MechWarrior 5: Mercenaries

MechWarrior 5: Mercenaries

Yet Another Mechlab
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Update: 4 Jul, 2022 @ 10:51am

0.20 Yet Another Mechlab
This update is all by @trueg.
Completely revamped internal equipment.
Previous equipment with Light / Medium / Heavy / Assault weight classes (Structure, Armor, Triple Strength Myomer, etc) are automatically replaced with general use items. No more Endo A, Ferro L, it's just Endo and Ferro, one item for all 'mechs (costs scale with mech weight).
Engines are replaced with Engine Cores (the actual fusion core with the Rating), and separate "upgrades" for XL, Light, XXL, Compact etc versions. This greatly reduces clutter and allows the introduction of new types with a single equipment item.
Added support for multiple Engine Cores (double engines etc).
Added jam chance bonus as possible equipment / mech quirk (instead of multiplier)
Various fixes and polishes.
Added Bullet-Time Timescale Modoptions config for global timescale (float, 0.01 to 1.0) and personal player exemption from that - if turned off, player is also slowed down.

Update: 25 Jun, 2022 @ 6:06am

Fixed Hatchetman AMS model missing.
Added support for Clan Invasion TPI mechs (overtonnage / minimum heatsinks no longer blocking construction in Mechlab)
Added Colddawg's new camo pattern (Scrapyard now, more later)
Fixed VL-5M missing its Engine DHS, GHR-5M laser hardpoint, PXH-1 and KK arm hardpoints
Further improved vanilla mech conversion code (Revenant A1)
Added more Quirks to some Mechs, made by @Brofisticus. Expect more in future updates

Update: 18 Jun, 2022 @ 10:14am

Quickfix for already owned DLC3 mechs being overweight

Update: 18 Jun, 2022 @ 4:30am

0.12 Yet Another Mechlab
@trueg implemented weapon properties. Now weapons can have properties / quirks like equipment and mechs. Melee weapons, shields, etc.
@TTB's idea: added struct / armor bonus to all melee weapons. Thy melee extremities shall endure!
Added Struct and Armor bonus to all DLC3 melee upgrade weapons (+4 struct and +5 armor per ton)
Fixed YAML HUD widget not showing keyboard binds for thermals etc
Fixed vanilla mech autoconvert code sometimes not correctly setting weight

Update: 17 Jun, 2022 @ 7:03am

0.11 Yet Another Mechlab
Fixed DLC3 Hero mechs not spawning on markets.
Also fixed BL-P-KNT2 and CN9-YLW2 vanilla bug of not spawning (HeroMechsForPurchase table).
Fixed Salvage V2 partial mech share cost
Updated arm actuator handling to changes in DLC3: hand or lower arm actuators are replaced by hand or lower arm melee hardpoints (trueg's actuator equipment in the HarJel mod is usable again); all Melee items are 1 slot less (except lower arm stuff), this way the crit counts are still correct (Atlas still has 8 free crits on arms)
Fixed melee weapon damage and cooldown trait display in weapon tooltip (tier bonus)
Fixed weapon mech part restrictions via equipment properties (no more spinal mount in the arms)
Fixed MechManagementScreen not showing popup if a salvaged mech can't be placed into a free active bay
Added CT ballistic slot to Marauder II
Fixed "Valid Only" checkbox for melee weapons
Fixed some UI bugs

Update: 12 Jun, 2022 @ 1:09am

0.10.3 Yet Another Mechlab
Added changelog to main screen. Can't evade it now. You will have to read it.
Added direct setting of tanks HP to Main Screen.
Fixed melee filters not showing up with Valid Only selected - now everything is shown.
Proper filters for class and supported slots for melee will come in a future version.
More polish and fixes to UI icons.

Update: 10 Jun, 2022 @ 11:34am

0.10.2 Yet Another Mechlab
Fully adopted Melee weapon equip and unequip rules, now the slots work as they should: no weapon installed - has the default melee item, lower arm or hand, with the proper size, upgrade weapon installed - its size is adjusted correctly. Melee slots ALWAYS take space either as an installed weapon or an empty slot that always has the default melee weapon usable. No need to install melee - it's always there in some form.
Old style default melee weapons (Assault Hand, Medium Lower Arm etc) can be uninstalled, they have no function anymore (default weapon in the slot takes over). If they are still installed, they are just there.
If there is no default weapon specified for the slottype, it'll act normally like all weapon slots (take no space, not visible)
If there is no melee (not installed or none as default) on the mech, its arm's horizontal movement is disabled. If only one melee, half horizontal movement bounds.
Valid Only still needs to be ticked off - will fix that next
Fixed Rare weapons and equipment not spawning in markets
Fixed DLC icons not showing on Mech tooltips
Added NARC lights tank on fire fix to tank.uasset
Added Hatchetman Salvage item for V1 salvage
Updated a new batch of widgets (Starmap, Mech and weapon tooltips, MechManagementScreen, mech widgets to show DLC), more polish here and there

Update: 8 Jun, 2022 @ 10:15am

0.10.1 Yet Another Mechlab
Fixed DLC3 mechs' weight, HTM-ON hero quirk name

Update: 8 Jun, 2022 @ 6:54am

0.10 Yet Another Mechlab
DLC3 compatible (first update, no game-breaking bugs) - melee needs Valid Only unchecked for now. New Melee weapons only applicable on the new DLC3 mechs, mostly. Polish later.
Added new 'Mech quirk: Narrow Profile. It adds a % chance to completely avoid incoming weapon damage. Note: lasers / trace weapons do damage ontick (about 0.01s) over their duration, this quirk will randomly negate damage for every such tick event, realistically causing a flat damage reduction against trace weapons. For projectile weapons / missiles, it'll run the check at every impact, possibly completely negating a shot form an AC20.
Added DLC3 mechs. Added AMS to Hatchetman.
Added Melee quirk to the Melee variant mechs (usually marked with P)
Added some MWO mechs that appeared in the last 1-2 years: CPLT-C2 (3062), UM-R80 (3067), PXH-7S (3067), TDR-10SE (3067), WHM-9D (3067)

Update: 30 May, 2022 @ 2:33pm

0.9.5.1 Yet Another Mechlab
Quickfix: restored old REPAIR ALL logic until i can fix the cost / time modifiers.