BattleTech

Новости

  • Deimos-D #
    4
    BATTLETECH 1.0.2 Release Notes (BETA) 5/3/2018
    forum.paradoxplaza.com/forum/index.php?threads/b..

    Фиксят баг видеокодека, утечки памяти и ошибку с декалями из ДЛЦ Shadow Hawk (Valhalla Shadow Hawk variant failing to load in missions when selected.If you are fielding a Shadow Hawk with the Valhalla paint job, all combat missions will fail to load. This includes loading combat save games as well as dropping from your Dropship. To work around the issue in Skirmish, remove the Valhalla Shadow Hawk variant from your lance. To work around the issue in Campaign, change the Shadow Hawk paint job to one of the base options.)
  • Deimos-D #
    2
    игра в GOG Galaxy уже 276R. С исправлениями
    Patch 1.0.1 (02 May 2018)

    Trial fix for an issue where save games could sometimes fail to appear upon re-launching the game.
    Trial fix for some occasional crashes when loading back into the sim-game scene.
    We now immediately apply changes to the windowed mode and fullscreen monitor selection settings.
    Added the ability to change the Callsign associated with your multiplayer profile.
    Fixed issues with the Vsync setting sometimes not applying correctly.
    Setting Vsync to be ON by default.
    Capping framerate at 120 when Vsync is OFF.
    Fixed an issue where redeeming a valid unlock code could cause a long loading screen.
    Fixed an issue where 'Mech model variants unlocked using an access code could be seen clipping through other Argo UI screens, after selecting the unlocked 'Mech in the Mech Bay.
    Fixed minor graphical issues with the pre-order Shadow Hawk Umbra skin.
    Fixed an issue where enemy AI could sometimes act slowly during Defend Base contracts.
    Improved loading sequence stability when alt-tabbed.
    Support for non-standard Steam install directories (directory paths with special characters like "=" in them.)
    Removing debug F6 pilot-injury hotkey.
    Adding version number display to the Main Menu.
    Adding protections for errors in the GOG Galaxy client when playing through GOG.
    Making DirectX 11 a required component in Steam and GOG installers.

    патча отдельно нет.
  • Геральт Де Ривиа #
    1
    Увидел в самый последний момент. Язык Пушкина пока не завезли ((((((
  • Deimos-D #
    1
    Разрабы обещали в следующем патче ввести бегунки для настройки сложности в каждом отдельном аспекте игры. )
  • Deimos-D #
    1
    1. Они в курсе что игра толком не оптимизирована и будут над этим работать как над приоритетным направлением. Ждите обновления в ближайшие дни или недели.
    2. Исправление багов, планируют патч ориентировочно в конце Мая.
    3. Поддержка новых языков (включая Русский) и Linux, уверяют что это для них важнейший приоритет, но дату назвать в точности не могут.
    4. Они ведут работы по первому крупному и бесплатному обновлению, в котором планируют:
    а) Опция ускорение хода боев (для игроков которые были недовольны медлительность происходящего).
    б) Кастомизация пилотов (имя, позывной, голос, внешность)
    в) набор точных настроек уровня сложности для конкретных ситуаций(areas) (что за случаи, ситуации, местности имеет в виду разработчик не вполне ясно, возможно дадут выбрать дополнительные факторы усложнения при взятии контракта).
    г) изменения в интерфейсе касающиеся покупки и сбора (salvaging) новых предметов.
    д) Возможность пропуска пролога.
    е) Будут работать над "сглаживаением" уровня сложности правя ситуации когда попадаются слишком сложные или слишком легкие задания на примерно одном уровне задания. Сделают рамки сложности по черепам более четкими.
    ж) Небольшие изменения которые, в целом, улучшат удобство игры.
    Это примерный план, который будет дополнен и уточнен перед непосредственно выходом обновления, а выход запланирован на Июнь\Июль этого года.
    5. Это только начало! Мы будем продолжать выпускать бесплатные обновления и после выпуска первого обновления, а также с удовольствием позднее выпустим для вас МАСТАБНОЕ ПЛАТНОЕ РАСШИРЕНИЕ или даже парочку, но прямо сейчас мы сосредоточены на исправлении багов и немедленном реагированнии на проблемы связанные с выпуском игры (о чем и написано в предыдущих пунктах). При вашей поддержке мы и дальше будем улучать Battletech делая ее все лучше и больше!
    Это то что я вычитал на кикстартере...
  • Геральт Де Ривиа #
    3
    По хорошему из BattleTech можно делать серию игр...как тут же call of duty и клепать и клепать под соусом из "межхвёздных разборок"
  • Servitor #
    1
    Геральт Де Ривиа
    на основе TitanFall вышла бы неплохая версия шутера во вселенной BATTLETECH
  • Deimos-D #
    2
    Servitor
    так на основе TitanFall или BATTLETECH? по вселенной BATTLETECH уже есть сесионный шутер Mechwarrior Online и есть уже TitanFall, что тебе надо то?
  • Servitor #
    1
    Deimos-D
    Во вселенной BATTLETECH есть ведь и другие виды войск помимо мехов, TitanFall можно представить как приключения бронепехотинца и его реликтового меха.
  • Deimos-D #
    1
    Servitor
    Во вселенной BATTLETECH есть пехота, вплоть до тяжёлых Элементалов Кланов, самолёты, вертолёты и аэрокосмические летательные аппараты и боевые космические суда, разнообразная наземная военная техника, типа танков, РСЗО, танкеток и бронемашин, часть которых есть и в этой игре...
  • Deimos-D #
    1
    возможно что в новых ДЛЦ добавят не только новых мехов, в том числе Клановых, но и больше другой наземной и воздушной техники....
  • Deimos-D #
    1
    в Стиме появился бета патч 1.0.3-280R

    Battletech is getting more customization options and maybe an expansion or two

    Harebrained Schemes has shared its post-launch plans for Battletech, the giant fighting robot strategy game that launched to much acclaim last week. The studio said the positive response to the game means that "many things are now possible," including localization into other languages, more customization options, and possibly even some full-on expansions.

    Before all that, however, come the bugs. "Our launch last week wasn't perfect. A subset of players are experiencing hardware/system compatibility and performance issues that our team is working hard to investigate," Harebrained wrote in a Battletech Kickstarter update. "Solutions for critical issues are always our top priority, and will be released as soon as they're available and tested. Typically, we will release patches to our public_beta branch on Steam for a few days for testing before we push them to the default branch."

    A "general bugfix" patch is expected to arrive in late May, followed by a larger update focusing on increased customization and player-requested features. Specifics are still being determined but items up for consideration include:
    ◾Accelerated Combat Options - We're working on options for players who would like to accelerate the pace of combat missions.
    ◾MechWarrior Customization - We know that many players would like to change the appearance, callsign, name, and voice of all their MechWarriors, not just their Commander. This didn't make it in for launch but we'll be adding it in Update 1.
    ◾Granular difficulty settings - A set of discrete options for players to customize the challenge level of the game in different areas.
    ◾MechLab / Store / Salvage Quality-of-Life Improvements - Interface additions to reduce friction when buying and salvaging new items.
    ◾Tutorial-skip Option - Allowing players who have already played the prologue missions to skip those missions when starting a new campaign, and get right to the Leopard.
    ◾Addressing Difficulty Spikes - We'll be working on smoothing out some issues with unexpectedly hard (or easy) content. Not to remove all difficulty variance, but to address clear outliers.
    ◾Live-streaming Quality-of-Life Improvements - Audio persisting when alt-tabbed, for example.

    "The above is just the beginning! We'll be continuing with more free Updates after Update 1, and we'd also love to release a larger paid content Expansion or two," Harebrained said. "But right now we're staying focused on bugfixes and immediate reactions to launch feedback."

    The first Battletech fixer-upper patch went live yesterday. The full patch notes are available on the Paradox forums.
  • Deimos-D #
    1
    BATTLETECH Post-Launch Roadmap

    1. Compatibility / Performance Investigations
    Our launch last week wasn't perfect. A subset of players are experiencing hardware/system compatibility and performance issues that our team is working hard to investigate. Solutions for critical issues are always our top priority, and will be released as soon as they're available and tested. Typically, we will release patches to our public_beta branch on Steam for a few days for testing before we push them to the default branch.

    On that note - last Friday we released our first patch to the public_beta branch for testing. Today, that 1.0.1 Patch went live - you can read the full changelog here. We expect to release more patches to public_beta in the coming days and weeks.

    2. General Bugfix (Late May)
    We expect to release at least one general bugfix/improvements patch later in May.

    3. Localization (French, German, Russian) and Linux support
    These are both Kickstarter commitments and high priorities for our post-launch roadmap. (Along with a couple other Kickstarter commitments that didn't make it in for launch.) We don't have a more precise ETA yet for these items but will update you as soon as we do.

    4. Update #1: Customization & Player Options (June/July)
    We're already beginning work on our first larger free Update to BATTLETECH. This Update is all about customization and reacting to common pieces of feedback that we've received from you on the game. Here's a list of items we're currently looking at for Update 1 this summer:
    ◾Accelerated combat options - We're working on options for players who would like to accelerate the pace of combat missions.
    ◾MechWarrior customization - We know that many players would like to change the appearance, callsign, name, and voice of all their MechWarriors, not just their Commander. This didn't make it in for launch but we'll be adding it in Update 1.
    ◾Granular difficulty settings - A set of discrete options for players to customize the challenge level of the game in different areas.
    ◾MechLab / Store / Salvage quality-of-life improvements - Interface additions to reduce friction when buying and salvaging new items.
    ◾Tutorial-skip option - Allowing players who have already played the prologue missions to skip those missions when starting a new campaign, and get right to the Leopard.
    ◾Addressing difficulty spikes - We'll be working on smoothing out some issues with unexpectedly hard (or easy) content. Not to remove all difficulty variance, but to address clear outliers.
    ◾Live-streaming quality-of-life improvements - Audio persisting when alt-tabbed, for example.
    It's important to note that the exact contents of Update 1 may shift during development. Please consider these general directions and priorities. We'll post a more detailed and updated list of what's in the Update closer to its release.

    5. More BATTLETECH!
    The above is just the beginning! We'll be continuing with more free Updates after Update 1, and we'd also love to release a larger paid content Expansion or two - but right now we're staying focused on bugfixes and immediate reactions to launch feedback. With your support, we could not be more excited to continue making BATTLETECH even bigger and better.
  • Deimos-D #
    1
    Если вы хотели что-то спросить у разработчиков - предоставляется отличный шанс forums.goha.ru/showthread_0_0_t1242929
  • Deimos-D #
    1
    BATTLETECH 1.0.3 Release Notes (BETA)

    [WINDOWS] [STEAM] [GOG] Добавлен дополнительный лаунчер BATTLETECH, который можно использовать для настройки следующих параметров перед запуском игры: режим без полей, эксклюзивный полноэкранный режим, API рендеринга видео. Рекомендуется использовать эти параметры для устранения неполадок при возникновении проблем с совместимостью оборудования или программного обеспечения. Чтобы использовать эту пусковую установку, запустите BattleTechLauncher.exe в папке установки. В Gog Galaxy вы можете открыть меню More рядом с кнопкой Play и выбрать Other - > Configure BATTLETECH.

    [STEAM] Добавлено предупреждающее всплывающее окно, которое появляется, если API Steam не инициализируется при запуске игры.

    Добавлен текст на экран настроек видео, указывающий, что некоторые настройки не будут применены до следующей загрузки игры.

    Добавлена опция в меню настроек видео, чтобы показать неподдерживаемые разрешения дисплея (по умолчанию выключено).

    [macOS] Поддержка нестандартных каталогов установки Steam (пути к каталогам со специальными символами типа "=" в них.)

    Исправлены некоторые заминки при уничтожении юнитов и зданий во время боя.

    Улучшения управления памятью вокруг разрушения меха.

    Исправлена ошибка, из-за которой MechWarriors постоянно зависали в состоянии высокого или низкого настроения.

    Исправлена проблема, когда сразу сохранение игры после спасения достаточно частей, чтобы заполнить новый мех может потому что мех новый 'исчезают после перезагрузки, что сейв.

    Исправлена ошибка, из-за которой союзные подразделения в миссиях сопровождения не могли перемещаться в зону добычи при определенных обстоятельствах.

    Исправлена ошибка, когда выбирают в магазине мех с активного заказа, то отмена предупреждение всплывающее окно, вызовет на экран, чтобы не реагировать.

    Исправлено несколько проблем с начальным местом появления точек на процедурных миссиях.

    Исправлен шейдер волос, чтобы лучше поддерживать более яркие цвета в создании персонажа, изменил некоторые текстуры волос и бороды и добавил несколько ярких образцов цвета.

    Добавлены новые портретные пресеты и параметры настройки.

    Исправлена ошибка, препятствующая завершению достижений" Rock 'Em "и" Sock 'Em".

    Исправлена проблема, которая могла препятствовать завершению достижения "полного реестра".

    Исправлена ошибка, из-за которой тривиализовалось завершение достижений" лазерное шоу"," фермер-пуля "и" дождь огня".

    Исправлены проблемы с искусственным присутствием на подмножестве наград "наемник MechWarrior".

    Сделал Бакер Атлас "СБА" каркасные доступны для Атласа, второй-ХТ (в дополнение к тому, что и для стандарта Атлас КАК7-Д.) тень Ястреба "Умбра" каркасные доступны для тень Ястреба 2ч. Сделал "Валгалла" префабы для их соответствующих вариантов шасси.

    [Перестрелка] альтернативные мехи prefab теперь считаются запасом и отображаются в списке мехов запаса в конфигурации Skirmish Lance.

    [Перестрелка] копирование альтернативного префаба меха теперь правильно сохраняет внешний вид варианта мехов.

    Важно: если вы переключитесь на ветку public_beta, обратите внимание, что при игре в Многопользовательскую схватку вы сможете играть только против других игроков на ветке public_beta. Браузер лобби в настоящее время не обозначает, какие игроки находятся в ветке public_beta, а какие нет (но будут в будущих выпусках.) Если вы переключаетесь на ветку public_beta, а затем хотите создать многопользовательское лобби, пожалуйста, добавьте [BETA] к имени Вашего лобби.
  • Геральт Де Ривиа #
    2
    Кароче; русского нет. Продажу частей меха - тоже не завезли. Зачем выпускать??? Блоком выпустите сразук всё.
    2-й раз пройду только тогда, когда будет русский язык.
  • Deimos-D #
    1
    forum.paradoxplaza.com/forum/index.php?threads/b..
    говорят что новый патч забаговал игру больше чем поправил багов...
    Последний патч эдакая подмена шила на мыло. Лагать и фризить стало меньше...первый час игры, потом, словно наверстывая, игра начинает тупить в 2 раза интенсивней прежнего. Полторы минуты прогрузки с экрана выбора добычи это не нормально. разрабы с готовностью подтверждают свою жопорукость раз за разом.
  • Deimos-D #
    2
    для фанов выкладываем рабочую сборку Мechwarrior 3 + аддон Pirate's Moon полностью на русском, работает даже с win.10 без проблем.
    drive.google.com/file/d/1dTkhMAFE7ROrIkaVvGIm8wD..
  • Deimos-D #
    1
    Учитывая последние новости, в ближайший патч, выйдет обновленная модель Blood Asp. Разработчики в Facebook сообщили от 18 марта, что они прислушались к отзывам игроков и решили исправить допущенные ошибки при разработке. Переработанная модель, будет больше похожа на оригинал и обладает более высокими и удлиненными деталями.
    pp.userapi.com/c845523/v845523384/6341f/2j4pXSfa..
  • Deimos-D #
    1
    LIVE - BATTLETECH 1.0.4 Release Notes

    Thank you for playing BATTLETECH! We appreciate your patience and support as our team works to quickly investigate and address reported issues with the game. Release 1.0.4 is now available for users on Steam and GoG. Note that the public_beta branch is still on Release 1.0.3 plus the additional Beta Launcher for BATTLETECH - we will also be advancing public_beta to contain 1.0.4 plus Launcher later this week.

    If you experience any issues after updating, the first step we recommend is to restart your computer, and then verify integrity of game files. Occasionally, the Steam update process can act weird - this will ensure that the update has been properly applied.

    Players with nVidia graphics cards should now update to the latest nVidia driver and not use the BT game ready driver that was released at launch.

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

    Release 1.0.4 Notes, 5/21/2018
    •Fixed an issue introduced in Release 1.0.3 where the campaign timeline could stop advancing under certain circumstances - most commonly, after the death of one or more MechWarriors with active temporary tags (e.g High Spirits) on them.
    Additional note for players who mod various game files…Reminder that modding is not officially supported. If you have saved a game with any mod active, that saved game will not work after an update has been applied unless you replace all modded files exactly as they were when the save game file was created. Saved games require the exact same data state in order to function properly.
  • Deimos-D #
    0
    Генеральный директор Harebrained Schemes Джордан Уэйсмэн рассказал, что дополнения к BattleTech «всегда будут следовать сюжету». Он сравнил BattleTech с предыдущим творением студии Shadowrun и заявил, что единственный способ сделать игру больше – это создать «дорогой ручной контент», будь то расширение или сиквел. В свою очередь издатель и разработчик Paradox обычно старается систематизировать и улучшить игровой процесс своего отдельного взятого проекта. И в этом подходы студий разнятся.
    Уэйсмэн говорит, что разработчики стремятся отыскать «правильную алхимию между реиграбельностью и историей с эмоциональным ядром не только для BattleTech, но и для своих будущих проектов».
    Нarebrained Schemes планирует большое обновление игры в июне/июле, но оно будут состоять из улучшений текущей версии игры. В будущем нас ждёт одно-два крупных дополнения.
  • Deimos-D #
    0
    Интервью с разработчиком игры, гейм-директором Mike McCain. На английском.
    www.rockpapershotgun.com/2018/06/04/battletech-s..

    Просто пустой трёп и восхваления себя любимого и гениального, да жалкие попытки оправдать свой косяк с тормознутыми менюшками игры тем, что типа они хотели сделать бои гигантских мехов более эпичными и кинематографичными. Обещают исправить и пофиксить баги и в будущем добавить нормальную поддержку фанатских модов, ну и наклепать конечно же DLC.

    "В нашем первом большом обновлении, среди прочего, мы добавляем режим полного ускорения, который может быть включен или отключен в любое время из меню настроек. Ускорятся начало движения мехов, но опять замедлятся в конце, чтобы не пропустить чего важного. Мы также добавляем функцию "ускорения по требованию" - в основном, вы можете нажать пробел во время действия, чтобы ускорить только это действие."
  • Deimos-D #
    1
    Издательство Paradox Interactive публично объявило о приобретении студии Harebrained Schemes
    www.dualshockers.com/battletech-developer-harebr..
    Отныне Harebrained будет являться одной из внутренних студий компании и ее собственным подразделением, что, впрочем, никак не ограничит ее в творчестве и не приведет к сокращению штата.

    Генеральный директор Paradox Interactive остался очень доволен приобретением и заявил об имеющихся планах в долгосрочной перспективе.

    В честь обозначенного события, кстати, все те, кто поддержал свое время Battletech, получат в будущем бесплатную копию космической стратегии Stellaris. Подробности об этом обещают представить позднее.

    Что касается самой игры, то ее, похоже, все-таки постигнет участь проектов от Paradox, которые практически всегда обзаводятся бесчисленным количеством DLC.
    forum.zoneofgames.ru/topic/49019-izdatelstvo-par..
  • A_QuartZ #
    0
    Deimos-D написал:
    Что касается самой игры, то ее, похоже, все-таки постигнет участь проектов от Paradox, которые практически всегда обзаводятся бесчисленным количеством DLC.

    Какая печальная участь - много DLC, всем бы так!)

    За ссылки - спасибо. Нашел там интересное для себя, кроме того, что ты принёс сюда. Удалил свой самый негативный коммент в более ранних темах. Лови плюс.)
  • Deimos-D #
    0
    Дизайнер Battletech Тайлер Карпентер был уволен из студии Harebrained Schemes после того, как несколько женщин обвинили его в сексуальном харассменте. Обвинения привели к началу расследования, а их результатом стало немедленное увольнение.
    twitter.com/WeBeHarebrained
    Harebrained Schemes необходимо внести ясность в связи с недавней ситуацией, в которой одного из наших бывших сотрудниках обвиняли в сексуальных домогательствах и неправомерных действиях. В тот момент, когда мы о ней узнали, мы незамедлительно отправили обозначенного работника в отпуск и провели полное расследование. В итоге мы решили, что лучшим вариантом будет распрощаться с данным сотрудником, что мы и сделали не задумываясь.
    Мы стремимся обеспечить для всех наших работников безопасную рабочую среду и всегда будем активно принимать необходимые меры для поддержания безопасной, позитивной, уважительной и командной рабочей атмосферы».

    Известно, что на Тайлера пожаловалось как минимум шесть женщин, сообщивших о том, что тот постоянно присылал им непристойные сообщения, трогал их помимо их воли и вообще не давал им проходу. waypoint.vice.com/en_us/article/yweqk5/harebrain..
  • Deimos-D #
    1
    вышел патч версии 1.1
    forum.paradoxplaza.com/forum/index.php?threads%2..

    Patch 1.1.0-303R (21 June 2018)
    ===============================
    New Features & Content
    MechWarrior customization. Players can now customize the appearance, callsign, name, pronoun, and voice of all non-Ronin MechWarriors in their mercenary company. The starting MechWarriors (Behemoth, Dekker, Glitch, and Medusa) are now considered Ronin.
    Granular difficulty settings. Added a wide variety of Granular Difficulty Settings that can be adjusted at any time from the Settings menu.
    Lethality - when enabled, MechWarriors that are disabled in combat will always be killed.
    'Mech Destruction - when enabled, 'Mechs disabled from Center Torso destruction are permanently lost. This setting is intended for veterans and those seeking a significant challenge.
    No Rare Salvage - when enabled, + and ++ items are no longer generated as salvage results (but remain purchasable in stores).
    MechWarrior Progression - adjust the amount of experience that MechWarriors gain after each mission.
    Advanced MechWarriors - increase or decrease the frequency of more powerful MechWarriors appearing in Hiring Halls in later parts of the game.
    Enemy Force Strength - increase or decrease the baseline strength of the enemy forces you'll face in procedural contracts.
    Contract Payment - increase or decrease the amount of C-Bills paid by procedural contracts across the game.
    Salvage - increase or decrease the amount of salvage you may obtain from negotiation on procedural contracts.
    New custom campaign mode. The following added Difficulty Settings can only be adjusted when starting a new campaign (Select "Custom Campaign" when starting a New Game from the Main Menu.)
    Ironman Mode. Your campaign is limited to a single save game slot that automatically updates as you progress. Run out of funds or fail a Priority Mission and it's game over!
    Unequipped 'Mechs - enable this to make 'Mechs completed out of 'Mech parts start empty instead of with a stock loadout.
    Parts for 'Mech Assembly - increase the number of 'Mech parts that must be salvaged to assemble a new 'Mech. This setting is intended for veterans and those seeking a significant challenge.
    Accelerate the current action with SPACEBAR. Players can now press SPACEBAR to greatly accelerate the current action. Game speed will return to normal after the action completes.
    Speed-Up mode to accelerate all combat actions. Added an option in the Gameplay Settings menu that significantly speeds up combat. Note that this setting is ignored during Multiplayer, and while story dialogue is playing during campaign missions.
    General combat speed optimizations. To decrease turn times even when not using new speed-up options. In addition, the settings for combat result pauses and camera transition times have been exposed in CombatGameConstants.json for easier modding.
    Cancel combat actions and selections with right-click. Right-clicking in combat (without holding the button down) now acts like the ESC key, backing out of the current action or selection.
    MechLab quality-of-life improvements. Including the below additions. See UI section for further UI improvements.
    A shortcut button is now available to bring up the Store directly from the MechLab, allowing players to buy weapons, equipment, and ammo without leaving the MechLab. (Must still be in-orbit to purchase items.)
    The running total C-Bill cost of a work order is now displayed while the player is working in the MechLab.
    Added tooltips for all 'Mech Rating bars in the Mech Bay and MechLab that show and explain more of the specific numbers behind that rating.
    Improved warning communication and tooltips in MechLab.
    Added Scrap button to the Mech Bay Storage screen, to allow scrapping complete 'Mech chassis directly from Storage.
    Gear components now display their stat benefit directly on their component UI (instead of only in their tooltip.)
    Current inventory count in Store and Salvage. Item tooltips in the Store and Salvage screens now display how many of that item the player currently has in inventory.
    Several new events and improvements to event generation. Including fixing a bug that could cause valid events to appear invalid and not be considered during event generation.
    Ultrawide monitor support. BATTLETECH now supports displays with 21:9, 64:27 and 43:18 aspect ratios. Known Issue: a few cosmetic-only bugs still exist in this experience, but given the high-demand for ultrawide support we felt that these minor issues did not need to hold up its release.
    [WINDOWS] The BATTLETECH Launcher has exited Beta. This launcher can be used to configure the following options before launching the game: Borderless Windowed Mode, Exclusive Fullscreen Mode, Video Rendering API. We recommend using these options for troubleshooting if you are experiencing hardware or software compatibility issues. The launcher also includes a new automatic crash reporting tab. To use this launcher:
    GOG Galaxy: Open the "More" menu next to the Play button and choose Other -> Configure BATTLETECH.
    Performance & Compatibility
    Improvements to the game start flow. (Splash screens can now be skipped.)
    The previous "High" visual quality setting has been renamed to "Ultra". The new "High" quality setting disables screen space reflections and clamps volumetric rendering at higher resolutions.
    Significantly improved performance and stability of front-end list interfaces.
    Improved stability when alt-tabbing and otherwise losing focus of the title.
    Improved protection against spam-clicking.
    Combat UI rendering optimizations. These should reduce instances of small hitches during combat.
    Optimizations to building destruction system and related fire and smoke VFX sequences.
    Audio performance optimizations.
    Terrain rendering and tree rendering optimizations.
    VFX and water rendering optimizations.
    Balance
    Many existing contracts had their difficulty rating adjusted to more accurately reflect the actual difficulty of the contract and provide a more consistent player experience.
    The difficulty range of contracts in a given system has been expanded to two skulls rather than one skull. Easier and harder contracts will now be available in every system.
    Moving and re-balancing the reinforcement units in some procedural missions.
    The Called Shot bonus for multiple-hit weapons (SRMs, MGs) now diminishes by half with each successive shot.
    Medium 'Mech stability increased to 130 (was 100). Stability recovery increased to 1.2 (was 1.0).
    Heavy 'Mech stability increased to 160 (was 100). Stability recovery increased to 1.4 (was 1.0).
    Assault 'Mech stability increased to 200 (was 100). Stability recovery increased to 1.6 (was 1.0).
    Difficulty modifier for attacks against Light 'Mechs increased to 3 (was 2).
    PPC heat generation reduced to 35 (was 40).
    ER Large Laser heat generation reduced to 25 (was 40).
    Large Laser heat generation reduced to 18 (was 30).
    Pulse Medium Laser heat generation reduced to 16 (was 25).
    Medium Laser heat generation increased to 12 (was 10).
    Small Laser heat generation increased to 6 (was 5).
    AC/2 heat generation reduced to 4 (was 5).
    AC/5 heat generation reduced to 8 (was 10).
    AC/10 heat generation reduced to 12 (was 15).
    AC/20 heat generation reduced to 24 (was 25).
    LRM-10 heat generation reduced to 10 (was 12).
    LRM-15 heat generation reduced to 14 (was 15).
    SRM-2 heat generation reduced to 4 (was 6).
    SRM-6 heat generation reduced to 12 (was 14).
    Flamer starting ammo reduced to 4 (was 6).
    UI
    The 'Mech status display on the After Action Report no longer displays structure damage above armor, which was confusing to a number of players (particularly when heat damage was incurred underneath armor.) Warning icons now appear if structure damage was incurred, but intact armor now takes precedence on the 'Mech status display.
    Added a selection state during keybinding to indicate which action is currently listening for a keypress to bind to the action.
    Improved communication in the Engineering room when an Argo Upgrade is in-progress.
    Standardized custom 'Mech name field to 16 characters.
    Disallowing bad characters (e.g. tabs, newlines) in input fields.
    New loading screen game tips, and revisions to some existing loading screen game tips.
    Floatie text for Breaching Shot now appears over the target instead of the attacker.
    Improved visibility for Sensor Locked floatie text.
    Color selectors on the heraldry customization screen now wrap.
    Added a Tooltip explaining the behavior of the "Travel to System" button.
    Added a confirmation prompt when using the "restore defaults" button in an options menu.
    Improvements to Store loading times.
    AI
    AI improvements to Liberation: Panzyr to address AI threat assessments.
    AI improvements to Defense: Smithon to the AI's ability to advance towards priority targets. Also encounter re-balancing to accommodate the improved behavior.
    Fixed an AI issue where enemy units could sometimes sprint even while unsteady.
    Fixed AI behavior in Defend Base missions to focus slightly less on destroying targeted buildings and to be more responsive to the player damaging them.
    Improved AI multi-targeting logic, and fixed a bug where AI units could sometimes unfairly use multitarget.
    Improved AI patrol-path behavior.
    AI now prioritizes the selection of Unsteady units.
    AI performance optimizations.
    AI units are now more cautious about using jumpjets when overheated.
    Fixed AI units incorrectly bracing when they can no longer sprint (e.g. when a leg is removed).
    Multiplayer & Accounts
    Fixed an issue where attempting to log in to Paradox Account without an active internet connection resulted in an infinite loading screen.
    Fixed an issue in Multiplayer that could cause turns to extend past the turn-timer limit when players used single-move or jump actions during non-interleaved movement.
    Improved content filtering for lobby names and chat.
    Various improvements to Multiplayer Lobby UI behavior.
    Player can now use the Eject button in Skirmish Multiplayer and Skirmish vs. AI.
    Significantly improved performance of server browser when many games are shown.
    Bugfixes
    Dozens of procedural mission fixes & tweaks, including fixing instances of misplaced spawners causing units to become stuck.
    Fixing cases of procedural missions that would either auto-complete early, or not at all.
    Fixing the behavior of some escort / convoy lances in procedural missions. (Cases of units failing to reach their destinations, convoy guards not activating when expected, friendly escort units getting stuck, etc.)
    Fixed issues with loading process where specific Contracts could fail to load.
    Fixing various VO and dialogue issues in procedural missions (specifically Assassinate & Battle contracts.)
    General map polishing and collision clean-up on many maps.
    Fixed an issue where certain instances of Destroy or Defend Base contracts could auto-fail.
    Fixed a UI bug where objectives appeared in the incorrect order of priority on some missions (secondaries above primaries).
    Fixed an issue where in some few cases, reinforcements would not spawn as expected.
    Fixed an issue where an enemy Enforcer would spawn stuck in the Escape mission on Artru.
    Fixed an issue where players were unable to back out of the Liberation: Itrom lance configuration screen.
    Various cosmetic map geometry fixes across the game (floating assets, clipping assets, etc.)
    Various fixes and improvements to the building destruction system (more natural collapse behavior, better debris coverage, improved physics behavior.)
    Various combat VFX fixes & improvements.
    Various 'Mech animation fixes & improvements.
    Various cosmetic dialogue edits to clarify story points and fix continuity errors.
    Various typo fixes across the game.
    Fixed an issue that could cause a softlock after ejecting a MechWarrior with the Ace Pilot ability.
    Various fixes to the animation flow for the eject action.
    Fixed a bug where Rear Torso armor on 'Mechs in combat could remain even after the associated Torso section had been destroyed.
    Fixing the tooltip for the "Done" action for MechWarriors with the Ace Pilot ability.
    Fixed a cosmetic issue where MechWarrior portraits could become greyed out after using the Vigilance morale ability in certain conditions, despite not having acted yet.
    Fixed an issue that could cause a newly-completed 'Mech to disappear after loading a save game created at the same time as the 'Mech construction completed.
    Fixed an issue that could cause Kamea or Alexander to be incorrectly present on the Argo after backing out of Lance Configuration for certain Priority Missions.
    Fixed an input exploit that could allow players to hire MechWarriors that they didn't meet the MRB Rating requirements for.
    Fixed an issue where players could cancel a Travel Contract without incurring the advertised Reputation penalty with the client faction.
    Fixed an input exploit that could allow players to create overweight 'Mechs.
    Fixed an issue that could occasionally cause Travel Contracts to change difficulty upon arrival in the destination system.
    Fixed an issue that could cause certain 'Mech repair tasks queued from the MechLab to fail to appear in the Timeline.
    Fixed a bug where the 'Mech performance rating bars in the Mech Bay could be displayed incorrectly for 'Mechs with destroyed components on them.
    Fixed an issue where the Max Injuries value displayed for MechWarriors in the hiring hall was not taking into account bonuses from their Guts skill.
    Fixed a cosmetic issue where item quantity values in the Store UI were not being refreshed after selling items.
    Fixed an issue where the tooltip for Priority Missions was failing to display on the Contracts screen.
    Fixing cinematics audio to respect the "Play Audio When Alt-Tabbed" setting.
    Fixed some positional audio issues and incorrect audio assignments on destructible buildings.
    Fixed an issue where certain cosmetic (non-gameplay) decorative objects would no longer be present on maps after loading a combat save game.
    Fixed a bug where the UI indicating dangerous locations in combat (e.g. artillery regions) would fail to deactivate after the dangerous conditions were over.
    Fixed an issue where the "Zoom to New Contact" setting wasn't being respected during first contact with enemies.
    Fixed an issue where the Sensor Lock effect would no longer be present on a sensor locked unit after loading a combat save.
    Fixed an issue where 'Mechs that lost a leg due to ammo explosion did not experience Knockdown as expected.
    Fixed a cosmetic issue where the Restart and Stand Up buttons could overlap with the Eject action confirmation button in the combat UI.
    Fixed a cosmetic issue where small weapon attacks could impact empty air above a target after a melee knockdown had occurred.
    Fixing Stalker arm missile pod visibility.
    Improved Radiation Field fog VFX.
    Jump Jet VFX now scale based on 'Mech weight class.
    The King Crab has opened its claws.
    Fixed a cosmetic issue that could sometime cause weather effects to temporarily disappear in the Windy Day mood.
    Fixed some cosmetic issues with hair rendering in MacOS.
    Fixed an issue with the Skirmish MechBay incorrectly displaying the weight range of Assault Mechs as 85-100 tons. (Now displays as 80-100 tons.)
    Various fixes to tooltips, including an issue that could cause tooltips to become cut-off at the bottom.
    Fixed an issue where MechWarriors would sometimes play their injury VO even if game effect (e.g. a cockpit mod) had prevented the injury from occurring.
    Fixed an issue where achievements regarding lance composition could be unlocked by using lances of less than 4 'Mechs.
    Fixed an issue where the background UI was interactable during login or account creation.
    Fixed an issue where the selection field in dropdowns would display multiple selections.
    Fixed an issue where the selected lobby may become unavailable when server browser refreshes.
    Known Issues
    There is currently a small chance of the starter MechWarriors (Glitch, Behemoth, Dekker, Medusa) incorrectly appearing as hireable Ronin MechWarriors in hiring halls later in the game.
    Skirmish lances created prior to updating to 1.1.0 may contain 'Mechs with old weapon & stability values.
    Some tooltips may appear visually truncated at the bottom.
    A few cosmetic-only UI bugs exist when playing on an ultrawide monitor, but given the high-demand for ultrawide support we felt that these minor issues did not need to hold up its release.
  • prodigy007 #
    0
    русича еще значит нет
  • Пишут что локализации будут в следующей обнове. Хотя скорее надо это читать как - в следующей крупной обнове.
  • Deimos-D #
    0
    BATTLETECH Update 1.1.1 Release 6/27/2018
    forum.paradoxplaza.com/forum/index.php?threads/l..
    •Fixed an issue where the starter MechWarriors (Glitch, Behemoth, Dekker, Medusa) could occasionally also appear as hireable Ronin MechWarriors in hiring halls later in the game.
    •Fixed a bug that could cause tooltips to fail to spawn in the Store under certain conditions.
    •Fixed an issue where tooltips could sometimes appear truncated at the bottom.
    •Fixed an issue where users could be unable to use Lance Configuration via the Multiplayer Skirmish Lobby if they had not yet played the campaign or single-player skirmish since updating to BATTLETECH version 1.1.
    •Fixed an issue where loading a save game generated in the Axylus priority mission, right after securing the crash site, could result in a progression blocker.
    •Fixed a bug that was causing attacks to hit 'Mech head locations more frequently than intended.

    IMPORTANT: If you experience any issues after updating, or see a popup like this one when trying to run the game...
  • Deimos-D #
    1
    BATTLETECH Update 1.1.2 Release
    steamcommunity.com/app/637090/discussions/0/1762..

    Fixed a race condition that could cause a softlock after flamer attacks made with the Firestarter 'Mech.
    Fixed an issue where the Capture the Argo mission on Axylus would fail to progress after loading a save game created right after securing the Argo crash site, but prior to new enemy units appearing.
    Fixed an issue where players could use the navigation starmap to accept travel contracts they did not meet the reputation requirements for.
    Fixed an issue where the "Ultra" quality setting could revert to "High" after relaunching the title.
    Fixed an issue where the "Lock Cursor" game setting did not get applied until the user alt-tabbed or relaunched the title.
    Fixed an issue where a 'Mech work order could still be created after some items equipped to the 'Mech were sold while the work order was pending.
    Fixed an issue where the "Fresh Off the Lot" achievement could not be completed.
    Updated the credits
  • Deimos-D #
    1
    на международную выставку игровой индустрии, ещё называемую "главная американская выставка настольных игр" Gen Con 2018, которая будет проходить с 2 по 5 августа в США, в городе Индианаполис, поедет один из руководителей Harebrained Schemes: Митч (Mitch Gitelman), возможно там мы и услышим новости о дальнейшей судьбе игры, о новых дополнениях и локализации или даже о возрождении настолки Battletech!
  • Deimos-D #
    0
    От модераторов официального форума:
    Interested or not, Linux and localisations are the current step of the roadmap and many others are interested in them. Some can't play the game without them.
  • Nightma[R]e #
    3
    Русского нет и не будет. Уже 4 месяц пошёл после выхода игры. Только и могут обещаниями кормить, я игру на дерьмо-английском покупать не буду.
  • Deimos-D #
    2
    Не может не быть русской локализации игры, так как это одно из требований бэкеров на Кикстартере и Волосомозгие обязаны его выполнить, так как на это тоже собирали деньги, а иначе им придётся возвращать бабло обманутым, на что никто не пойдёт...
  • Deimos-D #
    1
    Компания Paradox Interactive отчиталась о своих результатах за второй квартал текущего финансового года. Выручка упала на целых 38%! Издательство объясняет такое падение тем, что за прошедшие три месяца ей пришлось выплатить большую сумму по роялти, поскольку на игры от сторонних компаний пришлась примерно четверть от итоговых доходов.
    При этом Paradox отменила два не аносированных проекта, дабы стабилизировать свое финансовое положение. Руководство компании сообщило, что ничего критичного в падении доходов нет, а часть разрабатываемых в недрах игр порой все равно закрывается на ранней стадии. www.paradoxinteractive.com/en/interim-report-jan..
  • Jeffrey #
    2
    На сайте Paradox Interactive появился анонс первого дополнения к Battletech - Flashpoint
    В дополнении обещают 3 новых вида биомов (погодных условий), 3-х новых мехов (Hatchetman, Crab, Cyclops), новые типы миссий.
    Дата выхода - Ноябрь 2018 г.
    www.paradoxplaza.com/news?aid=battletech-flashpo..
    Видео-трейлер
  • Deimos-D #
    1
    Подробности нового Дополнения BATTLETEC Flashpoint:
    3 новых Биома: разные варианты на тему тропических пляжей с пальмами.

    3 новых Меха: средний Мех Hatchetman с топором и заточенный на ближний бой www.sarna.net/wiki/hatchetman , более скоростной и универсальный средний мех Crab www.sarna.net/wiki/Crab и штурмовой Мех Cyclops с разнообразным оружием под все дистанции боя. www.sarna.net/wiki/Cyclops
    Миссия: Target Acquisition, с захватом нескольких точек на карте.

    Главное нововведение Flashpoints: небольшие сценарии, состоящие из нескольких стандартных миссии. В ходе таких операций придется не только участвовать в двух последовательных заданиях одними и теми же мехами, но и столкнуться с нелинейными случайными событиями.
    Короткие новые истории будут состоять из процедурных миссий, связанных вместе с новыми разговорами экипажа, специальными событиями, критическим выбором и ценными наградами.
    "Истории Flashpoint дают нам гибкость в разработке огромного разнообразия опыта, все с различными последовательностями, событиями, проблемами, решениями, наградами и т. д. Мы объединяем основную механику геймплея новыми способами для создания более глубокого Контента,-сказал Митч Гителман, игровой директор BATTLETECH и соучредитель Harebrained Schemes”. “Эти более сложные и долгосрочные цели являются потрясающим инструментом интерактивного повествования, который, как мы думаем, понравится поклонникам BATTLETECH" - добавил Джордан Вайсман, генеральный директор и создатель BattleTech.
    www.paradoxplaza.com/battletech---flashpoint/BTB.. ждать в ноябре 2018года...
  • Deimos-D #
    1
    BATTLETECH 1.2
    forum.paradoxplaza.com/forum/index.php?threads/l..

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

    New Features & Content

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

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

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

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

    Improvements to save game management.
    •Added ability to create custom names for manual saves
    •Permanent saves are marked with gold triangle icons and tooltips
    •Added percent progress to save game refresh
    •Added the ability for users to disable warning when deleting saves
    Deleting a save game no longer scrolls back to the top of the list each time
    Quality-of-Life Improvements.
    •Added the ability to restart in any combat mission without loading a save game (excludes iron man)
    •Added initiative status icon overlays for MechWarrior portraits in combat
    •Added more sorting options for inventory items
    •Components are now sorted logically in the Store and MechBay
    •Added more color swatches for mercenary outfit color schemes
    •Added new floating text for Precision Strikes
    •Added popup message when ‘Mech with invalid configuration is detected
    •Added new popup for selling multiple items in the store
    •Added ultrawide version of main menu cinematic for 21:9 aspect ratios
    •‘Mech selection weight class filters changed from individual toggles to exclusive subsets, including new "All" button added to show all weight classes.

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

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

    Accounts
    •Updates and adjustments for GDPR compliance.

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

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

    Audio
    •Footsteps VFX now differentiate between biomes

    Bugfixes

    •Fixed a case in the skirmish MechBay where copying a ‘Mech, then canceling, would leave that phantom copy as the active ‘Mech.
    •Fixed a Timeline freeze and planet arrival saves not being generated.
    •Fix for game not progressing after loading specific auto saves
    •Fixed an issue where adding illegal characters to the search filter would cause saves to not appear after text is cleaned up.
    •Removed old clear achievement debug hotkey
    •Fix to make the negotiation sliders reset properly after backing out of the lance configuration screen
    •DFA can now produce a pilot injury if you take both your own legs off with it
    •On Capture Base missions, the player can no longer target the friendly dropship
    •Updated portrait manager with new beard skinning
    •Fixed cases where Ultra and High quality settings could be reversed after changing quality settings and restarting
    •Fixed Highlander animation when transitioning from idle to brace
    •Fixed some background textures in Mech Bay
    •Fixed visual issue with MRB rating stars disappearing after reaching max rank
    •Fixed Ace Pilots getting stability reduced twice if they fired and then moved
    •Fixed MechWarrior training prompt for pilots with already maxed out skills
    •Fixed some text that could show through the finance widget
    •Fixed weapon hit effects sometimes applying when weapon misses
    •Fixed background shadow in Lance deployment menu
    •Fixed facility decals in Sandy Mesa map
    •Fixed galactic background showing during Navigation menu transition in ultrawide resolutions
    •Fixed rare cases where Forest buff didn't apply on tiles with trees in some maps
    •Fixed missing tooltip in Mech Bay for right leg armor bar
    •Fixed tooltip hit box in Mech Bay when multiple icons are present in the selected lance configuration
    •Fixed building in Raw Cliffsides missing collisions
    •Fixed cases where objective success sound would play unnecessarily
    •Fixed display of some Rough Terrain movement pips on Hidden Lagoon
    •Fixed redundant VO barks when selecting "Done" to end turn prior to contact with OpFor
    •Added collision to tunnel on Highway map
    •Equipment/Weapons sold while in the Refit screen are removed from the refit interface to prevent work orders that include sold parts from being created
    •Fixed potential soft lock if ejecting last MechWarrior and withdrawing at the same time while confirming both prompts with Enter key
    •Fixed cranes not falling when lower strut is destroyed by ‘Mech impact
    •Fixed parts of destroyed buildings reappearing after loading combat save
    •Fixed some Assassination contracts completing early after loading combat save (not retroactive)
    •Fixed case of camera clipping through pirate base
    •Capturing all three silos during Itrom Attack now auto-completes the mission (no longer requires moving ‘Mechs to the Evac Zone)
    •Fixed ice regions missing from map after loading a combat save
    •Fixed incorrect max head armor on Commando and Spider in Mech Lab (was 30, now 45)
    •Fixed possibility of sprinting ‘Mechs onto same position as OpFor Mech in specific circumstances
    •Fixed some missing/incorrect movement pips in Hidden Lagoon
    •Fixed case where losing silo Bravo could cause explosion of silo Charlie in Itrom Attack
    •Fixed flickering shadows when ‘Mechs are idle
    •Fixed some hair styles in character creation being too reflective
    •Fixed incorrect shadows displaying in Barracks when switching between rooms
    •Fixed potential soft-lock state after loading a combat save created by pressing Enter to confirm save dialog
    •Fixed missing rain effect in Medium and High graphic settings
    •Fixed lightning issue in character creation with specific hairstyles and light combinations
    •Fixed scars in portraits getting more intense after each save game load (until game restarted)
    •Fixed display of rings around planets on loading screen
    •Fixed enemy reinforcements being unable to reach the player's ‘Mechs during simple battle contracts on The Mine map
    •Fixed last applied portrait changes being applied to both Commander and hired MechWarrior
    •Fixed deleted saves showing again after entering and removing text in the search field
    •Fixed buff icon for destroyed buildings
    •Fixed item selection not clearing in the Store when switching to an empty tab
    •Fixed overheat audio alarms, VO, and VFX from not playing in certain circumstances
    •Fixed several cases where enemy units could spawn in stuck positions (unable to engage player)
    •Fixed a spammy warning about melee weapons that "can't technically fire" (but actually can)
    •Fixed enemy contact being reported multiple times
    •Fixed bug where standing in an Evac Zone area prior to its appearance as an objective could block progression in specific missions
    •Fixed bug that put player in combat during Itrom Attack prior to enemy unit contact
    •Removed mid-air floating rocks in Smithon
    •Fixed path in BarterTown to be walkable as expected
    •Fixed cases where ‘Mechs would turn in place prior to attacking a target already in melee range
    •Fixed a bug with entering combat where neutral tab target buildings weren't starting combat (including some turret generators)
    •Fixed Ace Pilots getting stability reduced twice if they fire and then move
    •Fixed Ace Pilots using "done" not getting the appropriate stability reduction applied
    •When Reserving an entire lance only one pilot's VO bark is played instead of the entire team
    •Fixed issue where wrong the ‘Mech shadow was cast in the MechBay
    •Fixed typos in some pilot bios
    •Fixed Restore Defaults in video settings not impacting resolution when in fullscreen mode (PC only)
    •Fixed potential item duplication issue
    •Fixed incorrect lighting when loading a save game where ship is docked to JumpShip
    •Fixed stuck Panther on Smithon map
    •Many additional small improvements and bug fixes
    Known Issues (to be fixed before setting live)
    •A few campaign cinematic scenes have a grainy filter applied
    •Some causes of death on the Memorial Wall don’t fit the UI layout
  • Deimos-D #
    0
    Developer Diaries #1: Mechwarrior Ability Revision
    forum.paradoxplaza.com/forum/index.php?threads/d..

    Hi everyone! It's yr friendly neighborhood design lead, Kiva, with the first of what will be a regular new feature: Developer Diaries! We're asking members of the BATTLETECH team to write about their ideas, upcoming features, and particularly interesting aspects of their work. For our inaugural Diary, we're talking about some previously-teased revisions to MechWarrior abilities, particularly good old Bulwark.

    One of the things we’re always on the lookout for is player consensus on “right” ways to play the game. When we design game systems, one of the first things we ask is “What decisions can the player make in this system?” This is because game systems are superfluous if there’s a single outcome and a single path to that outcome. We may as well just move your playing pieces for you, if there aren’t choices.

    When we saw the consensus developing that the MechWarrior ability Bulwark was considered mandatory for all pilots, and its higher-level companion Juggernaut was considered useless, we started paying close attention to conversations about both, and started planning. We’d always expected to tune the MechWarrior abilities post-launch, and here was the first indicator that it was time to do so.

    The initial proposal, which we very nearly patched in 1.1, was to simply reverse the positions of Bulwark and Juggernaut. Bulwark would become the higher-end Guts ability, and Juggernaut would become the lower-end one. We kept talking, though, and we decided that the real issue was that Bulwark was, relative to almost every other ability, too effective and useful. Which isn’t necessarily a bad thing! But moving it to the high-level ability slot would severely restrict the choice space for MechWarriors. Everyone would have Guts as their primary skill focus, which would be a step backwards -- at least under the original design, pilots would pair Guts with the top-end ability from some other tree.

    So we scrapped that plan and went back to the whiteboards. We wanted to make Bulwark a useful ability for tanking damage, but we didn’t want it to lead to stagnant, immobile gameplay. So we did what we always do: prototyped it over and over, playtesting each time and taking notes and getting back together to talk through those notes.

    This spread into a complete revision of the whole ability space, because once we start trying to fix something, we can’t help but notice everything else around it that might be broken, as well. For a while, every single ability was drastically different, as we experimented through a variety of possibilities.

    Ultimately, however, we ended up leaving most of the abilities alone, or making minor tuning changes to them. Personally, I’m a fan of leaving well enough alone, and for abilities that were essentially working as expected, resisting the urge to tinker with them is a virtue.

    So here’s a high-level description of what we did change:

    Sensor Lock: it’s a one-trick pony. It’s useful, but nobody’s bringing a sensor lock pilot along because it’s exciting or interesting to use the ability, and after you get within line of sight range, you basically never use it again. To add post-contact utility, we added the same debuff that PPCs give a target. If you sensor lock someone, you place two stacks of Sensors Impaired on them. If you pair that with some PPC fire, you can utterly ruin someone’s shot accuracy for a short period. It’s still not competitive with actually firing your weapons, but it shouldn’t be; and now, at least, you might hesitate a moment and ask ‘what if I sensor locked right now?’

    Bulwark: we did so many things to this poor ability, trying every possible combination of movement and positioning and action consumption and effectiveness that we could think of. For a while it was a new ability called “Fortify” that had radically different behavior that promised to fundamentally alter the flow of combat. In the end, though, we realized that the problem was simple: Bulwark encourages stationary firing platforms. So that’s what we tried to fix. Bulwark no longer gives you the Guarded state for free when you don’t move. Instead, it makes the Guarded state far, far more powerful. You still need to Brace (or use Defensive Push) to get Guarded, but once you have it, you’ll be extremely difficult to damage.

    We also made Guarded stack with Cover, so that by bracing your Bulwark pilot in a forest, you can almost entirely negate incoming damage. This -- hopefully! -- brings cover back into the tactical space as an option for positioning your ‘Mechs, and makes destroying buildings a more reasonable use of a firing action, to create places to stand that grant the near-invulnerability of Bulwark + Cover.

    Coolant Vent: poor Juggernaut. It seems like a good idea on paper, but in practice manipulating a target’s initiative isn’t all that interesting at the high end of gameplay, when many of the targets are Assault-class ‘Mechs with the lowest possible initiative. Combined with the necessity of melee to trigger it -- in a tree whose other ability requires standing still -- it was second or even third tier. So, sadly, we cut it, and mourned its loss.

    Coolant Vent replaces it with something more aggressive and exciting. When you trigger this ability, you manually shunt coolant out of your ‘Mech, right through the cockpit, in a way guaranteed to make your MechTechs and MedTechs cringe. Coolant is nasty stuff! By doing this, you increase your heat sinking for that round by +100, effectively guaranteeing you’ll end the round at 0 heat. But, in trade, you take a pilot Injury.

    This is the top-end Guts skill, so we know you have plenty of health to spare on these pilots; are you willing to trade infirmary time, and increased vulnerability to being incapacitated, for the ability to Alpha Strike with your Black Knight round after round? We put a safeguard in -- your pilot isn’t willing to vent coolant if it will actually kill her -- but aside from that, you’re able to spend your health to push your damage output to its limits.

    Sure Footing: The problem with Evasive Move is that it was so rarely relevant. With a fast ‘Mech, the extra evasion was superfluous; you were typically near the evasion cap already, just from ordinary movement. With a slower ‘Mech, you weren’t ever getting enough evasion out of this for it to feel worthwhile.

    We’ve been gradually trying to address the knockdown meta, without pushing too far in the direction of devaluing knockdowns. Sure Footing seemed like an obvious replacement for Evasive Move, in that context. When you move, if it’s an ordinary move -- that is, not a sprint or a jump or a melee charge or a DFA -- you become Entrenched automatically. Sure Footing pilots advancing and shooting are extremely difficult to knock down, and in larger ‘Mechs, it’s nearly impossible without breaking their Entrenched state first.

    With all that said, we’re not carving these new abilities in stone. We’re releasing them to you in beta form, because we know that you, collectively, are far better able to find the exploits, weaknesses, and failure states in this kind of design work than we are. We’re going to be monitoring this thread carefully for your feedback, and we want to hear from you. This is a significant enough change that we’re not going to push it to Live without getting your feedback. So please take the new abilities for a test drive and let us know what you think!
  • Shershn #
    0
    Актуально уже v 1.2.1 + дополнение Flashpoints, может кто знает где найти ???
    И хоть какой русификатор, а то оф. затягивают?
  • Deimos-D #
    0
    Shershn
    Дополнение Flashpoints ещё не вышло и точной даты выхода ещё нету, да и русской локализации ещё нету, но обещают что она будет в октябре. Причём если основная игра будет с русской локализацией, то при выходе DLC она будет только на английском.
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