@Amechwarrior and myself took notes (for the 5/3 stream) in the BATTLETECHGAME discord. Below is the consolidated and streamlined list of things discussed by Mitch and Connor on stream.
This will be updated as things are revealed in the weekly live streams that started May 10th and will continue every Friday @ 10am Pacific time until release.
[IMPORTANT]
Update 1.6 release is 9am Pacific (12noon Eastern, 5pm GMT, 6pm CEST) on June 4.
Urban Warfare release is 10am Pacific (1pm Eastern, 6pm GMT, 7pm CEST) on June 4.
[EDIT]: Each week, I will remove the '[UPDATE]' tag from the previous week, but leave the date. So to see the new updates, just follow that tag.
-=-=-=-=-=-=-=-=-=-=- FREE 1.6 UPDATE -=-=-=-=-=-=-=-=-=-=-=-
(Things marked with FP will require the Flashpoint DLC)
(Things marked with UW will require the Urban Warface DLC)
@stjobe made an awesome summary of the May 17th stream. I've quoted it below. Thanks to @HBS_CaptKerberos and @HBS_Kiva for the great stream.
@Justin Kase took notes for the May 24th stream:
[UPDATE] May 31st Live Stream Updates:
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Video Links:
This will be updated as things are revealed in the weekly live streams that started May 10th and will continue every Friday @ 10am Pacific time until release.
[IMPORTANT]
Update 1.6 release is 9am Pacific (12noon Eastern, 5pm GMT, 6pm CEST) on June 4.
Urban Warfare release is 10am Pacific (1pm Eastern, 6pm GMT, 7pm CEST) on June 4.
[EDIT]: Each week, I will remove the '[UPDATE]' tag from the previous week, but leave the date. So to see the new updates, just follow that tag.
-=-=-=-=-=-=-=-=-=-=- FREE 1.6 UPDATE -=-=-=-=-=-=-=-=-=-=-=-
(Things marked with FP will require the Flashpoint DLC)
(Things marked with UW will require the Urban Warface DLC)
- Star Map updates:
- 50 new star systems, upwards toward Terra (new systems are compatible with existing saves) [EDIT] For clarity: the new star systems do not include systems outside of Marik, Liao, and Davion space. We haven't reached Terra yet. Still no Steiner or Kurita systems.
- biome filters
- difficulty filters
- visited systems are marked
- Combine and Commonwealth will be more common with the expansion of the starmap
- Clip of Star Map: https://clips.twitch.tv/SourCautiousPartridgeCoolStoryBro
- Randomized starting lance
- New game setup has a toggle for "randomized starting mechs"
- Each mech slot has an ItemCollection associated with it.
- Career scoring is weighted by game difficulty settings.
- May 10, 2019: ~10 Flashpoints. This apparently does NOT require the FP DLC to be installed. UW-only owner will have ~10 Flashpoints. FP+UW owners will now have ~28.
- New events (no specifics)
- They mentioned something about 'chained events' where decisions in one event will lead to options in other events (or events entirely, not sure which was implied)
- New Mechs (thanks to @Kereminde for the better formatted list)
- Homegrown variants:
- HCT-3X (FP) - Missile hardpoints on your melee 'Mech because SRM Shotguns are cool. [EDIT] The HCT-3K has officially been renamed to the HCT-3X (3 Ecks) in honor of @HBS_Eck
- UM-R90 - Energy hardpoints instead of ballistic ones because Urbies with PPCs sound Awesome
- Others!
- UM-R60L - You heard of "Hobo With a Shotgun"? This is an Urbie with a death-wish, and hopefully a mutual agreement.
- BNC-3S - Some call it the only good Banshee. Others say no Banshee is good.
- CPLT-C4 - Because LRM20s on a Catapult follows the design philosophy of variants. "If it fits, make it so."
- VND-1AA - The "Avenging Angel" Vindicator.
- BJ-1DB - Lasers instead of autocannons, because why not, everyone does it anyway.
- Homegrown variants:
- Infantry: 'not right now, but who knows'
- Missions:
- Multiple lances: some missions will drop allied units with us
- Battle Contracts have been expanded to allow multiple factions on the field simultaneously...with varying hostilities. I fight you, you fight them, they fight me. We all fight each other. Additionally allied reinforcements may also show up.
- May 10, 2019: These are referred to by HBS as Battle+ contracts though they will show up in game as just 'Battle'.
- May 10, 2019: Unit 'affiliations':
- Hostile to player
- Allied to player
- Allied to main opfor but different faction (as opposed to same faction which are just reinforcements)
- Hostile to all (i.e. they want to kill your opfor as well as you)
- May 10, 2019: These are referred to by HBS as Battle+ contracts though they will show up in game as just 'Battle'.
- Hint from Mitch: READ YOUR BRIEFINGS
- There will be more LosTech added in 1.6
- May 10, 2019: No new weapons.
- Player called Airstrikes / Artillery: "never say never"
- Heavy Metal is the last DLC in the Season Pass. Future DLC will be mentioned in the future.
- There is no skidding on highways / streets (even though Jordan wanted it). Same reason there are no pilot skill rolls for movement in water.
- Combat Interface Quality of Life update:
- All units are distinguished with their faction.
- May 10, 2019: This is provided via an icon (faction / unit heraldry) next to the unit name and above the initiative phase indicator for the unit.
- Objectives are presented differently depending on whether they are primary or secondary
- Regions (zones) will be marked in such a way as to make them easy to associate with their particular objective.
- May 10, 2019: Example: In the Battle+ demonstrated on 5/10, the player's evac/exfil zone was shown on the map as a real zone, but it was filled with stripes (presumably to indicate that it wasn't active yet).
- May 10, 2019: Initiative order displayed at the top of the screen shows three different icons.
- Blue / white chevrons for allied / player units.
- Red chevrons for units hostile to the player.
- Red Xs for units hostile to EVERYONE.
- Overall, changes were made to make it easier to look at the screen and immediately see what's going on.
- All units are distinguished with their faction.
- Missed shots / collateral damage:
- Weapon fire is raycast so misses can / will be applied to objects that intercept the ray.
- EXCEPTION: Friendly fire is NOT a thing, though you can miss and destroy a building that a friendly is standing on and cause them damage that way.
- THIS MEANS YOU CAN ACCIDENTALLY DESTROY BUILDINGS IN BASE DEFENSE MISSIONS.
- Check your fire lanes.
- Falling
- Mechs on buildings that are destroyed take fall damage
- Damage is similar to what would be caused by a DFA attack.
- There are no plans for more full length campaigns (ala Arano Restoration)
- Fires (forest or otherwise)
- Never say never, but they've discussed it recently.
- Stores:
- Faction stores will have more faction specific gear. If a unit or piece of equipment is tied to a particular faction, you will only be able to find it in those faction stores or in the black market. Example on stream given was the Raven (part of Urban Warfare) being only found in Liao Faction and Black Market shops.
- Ramps, tall buildings
- Building access is via jumpjets or ramps
- Jumpjet distance is used to determine overall height as well. So, 140m straight up? or 140m off to the side and up... etc
- All buildings are destructible. Rubble provides cover.
- (Personal note) The city map they showed was gorgeous and the building destruction was amazing.
- May 3, 2019: They showed the destruction of a "Coolant Exchanger" building. Destruction caused an explosion and nearby mechs also took heat damage (from being covered in super hot coolant). But subsequent rounds they had a cooling effect from the leaking coolant.
- May 10, 2019: They showed the destruction of an "Electrical Transformer" building. Destruction caused an explosion that caused armor damage to nearby mechs. Subsequent rounds that area had an 'interference' effect that reduced accuracy when firing into and out of the field.
- Contract penalties for destroying too much of the city: Not yet, but looking into it.
- Buildings can not be melee'd
- Mechs:
- JVN-10N - The grown-up COM-2D Commando
- JVN-10F - If a JR7-F Jenner was humanoid in shape...
- Raven is the only unit to have BOTH ECM and Active Probe. Other units will be able to have one or the other (no details on how, though)
- May 10, 2019: Drop pod deployment of mechs
- At least in the Urban biomes that were highlighted, mechs were deployed via Drop Pod. Landing points for the Drop Pods are highlighted the same as Dropship Landing Zones (red icons around the terrain pips).
- Drop Pod landing points are 1 pip in size.
- Quote: "You don't want to be under one when it lands."
@stjobe made an awesome summary of the May 17th stream. I've quoted it below. Thanks to @HBS_CaptKerberos and @HBS_Kiva for the great stream.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-So, they played two Attack/Defend scenarios:
Scenario one:
* Player lance tasked with defending a base AND destroying an enemy base
* One allied lance on the map, also defending the base
* One defensive and one offensive enemy lance on map from start
* Multiple (up to six?) waves of additional enemy lances will spawn unless you destroy the enemy base
* Friendly base being hit will make the allied lance withdraw to defend it (instead of helping out with the offensive part of the mission)
* You can withdraw without penalty after destroying the enemy base
* All salvage on the field is up for grabs post-mission
* If you don't take out the enemy base, you'll eventually end up facing eight lances' worth of enemies...
Scenario two:
* Player lance tasked with defending a base AND destroying an enemy base
* No allied lance on the map, but two different faction lances that are hostile to both each other and the player lance
* Reinforcement waves again continue until you destroy the enemy base
* Enemy base defended by turrets (oh, and they've beefed up the turrets some...)
* Player will have to try to get the two enemy lances to fight each other, because they each outweigh the player's lance
* Again, all salvage on the field is up for grabs post-mission
* This was on the Urban biome, so line-of-sight was tricky
I have to say, this new encounter type looks like it will be really entertaining and really challenging.
Oh, and Kiva also mentioned one early-game scenario where it's just two assault 'Mechs whaling on each other as the opfor - I paraphrase: "your job is to not get noticed, because if you do they'll turn on you and pick your whole lance apart". And yes, again all salvage on the field is up for grabs post-mission, so that might be an early windfall for someone.
Great stream guys!
@Justin Kase took notes for the May 24th stream:
- New Factions coming with UW (no specifics mentioned, but from past streams, Andurian's sound plausible) [EDIT] This refers to minor factions that can be in the opfor. Not MAJOR factions that we can gain / lose reputation with.
- No Comstar missions.
- New Map : Metro Green (skirmish map)
- Urban Maps can appear on any world with a "MegaCity" tag. (no mention if Karl Urban will be there...)
- Gallant (vehicle) : It is geared to use some (+) weapons specifically geared toward anti-stability.
- No Building Melee
- Arano Campaign : Not being expanded upon in the DLC as of yet
- Jumping on a building does not cause damage to the building.
- Falling damage from buildings is not variable based on the height of the building.
- There will be new Music scores
-
Three new Tracks by Battletech's Music Composer Jon Everist:
1. Urban Warfare - 03:39 - (listen to it here: https://joneverist.bandcamp.com)
2. Collateral Damage - ??:??
3. Danger Close - ??:??
Preview for the whole EP: https://twitter.com/JonEverist/status/1131982427008655361
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- Darius has better intel
- ECM/Sensor Warfare will be shown off on 05/31 stream (hopefully a longer stream)
- Will the DFA Crew reappear? Seemed to hint this may happen
- No Renegade Legion.... Justin misses that game.
[UPDATE] May 31st Live Stream Updates:
- AP/EW components mountable on any mech - confirmed. but only 1 of the 2, not both at the same time. Raven is unique in that it has both.
- EW design decision aimed at introducing stealth / surprise / assymmetry
- 1.6 release 9am Pacific June 4. UW release 10am Pacific June 4.
- AI had to be trained to react better to ECM
- opfor AP/ECM rings are supposed to be invisible to the player
- SLDF mechs that are supposed to have ECM will not be updated to have them
- Electrical Transformer removes ECM (?) Mitch was confused and we did not see it shown on stream.
-
When the transformer goes down (they shot one in the first UW reveal stream and killed/damaged three 'Mechs - it's a big explosion), it releases an EM pulse that strips one ECM pip from everyone caught in the blast, and applies Sensor Degradation (same effect as if hit by PPC fire).
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-
Player can get a Raven through the Flashpoint "The Prototype"
- ECM components are drag-n-drop EXCEPT for the combined suite in the Raven.
- ECM creates a globe that provides missile defense (+4 accuracy penalty) to missile attacks and can not be targeted by indirect fire.
- ECM grants a 'stealth token' that hides the unit from sight and shields it from being targeted by direct fire.
- One stealth charge is countered by entering the ECM field. Units without stealth charges can be targeted by direct fire.
- ECM effects (including missile defense) can be countered by sensor lock.
- Active Probe behaves like Area-of-Effect Sensor Lock, but generates heat and has a cooldown.
- A mech with a stealth charge will LOSE a stealth charge if it fires weapons.
- The Raven gets TWO stealth charges.
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Video Links:
- May 3rd: https://www.twitch.tv/videos/419945183
- May 10th: https://www.twitch.tv/videos/422985371
- May 17th: https://www.twitch.tv/videos/426075220
- May 24th: https://www.twitch.tv/videos/429225929
- May 31th: https://www.twitch.tv/videos/432563037
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