BATTLETECH - Digital Deluxe Edition GOG

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BATTLETECH - Digital Deluxe Edition GOG

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BATTLETECH - Digital Deluxe Edition

Genre: Strategy - Turn-based - Sci-fi
Works on: Windows (7, 8, 10)
Languages: Audio and text: English. Text only: Deutsch, français, русский
Features: Single-Player - Multi-player - Achievements - Cloud Saves - Overlay
Released: April 24, 2018
Size: 14.4 GB
Company: Harebrained Schemes / Paradox Interactive
Installer version: v1.9.1-686r_(64bit)_(36427)
Included goodies: wallpaper + 12 wallpapers + soundtrack (MP3) + artbook + artbook compressed
Store page: https://www.gog.com/game/battletech_dig ... xe_edition

About:

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The Digital Deluxe Edition of BATTLETECH provides intrepid MechCommanders with exclusive access to the game's official soundtrack, insight into the design of BATTLETECH, as well as a variety of additional goodies.

CONTENTS

Base Game

Digital Soundtrack
Immerse yourself in the brutal universe of BATTLETECH with the game's original soundtrack.

Art Book
A digital art book that gives you a detailed look at the design of BATTLETECH.

Deluxe Avatar & Icon for the Paradox Interactive forums.

Wallpapers
Beautiful 4K artwork from the BATTLETECH universe to decorate your computer desktop.

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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.

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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. Oversee your team of technicians, engineers, and support
personnel.
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…
should you choose to provide it.
CUSTOMIZE YOUR `MECHS. Use your MechLab to maintain and upgrade your units, replacing
damaged weapon systems with battlefield salvage taken from fallen foes.
FIGHT YOUR WAY ACROSS THE PERIPHERY. As a Mercenary, travel a wide stretch of space, taking
all kinds of missions and managing your reputation with a variety of noble houses and local factions.
PVP MULTIPLAYER & SKIRMISH MODE. Customize a Lance of ‘Mechs and MechWarriors to go head-
to-head with your friends, compete against match-made opponents online, or jump into single-player
skirmish mode to test your strategies against the AI.

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BATTLETECH - Shadow Hawk Pack

Released: March 19, 2019
Size: 21 MB
Store page: https://www.gog.com/game/battletech_shadowhawk_pack

About: The Shadow Hawk Pack includes an alternate skin for the formidable Shadow Hawk 'Mech, a multi-role BattleMech developed in the Golden Age.

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BATTLETECH - Flashpoint

Released: November 27, 2018
Size: 6 MB
Store page: https://www.gog.com/game/battletech_flashpoint

About:

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BATTLETECH's first-ever expansion adds new gameplay, depth, and over 30 hours of new content to your mercenary experience. Introducing Flashpoints: high-stakes, branching short stories that link together mercenary missions, crew conversations, special events, critical choices, and rare bonus rewards to take BATTLETECH's endgame and Career-Mode gameplay to the next level.

Flashpoints embroil you in the feuds and machinations of the various Great Houses of the Inner Sphere, and are designed to keep even the most hardened mercenary commanders on their toes. In addition to narrative twists and turns, some Flashpoint stories feature consecutive deployments in which players can’t repair or heal between missions, while others feature infiltration contracts that restrict the tonnage of deployable BattleMechs.

Beyond adding over 30 hours of exciting Flashpoints to BATTLETECH, this expansion comes complete with three new ‘Mechs (including the highly anticipated Hatchetman), a challenging new mission type, and a new tropical biome for the biggest and most challenging BATTLETECH experience yet.

FLASHPOINTS
Here's just a few examples of the many new stories and challenges you'll face as a mercenary commander in Flashpoint:

Extracurricular Activities
The petty squabbling of political rivals takes a deadly turn when civilians are caught in the crossfire. Will you escort them to safety at the risk of your MechWarriors and their 'Mechs… even if they can't pay?

Criminal Minds
The routine capture of a criminal syndicate’s warehouse uncovers the resting place of an ancient BattleMech. Will you share this information with your employer or keep the ‘Mech for yourself?

Headhunting
The Zhao twins are a thorn in the side of your employer and it’s time to terminate their command. But when their forces are routed and the siblings flee in two directions you’ll need to choose which commander - and which unique salvage - you’ll pursue.

NEW BATTLEMECHS
Expand your 'Mech arsenal with the armor-chopping power of the Hatchetman, the speed and versatility of the Crab, and the battle-computer-equipped Cyclops.

NEW ENCOUNTER
Target Acquisition is an exciting new mission type that challenges you to put your light and medium 'Mechs to the test. Take control of three locations to triangulate fire on an enemy installation before time runs out.

NEW BIOME
Take the fight to all-new lush, tropical environments - but watch out for the spore clouds (or use them to your advantage!)

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BATTLETECH - Urban Warfare

Released: June 4, 2019
Size: 6 MB
Store page: https://www.gog.com/game/battletech_urban_warfare

About:

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City combat is center stage in this expansion, introducing new street features including blocked lines of sight, collateral damage rules, and all sorts of new destruction. Weigh the hazards and benefits before going into urban battle, though - explosions, floods and more await. With new urban challenges, the return of lost technologies, new ‘Mechs, vehicles, encounters and flashpoints, Urban Warfare takes the BATTLETECH experience to new, gritty heights.

KEY FEATURES:

Urban Warfare - Street brawls introduce new tactical gameplay challenges as ‘Mech combat moves from wide-open natural landscapes to vast urban sprawls. Every building in the new urban biome is fully destructible, so you’re never more than a few salvos away from a new line of sight, or the defensive cover of high-rise rubble. Abandoned explosive fuel trucks, destroyed coolant exchanger buildings, and broken electrical transformers that disrupt targeting will drastically change the battle as you go.

Electronic Warfare - The return of these lost technologies will forever change the 31st century battlefield. ‘Mechs equipped with Electronic Countermeasures (ECM) and nearby friendly units are obscured from enemy targeting systems and immune to indirect fire. Meanwhile, ‘Mechs equipped with Active Probe can reveal, locate, and target enemy units that would otherwise be hidden.

Two New BattleMechs - The experimental Raven 1X sports an advanced electronic warfare package that combines ECM and Active Probe systems into a lightweight component. The Javelin is a compromise between speed and firepower, with close-range knockout power.

New Flashpoints - A wide variety of new branching short stories that link together mercenary missions, crew conversations, special events, critical choices, and rare bonus rewards.

Three New Enemy Vehicles - The Gallant Urban Assault Tank sports a variety of weapons to fight at all ranges with speed and agility, the Packrat is a battlefield support vehicle equipped with a prototype version of ECM, and the Rotunda is a reconnaissance vehicle equipped with a prototype version of Active Probe.

New Encounter - Attack and Defend is a challenging new mission type where your mercenaries must destroy an enemy’s base to stop a steady stream of attackers before they can overcome your forces and knock out your employer’s base.

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BATTLETECH - BATTLETECH - Heavy Metal

Released: November 21, 2019
Size: 6 MB
Store page: https://www.gog.com/game/battletech_heavy_metal

About:

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Eight new ‘Mechs have been added to the world of BATTLETECH, including seven classic designs from the original board game along with a never-before-seen ‘Mech created exclusively for this expansion. New methods of destruction await as eight devastating weapons systems are now available to wreak havoc like never before. Heavy Metal takes ‘Mech action to the next level with a brand new Flashpoint Mini-Campaign.

One Original and Seven Classic BattleMechs:
Seven classic ‘Mechs from BATTLETECH’s 35-year legacy make their triumphant return along with the first completely new ‘Mech designed exclusively for this expansion. Each ‘Mech comes with unique equipment that reflects the flavor and lore of the original board game.

Eight Game-changing New Weapon Systems:
Eight all-new weapon systems can be utilized to destroy even the most formidable opponents in a wide variety of unique ways. The new ‘Mech Mortar is the first AOE weapon in BATTLETECH and can destroy multiple units at once, while the COIL Beam generates more energy damage the further the attacker travels before firing, a perfect fit for light ‘Mechs.

New Flashpoint Mini-Campaign:
Come face-to-face with two legendary characters from BATTLETECH lore - the Bounty Hunter and the Black Widow of Wolf’s Dragoons. A derelict cargo ship has drifted into the Periphery from deep space; what secrets does it contain, and who will ultimately control its mysterious payload?

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► System requirements
Minimum system requirements - Windows: 64-bit Windows 7 or Higher
Processor: Intel Pentium Core i3 3210 3.20GHz or AMD FX 4300 3.8GHz
Memory: 8 GB RAM
Graphics: NVIDIA GeForce 660 GTX or AMD Radeon HD 7850
DirectX: Version 11
Network: Broadband Internet connection
Storage: 60 GB available space
Sound Card: DirectX 9 sound device
Mouse, Keyboard

Recommended system requirements - Windows: 64-bit Windows 7 or Higher
Processor: Intel Pentium Core i5 3450 3.10GHz or AMD FX 6300 3.5GHz
Memory: 16 GB RAM
Graphics: NVIDIA GeForce GTX 950 or AMD Radeon HD 7900 Series
DirectX: Version 11
Network: Broadband Internet connection
Storage: 60 GB available space
Sound Card: DirectX 9 sound device
Mouse, Keyboard
► Changelog
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/in ... s.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/in ... n.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/in ... s.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/in ... e.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/in ... n.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 title.

Fixed an issue where a 'Mech work order could still be created after some items equipped to the 'Mech were sold while the work order was pending.

Fixed an issue where the "Fresh Off the Lot" achievement could not be completed.
Patch 1.1.1 (27 June 2018)

Fixed an issue where the starter MechWarriors (Glitch, Behemoth, Dekker, Medusa) could occasionally also appear as hireable Ronin MechWarriors in hiring halls later in the game.
Fixed a bug that could cause tooltips to fail to spawn in the Store under certain conditions.
Fixed an issue where tooltips could sometimes appear truncated at the bottom.
Fixed an issue where users could be unable to use Lance Configuration via the Multiplayer Skirmish Lobby if they had not yet played the campaign or single-player skirmish since updating to BATTLETECH version 1.1.
Fixed an issue where loading a save game generated in the Axylus priority mission, right after securing the crash site, could result in a progression blocker.
Fixed a bug that was causing attacks to hit 'Mech head locations more frequently than intended.
Patch 1.1.0 (21 June 2018)

New Features & Content

MechWarrior customization. Players can now customize the appearance, callsign, name, pronoun, and voice of all non-Ronin MechWarriors in their mercenary company. The starting MechWarriors (Behemoth, Dekker, Glitch, and Medusa) are now considered Ronin.

Granular difficulty settings. Added a wide variety of Granular Difficulty Settings that can be adjusted at any time from the Settings menu.
Lethality - when enabled, MechWarriors that are disabled in combat will always be killed.
'Mech Destruction - when enabled, 'Mechs disabled from Center Torso destruction are permanently lost. This setting is intended for veterans and those seeking a significant challenge.
No Rare Salvage - when enabled, + and ++ items are no longer generated as salvage results (but remain purchasable in stores).
MechWarrior Progression - adjust the amount of experience that MechWarriors gain after each mission.
Advanced MechWarriors - increase or decrease the frequency of more powerful MechWarriors appearing in Hiring Halls in later parts of the game.
Enemy Force Strength - increase or decrease the baseline strength of the enemy forces you'll face in procedural contracts.
Contract Payment - increase or decrease the amount of C-Bills paid by procedural contracts across the game.
Salvage - increase or decrease the amount of salvage you may obtain from negotiation on procedural contracts.
New custom campaign mode. The following added Difficulty Settings can only be adjusted when starting a new campaign (Select "Custom Campaign" when starting a New Game from the Main Menu.)
Ironman Mode. Your campaign is limited to a single save game slot that automatically updates as you progress. Run out of funds or fail a Priority Mission and it's game over!
Unequipped 'Mechs - enable this to make 'Mechs completed out of 'Mech parts start empty instead of with a stock loadout.
Parts for 'Mech Assembly - increase the number of 'Mech parts that must be salvaged to assemble a new 'Mech. This setting is intended for veterans and those seeking a significant challenge.
Accelerate the current action with SPACEBAR. Players can now press SPACEBAR to greatly accelerate the current action. Game speed will return to normal after the action completes.

Speed-Up mode to accelerate all combat actions. Added an option in the Gameplay Settings menu that significantly speeds up combat. Note that this setting is ignored during Multiplayer, and while story dialogue is playing during campaign missions.

General combat speed optimizations. To decrease turn times even when not using new speed-up options. In addition, the settings for combat result pauses and camera transition times have been exposed in CombatGameConstants.json for easier modding.

Cancel combat actions and selections with right-click. Right-clicking in combat (without holding the button down) now acts like the ESC key, backing out of the current action or selection.

MechLab quality-of-life improvements. Including the below additions. See UI section for further UI improvements.
A shortcut button is now available to bring up the Store directly from the MechLab, allowing players to buy weapons, equipment, and ammo without leaving the MechLab. (Must still be in-orbit to purchase items.)
The running total C-Bill cost of a work order is now displayed while the player is working in the MechLab.
Added tooltips for all 'Mech Rating bars in the Mech Bay and MechLab that show and explain more of the specific numbers behind that rating.
Improved warning communication and tooltips in MechLab.
Added Scrap button to the Mech Bay Storage screen, to allow scrapping complete 'Mech chassis directly from Storage.
Gear components now display their stat benefit directly on their component UI (instead of only in their tooltip.)
Current inventory count in Store and Salvage. Item tooltips in the Store and Salvage screens now display how many of that item the player currently has in inventory.

Several new events and improvements to event generation. Including fixing a bug that could cause valid events to appear invalid and not be considered during event generation.

Ultrawide monitor support. BATTLETECH now supports displays with 21:9, 64:27 and 43:18 aspect ratios. Known Issue: a few cosmetic-only bugs still exist in this experience, but given the high-demand for ultrawide support we felt that these minor issues did not need to hold up its release.

[WINDOWS] The BATTLETECH Launcher has exited Beta. This launcher can be used to configure the following options before launching the game: Borderless Windowed Mode, Exclusive Fullscreen Mode, Video Rendering API. We recommend using these options for troubleshooting if you are experiencing hardware or software compatibility issues. The launcher also includes a new automatic crash reporting tab. To use this launcher:
GOG Galaxy: Open the "More" menu next to the Play button and choose Other -> Configure BATTLETECH.
Performance & Compatibility

Improvements to the game start flow. (Splash screens can now be skipped.)
The previous "High" visual quality setting has been renamed to "Ultra". The new "High" quality setting disables screen space reflections and clamps volumetric rendering at higher resolutions.
Significantly improved performance and stability of front-end list interfaces.
Improved stability when alt-tabbing and otherwise losing focus of the title.
Improved protection against spam-clicking.
Combat UI rendering optimizations. These should reduce instances of small hitches during combat.
Optimizations to building destruction system and related fire and smoke VFX sequences.
Audio performance optimizations.
Terrain rendering and tree rendering optimizations.
VFX and water rendering optimizations.
Balance

Many existing contracts had their difficulty rating adjusted to more accurately reflect the actual difficulty of the contract and provide a more consistent player experience.
The difficulty range of contracts in a given system has been expanded to two skulls rather than one skull. Easier and harder contracts will now be available in every system.
Moving and re-balancing the reinforcement units in some procedural missions.
The Called Shot bonus for multiple-hit weapons (SRMs, MGs) now diminishes by half with each successive shot.
Medium 'Mech stability increased to 130 (was 100). Stability recovery increased to 1.2 (was 1.0).
Heavy 'Mech stability increased to 160 (was 100). Stability recovery increased to 1.4 (was 1.0).
Assault 'Mech stability increased to 200 (was 100). Stability recovery increased to 1.6 (was 1.0).
Difficulty modifier for attacks against Light 'Mechs increased to 3 (was 2).
PPC heat generation reduced to 35 (was 40).
ER Large Laser heat generation reduced to 25 (was 40).
Large Laser heat generation reduced to 18 (was 30).
Pulse Medium Laser heat generation reduced to 16 (was 25).
Medium Laser heat generation increased to 12 (was 10).
Small Laser heat generation increased to 6 (was 5).
AC/2 heat generation reduced to 4 (was 5).
AC/5 heat generation reduced to 8 (was 10).
AC/10 heat generation reduced to 12 (was 15).
AC/20 heat generation reduced to 24 (was 25).
LRM-10 heat generation reduced to 10 (was 12).
LRM-15 heat generation reduced to 14 (was 15).
SRM-2 heat generation reduced to 4 (was 6).
SRM-6 heat generation reduced to 12 (was 14).
Flamer starting ammo reduced to 4 (was 6).
UI

The 'Mech status display on the After Action Report no longer displays structure damage above armor, which was confusing to a number of players (particularly when heat damage was incurred underneath armor.) Warning icons now appear if structure damage was incurred, but intact armor now takes precedence on the 'Mech status display.
Added a selection state during keybinding to indicate which action is currently listening for a keypress to bind to the action.
Improved communication in the Engineering room when an Argo Upgrade is in-progress.
Standardized custom 'Mech name field to 16 characters.
Disallowing bad characters (e.g. tabs, newlines) in input fields.
New loading screen game tips, and revisions to some existing loading screen game tips.
Floatie text for Breaching Shot now appears over the target instead of the attacker.
Improved visibility for Sensor Locked floatie text.
Color selectors on the heraldry customization screen now wrap.
Added a Tooltip explaining the behavior of the "Travel to System" button.
Added a confirmation prompt when using the "restore defaults" button in an options menu.
Improvements to Store loading times.
AI

AI improvements to Liberation: Panzyr to address AI threat assessments.
AI improvements to Defense: Smithon to the AI's ability to advance towards priority targets. Also encounter re-balancing to accommodate the improved behavior.
Fixed an AI issue where enemy units could sometimes sprint even while unsteady.
Fixed AI behavior in Defend Base missions to focus slightly less on destroying targeted buildings and to be more responsive to the player damaging them.
Improved AI multi-targeting logic, and fixed a bug where AI units could sometimes unfairly use multitarget.
Improved AI patrol-path behavior.
AI now prioritizes the selection of Unsteady units.
AI performance optimizations.
AI units are now more cautious about using jumpjets when overheated.
Fixed AI units incorrectly bracing when they can no longer sprint (e.g. when a leg is removed).
Multiplayer & Accounts

Fixed an issue where attempting to log in to Paradox Account without an active internet connection resulted in an infinite loading screen.
Fixed an issue in Multiplayer that could cause turns to extend past the turn-timer limit when players used single-move or jump actions during non-interleaved movement.
Improved content filtering for lobby names and chat.
Various improvements to Multiplayer Lobby UI behavior.
Player can now use the Eject button in Skirmish Multiplayer and Skirmish vs. AI.
Significantly improved performance of server browser when many games are shown.
Bugfixes

Dozens of procedural mission fixes & tweaks, including fixing instances of misplaced spawners causing units to become stuck.
Fixing cases of procedural missions that would either auto-complete early, or not at all.
Fixing the behavior of some escort / convoy lances in procedural missions. (Cases of units failing to reach their destinations, convoy guards not activating when expected, friendly escort units getting stuck, etc.)
Fixed issues with loading process where specific Contracts could fail to load.
Fixing various VO and dialogue issues in procedural missions (specifically Assassinate & Battle contracts.)
General map polishing and collision clean-up on many maps.
Fixed an issue where certain instances of Destroy or Defend Base contracts could auto-fail.
Fixed a UI bug where objectives appeared in the incorrect order of priority on some missions (secondaries above primaries).
Fixed an issue where in some few cases, reinforcements would not spawn as expected.
Fixed an issue where an enemy Enforcer would spawn stuck in the Escape mission on Artru.
Fixed an issue where players were unable to back out of the Liberation: Itrom lance configuration screen.
Various cosmetic map geometry fixes across the game (floating assets, clipping assets, etc.)
Various fixes and improvements to the building destruction system (more natural collapse behavior, better debris coverage, improved physics behavior.)
Various combat VFX fixes & improvements.
Various 'Mech animation fixes & improvements.
Various cosmetic dialogue edits to clarify story points and fix continuity errors.
Various typo fixes across the game.
Fixed an issue that could cause a softlock after ejecting a MechWarrior with the Ace Pilot ability.
Various fixes to the animation flow for the eject action.
Fixed a bug where Rear Torso armor on 'Mechs in combat could remain even after the associated Torso section had been destroyed.
Fixing the tooltip for the "Done" action for MechWarriors with the Ace Pilot ability.
Fixed a cosmetic issue where MechWarrior portraits could become greyed out after using the Vigilance morale ability in certain conditions, despite not having acted yet.
Fixed an issue that could cause a newly-completed 'Mech to disappear after loading a save game created at the same time as the 'Mech construction completed.
Fixed an issue that could cause Kamea or Alexander to be incorrectly present on the Argo after backing out of Lance Configuration for certain Priority Missions.
Fixed an input exploit that could allow players to hire MechWarriors that they didn't meet the MRB Rating requirements for.
Fixed an issue where players could cancel a Travel Contract without incurring the advertised Reputation penalty with the client faction.
Fixed an input exploit that could allow players to create overweight 'Mechs.
Fixed an issue that could occasionally cause Travel Contracts to change difficulty upon arrival in the destination system.
Fixed an issue that could cause certain 'Mech repair tasks queued from the MechLab to fail to appear in the Timeline.
Fixed a bug where the 'Mech performance rating bars in the Mech Bay could be displayed incorrectly for 'Mechs with destroyed components on them.
Fixed an issue where the Max Injuries value displayed for MechWarriors in the hiring hall was not taking into account bonuses from their Guts skill.
Fixed a cosmetic issue where item quantity values in the Store UI were not being refreshed after selling items.
Fixed an issue where the tooltip for Priority Missions was failing to display on the Contracts screen.
Fixing cinematics audio to respect the "Play Audio When Alt-Tabbed" setting.
Fixed some positional audio issues and incorrect audio assignments on destructible buildings.
Fixed an issue where certain cosmetic (non-gameplay) decorative objects would no longer be present on maps after loading a combat save game.
Fixed a bug where the UI indicating dangerous locations in combat (e.g. artillery regions) would fail to deactivate after the dangerous conditions were over.
Fixed an issue where the "Zoom to New Contact" setting wasn't being respected during first contact with enemies.
Fixed an issue where the Sensor Lock effect would no longer be present on a sensor locked unit after loading a combat save.
Fixed an issue where 'Mechs that lost a leg due to ammo explosion did not experience Knockdown as expected.
Fixed a cosmetic issue where the Restart and Stand Up buttons could overlap with the Eject action confirmation button in the combat UI.
Fixed a cosmetic issue where small weapon attacks could impact empty air above a target after a melee knockdown had occurred.
Fixing Stalker arm missile pod visibility.
Improved Radiation Field fog VFX.
Jump Jet VFX now scale based on 'Mech weight class.
The King Crab has opened its claws.
Fixed a cosmetic issue that could sometime cause weather effects to temporarily disappear in the Windy Day mood.
Fixed some cosmetic issues with hair rendering in MacOS.
Fixed an issue with the Skirmish MechBay incorrectly displaying the weight range of Assault Mechs as 85-100 tons. (Now displays as 80-100 tons.)
Various fixes to tooltips, including an issue that could cause tooltips to become cut-off at the bottom.
Fixed an issue where MechWarriors would sometimes play their injury VO even if game effect (e.g. a cockpit mod) had prevented the injury from occurring.
Fixed an issue where achievements regarding lance composition could be unlocked by using lances of less than 4 'Mechs.
Fixed an issue where the background UI was interactable during login or account creation.
Fixed an issue where the selection field in dropdowns would display multiple selections.
Fixed an issue where the selected lobby may become unavailable when server browser refreshes.
Known Issues

There is currently a small chance of the starter MechWarriors (Glitch, Behemoth, Dekker, Medusa) incorrectly appearing as hireable Ronin MechWarriors in hiring halls later in the game.
Skirmish lances created prior to updating to 1.1.0 may contain 'Mechs with old weapon & stability values.
Some tooltips may appear visually truncated at the bottom.
A few cosmetic-only UI bugs exist when playing on an ultrawide monitor, but given the high-demand for ultrawide support we felt that these minor issues did not need to hold up its release.
Patch 1.0.4 (22 May 2018)

Fixed an issue introduced in Release 1.0.3 where the campaign timeline could stop advancing under certain circumstances - most commonly, after the death of one or more MechWarriors with active temporary tags (e.g High Spirits) on them.
Patch 1.0.3 (15 May 2018)

Fixed some hitches when destroying units and buildings during combat.
Memory management improvements around 'Mech destruction.
Fixed an issue that could cause MechWarriors to become permanently stuck in the High Spirits or Low Spirits state.
Fixed an issue where saving the game immediately after salvaging enough parts to complete a new 'Mech could cause that new 'Mech to disappear upon reloading that save game.
Fixed an issue that could cause allied units in Escort missions to fail to move into the extraction zone under certain circumstances.
Fixed an issue where choosing to store a 'Mech with an active work order, then cancelling the warning popup, would cause the screen to become unresponsive.
Fixed a few issues with starting location spawn points on procedural missions.
Fixed hair shader to better support brighter colors in character creation, tweaked some hair and beard textures, and added some brighter color swatches.
Added new portrait presets and customization options.
Fixed an issue that prevented completion of the "Rock 'Em" and "Sock 'Em" achievements.
Fixed an issue that could prevent completion of the "Complete Roster" achievement.
Fixed an issue that trivialized completion of the "Laser Show", "Bullet Farmer", and "Raining Fire" achievements.
Added text to the video settings screen to indicate that some settings will not be applied until the next game load.
Added an option in video settings menu to show unsupported display resolutions (defaults to off).
[macOS] Support for non-standard Steam install directories (directory paths with special characters like "=" in them.)
Fixed artifacting issues present on a subset of "Mercenary MechWarrior" custom Backer Emblem rewards.
Made the Backer Atlas "SBA" prefab available for the Atlas II-HT (in addition to being available for the standard Atlas AS7-D.) Made the Shadow Hawk "Umbra" prefab available for the Shadow Hawk 2H. Made "Valhalla" prefabs available for their respective chassis variants.
[SKIRMISH] Alternate prefab 'Mechs are now considered stock, and display in the Stock 'Mechs list in Skirmish Lance Config.
[SKIRMISH] Copying an alternate prefab 'Mech now correctly preserves the 'Mechs variant appearance.

Our troubleshooting launcher remains on the public_beta branch. If you are having trouble running the game and have not yet opted in to the public_beta branch, please do so in order to have access to additional configuration options that may help you:
[WINDOWS] [STEAM] [GOG] Added an optional BATTLETECH Launcher that can be used to configure the following options before launching the game: Borderless Windowed Mode, Exclusive Fullscreen Mode, Video Rendering API. We recommend using these options for troubleshooting if you are experiencing hardware or software compatibility issues. To use this launcher, run the BattleTechLauncher.exe in your installation folder. In GOG Galaxy, you can open the More menu next to the Play button and choose Other -> Configure BATTLETECH.

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.
Patch 1.0.2 (04 May 2018)

Fixes to video player codec behavior to resolve .dll access violations that were causing consistent video player crashes for a small set of users.
Memory management improvements.
Fixing issues with the Valhalla Shadow Hawk variant failing to load in missions when selected.
Patch 1.0.1 (02 May 2018)

Trial fix for an issue where save games could sometimes fail to appear upon re-launching the game.
Trial fix for some occasional crashes when loading back into the sim-game scene.
We now immediately apply changes to the windowed mode and fullscreen monitor selection settings.
Added the ability to change the Callsign associated with your multiplayer profile.
Fixed issues with the Vsync setting sometimes not applying correctly.
Setting Vsync to be ON by default.
Capping framerate at 120 when Vsync is OFF.
Fixed an issue where redeeming a valid unlock code could cause a long loading screen.
Fixed an issue where 'Mech model variants unlocked using an access code could be seen clipping through other Argo UI screens, after selecting the unlocked 'Mech in the Mech Bay.
Fixed minor graphical issues with the pre-order Shadow Hawk Umbra skin.
Fixed an issue where enemy AI could sometimes act slowly during Defend Base contracts.
Improved loading sequence stability when alt-tabbed.
Support for non-standard Steam install directories (directory paths with special characters like "=" in them.)
Removing debug F6 pilot-injury hotkey.
Adding version number display to the Main Menu.
Adding protections for errors in the GOG Galaxy client when playing through GOG.
Making DirectX 11 a required component in Steam and GOG installers.
Known Issues

If you are fielding a Shadow Hawk with the Valhalla paint job, all combat missions will fail to load. This includes loading combat save games as well as dropping from your Dropship. To work around the issue in Skirmish, remove the Valhalla Shadow Hawk variant from your lance. To work around the issue in Campaign, change the Shadow Hawk paint job to one of the base options. We will fix this asap (v1.0.2).

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Post by JohnnyMic »

Homer_S wrote: 10 Jun 2019, 21:46 Is this a good link? This is the one patch I still need 1.6.0-539R1_(30021)_to_1.6.1-542R_(30048)... else I have to DL the whole thing again.

Homer
what u mean with a "good link" if u not trust to it than eat the big fish and load the full installer from the mod and its packed so u are anyway safe. Load it and check the Package here https://www.virustotal.com/gui/home/upload
than u know exactly whats in there (:

but i would say that is a safe data cause more than 1 Mod thanked to this and if it would not safe than it would not more exist
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Post by Homer_S »

JohnnyMic wrote: 10 Jun 2019, 22:51 what u mean with a "good link" if u not trust to it than eat the big fish and load the full installer from the mod and its packed so u are anyway safe. Load it and check the Package here https://www.virustotal.com/gui/home/upload
than u know exactly whats in there (:
I'm on a site with... uh... back of the internet stuff. I'm clearly OK with the type of content. ;) My concern is I tried to follow the link and get an error like this one "This site can’t be reached www22.zippyshare.com took too long to respond."

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Post by Homer_S »

Hunter S Thompson wrote: 10 Jun 2019, 23:45 Don't fear the Reaper! Check the sig by RMB on an exe (Properties, Signatures/Details): If tells ya "OK," go install the Beast. VS totally fails to get a 1 GB installer, RMB doesn't. Speaking of: Yeah, the 22 server of Zippyshare sucks but Great 67.

Patch Battletech 1.6.0-539R1 (30021) to 1.6.1-542R (30048)
Bing-ho!!!

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Post by JohnnyMic »

But your not from Germany or GB arent u?? Cause than u fucked like me rip zippy+Image :cry: (yeah i know vpn blabla but fuck of zippy is dead for me)

anyway back of the internet or not you are here on a familiar place so u can trust us :kosak: (but i know better to be more carefully as not)

Hopefully u have now your final last patch & a great Time on a Game :good:
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Post by WURGLOR »

Can you please update to the 1.6.2 patch?
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Post by jimmychan »

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Post by Homer_S »

Ress wrote: 11 Sep 2019, 03:46 setup_flashpoint_1.7.0-589r_(64bit)_(32272).exe
setup_shadow_hawk_pack_1.7.0-589r_(64bit)_(32272).exe
setup_urban_warfare_1.7.0-589r_(64bit)_(32272).
Can anyone repost just the new DLCs to go with the patch? Also, is there an updated "setup_digital_deluxe_content..." for the new patch?

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Post by Tom a Jerry »

Main post updated to v1.7.0-589R (32272)
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Post by vaio »

Can any user please upload patch_battletech_1.7.0-589R_(32272)_to_1.7.1-598R_(32588) ? (around 400 mb)
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Post by vaio »

Thanks!
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Post by JohnnyMic »

Your welcome Bro
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Post by Seph »

can someone put that all into one link?
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Post by JohnnyMic »

Seph wrote: 22 Nov 2019, 05:49 can someone put that all into one link?
use JDownloader2 dude :declare:
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Post by Jain932 »

Others find this?
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Post by kuaci123 »

May I respectfully request the Digital Deluxe Content as well for (v 34047)? Thanks!
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Post by vastyr »

kuaci123 and all interested, check @ GOG games express sharing.
► bypass gdrive download quota
► The Ninja-King
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Post by catastic »

JohnnyMic wrote: 22 Nov 2019, 04:15 ► BATTLETECH v1.8.0-629r
Credits to MG
► Changelog
Changelog for update 1.8 (added 21 November 2019):

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, making them more portable and less prone to Steam interference and breakage. 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:
- Forums:https://forum.paradoxplaza.com/forum/in ... n.1285684/
- 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

Roll Back
It is possible to revert 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/foru...r ... n.1112335/

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

Changed Windows/Linux/MacOS Installer (1.7.1-598R ⇒ 1.8.0-629R) at 21 November 2019
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Post by JohnnyMic »

kuaci123 wrote: 22 Nov 2019, 15:59 May I respectfully request the Digital Deluxe Content as well for (v 34047)? Thanks!
Update!
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Post by Tom a Jerry »

Main post updated to v1.8.0-629r (34198)
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Post by superqboi »

lightie wrote: 27 Nov 2019, 22:07 Ithink there is a file missing in your upload .. there is only the .exe but not the .bin ?
the file contents wasn't large enough for a bin, gog put it all in the executable
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