klionsquare.blogg.se

Battletech flashpoint update
Battletech flashpoint update




battletech flashpoint update

RFL-3N Rifleman (60 tons, and now I'm excited-the Rifleman was my first main mech when I got into Battletech).Given that, I think it's safe to say that these are the new units we can look forward to: It is possible to revert to past versions of our game in case you have trouble with this update.The new fighting machines aren't listed in the announcement, but a list of eight mechs appears on a readout in the trailer and that's probably not a coincidence. Saved games require the exact same data state in order to function properly. If you have saved a game with any mod active, that saved game will not work after an update has been applied unless you replace all modded files exactly as they were when the save game file was created. IMPORTANT: Additional note for players who mod various game files…Reminder that modding is not officially supported. The game does not always enter turn-based mode when hostiles drop in Small amounts of text remain untranslated Gyro+++ component gameplay effects can no longer be stackedįixed an issue where Pre and Post mission autosaves would not properly generate for procedural contracts when any Flashpoint was active The 'White Lies' Flashpoint is now available during career mode as well as after completing the campaignįixed an issue where buildings could collapse while they still had healthįixed the contract results page for the ‘Hearts and Minds’ Flashpoint with the correct objectivesįIxed an issue where ally defense turrets would not turn on in Attack and Defend - Retaliation contractsįIxed an issue where attacks would pass through buildings without causing stray shot damage

battletech flashpoint update

Updated difficulty settings to match new defaultsįIxed an issue where certain sounds on Urban maps would persist after save/loadįIxed an issue where player ‘Mechs could not melee units cloaked within an ECM field Increased MechWarrior XP per mission from 400 to 500 Increased the starting morale from 25 to 28 Increased the starting cbills from 980k to 1000k Increased the frequency of non-weapon rare items in salvage Increased payout in c-bills for contracts Re-balanced the Attack/Defend encounter typeįixed many small grammar and translation errorsīalance adjustments to the Kamea story campaign: Many small map polish fixes - closing seams, grounding assets, clipping corrections, etc.įixed a bug where an event may reference a random star system rather than the currently orbited one Updated lance role tags for a number of ‘Mechs (such as “tank”, “sniper”, “scout”, etc.) Improved AI’s ability to avoid a potential ECM exploitĮCM carriers will now work harder at keeping their allies cloakedįurther pathing fixes for several missions where the AI could become stuck Several libraries for Ubuntu Linux users are now installed along with the game by default Stock lances in skirmish mode are no longer duplicated in the dropdown when the budget is unlimited The Packrat now moves as a light wheeled vehicle

battletech flashpoint update

Updated the Hatchetman HCT-3X faction so that it is part of more lore relevant enemy lancesįixed an issue where the ‘Double Agent’ Flashpoint awarded the wrong faction reputation We have also improved gameplay difficulty balance in the Kamea campaign and addressed many minor glitches.įixed a formatting problem with the json for the PNT-9R Thank you for playing BATTLETECH! Release 1.7 is now available! The main areas of improvement are issues identified by the community, AI, combat performance improvements, and map graphics. Quoting from HBS_L8Knight on the Paradox Plaza.






Battletech flashpoint update