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HBS_L8Knight

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Jan 11, 2019
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  • Harebrained Schemes Staff
Thank you for playing BATTLETECH! Release 1.6.2 is now available for users on Steam and GoG. Other platforms will release as soon as possible. The main areas of improvement are: issues identified by the community, AI, localization, performance improvements and options, and map graphics. We have also added a way to re-access the Raven tutorial in the Mech Bay, updated flashpoint rewards, and addressed many minor glitches.

Release 1.6.2 Notes, 6/20/2019

From the Community
  • Fixed an enemy spawning issue that could prevent the story campaign mission ‘Liberation: Tyrlon’ from being completed
  • The AI no longer freezes when trying to target units with seven or more evasion pips
  • Fixed an issue where you couldn't accept a contract even though you were honored in the stated faction
  • Reloading a combat save no longer causes enemy ‘Mechs to ignore active stealth charges
  • The Raven ‘Mech cannot be encountered in combat before completing the ‘Prototype’ flashpoint
  • XML Audio files have been removed, this may address the AKSoundEngine crash for some players
  • Fixed a DLC unlock issue that prevented players using the PDX Launcher from successfully accessing all DLC content

AI

  • Pathfinding for AI going to a zone has been improved.
  • When fleeing during Assassination contracts the AI is now less likely to become stuck
  • The AI will now be more aggressive when it has a ‘Mech with ECM capabilities
  • When in an enemy ECM field the AI now makes better decisions regarding firing while cloaked
  • Active probe now targets units that were revealed in the current round by the AI

Localization

  • Fixed UI issues with some German and Russian strings overrunning text boxes
  • Updated translations for improved accuracy
  • Added more translations

Performance
  • A new option has been added to reduce the number of props and visual effects in Urban biomes. You can find it in the ‘Settings Menu’ Video: Advanced tab
  • Smoke VFX now dissipates properly after buildings collapse. This was affecting performance for some users

Map Graphics

  • Resolved several instances of textures flickering
  • Fixed ground plates swapping on save/load on urban maps
  • Removed several instances of buildings hiding within other buildings
  • Fixed many issues of urban props penetrating buildings or other props
  • Grounded several urban props that were floating in mid-air
  • Replaced a number of missing urban textures

Other

  • 'ECM Missile Defense' now applies to units that enter an ECM field in which a hostile is positioned
  • The player is now correctly shown when an ECM carrier will lose stealth charges while plotting a move of the ECM field over multiple enemies
  • The 'Missile Defense' icon no longer displays on the movement flag when units leave an ECM field
  • ECM blurring effects now follow a ‘Mech during melee
  • Multiple toast messages no longer appear over units that migrate between an ECM field with no hostile units and an ECM field in which at least one hostile unit is positioned
  • ECM cloaking VFX now conform better around non-assault ‘Mechs
  • Electrical field effects are no longer obstructed by Non-DLC ‘Mech ECM bubbles
  • Coolant field game effects should now better match visual pool locations
  • Small dots no longer appear on part of the coolant splash pool
  • Added more environmental sounds to urban biomes
  • Building collapse sounds now play over pilot barks
  • Flowing water sound effects are now more prevalent in Urban biomes
  • You can now review the Raven tutorial in the Mech Bay once unlocked in the ‘Prototype’ flashpoint
  • In the flashpoint ‘Double Agent’ ally ‘Mechs no longer spawn on the same grid node
  • Removed a redundant payment increase prompt from The ‘Tournament of Champions’ flashpoint
  • A character is no longer present in the mission report after being eliminated during the ‘Tournament of Champions’ flashpoint
  • In the flashpoint ‘Siegebreaker’ the 'Destroy reinforcement wave' objectives are no longer doubled on the after action report
  • One of the objectives In the flashpoint ‘Double Agent’ is no longer swapped
  • Darius now gives a warning prompt when starting missions with a weak lance in the flashpoint ‘Siegebreaker’
  • Employer mission debriefs in the flashpoint ‘One Man’s Trash’ now correctly correspond to the right events
  • Enemy transport vehicles no longer lose their objective marker after loading a save file in 'Liberation: Smithon'
  • Moving a ‘Mech into the transport vehicles destination objective no longer fails the related objectives in the campaign mission: 'Liberation: Smithon'
  • Destroying all enemies in a contract now triggers an ending dialogue in several of the new contract types
  • Withdrawing from the ‘Test Drive’ mission no longer displays an “Error” name or blank portrait
  • Future evac zones are now visible in more contract types
  • Several rooftops in the Capitol Hill map can now be landed on that were previously unreachable
  • The side objective of 'Protect all Condo Complex Buildings' now fails when the first building gets destroyed
  • When completing the second mission of ‘SiegeBreaker’ destroying both forces no longer causes an error
  • The player can no longer target a hostile if the unit that was spotting them is destroyed and then the opposing force attacks any of the player's ‘Mechs while in the ‘untargetable' state
  • ‘Sensors Impaired’ flags now only display in the status panel
  • Armor bars now properly display when right-clicking cloaked units
  • Coolant pools no longer apply '+1 to hit from' and '+1 to hit into' difficulty modifiers
  • The Gallant Urban Assault Tank now has headlights
  • The 'Meeting Archangel' event's outcome no longer displays an error in lieu of the pilot's callsign
  • Two placeholder dialogues at the end of ‘The Gauntlet’ contract have been removed
  • Region flags are now displayed during procedural contracts played on the 'Barter Town' map
  • ‘Restore Defaults' no longer automatically saves changes made in ‘Difficulty Settings’
  • Tooltips describing the injury mechanic are now properly evoked
  • Enemy units no longer get stuck when spawning during 'Target Acquisition' contracts on certain map
  • Electrical transformer field effects no longer hang in the air after a building is destroyed
  • Morale tooltips now appear when hovering over highlighted 'Morale' information
  • Color swatches are no longer set to red when the player re-enters a MechWarrior's Customization Menu after reloading a combat save file
  • Beacons for allied forces now highlight the correct position during ‘Capture Escort’ contracts on the Power Structure map
  • Destroyed ‘Mechs no longer periodically revert back to their default state after loading a combat save
  • In Career Mode, the total score multiplier has more tooltip information regarding its minimum value

Known Issues

  • Small amounts of text remain untranslated
  • ‘Mechs location destruction SFX are audible only at certain camera positions when an ECM field is active during their destruction

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.

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...rollback-to-a-previous-patch-version.1112335/

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

“Procedurally-generated contract difficulty may now only exceed the system challenge rating by one”
Is this limit before or after applying the “Hard” difficulty modifier?
 
Reducing props certainly does help a lot. This is a welcome change; I reckon a 10-15 FPS difference there, but with everything on medium the performance is still a tad iffy. Remaining props cause hitching when a mech walks through them and they explode.

Other than that I'm pretty sure I have no complaints about this patch.
 
GAH!
while i truly appreciate the hard work quick response ( in game dev time ) i just got my game working right and this little patch done broke things.

PLEASE...i know this is something that is always being discussed in your office....but please can we get official support for modding?
 
Thanks for the second Quick update for the Gameversion 1.6 and the DLC´s (Flashpoint / Urban Warfare).

Btw. Please Check the Infobox for House Steiner (Lyrian Commonwealth). If you go on the yellow mark for the Infotext it´s not opening. It´s not working in the Game and in the Char-Buildup.
 

HBS_L8Knight Recruit
HBSicon.png
Says
The Raven ‘Mech cannot be encountered in combat before completing the ‘Prototype’ flashpoint

Is this for Career mode only? Or does it affect Campaign mode also? Reason I ask is yesterday I gathered the third part and completed my Raven w/X-1 ECM package (7.5 tons, 4 slots).
 
Game is still crashing randomly after missions (and before the autosave). This hasn't been fixed since release.
Mechbay and store still slowing to a crawl after 1-2 hours of playing, also since release...

While I appreciate the patch support, why haven't these issues been fixed yet? It's been over a year now.
 

HBS_L8Knight Recruit
HBSicon.png
Says
The Raven ‘Mech cannot be encountered in combat before completing the ‘Prototype’ flashpoint

Is this for Career mode only? Or does it affect Campaign mode also? Reason I ask is yesterday I gathered the third part and completed my Raven w/X-1 ECM package (7.5 tons, 4 slots).

The change applies to both Career and Campaign mode, but should not impact a save game where you have already acquired it.
 
So if I understand this correctly, if I travel to a 5-skull planet on hard difficulty and am honored with all the factions active on that planet, I won’t see a bunch of 5 skull missions the game won’t let me accept?

If so, THANK YOU.
 
:(
I wish there was an option(or even an editable json) to make them and the hatchetman spawn with everything else from the start.
There are tags in either the mechDef or chassisDef which limit when they appear. For the DLC mechs those files are inside of the asset bundles. I have never cracked those open, so I can't advise you on how to edit them, but I know it is possible.

Ask in the Modding forum. They can help you with it.
 
Right. Ok, steam install updating. Quickly go to folder and delete modtek inject DLL, and restore the original DLL. Wait for patch to finish downloading, and installing it's self. DOne launch game. do a quick check game from vanilla saves.. all looks good. Exit game. Re-initialized mods by deleting .modtek folder, reinjecting the exe, and launching game.. Yea, nothing obviously broke. Saved game loaded up fine. performed a few tests.. looks good so far.

Log out of steam etc, start paradox launcher. humm... not updating.. check a few other things.. nope no joy.

Uninstall game, unlink to steam account. Relink to steam account, begin reinstall... ahh! Happy moment. Install is the current new patch version.. *does happy dance* step 5 of 7 at the moment. I'll know in a while if the DLC's are both installing with the this time around.. I know the patch notes say addressed...but being ex-mil I kinda have this old techs mind set of is not fixed until it's installed, tested, and confirmed fixed. And even then it might be only mostly fixed. See in about hopefully no more than a half hour from now. Will update and append when finished.

Really hoping the DLC's install with the game this time.