1.0.5.4===
 
 
* Pruned frameworks, merged dropcosts and globaldifficulty systems
 
* 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
 
 
===RogueTech Treadnought 1.0.5 HF2===
 
 
* Option for AI or Manual Convoy Control
 
* Another Attempt to fix tank evac issue
 
 
===RogueTech Treadnought 1.0.5 HF1===
 
 
* Fixed testpilot targeting the correct itemcollection
 
 
===RogueTech Treadnought 1.0.5===
 
 
* ECM/C3 Rework
 
** ECM and EWS changed primary effects
 
*** ECM Affects Jamming, reducing detection capacity
 
*** EWS provides ECM Shield, protecting against enemy detection
 
** Jam/Shield reduce an attackers accuracy by 0.7 per point now, to a maximum of -7 No sensors
 
** ECM/ECCM effects combined into a Single Aura
 
** Stealth has been delinked from ECM mode. Still requires a ECM to exist.
 
** C3 Systems have received a combined Aura
 
*** Debuffing Enemies to be easier seen (Each point Sensor Ping Reduces all Shield/Stealth Effects)
 
*** Ally/Carrier Buff for improved Sensors
 
*** Some C3 are hardened against Jamming
 
* Physical Melee Weapons have received a small buff to scale with Attacker Tonnage
 
* Framework for Vehicle Assembly
 
* Some new and updated contracts
 
* New career with Flashpoint Module: Team Banzai
 
* Potential fix for vehicles not extracting properly and get eaten on salvage screen
 
 
===RogueTech Treadnought 1.0.4 HF3===
 
 
* New CAC (should fix mines damaging head)
 
* Fix Jamming chances reduction from gunnery and equipment
 
 
===RogueTech Treadnought 1.0.4 HF2===
 
 
* Ooops, forgot some dll.
 
 
===RogueTech Treadnought 1.0.4 HF1===
 
 
* Concrete Jungle Patch
 
** Ambushes should now only occur from second turn onward
 
** Basic ability to prohibit contracts from having ambushes for the future
 
 
===RogueTech Treadnought 1.0.4===
 
 
* 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
 
 
 
===RogueTech Treadnought 1.0.3 HF4===
 
 
* Some fixes all over
 
 
===RogueTech Treadnought 1.0.3 HF3===
 
 
* Some fixes all over
 
 
===RogueTech Treadnought 1.0.3 HF2===
 
* New Career choices:
 
** Veteran - Random Bushy
 
** Corsair - PirateTech Module Career
 
* Minor Fixes
 
 
===RogueTech Treadnought 1.0.3 HF1===
 
 
* Fixed bulk purchase error
 
* Tweaks to dropcosts and scaling
 
* Minor fixes
 
 
===RogueTech Treadnought 1.0.3===
 
 
* IRTweaks update
 
* headshotinjury resist should now work
 
* Tactics Affects Offensive Push Accuracy, +1 Accuracy for every point Past 1, with a bonus for Level 5 and 8 Skill
 
* Quirks with Offensive Push Bonus mention it now
 
 
===RogueTech Treadnought 1.0.2 HF4===
 
 
* Adjustments to cooling and drop costs
 
* Minor Fixes, Minor Fixes everywhere!
 
 
===RogueTech Treadnought 1.0.2 HF3===
 
 
* Attempt to fix weird XP bug
 
 
===RogueTech Treadnought 1.0.2 HF2===
 
 
* COMAAAAA
 
 
===RogueTech Treadnought 1.0.2 HF1===
 
 
* Potential fix for LHS miscalculations
 
* Tiny whoopsie fix
 
 
===RogueTech Treadnought 1.0.2===
 
 
* Includes First draft of Ammo and Cooling Costs
 
* Ammo and cooling types each have unique effects on after battle costs
 
* Tweaked Drop Cost Calculation to consider tech and type of a unit
 
* Many many minor fixes
 
 
* Over 5000 file changes
 
 
===RogueTech Treadnought 1.0.1 HF1===
 
 
* Fixed TagRestrictions not working
 
* Contracts payout rebalances
 
* Minor fixes
 
 
===RogueTech Treadnought 1.0.1===
 
 
* Fix for stored vechicles breaking shops
 
* Many minor fixes
 
 
===RogueTech Treadnought 1.0 HF17===
 
 
Another attempt to fix weird vision, spawn and convoy bugs
 
 
===RogueTech Treadnought 1.0 HF16===
 
 
* Fix to turrets calculations for DFA/Charge
 
* Many minor fixes
 
 
===RogueTech Treadnought 1.0 HF15===
 
 
* Fix for a rep-me
 
* other fixes
 
 
===RogueTech Treadnought 1.0 HF14===
 
 
* Temporary disabled LV performance enhancers
 
** Refactor end-of-turn heat to better match new CAC heat semantics. Should only check ammo explosions, injuries, etc at end of turn.
 
** Mechs that run or jump with damaged actuators and fail a piloting check will now end their turn
 
* Fixes to contract rep gain
 
 
===RogueTech Treadnought 1.0 HF13===
 
 
* Oopsies
 
 
 
===RogueTech Treadnought 1.0 HF12===
 
 
* Potential fix for falling out of combat/invisible enemies bug
 
* Some addtional content and changes for LV426/Drones of Syneria/RISC modules
 
* Lots of minor fixes
 
 
===RogueTech Treadnought 1.0 HF11===
 
 
* Fix for 0 cost vehicle parts
 
* Fix for priority missions for random factions (online map mode)
 
 
===RogueTech Treadnought 1.0 HF10===
 
 
* Minor fixes for Solaris7
 
* Attempt to fix shops
 
 
===RogueTech Treadnought 1.0 HF9===
 
 
* Fix to tank salvage duplicating
 
* More minor fixes
 
 
===RogueTech Treadnought 1.0 HF8===
 
 
* Potential pilot duping fix
 
 
===RogueTech Treadnought 1.0 HF7===
 
 
* Fixed Field Command Ability
 
* fix to unreported shops bug
 
* More minor fixes and new units
 
 
=== RogueTech Treadnought 1.0 HF6===
 
 
* Affinity Decay Fixes
 
** 31 base days before decay
 
** Crew Pods 2&3 now properly add 10 days
 
** Sadly not retroactive, so pod 2&3 still add 10 days, but base 30 days will be missing until new save, sorry
 
* Buff to Soldier Start
 
* Some minor fixes
 
* More Mech fixes
 
 
=== RogueTech Treadnought 1.0 HF5 ===
 
 
* Added new Framework ShellShuffler
 
** Randomizes Ammo boxes on Enemys based on factions
 
* Fixed Merchant start
 
* Mech's fixes
 
* Vehicle Validation fixes
 
 
===RogueTech Treadnought 1.0 HF4===
 
 
* Increase convoy allowed deviation from path
 
* Fix for cant scrape vechicle parts
 
* Some minor fixes
 
 
===RogueTech Treadnought 1.0 HF3===
 
 
* Fix solaris 4x4 contracts
 
* Some minor fixes
 
 
===RogueTech Treadnought 1.0 HF2===
 
* Some minor fixes
 
 
===RogueTech Treadnought 1.0 HF1===
 
* Fix HRACs referencing wrong ammo in descriptions
 
 
===RogueTech Treadnought 1.0===
 
* sTONKS
 

Revision as of 14:26, 15 April 2021

RogueTech Operation Treadnought 1

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

Discord will always have latest information. Discord Invite - https://discord.gg/93kxWQZ

Change Log for Previous Versions can be found here: Change Log (Deprecated)

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

Requires Battletech 1.9.1

Saves are incompatible to any prior major version

Project B and Osmium saves are inherently incompatible with current version!

Best completely reinstall everything! To do so, delete all your old saves and the cache: Steam\~\RogueTechSaves and RogueLauncher\RtlCache

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

Currently Known Issues

Make sure you read Known Issues!

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

The Big Changes

After over 6 Months of Work, and many hours of curses and codemares we proudly present

RogueTech Codename: Operation Treadnought!

The long awaited Tank update!

Crush your enemys under a merciless assault of Demolishers or teach them the horrors of a VTOL Swarm

This update has everything and the kitchen sink!

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
  • 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).

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

RogueLauncher Patch Notes

RogueLauncher 1.2.10

  • Who the hell knows.

RogueLauncher 1.2.9b

  • Blame Jamie
  • bug fix for selecting default cache location

RogueLauncher 1.2.8b

  • sTONKS
  • Online Maps!

RogueLauncher 1.2.0

  • Split CAB compatibility
  • !DELETE YOUR OLD CAB CACHE!
    • 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.

RogueLauncher 1.1.4

Tidied up UI and moved Discord to its front ui

RogueLauncher 1.1.3

  • fix for latest version not correctly showing
  • support for offline install
  • replace shipping version of harmony with an improved version

RogueLauncher 1.0.12

  • Option to automatically gather all logs available and required

Operation Treadnought Beta Patch Notes

Find the change logs in the launcher. Additional announcements are made on [Discord.

File:ChangeLog