MechWarrior 5: Mercenaries

MechWarrior 5: Mercenaries

Yet Another Mechlab
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Update: 30 May, 2022 @ 6:52am

0.9.5 Yet Another Mechlab
Replaced: half ammo with count scaling -> float percentage. 1.0 is normal, 0.5 is half, 2.0 is double ammo etc
Added weapon quirk scaling, from 0.0 to 2.0 (200%). 1.0 is 100%, vanilla value.
Added tank, turret and vtol HP scaling (tank and vtol only if Scary Tanks not active). 0.5-10.0 (50% to 1000%), default: 3.0 (300%) for all.
Implemented external (compatibility) interface beta for weapon emitters. Can now switch weapon mode per weapon group with CTRL-1 to 6 for weapons that use the YAML interface. That is YAW MMLs and IXP Lasers and some test LBX cannons. More to come later (in YetAnotherWeapon).
Added some skins from my old pre-DLC1 mod for all mechs (Avanti's Angels, Kell's Hounds, Wolf Dragoons, Colddawg's camo patterns and MARPAT).
Unlocked preorder skins (Cavalier and Interstellar Expeditions). Now all base game skins are unlocked, external skin unlocker mods not needed anymore.
Added to tooltip: config option to show more stats (damage/ton, damage/crit etc for weapons and heatsinks), autoscroll to description (max size set)
Renamed keyboard binds so they are more obvious in Mod / Controls (all start with YAML)
Fixed: tooltip: show Equipment Explosion Damage / Ammo Explosion Damage only if its actually enabled in the equipmentdata, UAVs show range now, TSM allowed with MASC and vice versa, 0 duration weapons (flamers, mgs) not showing in cumulative damage stats, cumulative stats showing structure instead of armor, front armor damage bar not showing damage in red if the component has back armor, REPAIR ALL not considering repair time and cost modifiers from current location
Fixed: remove invalid equipment button does not disappear if cancel selected in the remove invalid equipment dialog. is restored when revert pressed.
Added: invalid equipment appears installed, does not hide the slot it's in. beta. sligthly derps out component's general slots in if invalid item is present (just remove it)

Update: 22 May, 2022 @ 9:52am

0.9.4 Yet Another Mechlab
Added: unlock coop tabs (coop clients can click on all tabs like starmap, operations etc). Very limited, they wont see equipment inventories, industrial zones, conflict zones etc. Same limitations as all other unlock coop tabs mods have. Requires clicking on a tab to show all of them after loading as guest.
Added separate Armor and Structure scaling for Mechs in Mod Options. Now it's possible to scale from 10% to 500%.
Removed LosTech note and color from Salvage items, dynamic fillers and Clan equipment
Updated tooltips to support Yet Another Weapon 0.99.14 and newer, show lostech/clan/pirate based on tag and intro date and some more polish
Updated settings: now it's possible to toggle godmode, no friendly fire and aiuavlaunch during mission. Godmode now protects from all damage including AoE (thank you, Bobbert)
Fixed paint schemes duplication in campaign
Support for dynamic fillers for weapons (experimental, only for modders)

Update: 14 May, 2022 @ 11:16am

0.9.3 Yet Another Mechlab
Added: Keybind to toggle Torso Counter Rotation (default: Caps Lock) + HUD feedback
Added: Mod source and asset name visible in equipment, weapon and Mech tooltips (via ModOptions). New attributes for equipment/weapon tooltips (intro date, explosion damage, min range). JSON file in /Resources to speficy custom load screen tips and hints. Universal, unlocked skins - now all skins can go on all mechs, Hero skins, hidden color schemes are available for all (this does not unlock DLC skins) - now all mechs can have their own custom Tags without having to add all of that to the SKN files. Removed : from equipment / slot names.
Added: More support for Clan Invasion (universal JJ, MASC, SC, Double Engines, up to 20 engine HS slots).
Changed: Mech Salvage V2: fixes, proper salvage costs, fixed number of parts required for assembly (configurable in game settings)

Update: 30 Apr, 2022 @ 4:14am

0.9.2
- Added Weapon Upgrades - from now on, weapons of the same tier can be combined into one higher tier weapon of the same type. Base number can be configured per savegame, increases with tier. No downgrade or partial stuff. Simple :) Cost is (weapon price/10)*used weapons.
- Added SLDF Quirks to applicable Mechs (KGC-000B, HGN-732B, etc)
- Added descriptions to TTRulez_AI Upgrades for Mech Roles. If more than one is installed, the AI will select one randomly (by Oraeon's description)
- Added a new savegame option (financial difficulty) to pay extra for the active Mechs' total sell value. Example: Atlas, worth 10 million, base upkeep 70k, percent 1.0: you'll pay 70k + 10m/100 = 170k per month.
- changed / reset Vehicle AMS config to an Integer value. Now 10 is 10%, etc. UAV should never spawn with AMS now.
- fixed installed UAV not showing on mech tooltip
- added cheat modoption that makes UAVs always spawn with AMS
- added half-ammo option - it will halve ALL ammo equipment in the game (rounded up).
- fixed mech rescaling causing 100+t mechs falling under the map, changed vanilla MDA -weight item from -100 to -1000t. Should account for all superheavy mechs (Clan Invasion fun)
- minor fixes in salvage V1 logic - should not drop Salvage for salvageable mechs (was an oversight - all mechs dropped Salvage V1 even when salvageable as a whole mech)
- fixed Thermal Vision keybind not showing in the HUD widget
- fixed WVR-7H (Wolverine II, freely given in the Valentina system) to have Engine Double Heatsinks
- fixed Bullet-Time not being deactivated correctly on mech switching

Update: 7 Apr, 2022 @ 12:35pm

0.9.1 Yet Another Mechlab
trueg
- Added code support for non-YAML mechs. From now on, all MDAs without the necessary slots will be updated automatically, and engines / endo / ferro installed. Clan Invasion / any vanilla-game Mech should work now with YAML, having all their slots, engines, structure etc
- All slots types (except armor, structure, engine heatsink and cooling) have a default size which is overridden by installed equipment
- The sizes of those slots (or their installed equipments) count towards general/crit slots
- To that end the CT now has 12, the head 5 slots.
- This allows stuff like proper small cockpits or XL gyros
- New equipment and quirk property for ammo counts (a multi)
- Added an extension type which allows to add arbitrary info to the weapon tooltip
- Fixed Orion HPS (there was a wrong blank entry which caused weirdness if the left torso had no 2nd missile installed)
- New equipment property "slots" which will simply overwrite the size of the equipment (I used this to set the size of all engines to 4)
- Fixed cooldown quirk
- Fixed a typo in a quirk
- Do not remove gyro and engine cooling when the engine is removed.
- Hides equipment tier bars
- Fixed Endo structure weight saving calc in tooltip
cszolee
- Added AMS to Tanks, VTOLs and Turrets (the same that is in my Scary Tanks mod). After year 3040, every such unit has a 10% chance to spawn with a Tier1 AMS. ModOption value is 0.0 (off) to 1.0 (100%), default 0.1 (10%)
- added Quirks to Catapult chassis
- updated mainmenu mod list to show load orders
- fixed Flea FA and R5K intro dates

Update: 6 Mar, 2022 @ 10:08am

0.9.0 Yet Another Mechlab
- added arm and leg actuator slots, based on installed internals (hand actuator, etc). no need to modify MDA files. Equipment for them will be available in trueg's HarJel mod / Silby's YAML mod. If no equipment is available, the slots are not shown.
- added new tags for some equipment so they appear in their correct tab in inventory
- added better support for Clan XL and XXL engines (filter tabs, dynamic filler and logic)
- weapon bonuses now have a "scope" of either "mech" or "component". In the latter case they only apply to weapons installed in the same mech part (nice for things like actuator upgrades or laser insulators)
- UAV have proper tags so they show up in "misc equipment" rather than "cooling"
- Weapon tags can be used as "mechRequirements" and "mechPartRequirements"
- new property "salvageInto" which can be used to convert one equipment into something else when salvaging (useful for fixed engines for example)
- Replace "_" with space in quirk titles (looks nicer)
- Support for tag prefixes in equipment properties (so we can define equipment properties for a base tag and it will include all sub-tags)
- Always sort slots the same way, indifferent of how they are ordered in the MDA
- Fixed componentStructureBonus property not being applied
- TSM code slightly modified and cleaned up so it can be enabled manually via YamlDerivedMech
- new equipment property "heatCapacityBonus"
- slightly modified look for the equipment and weapon properties
- Some cleanup in weapon tooltip which allows using Superchanger and other assets as armor upgrades

Update: 15 Feb, 2022 @ 9:13am

0.8.6.2 Yet Another Mechlab
Fix for game crash when clicking Rare Equipment on home screen (industrial hub)

Update: 13 Feb, 2022 @ 11:08am

0.8.6.1 Yet Another Mechlab
Hotfix for game crash when clicking Black Market on home screen

Update: 13 Feb, 2022 @ 6:30am

0.8.6 Yet Another Mechlab
- Enabled Cockpit slot and added "Small Cockpit" which is -1 tons
- Salvage V2 fixes
- Added "fixed" equipments which cannot be removed (equipment property "fixed": true)
- Fixed Gyro XXL fillers (2 in every ST)
- Support for armor and structure multipliers in mech quirks
- Fixed mech scaling for variants (now variant scaling will overwrite MDA scaling)
- Fixed (hopefully) co-op settings sync issues
- Added energy hardpoints on Thunderbolt left arm
- Engine double heatsink now has type "Equipment.Cooling.Double" for easier categorization other mods
- Consistent look for the properties tooltip
- Allow mech extensions to add widgets to the YAML abilities HUD element
- New inventory and shop categories

Update: 21 Jan, 2022 @ 1:29pm

0.8.5 Yet Another Mechlab
Important: make sure to set Bobbert's PurchaseSalvage mod to a higher load order than YAML (mod.json)
Added: savegame option for Engines and Engine DHS items not adding to Heat Capacity / all 'Mech's default Capacity is 40 (Silby)
Added: mech salvage selling
Added: scrap cold storage mechs to gain salvage parts
Fixed: Mech Salvage V2 salvageable parts
Fixed: Mech Salvage V2 salvage selection of similar variants not counting towards total
Fixed: Mech Salvage V2 salvage screen variant names properly listed
Fixed: gamepad support in mech salvage screen
Fixed: Weapon ToolTip not showing range for Ballistic weapons unless YetAnotherWeapon ballistic damage drop is enabled
Fixed: PXH-KK quirks, PXH-KB missile hardpoints, Banshee melee quirk (range does not work)