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HBS_Comanche

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Thank you for playing BATTLETECH! Release 1.1.1 is now available for users on Steam and GoG.

Release 1.1.1 Notes, 6/27/2018
  • 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.

IMPORTANT: If you experience any issues after updating, or see a popup like this one when trying to run the game...


7Fc6js3ZX9eZuI3-RcMhJ4DuG6Uh7w5NB_4_oARGF3DPmpwH0t4Yrom5lLFazbzd8I3sVks3C6Lkl7tiFRwH2oi4PVndE1ShNAIcDLFg3TeTvseSMyrIRdkxM3965Xk4kF15HDWN


This is a known issue with Steam, where it can occasionally fail to apply the update as expected. Here's the most reliable way we've seen to get around it:
  1. Remove an existing game file in your installation directory (e.g. BattleTech.exe)

  2. Verify Integrity of Game Files (Right-click on BATTLETECH in your Steam Library, select Properties -> Local Files tab)

  3. The update should now download and apply normally.
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: https://support.paradoxplaza.com
 

Pr8dator

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I KNEW IT! The headshots are a bug indeed!
 

Ark Evensong

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I have unchecked "enable Steam cloud synchronization for BATTLETECH"
Why steam automatically updated my game?
Steam cloud synchronisation being enabled/disabled shouldn't interfere with automatic updates.

Any further details on this?
A little, from this thread:

Definitely intentional! The clustering being applied to the algorithm was a bug, leftover from when that was the method that we used to perform called shots. When we changed it over, that got left in, resulting in much stronger called shots than we intended to have in the game. The % readout in the UI should be very close to reality, and it was predicting its own numbers (without including the bugged clustering).

For the dropoff calculation: each step it's moving halfway to "no bonus", or 1.0. So, it goes from 18 to 9.5 (because it's stepping to 1, not 0). Then halfway to 1 again, so 5.25. etc


Also: Are you the person who did the thousands of iterations of SRM shots to figure out the head % bug? I saw a pointer to a thread on Steam somewhere, and I wanted to thank that person, but I can't find that thread any more. I really appreciate people putting in the time to test stuff beyond "feel" reactions :)

That thread lead me to make a test function - instead of parsing logs from real games - which confirmed that the first entry in the hit table was getting an extra +1 chance, essentially doubling the head hits since that's always the first entry. I think parsing the logs was giving falsely low readings, because there were LRMs involved, and the LRM clustering prevents "cluster" hits from ever hitting the head, unless it was the initial hit location.

That bug has been fixed and will be in an upcoming hotfix, and should bring head hits from the current ~2.4% (2/82) down to intended ~1.25% (1/81)
 

stjobe

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Any further details on this?
That thread lead me to make a test function - instead of parsing logs from real games - which confirmed that the first entry in the hit table was getting an extra +1 chance, essentially doubling the head hits since that's always the first entry. I think parsing the logs was giving falsely low readings, because there were LRMs involved, and the LRM clustering prevents "cluster" hits from ever hitting the head, unless it was the initial hit location.

That bug has been fixed and will be in an upcoming hotfix, and should bring head hits from the current ~2.4% (2/82) down to intended ~1.25% (1/81)
Please note that head shots occurred at a rate of roughly 2.4% instead of the intended roughly 1.25%. It's not much of a difference (in my opinion).
 

zAcEz

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Please note that head shots occurred at a rate of roughly 2.4% instead of the intended roughly 1.25%. It's not much of a difference (in my opinion).

The difference is roughly 2.4/1.25 = roughly 2x

Which means headshots were occurring twice as much as what they should have been due to the bug.
Overall, the percentage is small, but the occurrence is often enough that its annoying to many players.

Then again, some would like it to be higher, while others may wish its 0%.
At 2.4%, it didnt impair my game, I could run my company with 8 pilots without having to idle over planets.
At 1.25% it'll probably let me get by with 6 pilots, but it doesnt bother me since Im playing with mods.

Im just happy that there's an official fix for people frustrated by having headshots too frequently.
 
Last edited:

Kereminde

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Which means headshots were occurring twice as much as what they should have been due to the bug.
Overall, the percentage is small, but the occurrence is often enough that its annoying to many players.

On the other hand, just simply "doubling rates" one of those things which veterans of RPGs with .0125% drop rates for things (FF4 Pink Tails anyone?) tend to regard with a sideways glance. Doubling 25% is one thing. Doubling 1% barely matters, much like moving a to-hit roll from 12 to 11 on 2d6. You're still probably going to miss, it's just not as improbable now.
 

Justin Kase

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Freeborn Dragoon

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i did wonder why a "Dekker-doppleganger" appeared in the hiring hall of some abandoned system along the Liao border.:confused:o_O
 

Justin Kase

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Kereminde

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On the other hand, just simply "doubling rates" one of those things which veterans of RPGs with .0125% drop rates for things (FF4 Pink Tails anyone?) tend to regard with a sideways glance. Doubling 25% is one thing. Doubling 1% barely matters, much like moving a to-hit roll from 12 to 11 on 2d6. You're still probably going to miss, it's just not as improbable now.

Ya that’s definitely the case on paper, but in game experience, you definitely notice “a lot” more head shots happening. I played vanilla version 1.1 before adding mods back, during vanillanplay, majesty metals 1st mission, glitch took 2 consecutive head shots from that enemy commando, then spider. Made me go whoaaaah.