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描述

BATTLETECH
Also Available on GOG.com: BATTLETECH - Digital Deluxe Edition
BATTLETECH - Season Pass

From original BATTLETECH/MechWarrior creator Jordan Weisman and the developers of the award-winning Shadowrun Returns series comes the next-generation of turn-based tactical 'Mech combat.

The year is 3025 and the galaxy is trapped in a cycle of perpetual war, fought by noble houses with enormous, mechanized combat vehicles called BattleMechs. Take command of your own mercenary outfit of 'Mechs and the MechWarriors that pilot them, struggling to stay afloat as you find yourself drawn into a brutal interstellar civil war. Upgrade your starfaring base of operations, negotiate mercenary contracts with feudal lords, repair and maintain your stable of aging BattleMechs, and execute devastating combat tactics to defeat your enemies on the battlefield.

COMMAND A SQUAD OF 'MECHS IN TURN-BASED COMBAT: Deploy over 30 BattleMechs in a wide variety of combinations. Use terrain, positioning, weapon selection and special abilities to outmaneuver and outplay your opponents.

MANAGE YOUR MERCENARY COMPANY: Recruit, customize, and develop unique MechWarriors. Improve and customize your dropship. As a Mercenary, travel a wide stretch of space, taking missions and managing your reputation with a variety of noble houses and local factions.

TAKE PART IN A DESPERATE CIVIL WAR: Immerse yourself in the story of a violently deposed ruler, waging a brutal war to take back her throne with the support of your ragtag mercenary company.

CUSTOMIZE YOUR 'MECHS: Use your MechLab to maintain and upgrade your units, replacing damaged weapon systems with battlefield salvage taken from fallen foes.

PVP MULTIPLAYER & SKIRMISH MODE: Customize a Lance of 'Mechs and MechWarriors to go head-to-head with your friends, compete against opponents online, or jump into single-player skirmish mode to test your strategies against the AI.

Please note:
3rd party Paradox account is needed to challenge other players in 1v1 multiplayer matches and to redeem unlock codes for Kickstarter Backer or Pre-Order DLC. Bonus decorations and emblems require online connection in order to be appliable.
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#1. BATTLETECH (GOG) 由: Paradox Interactive
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  • 版本: Windows, Linux, MacOS
  • 發佈日期:
  • Update 1.9.1-686R (3 March 2020)

    Thank you for playing BATTLETECH! Release 1.9.1 is now available on Steam and GoG. Other platforms will release as soon as possible. The main areas of improvement are: a fix for crash-on-exit, a fix for the debug console, improved error handling, updates to the mod support readme, several mod support fixes, and a small number of visual map fixes.
    Release 1.9.1 Notes, 02/25/2020 Fixes

    Fixed an issue where under certain circumstances the game did not exit cleanly after saving

    Fixed an instance of a visible debug string showing in place of a percentage value in the After Action Report and during some events

    The mod support readme has been updated WIN: C:\Users\user_name\MyDocuments\MyGames\BattleTech\mods LIN: /home/user_name/MyGames/BattleTech/mods OSX: /Users/user_name/MyGames/BattleTech/mods HTTPS://forum.paradoxplaza.com/forum/index.php?threads/mod-support-readme-documentation.1285684/

    Fixed an issue where mod names were displayed twice in the tooltip on the mod panel

    Fixed an issue where one mod was not displayed in the list of required mods in the ‘Mods are missing or not enabled’ prompt

    Fixed a date issue that would have prevented Paradox accounts from being created under certain conditions

    The debug console, build number widget, and combat debug options can now be evoked when using their corresponding shortcut combinations

    Fixed several visual map bugs
    Roll Back

    It is possible to revert to past versions of our game in case you have trouble. For more platform specific information go to our forums at: https://forum.paradoxplaza.com/forum/index.php?threads/how-to-rollback-to-a-previous-patch-version.1112335/

    As always, if you experience further issues please contact Customer Support at: https://support.paradoxplaza.com
    Update 1.9.0-680R (20 February 2020)

    Thank you for playing BATTLETECH! Release 1.9 is now available on Steam, GOG, Humble, and Paradox Plaza. The main areas of improvement are: New ‘Mech and vehicle variants, gameplay options, Convoy AI, and mod support.
    Release 1.9 Notes, 2/20/2020 ‘Mech Variants

    Trebuchet TBT-7K

    Grand Dragon DRG-1G

    Warhammer WHM-7A

    Marauder MAD-2R

    Marauder MAD-3D

    Zeus ZEU-5T

    Zeus ZEU-6T

    BattleMaster BLR-1GB

    BattleMaster BLR-1S

    Crab CRB-27b

    Cyclops CP-10-HQ

    Javelin JVN-10A

    Raven RVN-3X

    Cataphract CTF-0X

    Phoenix Hawk PXH-1b-

    Rifleman RFL-4D
    Vehicle Variants

    Striker Narc

    Scorpion Mk.II

    Schrek Snub PPC Carrier

    Galleon TAG

    Demolisher LBX

    Inferno Carrier

    Arvakr APC

    Alsvin APC-
    Gameplay Options

    Added a Career Mode Difficulty Setting that allows players to reduce Argo upgrade costs

    Added a Settings option that allows players to speed up the real-world time it takes for an in-game day to pass

    Added a Settings option to assist those with color blindness allowing them to select alternate LOS lines and indirect fire colors
    Mod Support

    The mod installation folder is now configurable

    The ModLoader is now patchable

    The ModLoader is now easier to use

    Added more Dynamic Enumerations

    Added more logging and error reporting

    DLC checks have been added to ModDef

    Fixed many other mod support related bugs

    Added several mod support quality of life improvements-
    Convoy AI

    -Fixed some long-range and short-range pathfinding issues -Escort vehicles can now move through the player’s ‘Mechs and each other -Killing the entire OpFor now auto-completes escort missions
    Other

    Added a new ammo tab in stores and the ‘Mech Bay

    Half-ton machine gun ammo is now available

    +/++ variants of machine guns are now available

    Fixed an issue that prevented some players from being able to delete their GOG saves
    Known Issues (to be fixed asap)

    The debug console, build number widget, and combat debug options cannot be evoked when using their corresponding shortcut combinations

    Under certain circumstances the game does not exit cleanly after saving
    Roll Back

    It is possible to revert to past versions of our game in case you have trouble. For more platform specific information go to our forums at: https://forum.paradoxplaza.com/forum/index.php?threads/how-to-rollback-to-a-previous-patch-version.1112335/

    As always, if you experience further issues please contact Customer Support at: https://support.paradoxplaza.com
    Update 1.8.1-640R (10 December 2019)

    Thank you for playing BATTLETECH! Release 1.8.1 is now available for users on Steam and GoG. Other platforms will release as soon as possible. The main areas of improvement are: UI, visual effects, and mod support. The previously released LBX2 ammo fix has been replicated across all platforms.
    Release 1.8.1 Notes, 12/10/2019 UI

    Fixed an issue where the weapon hover panel didn’t update COIL damage and heat correctly

    Fixed an issue where Thumper heat did not preview correctly

    Fixed an issue that caused a black screen to occur when loading a save after going bankrupt

    Fixed an issue where entering the Main Menu after bankruptcy did not end the previous session

    Fixed an issue where a black screen could occur if the Store panel was open while loading a save file or returning to the Main Menu and then loading another save file

    The “Mechwarrior Info Panel” no longer caps at displaying three as the maximum number of injuries
    Visual Effects

    Rubble is now consistently applied when destroying buildings on urban maps

    Missile trail visual effects have been restored

    Mod Support

    Fixed an issue where asset bundles were failing to load

    Fixed an issue with the Mod loader merging .csv files

    The overlay for save states made with mods is now present when mods are disabled or deleted

    Fixed an issue with loading external assets

    Fixed load ordering for DynamicEnum data

    Mods that fail to load now show up in the mod list screen

    Removed mods no longer show up as loaded on the mod list screen

    Mod dependencies are now multilayer aware

    Mod loader logging is now on by default

    Note the updates to the mod support readme: WIN: C:\Users\user_name\MyDocuments\MyGames\BattleTech\mods LIN: /home/user_name/MyGames/BattleTech/mods OSX: /Users/user_name/MyGames/BattleTech/mods HTTPS://forum.paradoxplaza.com/forum/index.php?threads/mod-support-readme-documentation.1285684/
    Other

    Fixed an issue with Unity pathing related to Apple Notarization Fixed an issue where the AI displayed an assert toast message if the ally convoy unit had no ‘Mechs within its range Fixed a problem that prevented players from registering a new Paradox account
    Known Issues

    Removing a mod does not remove its entries from the MDD, players can delete the cache file manually
    Roll Back

    It is possible to revert to past versions of our game in case you have trouble. For more platform specific information go to our forums at: https://forum.paradoxplaza.com/forum/index.php?threads/how-to-rollback-to-a-previous-patch-version.1112335/

    As always, if you experience further issues please contact Customer Support at: https://support.paradoxplaza.com
    Update 1.8.0-269R (21 November 2019)

    Thank you for playing BATTLETECH! Release 1.8 is now available! This release contains a number of content additions, cool new features, official mod support, as well as bug fixes and optimizations. We have also released the Heavy Metal paid expansion. Both 1.8 and Heavy Metal have French, German, and Russian localizations.
    Release 1.8 Notes, 11/21/2019

    1.8 HIGHLIGHTS: 2 free classic BattleMechs: Marauder and Warhammer, mod support, over 40 new contracts, 2 new maps, new events, performance optimizations, and more… See details in the “New Free Features & Content” section below.

    BATTLETECH: Heavy Metal expansion now available: Heavy Metal contains 7 classic BattleMechs, 1 brand new “HBS Original” BattleMech, 8 new weapon systems, and a new linked Flashpoint campaign that brings you face-to-face with two legendary characters from BattleTech lore!

    Purchase the Season Pass to get a deal on all three BATTLETECH expansions (Flashpoint, Urban Warfare, and Heavy Metal)!

    BATTLETECH update 1.8 and the Heavy Metal paid expansion are available now for Steam, GOG, and Paradox Plaza on Windows, Mac, and Linux platforms. Note for Paradox Plaza users: After purchase of the Heavy Metal expansion, you will need to be logged in within the game in order to see Heavy Metal content.

    Where to find your new Heavy Metal paid expansion content: All new ‘Mechs have been added to the general pool for spawning enemy lances, and all of them can be found in the stores of planets controlled by different factions. New weapon systems can be reliably found in various stores using our new star map filters (see below). Please note: new weapons systems are not available in skirmish mode (including multiplayer). As an added bonus, starting a new Career Mode will prompt you with an offer from your MechTech Yang to give you a new Heavy Metal ‘Mech and some weapons that “fell off the back of a freighter.” A different batch of items will be available every time you start a new career.

    We hope you enjoy our latest BATTLETECH releases!

    HBS

    IMPORTANT: Additional note for players who mod various game files… Guess what? Modding is now officially supported! What does that mean (other than this repeated release note warning can finally go away)? See details in the “New Free Features & Content” section below.

    New Free Features & Content Classic BattleMechs

    MARAUDER (75 Tons) - perhaps the most iconic 'Mech in BattleTech, known for its ability to hang back and snipe from a distance. Its Lance Command Module decreases the damage taken by it and its allies and gives a boost to Called Shots.

    WARHAMMER (70 Tons) - known for dealing devastating particle cannon strikes, it exists to destroy other 'Mechs quickly and efficiently. Its Optimized Capacitor Feeds increase the damage of all equipped Energy weapons.

    Official Mod Support - With this release of BATTLETECH, we are introducing official mod support to the game and now support the ModTek format that the modding community is currently using. Mod locations are now external to the game. We’ve also added new mod management UI to the main menu to streamline mod use. As usual, use mods at your own risk. Some mods may not work at launch. In-game modding tools are not included.

    Formalized mod installation location and process

    We have included documentation on where to find mods, how to add/delete mods, and links to the BATTLETECH modding community.

    Simpler mod injection process

    The current approach effectively requires a mod for mod support to be enabled. Our version will integrate the mod loading process into BATTLETECH, allowing modders to focus more on mod generation rather than mod loading.

    Support for most existing mods with minimal changes to their existing data format

    Save game mod awareness. Save games that include active mods become unavailable if those mods are uninstalled or disabled.

    For more information, see the Readme document located within the Battletech files on your computer at the following locations:

    WIN: C:\Users\user_name\MyDocuments\MyGames\BattleTech\mods

    LIN: /home/user_name/MyGames/BattleTech/mods

    OSX: /Users/user_name/MyGames/BattleTech/mods

    New Maps - Two new maps bring even more variety to your contracts: Jumbled Karst (an iconic rock formation set between two valleys), and Boulder Field (rolling hills and rocks dot this battle scarred landscape)

    New contracts - Over 40 new contracts, including new recurring allied and enemy NPCs, and new contract variants that mix up the missions you’ve seen in new and unexpected ways. Battle a dangerous solo mercenary, train a group of overly enthusiastic rookies, and serve as the personal bodyguard of an arrogant noble.

    New Events - We’ve added a slew of new mercenary travel Events to “enhance” your mercenary life.

    New Star Map Weapon Store Filters - We’ve added a new filter dropdown to the star map that lets you view planetary industry by type and a tooltip that tells you what you can find in each star system.

    Rebalanced Stores & LosTech - We’ve completely overhauled how weapons and equipment appear in our stores. Finding items is now more straightforward. We’ve also given LosTech items a boost in power to fit their legendary status.

    New Mech Viewer - Get a close-up, rotatable view of your ‘Mech and customize its paint pattern directly in the Mech Lab!

    New Merc Company Crests - Scads of new emblems to choose from for your mercenary company, drawn from notable factions throughout the Inner Sphere. Roleplay your heart out!

    New Mech Variants

    Locust LCT-1E - The 1E Locust packs only Lasers for its armament, for better overall damage without the risk of ammo explosions. It runs quite a bit hotter than other variants, though, so it works best with hit-and-run attacks.

    Spider SDR-5K - The 5K Spider variant keeps the extreme maneuverability of its more common 5V cousin but adds some Machine Gun weaponry for close-in work. It's still got very little armor, so it works best as a scout and spotter.

    Additional Tutorial Slides - For new players, we’ve added some tutorial slides to an early story campaign mission to help smooth the on-ramp to BATTLETECH’s many options and tactical readouts.
    Bug Fixes & Improvements Combat Improvements

    UI performance cost reduction

    Fixed an issue where the game did not enter turn-based mode as expected when hostiles dropped in during Battle+ contracts

    “Target Acquisition” contract type balanced to be a less punishing and more dynamic experience

    Map Graphics

    Many small map polish fixes - floating props, disappearing signs, assets clipping into each other, etc.

    Fixed an issue which caused windmills to stop spinning when any one of them was destroyed
    UI

    Fixed and clarified invert mouse axis options

    New targeting treatments for area of effect weapons

    Evasion Pip coloring for COIL beam charging

    New flashing elements to highlight the Assassin’s ability to ignore evasion

    New combat 'Mark' to show targets hit by NARC, TAG, and other abilities

    Mini-Campaign Flashpoint elements have a unique look and color to distinguish them

    Improved Combat UI performance
    Other

    Memory use optimizations

    Fixed an issue where Gauss Cannon was displayed as AC/10 on both Blackjack's arms

    Fixed an issue which caused weapon VFX to stop/impact before hitting the target
    Known Issues

    Small amounts of text remain untranslated

    Rubble effects on Urban Maps may disappear, restarting the game resolves the issue

    Entering bankruptcy causes problems with starting a new career or campaign in the same session, restarting the game resolves the issue

    Thumper heat is not correctly previewed

    Coil Beam heat and damage does not update in the weapon panel from the previous turn until you move your ‘Mech
    Known Mod Support Issues

    When mods have been enabled and then disabled or deleted, the overlay for save states is missing

    Depending on the mod, a debug string may appear in the mod status window

    Players using mods can run a skirmish match against players without mods installed

    The revert button works on its first use; after that you may need to relaunch to revert mods

    ‘Boulder’ and ‘Jumbled Karst’ moods display the wrong names in skirmish when mods are installed

    Mods that contain other mods do not show up as bundled with their dependencies
    Update 1.7.0 (10 September 2019) From the Community

    Fixed a formatting problem with the json for the PNT-9R

    Updated the Hatchetman HCT-3X faction so that it is part of more lore relevant enemy lances

    Fixed an issue where the ‘Double Agent’ Flashpoint awarded the wrong faction reputation

    The Packrat now moves as a light wheeled vehicle

    Stock lances in skirmish mode are no longer duplicated in the dropdown when the budget is unlimited

    Several libraries for Ubuntu Linux users are now installed along with the game by default
    AI

    Improved AI’s ability to avoid a potential ECM exploit

    ECM carriers will now work harder at keeping their allies cloaked

    Further pathing fixes for several missions where the AI could become stuck

    Updated lance role tags for a number of ‘Mechs (such as “tank”, “sniper”, “scout”, etc.)
    Combat Performance Improvements

    Particle system optimization

    UI rendering optimization
    Map Graphics

    Many small map polish fixes - closing seams, grounding assets, clipping corrections, etc.
    UI

    Fixed a bug where an event may reference a random star system rather than the currently orbited one
    Other

    Re-balanced the Attack/Defend encounter type

    Fixed many small grammar and translation errors

    Improvements to missile trajectories

    Balance adjustments to the Kamea story campaign:

    Lowered mechwarrior hiring cost

    Increased payout in c-bills for contracts

    Increased base salvage for contracts

    Increased the frequency of non-weapon rare items in salvage

    Increased the starting cbills from 980k to 1000k

    Increased the starting morale from 25 to 28

    Increased MechWarrior XP per mission from 400 to 500

    Updated difficulty settings to match new defaults

    FIxed an issue where certain sounds on Urban maps would persist after save/load

    FIxed an issue where player ‘Mechs could not melee units cloaked within an ECM field

    The 'White Lies' Flashpoint is now available during career mode as well as after completing the campaign

    Fixed an issue where buildings could collapse while they still had health

    Fixed the contract results page for the ‘Hearts and Minds’ Flashpoint with the correct objectives

    FIxed an issue where ally defense turrets would not turn on in Attack and Defend - Retaliation contracts

    FIxed an issue where attacks would pass through buildings without causing stray shot damage

    Gyro+++ component gameplay effects can no longer be stacked

    Fixed an issue where Pre and Post mission autosaves would not properly generate for procedural contracts when any Flashpoint was active
    Known Issues

    Small amounts of text remain untranslated

    The game does not always enter turn-based mode when hostiles drop in
    IMPORTANT

    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.
    Update 1.6.2 (20 June 2019)

    Thank you for playing BATTLETECH! Release 1.6.2 is now available for users on GOG and Steam. Other platforms will release as soon as possible. The main areas of improvement are: issues identified by the community, AI, localization, performance improvements and options, and map graphics. We have also added a way to re-access the Raven tutorial in the Mech Bay, updated flashpoint rewards, and addressed many minor glitches.
    From the Community

    Fixed an enemy spawning issue that could prevent the story campaign mission ‘Liberation: Tyrlon’ from being completed

    The AI no longer freezes when trying to target units with seven or more evasion pips

    Fixed an issue where you couldn't accept a contract even though you were honored in the stated faction

    Reloading a combat save no longer causes enemy ‘Mechs to ignore active stealth charges

    The Raven ‘Mech cannot be encountered in combat before completing the ‘Prototype’ flashpoint

    XML Audio files have been removed, this may address the AKSoundEngine crash for some players

    Fixed a DLC unlock issue that prevented players using the PDX Launcher from successfully accessing all DLC content
    AI

    Pathfinding for AI going to a zone has been improved.

    When fleeing during Assassination contracts the AI is now less likely to become stuck

    The AI will now be more aggressive when it has a ‘Mech with ECM capabilities

    When in an enemy ECM field the AI now makes better decisions regarding firing while cloaked

    Active probe now targets units that were revealed in the current round by the AI
    Localization

    Fixed UI issues with some German and Russian strings overrunning text boxes

    Updated translations for improved accuracy

    Added more translations
    Performance

    A new option has been added to reduce the number of props and visual effects in Urban biomes. You can find it in the ‘Settings Menu’ Video: Advanced tab

    Smoke VFX now dissipates properly after buildings collapse. This was affecting performance for some users
    Map Graphics

    Resolved several instances of textures flickering

    Fixed ground plates swapping on save/load on urban maps

    Removed several instances of buildings hiding within other buildings

    Fixed many issues of urban props penetrating buildings or other props

    Grounded several urban props that were floating in mid-air

    Replaced a number of missing urban textures
    Other

    'ECM Missile Defense' now applies to units that enter an ECM field in which a hostile is positioned

    The player is now correctly shown when an ECM carrier will lose stealth charges while plotting a move of the ECM field over multiple enemies

    The 'Missile Defense' icon no longer displays on the movement flag when units leave an ECM field

    ECM blurring effects now follow a ‘Mech during melee

    Multiple toast messages no longer appear over units that migrate between an ECM field with no hostile units and an ECM field in which at least one hostile unit is positioned

    ECM cloaking VFX now conform better around non-assault ‘Mechs

    Electrical field effects are no longer obstructed by Non-DLC ‘Mech ECM bubbles

    Coolant field game effects should now better match visual pool locations

    Small dots no longer appear on part of the coolant splash pool

    Added more environmental sounds to urban biomes

    Building collapse sounds now play over pilot barks

    Flowing water sound effects are now more prevalent in Urban biomes

    You can now review the Raven tutorial in the Mech Bay once unlocked in the ‘Prototype’ flashpoint

    In the flashpoint ‘Double Agent’ ally ‘Mechs no longer spawn on the same grid node

    Removed a redundant payment increase prompt from The ‘Tournament of Champions’ flashpoint

    A character is no longer present in the mission report after being eliminated during the ‘Tournament of Champions’ flashpoint

    In the flashpoint ‘Siegebreaker’ the 'Destroy reinforcement wave' objectives are no longer doubled on the after action report

    One of the objectives In the flashpoint ‘Double Agent’ is no longer swapped

    Darius now gives a warning prompt when starting missions with a weak lance in the flashpoint ‘Siegebreaker’

    Employer mission debriefs in the flashpoint ‘One Man’s Trash’ now correctly correspond to the right events

    Enemy transport vehicles no longer lose their objective marker after loading a save file in 'Liberation: Smithon'

    Moving a ‘Mech into the transport vehicles destination objective no longer fails the related objectives in the campaign mission: 'Liberation: Smithon'

    Destroying all enemies in a contract now triggers an ending dialogue in several of the new contract types

    Withdrawing from the ‘Test Drive’ mission no longer displays an “Error” name or blank portrait

    Future evac zones are now visible in more contract types

    Several rooftops in the Capitol Hill map can now be landed on that were previously unreachable

    The side objective of 'Protect all Condo Complex Buildings' now fails when the first building gets destroyed

    When completing the second mission of ‘SiegeBreaker’ destroying both forces no longer causes an error

    The player can no longer target a hostile if the unit that was spotting them is destroyed and then the opposing force attacks any of the player's ‘Mechs while in the ‘untargetable' state

    ‘Sensors Impaired’ flags now only display in the status panel

    Armor bars now properly display when right-clicking cloaked units

    Coolant pools no longer apply '+1 to hit from' and '+1 to hit into' difficulty modifiers

    The Gallant Urban Assault Tank now has headlights

    The 'Meeting Archangel' event's outcome no longer displays an error in lieu of the pilot's callsign

    Two placeholder dialogues at the end of ‘The Gauntlet’ contract have been removed

    Region flags are now displayed during procedural contracts played on the 'Barter Town' map

    ‘Restore Defaults' no longer automatically saves changes made in ‘Difficulty Settings’

    Tooltips describing the injury mechanic are now properly evoked

    Enemy units no longer get stuck when spawning during 'Target Acquisition' contracts on certain map

    Electrical transformer field effects no longer hang in the air after a building is destroyed

    Morale tooltips now appear when hovering over highlighted 'Morale' information

    Color swatches are no longer set to red when the player re-enters a MechWarrior's

    Customization Menu after reloading a combat save file

    Beacons for allied forces now highlight the correct position during ‘Capture Escort’ contracts on the Power Structure map

    Destroyed ‘Mechs no longer periodically revert back to their default state after loading a combat save

    In Career Mode, the total score multiplier has more tooltip information regarding its minimum value
    Known Issues

    Small amounts of text remain untranslated

    ‘Mechs location destruction SFX are audible only at certain camera positions when an ECM field is active during their destruction
    IMPORTANT:

    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.
    Update 1.6.1 (6 June 2019)

    Hotfix

    We have fixed the issue in which the Arano Restoration controlled systems become swapped with the Aurigan Directorate after loading a historical post-Campaign save

    We have addressed a special character display problem impacting our French translations

    We have fixed an issue that caused an infinite loading screen if a Kickstarter Backer skin was in use

    We have made several AI improvements that will result in better path finding
    Update 1.6.0 (4 June 2019) New Free Features & Content

    Star Map Upgrade - We've added 50 new systems to the Star Map, expanding it toward the more populated areas of the Inner Sphere. The Star Map also now features the ability to filter by biome and difficulty, and will indicate which systems you've already visited. Navigating the periphery has never been easier!

    Battle+ Encounter Type - We’ve updated our Battle encounter to bring more variety and fun to the battlefield! Battle+ includes a bunch of surprises including optional secondary objectives, and allies for friendly and enemy teams.

    Stray Shots and Collateral Damage - The battlefield is more dangerous than ever! Stray shots now have the chance to hit nearby buildings - and you won’t want one of your units standing on one when it collapses. In addition, stray shots have the chance to hit nearby enemies in the line of fire. This is true for the opposing force too, so watch your spacing. Note that this feature is not available in multiplayer.

    More Mech Variants

    UrbanMech UM-R60L - The same walking trashcan, sporting an AC20.

    UrbanMech UM-R90 - The 'Suburban Mech', a more energy-efficient war machine.

    Banshee BNC-3S - Slower, but packing far more guns of varying ranges.

    Catapult CPLT-C4 - Sporting dual LRM-20s to make it rain (death).

    Vindicator VND-1AA - Half the armor, twice the speed.

    BlackJack BJ-1DB - The Large Lasers on this variant can keep firing all day.

    Hatchetman HCT-3X (For owners of the Flashpoint expansion only) - Featuring SRMs, lasers, and Machine Guns to shred opponents at close range.

    New Events and Event Chains - More free events have been added to the game, including events that lead to other events. Now your decisions have short-term and long-term consequences.

    Career Mode

    Added the option to start your career with a randomized roster of ‘Mechs (defaults to ON)

    Individual difficulty settings now modifies your career score.

    More missions per star system
    UI

    Objective regions or avoidance zones are now color-coded with added call-out labels

    Secondary objectives are smaller to better distinguish from primary objectives

    Added team heraldry to unit call-outs

    Added team heraldry to targeting HUD

    Status floaties adjusted for less flag overlap

    Team-specific turn indicator shows above combat HUD so you know who you are waiting on
    Bugfixes & Improvements

    Over 1000 bugfixes and minor improvements! Here are a few examples from issues called out by the BT community...

    Dramatically reduced the Black Market price penalty for making pirates an enemy

    Contracts now display a more accurate difficulty rating

    A variety of Event bug fixes to remove Typos, Error Messages, and unfulfilled Rewards

    Fixed an issue in which combat saves reset Coolant Vent cool down time

    Company morale now affects whether certain MechWarriors can be hired

    Added more biome variety in procedural missions

    Fixed an issue with the Financial Expenditure Level changing unexpectedly and/or not respecting players’ selections

    Fixed an issue in which stores might occasionally display negatives costs of items

    Fixed Assassinate contracts that were not auto-completed after the user destroyed all enemy units

    Fixed some data loss issues for 'Mechs in the Mechbay

    Fixed an issue that caused a random 'Mech to disappear in the Mechbay

    Fixed an issue in which a readied Mech in the MechBay would overwrite an existing 'Mech if the latter was moved manually to a different slot

    Fixed Battlemaster BLR-1G's and Trebuchet TBT-5N's left arm hardpoints that caused weapon overlap issues

    Fixed an issue in which negotiated pay and salvage levels for travel contracts would irrevocably reset upon arrival at the destination

    Fixed achievement unlocking issues and descriptions that didn't match career mode scoring
    Known Issues (to be fixed asap)

    Localization: A small amount of localized text has extraneous formatting. This does not affect readability.

    Localization: A small amount of new text is not localized.

    Some buildings (<1%) cannot be destroyed (Urban Warfare expansion only).

    In the Difficulty settings, the “Restore Defaults” button does not work correctly and saves changes instead.

    We believe we have a temporary fix for the AkSoundEngine.dll crash that some players have reported but we cannot reproduce this crash internally or through any of our external test groups. Thus, we are leaving it on the Known Issues list until we hear back from the community. A permanent and more robust fix is being investigated for an upcoming release.
    Update 1.5.0 (12 March 2019)

    Welcome to BATTLETECH 1.5! This release is focused on delivering more quality-of-life improvements and bug fixes. We have resolved several stability issues as well as some nasty bugs that, under certain circumstances, could cause file corruption.

    For more behind-the-scenes information check out the Dev Diary from Mitch Gitelman, our Game Director and co-founder at: https://forum.paradoxplaza.com/forum/index.php?threads/dev-diary-10-spinning-plates.1155666/

    Please enjoy our latest BATTLETECH update!

    HBS

    IMPORTANT: As an ongoing note for players who mod various game files… 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.

    If you experience further issues please contact Customer Support at: https://support.paradoxplaza.com

    Highlights

    File corruption issues have been addressed and force quitting during shutdown will no longer potentially cause multiple issues, including the loss of contracts in the command center.

    Mac users should now be unblocked if their volume of save files becomes large.

    We've reduced some delays for MechWarrior combat VOs and camera moves to speed the pace of combat.
    Bugfixes

    Fixed an issue where the user could become stuck if none of the user’s remaining ‘Mechs were operational or all of the user’s MechWarriors were injured. The issue occurred in Flashpoints with consecutive deployment missions and in consecutive deployment late in the story campaign playthrough.

    Fixed an issue where some missions could not be completed when an enemy 'Mech failed to load.

    Unit Flags are now properly deleted on unit destruction.

    Multiplayer no longer desyncs each round if the host and guest use different decimal separators based on language.

    Enemy 'Mechs no longer get shut down after using JumpJets when being deployed in specific Capture Base contracts.

    COMMUNITY REPORTED: LRM variants stability damage has been corrected.

    COMMUNITY REPORTED: Trebuchet TBT-5N now has correct max armor for the Center Torso.

    COMMUNITY REPORTED: Zeus ZEU-6S now has the correct number of max Jump Jets.

    COMMUNITY REPORTED: Atlas AS7-D AC/20 ammo is now correctly located in the right torso instead of in the legs. It should now be more difficult to get a knockdown or incapacitate the Atlas.

    COMMUNITY REPORTED: ER-PPC's now properly have sensor degradation effects.

    COMMUNITY REPORTED: Crab CRB-27 is no longer slower than intended.

    COMMUNITY REPORTED: The BL-6-KNT's PPC no longer appears in the wrong location on its right arm.

    COMMUNITY REPORTED: Atlas AS7-D and AS7-D-HT Center Torso internal structure and max armor values are no longer off by 5.

    COMMUNITY REPORTED: Several PVP MechWarriors are no longer missing traits.

    COMMUNITY REPORTED: The weapon mounts for the head location on the Crab no longer appear incorrectly.

    Destroyed enemy units no longer become targetable after loading a combat save.

    The store icon on the star map now displays properly after becoming an ally with Magistracy Of Canopus or Taurian Concordat.

    Store prices in the Black Market are now affected by your reputation with the Pirates faction. The System owner's reputation price modifier is no longer applied.

    Achievement - "I Thought You Were Dead" can now be obtained, however it is not granted retroactively.

    Achievement - "Professional Scavenger" can now be obtained, however it is not granted retroactively.

    Vehicle nameplates no longer remain visible if destroyed with a single attack.

    Fixed two issues that might cause a softlock to occur during the story campaign.

    Many issues relating to the Big Steel Claw have been resolved.

    An event involving antivirals now works properly.

    Numerous localization issues have been cleaned up or resolved.
    Known Issues

    An audio related crash is being heavily investigated. The fix for this will be shared with the community as soon as it is ready.

    On rare occasions, a small amount of partly unlocalized mission objective text may appear in localized versions of the game.

    Custom Mechwarrior callsigns and ‘Mech names may appear localized if the custom name is a word that is already used elsewhere in the game.
    Roll Back

    It is possible to change to past versions of our game in case you have trouble with this update. For more platform specific information go to our forums at: https://forum.paradoxplaza.com/forum/index.php?threads/how-to-rollback-to-a-previous-patch-version.1112335/
    Update 1.4.0 (31 January 2019) Highlights

    Localized versions of BATTLETECH - French, German, and Russian players, rejoice! BATTLETECH has now officially moved out of the localization beta and into a full release! We’ve implemented an increased number of translations, and improved translation accuracy.

    UI improvements - We’ve removed excess symbols and fixed many occurances of text truncation/bleeding and incorrect line breaks for text in all languages.
    Improvements

    Fixed the splash screen delay that some users experienced and reported.

    Some conversation and narrative text was updated for clarity.

    Updated tree placement around hexes so that players can navigate to forest positions more easily.

    The player is now notified about reputation requirements for events.
    Bugfixes

    Fixed an issue with video settings not saving in fullscreen or windowed modes.

    Player ‘Mechs are no longer submerged in deep water.

    Fixed store issues that prevented some players from selling items in Ironman career mode.

    Fixed functionality with the Big Steel Claw that prevented players from selling and storing it.

    Corrected an issue that could cause the wrong follow-up event to trigger after completing

    Operation: Flattened Earth.

    Flashpoint owners can now play multiplayer games against non-Flashpoint owners.

    Fixed issues with enemy ‘Mechs getting stuck in geometry when spawning outside the map in some combat missions.

    Fixed an audio issue with turret generator destruction in Target Acquisition missions. “Spore Cloud” debuff icon is now present in the jungle biome.

    Dropships that fly in at the end of the Steel Beast flashpoint land correctly and no longer float above the map.

    Fixed issues with UI card on the star map for the Kurita Alliance Flashpoint.

    Fixed the Mechwarrior VO played after successfully damaging an enemy structure.

    Fixed UI issues with reputation icons and tooltips.
    Known Issues

    On rare occasions, a small amount of partly unlocalized mission objective text may appear in French, German, and Russian versions of the game.

    Custom Mechwarrior callsigns and ‘Mech names may appear localized if the custom name is a word that is already used elsewhere in the game.

    A desync notification may appear during rounds in Multiplayer if the Host and Guest use different decimal separators (e.g. English vs Russian, French, or German). However, clicking “Continue” will clear the notification, and the match can be finished.
    Update 1.3.2 (05 December 2018)

    Fixed a bug affecting new users attempting to register a Paradox Account, blocking access to Multiplayer mode.
    Known Issues under active investigation

    Some players may experience a significant delay during the initial splash screen
    Update 1.3.1 (03 December 2018)

    Fixed a GOG-specific issue that caused the Flashpoint DLC to not be available when players were logged out of GOG in offline mode

    Fixed an issue that caused all combat weapon SFX to become distorted after a Turret Generator was destroyed

    Fixed an issue that caused the icon of the Bulwark passive MechWarrior ability to disappear after one combat mission

    Fixed an issue regarding deletion of any customized 'Mech to cause the other 'Mech from the custom list to duplicate

    Fixed an issue that caused the Spore Cloud sticky effect to not display / update Properly in the combat UI

    Flashpoint: Fixed an issue that caused a hidden objective to appear in the After Action Report at the end of some flashpoint missions.

    Flashpoint: Fixed an issue that caused unintended DropShip behavior during the "Extracurricular Activities" Capture Escort contract

    Flashpoint: Fixed an issue that caused the user to gain reputation with House Liao and lose reputation with the Pirates after completing the Branch B mission of the Criminal Minds flashpoint.

    Flashpoint: Fixed an issue that caused the Branch A mission in "The Braying of Hounds" Flashpoint to potentially be completed successfully even if Morgan Kell died in the action

    Flashpoint: Fixed an issue that caused The Company's morale to not be increased after completing the Branch A mission in the "Steel Beast" Flashpoint

    Flashpoint: Fixed an issue in the "Greed" Flashpoint that caused the player to receive the GRF-4N 'Mech as a reward even when choosing to leave it for House Liao

    Flashpoint: Fixed an issue in the "Bourbon & BattleMechs" Flashpoint that caused Alexandria Cunningham to be displayed as the client in the CMD CENTER instead of Justin Allard
    Known Issues

    New Paradox accounts are not able to be created in-game. They can still be created on Paradox Plaza and logged in through the game

    Some players using a platter hard drive may experience a significant delay during the initial splash screen

    Flashpoint content cannot be used in Multiplayer games against players who do not own Flashpoint
    IMPORTANT:

    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.
    Update 1.3.0 (27 November 2018) New Free Features & Content

    All-new Career Mode - Career Mode challenges you to begin the game with the Argo in a random system, with a random group of MechWarriors, with no story missions to rely on for big payouts. Wander the Periphery taking contracts (and Flashpoints, if you own Flashpoint!) and manage and grow your mercenary company to earn a final score. Career mode is played in Ironman mode by default, so it is also possible to “lose” this mode unrecoverably. (But Ironman mode can be disabled, and all the same granular difficulty settings from the campaign can also be adjusted in Career Mode.)

    Revamped MechWarrior abilities - We heard a bunch of feedback about the Bulwark ability and how you HAD to take it to finish the campaign and it got us thinking… and then revising Bulwark… and realizing that we should just rebalance the whole dang set of abilities. Then we put it out as an opt-in Beta and got some great feedback - thanks! We’ve been working on it ever since and we’ve released the revised abilities in 1.3. You can read the complete details in this forum post[forum.paradoxplaza.com]. The first time you load any game session after updating to 1.3, you'll see a popup informing you that all of your MechWarrior skills have been refunded, so that you can review the new abilities and respec accordingly.

    Revisions to the Reputation System - We’ve increased the rate at which reputation rises and falls so you can really feel the effects of your actions. When you reach the maximum possible reputation with a faction, you become eligible for an Alliance. By entering into an Alliance, you mark yourself an ally of that faction - and an enemy of that faction's enemies.

    Faction stores - In addition to making higher difficulty contracts and salvage available, Alliances also allow you to access faction-specific stores containing items you might not find anywhere else.

    Black Market stores - If you play your cards right, criminal elements will allow you to buy access to the Black Market, where you’ll find some equipment that fell off a transport…

    New Events, including cameos from two Legendary MechWarriors (these were part of our “social sharing” Backer reward from the Kickstarter, and we expect the other two cameos to make it into the next free update.)

    New mercenary contracts - now you can take jobs from Pirates!

    New inventory items - including rare LosTech from before the fall of the Star League!

    New Achievements - 19 new mercenary and story achievements have been added to the campaign and career modes!

    Improvements

    Increased the number of possible encounter types on existing maps for more variety.

    Star Map updates for new Stores and the Black Market

    New space travel animations added

    New camera angles added in group conversations

    Players can now move 'Mechs from one Mech Bay slot to another. Organize away!
    UI

    Many added, updated, and fixed Tooltips

    Priority items now remain visible on the salvage list after confirming their selection

    Fixed the broken Settings toggle for auto-selecting units outside of combat

    Fixed an issue which would cause the portrait and description on the “Arrived at Destination” popup message to occasionally be cut off

    Fixed an issue which caused Reputation indicators to be partially cut off on the Negotiation screen

    Removed Reputation status icons for Locals’ (and certain other factions you cannot gain or lose Reputation with) from Stores and AAR. This will keep Reputation focused on the Factions that matter.

    Fixed an issue which caused the pattern selector in the Mech Bay to stop responding after switching patterns too rapidly

    Fixed an issue which caused the 'No existing save games' prompt to display after quitting from the 'Load Game' menu evoked after running out of C-bills

    Made the Settings Menu able to be dismissed using the ESC key

    Fixed the Morale tooltip to not always show '0' value for the Current Morale

    Fixed an issue which caused the background behind the Leopard to change when navigating between screens

    Fixed an issue which could cause the 'Load Save' button on the Out of Funds pop-up not respond for the user's input

    Fixed UI visual anomalies which could occur after using the Pattern selector or the Refit menu in the Mech Bay

    Items in 'Store' and 'Storage' menus are now sorted more by types

    Various small UI and messaging improvements
    Accounts

    Special characters are now allowed in account creation passwords (!@#$%^&**()_-=+[]<>)
    Bugfixes

    Fixed multiple spawn spots on maps where ‘Mechs would get stuck

    Collision improvements to existing maps

    Fixed a soft lock players could occasionally encounter after commanding fire at the first test dummy ‘Mech in the campaign tutorial

    Fixed an exploit where the player can perform Called Shot on ‘Mechs that are not knocked down by using the keyboard

    Fixed an issue in Character Creation which caused the last screen of 'Your Background' to be missing its background image after returning from the 'Your Appearance' tab

    Fixed an issue which caused the 'Sprint' skill to not be toggled for the next selected Mech if the user attempted to use it on an unstable Mech

    Fixed an issue which caused Player 2/Guest UI to be missing Heraldry Image in Lobby & Combat UI

    Fixed a lighting issue on OSX for some graphics cards. For more info, see: https://forum.paradoxplaza.com/forum/index.php?threads/battletech-update-1-2-mech-lighting-graphical-issues.1116636/

    Fixed an issue which enabled users to join the lobby of a multiplayer match that was completed

    Fixed a save/load issue which caused overheated ‘Mechs to appear in their shutdown pose after loading a combat save

    Fixed a save/load issue which caused increased map lightning in particular biomes after loading a combat save

    Various small graphical bug fixes on existing maps

    Fixed an issue in the Liberation of Weldry mission that caused you to remain in interleaved turn mode after all your first set of enemies were defeated.

    VFX improvements on some weapons!

    Fixed an issue in the Mech Bay which could cause Filters to be reverted to the default state after deleting a custom 'Mech

    Collision and pathing improvements to certain maps

    Improvements to beacons and objective communication
    Many additional small improvements and bug fixes

    Known Issues (to be hotfixed asap)

    Flashpoint owners cannot currently play multiplayer games against non-Flashpoint owners.

    Turret generator destruction can distort audio in Target Acquisition missions. Restarting the title fixes this.

    Skirmish Mech Bay - Deleting any customized 'Mech causes a 'Mech from the custom list to duplicate. This is a visual-only problem and is resolved on re-launch of the game.
    Update 1.2.1 (28 September 2018)

    Issues surrounding custom ‘Mechs should be resolved. Specifically, if you had created a custom Mech or a lance including a custom ‘Mech in Skirmish, there were several issues with loading into the Skirmish lobby list, editing a custom lance, or changing custom ‘Mech names, these issues should all be resolved with this update.
    Update 1.2.0 (28 August 2018)

    Welcome to BATTLETECH 1.2!This release contains a number of quality-of-life improvements and bug fixes, as well as some cool new features. We have also released an overhaul of MechWarrior special abilities to Beta (see details below), and have updates on Linux and Localized versions of the game.

    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.

    Linux update:The team is still actively working on our Linux release. We hit a snafu with playback of audio (as in, "There's no sound in the game") but we've gotten support from an external party and appear to be back on track. We expect the Linux version to be available in Beta within the next few weeks.

    Localized versions of the game:Players looking for BATTLETECH in French, German, and Russian still have a wait ahead of them. Our localization testing team recently discovered a bug that was preventing our translators from seeing a large quantity of content waiting to be translated. The issue has been fixed and localization is back on track. Unfortunately, release will be delayed for another couple of months.

    We apologize to our Kickstarter Backers and to others waiting to play the game in Linux or their native language and we're doing our best to get this work done as soon as possible. More details regarding localization can be found in this BATTLETECH Community thread: https://forum.paradoxplaza.com/forum/index.php?threads/in-depth-localization-update.1116568/

    MechWarrior Abilities Beta:We're also excited to share a big revision to MechWarrior abilities, now released in Beta form. Before putting these live, we wanted to give interested players the opportunity to try these ability revisions and share their thoughts. Thus, we are releasing this work on a separate "public_preview" beta for dedicated testing. This beta is identical to the live state of 1.2, except for the abilities revision. We'll be reviewing beta feedback on these abilities in weeks following and expect to push this revision to live in our next big release, Update 1.3. Please read BATTLETECH Lead Designer Kiva McGinn's Dev Diary post describing the new abilities: https://forum.paradoxplaza.com/forum/index.php?threads/developer-diaries-1-mechwarrior-ability-revision.1116566/

    Note:Players switching to the public_preview beta will have all of their MechWarriors XP refunded, since the new abilities change each skill's progress fairly significantly. This free re-spec will also be offered to players on the live branch when it's officially released. It is highly recommended that you make a backup of your save games folder, as you will not be able to use a save game file from the new version in the case that you roll back to the live 1.2. This is especially important if you are in the middle of an iron man playthrough.

    Please enjoy BATTLETECH 1.2, and also consider jumping in to the "public_preview" branch to give the MechWarrior abilities revision a spin!

    -- HBS

    IMPORTANT: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.

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

    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 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

    If you load a save game that was in the middle of combat into the public_preview MechWarrior Re-Spec version from a previous version of the game, you will still have the old abilities even if the UI represents the new abilities. You will need to be back at the Argo before the Re-Spec process will take place.
    Patch 1.1.2 (26 July 2018)

    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 tit

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