MechWarrior 5: Mercenaries

MechWarrior 5: Mercenaries

Yet Another Mechlab
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Update: 22 Oct, 2022 @ 1:20pm

V0.31 re-uploaded, Salvage V2 fixed.

Update: 22 Oct, 2022 @ 8:16am

Added: Mod Option for Mech movement speed multiplier (@Kh0rnz :)
Added: Weapon refit cost scaling based on weapon base price (x0.5 because MW5 doubles weapon prices) and mech tonnage. Previously all weapon installation and removal cost 1k cbills.
Added: New save game option to scale the weapon refit cost from 0-10
Added: Gift hero mechs COR-ROAM (M7), CN9-CALM, MAD-TF, MAD-BARA2. All the slots! :) They are added to the specific player's inventory (player nickname), won't spawn othetwise. (unless using savegame editor, Mech Delivery mod or F10 dev menu)
Added: New quirk properties for weapon and equipment installation cost and days scaling
Added: New "unit" type "hotkey" for equipment properties. This basically means that we can show the configued hotkey for things like hotseat cockpit in the tooltip
Added: Equipment can use multiple slot types. The system is simple: an equipment uses one of each supported slot slot type (except general and engine hs). For used crits only the equipment size is relevant. The default size of the slot will be substracted.
Added: New property "internalHeatsinkBonus" which allows to add or remove internal engine heatsinks.
Added: New property (mech quirk) "hasDefaultUAV" allows mechs to always have a preset amount of UAVs. Charger, Corsair and Raven mechs have 2 free UAVs.
Added: Thermal Vision Stencil is turned off if Null Sig, Void or Stealth Armor is equipped (asset names: ARMOR_NSS, StealthArmour, NullSignature, VoidSignature) from trueg's equipment mod or Clan Invasion. They won't light up in Thermals.
Changed: After extensive testing, the UAV (target sharing) does not work for non-Player team, so hostile AI teams will (should) not launch UAVs.
Changed: Salvage V2 allows to assemble Hero mechs using other variant's parts. At some point I will introduce another way of making heros special. For now, they are not
Changed: Round work order days to a full number in the mechlab
Changed: Easy to maintain quirk uses the new properties for installation cost scaling.
Changed: Show used fillers in weapon tooltip and inventory
Changed: Hide "spawning disabled" hint for filler tooltip
Changed: XL and XXL engine salvage cost increased considerably
Changed: Hand Slots return
Changed: right melee weapon animations and hardpoints for Hunchback and Shadowhawk
Fixed: Predictive TC crosshair disappearing after mech switching
Fixed: Save game option to disable weapon tiers: YAML will now replace all weapons in the inventory and salvage with tier 1 versions. Shops will only carry tier 1 weapons.
Fixed: Allow interaction with equipment and weapons installed in destroyed mech components (the image needed to be non-hit-testable)
Fixed: Battlemaster HellSlinger has SLDF quirk
Fixed: HTM torso destroyed weapons dont become invisible
Fixed: Hatchetman RT BH1 AC10 model
Fixed: A corner case in filler coloring
Fixed: CASE description (it applies to ALL internal explosion damage, including Gauss, Coolant etc)

Update: 29 Sep, 2022 @ 4:49am

0.30.3 Yet Another Mechlab
Added: Anti-Air Targeting ("antiAirTargeting": true) to replace built-in Predictive quirks. They only work on VTOLs.
Added: "excludeTags" to weapon groups (json quirks)
Fixed: weapon tooltip ammo explosion value, UAV range value
Fixed: machinegun damage and flamer heat damage quirks not shown in tooltip
Added: some gift hero mechs for some people (MAD-BARA, KGC-J, ASN-W, AS7-D-Y, CP-TTB) - they will automatically receive it in their campaign / career savegames once. These mechs won't spawn otherwise.

Update: 26 Sep, 2022 @ 9:31am

0.30.2 Yet Another Mechlab
Fixed: weapon tooltip missing some stats (SRM spread etc)
Fixed: mechlab installation logic so it's no longer possible to replace "fixed" equipment
Removed: Mods menu widget (back to vanilla, no longer loads thumbnails, should be much faster)

Update: 25 Sep, 2022 @ 11:14am

0.30.1 Yet Another Mechlab
Fixed: weapon stats on tooltip and cumulative dps
Fixed: crit splitting now applies to 8-crit weapons as well

Update: 24 Sep, 2022 @ 4:00am

0.30 Yet Another Mechlab
Added: complete rework of item install logic by @trueg
Added: Support for crit splitting on weapons larger than 8 slots - a minimum of 8 slots must remain on the component the weapon is installed, the rest can go to surrounding components
Added: heatDamageMulti property (only works on Flamers and Melee for now)
Added: Eject function (default: Ctrl-K)
Added: Savegame Option to set equipment, ammo, internals C-Bill base cost multiplier (not weapons)
Added: Mirrored DLC3 melee animations for BlackKnight and Wolverine from Yet Another Special Variant
Added: All of Mace24de's additional weapon hardpoints from Lore-accurate variants to improve compatibility between YAML mods
Added: Merciless20's flood lights as an optional stronger mech light (hotkey L) for mechs with the "searchlight" quirk
Added: New mech quirks based on the Extended YAML Quirks mod (Thanks to qm and Ron1977)
Changed: Cleaner mech tonnage rounding: never get stuck again on half a point of armor before the max tonnage.
Changed: King Crabs have melee now due to crit splitting the AC20, with lower arm actuators and horizontal movement (except KGC-CAR). Now KGCs only have 8 crits on arms! (no more 2x5slot weapons), possibly invalidating some builds.
Changed: added more Factions to YAML Marauder IIs so they spawn more often, adjusted BVs.
Fixed: duplicate quirk display
Fixed: max armor values on Stalker, Jenner, Cicada
Fixed: polished some code and UI items
Fixed: work order issues (for good this time, I promise)

Update: 11 Sep, 2022 @ 1:53pm

0.25 Yet Another Mechlab
Added: YAML API in the compatibility pack with revamped extension and YamlDerivedMech interfaces.
Added: A few new Locust variants.
Added: moved YAML-specific Clan internal equipment (engines, armor, structure, CASEII) from YAWC to YAML
Added: ModOption to disable Clan internal equipment that are included in YAML (Main Screen toggle button as well)
Added: ModOption to disable Clan Invasion Pirate equipment and Mechs spawning on markets (Main Screen toggle button as well)
Added: counters on work orders and cold storage buttons in the Battlemechs screen
Added: dev console (F10)
Changed: XXL Engines generate double movement heat now (along with the usual negative heat dissipation stat)
Changed: Mech Quirks (Battlefists: 25->15% dmg, Hulk Smash 50% -> 30% dmg, Narrow Profile 10 -> 15%
Changed: Mech Salvage V2 salvage shares are now based on the mech's battle value.
Fixed: Mechlab equipment drag and drop improved.
Fixed: AI Role tooltip, halved mech and equipment tooltip description text scroll speed

Update: 11 Sep, 2022 @ 11:39am

0.25 Yet Another Mechlab
Added: YAML API in the compatibility pack with revamped extension and YamlDerivedMech interfaces.
Added: A few new Locust variants.
Added: moved YAML-specific Clan internal equipment (engines, armor, structure, CASEII) from YAWC to YAML
Added: ModOption to disable Clan internal equipment that are included in YAML (Main Screen toggle button as well)
Added: ModOption to disable Clan Invasion Pirate equipment and Mechs spawning on markets (Main Screen toggle button as well)
Added: counters on work orders and cold storage buttons in the Battlemechs screen
Added: dev console (F10)
Changed: XXL Engines generate double movement heat now (along with the usual negative heat dissipation stat)
Changed: Mech Quirks (Battlefists: 25->15% dmg, Hulk Smash 50% -> 30% dmg, Narrow Profile 10 -> 15%
Changed: Mech Salvage V2 salvage shares are now based on the mech's battle value.
Fixed: Mechlab equipment drag and drop improved.
Fixed: AI Role tooltip, halved mech and equipment tooltip description text scroll speed

Update: 5 Sep, 2022 @ 10:12am

0.24 Yet Another Mechlab
Added: ModOptions setting: invulnerability for player lance members at mission start (immune to artillery), with timer (0-60s), default: 0s (off)
Added: ModOptions setting: player lance incoming damage multiplier (0-10)
Added: Salvage V1/2: save game setting to assemble into mech without equipment
Added: Salvage V1/2: improved damage model for mech assembly (by default more damage, can be configured in save game settings)
Fixed: Salvage V1 salvage / equipment drops and mech assembly salvage item check
Fixed: LRM20 / LRM20-Artemis crit size
Fixed: Missile SlotType color changing code more specific
Changed UAVs and Coolshots consumables to use MW5's AmmoComponent logic instead of custom counters
Optimized and cleaned up some code
Show vanilla mech role in TTRulez_AI role drop-down if no custom role is set
New equipment property "case2MaxDmg" which allows to fine tune CASE II protection
Experimental quad mech support which converts the arms into front legs

Update: 5 Sep, 2022 @ 9:26am

oops. lrm20 fix?