MechWarrior 5: Mercenaries

MechWarrior 5: Mercenaries

Yet Another Weapon
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Mis à jour le : 12 juin 2022 à 14h55

1.01 Yet Another Weapon
Changed LBX and SRM stats to be in line with DLC3 (increased SRM cooldown, increased LBX Cluster damage by 30% via more pellets).
Increased LBX spread by 25%.
Increased SRM4 and 6 variants (streak, advanced, etc) cooldown.
Reduced X-Pulse Lasers heat by 30% like vanilla Pulse Lasers.
Decreased Blazer heat from 12 to 11.
Decreased Ultra AC/5 cooldowns to 1.5s and damage to 5.5
Increased Ultra AC/2 velocity.
Fixed Magshot Gauss (tag) not it's visible again in inventories.

Mis à jour le : 8 juin 2022 à 7h04

1.00 Yet Another Weapon
DLC3 compatible
Updated ClusterToiLogic so Melee weapons will properly spawn as Rare weapons as well
Fix Arrow impact effect! invisible in game (hopefully)
Moved around a lot of weapon tags so they work better with YAML quirks (ArtemisMissiles, etc) using trueg's remap code. Now most stuff has its own proper tag (Weapon.Missile.LRM.LRM20.MRM40 -> Weapon.Missile.MRM.MRM40) etc. The new, cleaned up tags ini is in the source.

Mis à jour le : 31 mai 2022 à 15h50

0.99.16 Yet Another Weapon
Quickfix for broken Magshot gauss. Added Light Gauss effects.

Mis à jour le : 30 mai 2022 à 7h14

0.99.15 Yet Another Weapon
Implemented YAML External Interface. Now supported weapons' (LBX, MML and IXP Laser for now) mode can be switched with CTRL-1-6 via weapon groups from DerivedMech in YetAnotherMechlab. Updated MML and RAC emitters.
Changed all LBX autocannons' names to new naming scheme: LBX/10-SLD and LBX/10-CLU for Solid and Cluster.
Added mode switch to all LBX Autocannons (cluster and solid slug). Old SLD variants will default to Solid Slug mode, base variants to Cluster. Use the existing (universal) ammo. Mode change via YAML interface (Ctrl-1-6 for the weapon groups).
Added Improved Large X-Pulse Laser. Intro date: 3072.In default Long Range mode it has similar behavior as a Large X-Pulse Laser. In Short Range mode it halves range but also decreases cooldown and generated heat by 25%, halves pulsed beam duration and increases damage by 50%. Not canon, just for fun. Default keybind: Delete (YAW_XLaserModeSwitch). Intro date: 3072. Tier1 DPS: 2.5/6.8 HPS: 2.1/2.8. Balancing is up to debate. AI should auto-switch modes.
Fixed MML keybind (still default K), if it was broken.

Mis à jour le : 27 mai 2022 à 9h06

Mis à jour le : 27 mai 2022 à 9h05

Mis à jour le : 22 mai 2022 à 10h23

0.99.14 Yet Another Weapon
Note: config settings have been moved to Mod Options (game.ini). You will have to set them to your liking. From now on, you'll need Bobbert's ModOptions mod to edit them in-game. Most options can be changed in-mission. Some settings need game restart. This will need YAML 0.9.4 or newer to show on YAML tooltips.
Note: new default settings are based on MWO (projectile velocity, weapon ranges, ballistic damage falloff).
Added mod-specific persistent actor to make some functions possible. Added tag replacement code from trueg, so now weapons can have completely custom tags and link those to existing weapon tags so they appear with their correct models by appending the tag maps to the HPS files. Example: ATM9 missile, want to look like an existing LRM10: Weapon.ArtemisMissile.ATM.ATM9 -> map to Weapon.ArtemisMissile.LRM.LRM10 so it always appears as an LRM Artemis 10 on the mechs.
Changed MMLs, ArrowIV, Advanced SRMs to Artemis (tags) so they work correctly with Artemis bonuses from other mods.
Changed MagShot Gauss model to AC2.
Added options: no artillery (artillery weapons intro date set to 9000), missile drop vs destruction at max range
Fixed Silver Bullet Gauss long name

Mis à jour le : 12 mai 2022 à 8h02

0.99.13 Yet Another Weapon
Changed missiles so they always self-destruct at max range. No more SRM-lobbing at 700m (projectile.uasset).
Decreased Snub and Light PPC cooldown to 4s
Fixed ballistic weapon (gauss, ac) damage drop not applied properly (from ini).
Minor fix to Clan burst fire and all Ultra AC sounds in weaponemitter. The AK will be stopped after 0.4s, thus not overload the audio system and go mute for a few seconds if too many sounds are played. Now all burst weapons should have all their fire sounds.
Added spread quirk to all Cluster LB-X cannons (T2-T5: -10, 15, 20, 30%) like vanilla LB10X
Minor fixes to various weapon descriptions.

Mis à jour le : 5 mai 2022 à 6h06

0.99.12 Yet Another Weapon
Added visual feedback for Ultra ACs (IS and Clan from YAW/YAWC) for remaining shots before CD
Fixed global overrides stacking on missiles (damage, heat etc) depending on tube count
Updated config - now it's possible to turn off cooldown sound events with a bool (DisableCoodownWoopWoopYesNo(bool):1) - the other mod (Disable Cooldown Sounds) is no longer needed as long as the weapon(s) use the base weaponemitters or are children of them (trace, projectile, missile)
Updated some weapon sounds
Mod plugin needs YetAnotherWeaponClan source to pack successfully in the editor now (probably?) due to reference to Clan Ultra cooldown component

Mis à jour le : 24 avr. 2022 à 6h36

0.99.11 Yet Another Weapon
Added support for Coyote's Missions in ClusterToiLogic.uasset - now the mod load order (YetAnotherWeapon and CoyoteMissions) does not matter, both include the same fixes
Hopefully fixed the Rare Equipment (ECM) bug, where the starmap / homescreen shows equipment but it's not in the market (added intro date check to vanilla logic) into the same asset
Added Opt|Max range to RANGE on HUD Weapon
Changed RAC heat bar ramp down to half of ramp up (takes twice as long to cool down as it takes to heat up)
Improved RAC numeric heat % (no longer jumping to 0% randomly), repositioned to the left of the CD bar, now shows H: 0%
PPC Capacitor charge is shown as C: 100% like RAC heat %
Fixed Machine Gun Array sizes - x2 is 3slots, x4 is 5slots. After years, they are now the correct size (thanks Silby :) ). Warning: this might invalidate some builds. Size=number of mgs (1slot each) + 1slot for the array itself
Fixed Arrow IV share cost
Changed Arty weapons - all have the same min/max range now (Artillery: 200/5000m, Cannon: 100/1000m), changed prices
Changed weapon range feedback: if target is in optimal range, it's white, if within optimal-max it's yellow, below min or over max range it's grayed out (like MWO) (Silby's idea, I dig it)