We should set salvage to 5 to start. I love that idea of all chassis can be pooled together. How do determine 'base model'? what exact line is that in the mechdef?
I bet it just looks at the "Name" field in the Mech description. I'd have to see how Morphyum coded his mod to really know. I am very excited about this change. It even addresses the concern that we had by making sure your probability is weighted towards the variants you have.We should set salvage to 5 to start. I love that idea of all chassis can be pooled together. How do determine 'base model'? what exact line is that in the mechdef?
Changelog for version 2.1:
Side Torso destruction no longer causes pilot injury.
Changelog for version 2.2:
ACE Pilot now makes the following number of pips permanent based on weight class 5/4/3/3 - Light/Medium/Heavy/Assault
ERML: -5 heat
ERLL: -3 heat
Lostech weapons now have a small chance to appear in shops where there is a black market or former star league presence
@don Zappo I've changed my own weapon files to make lostech available... if you want to drop the other lostech mod we can keep all the weapon changes in one spot (just thinking that's easier).
For tonights update (probably a full versionating, btw):
- @me987654 's updates.
These are in addition to the things recently added with the beta patches.
- Updated to AdjustedMechAssembly
- Now will create mech salvage that combines the chassis you have. It will look at the "base" chassis that you have and combine the variants together to create a new mech. The new mech will be weighted towards the number of specific chassis used to assemble it. So, if you have nothing but BJ-1 chassis you will be guaranteed a BJ-1.
- Mech Salvage set to 5 for new mech.
- Adding Pilot Health Update - shows a simple pop up displaying health when any pilots get wounded.
- Adding Injuries Hurt. This affects all your stats based upon injuries you've taken. This will replace the current pilot injury mod.
- Bug/Typo fixes.
- MedTech/MechTech adjustment based upon financial changes. The functionality works - I just need to update the UI.
Should we make Repair Bays baseline?
What else?
There is the armor buff for "degrading" mechs.
If you want to test the new version, it is on the dropbox. Just copy over the files from the patch directory. Do note that you will get weirdness if you load up a saved game in which your financial multiplier was not at 0.
Just saw this mod: https://github.com/McFistyBuns/CBTMovement
Part of it adds +2 to hit penalty for jumping. I can modify ythis for our use if you'd like. We had talked about exactly this thing.
Also, check the other mods: https://www.reddit.com/r/BattleTech...ch_mods_in_need_of/?utm_source=reddit-android
Now I give you what you didn't even know you wanted:
https://www.nexusmods.com/battletech/mods/136?tab=description
v1.04.8v3_PATCH
- Updated DropCostPerMech. Fixed issue with saved games.
- Side Torso destruction causes pilot injuries. (was disabled)
- Event description updates.
- Repair Bays now give diminishing returns for simultaneous 'Mech repairs. Second Repair Bay repairs at 75% efficiency. Third Repair Bay repairs at 50% efficiency.
***KNOWN ISSUES***
- When the second and third mechs are being repaired in the Repair Bays, the widget does not correctly show their repair times. You will see it seem to pause on some numbers. This is due to the decreased efficiency of these Mech Bay Pods for repairing.
***To install the patch***
1) If you have version 1.04.8 of the mod installed (or any subsequent beta version), simply copy the folders in this zip file to your BATTLETECH\Mods folder and overwrite all files when prompted.
2) If you have a previous version of the Mod you must do the full installation!
3) This patch will not invalidate your save game files for campaigns played with 1.04.8.
I had vacillated greatly on the issue of side torso destruction. We had essentially included it as a test to see how we liked it. Somebody at Nexus Mods brought up some good issues with it, so I decided to strip it out. We make it hard enough to salvage mechs anyways, we may as well allow a reasonable path to knocking out pilots. Without that side torso destruction killing pilots may be irrelevant.You have been busy sir! A new version, plus 2 patches already! I just woke up! haha
Why the flip-fop on side torso destruction injuries? Didn't you just put that in place like 2 days ago? (Don't get me wrong, I prefer side torso destruction injuries, just curious)
I thought having no armor but lots of speed WAS the TT implementation of them.I'm done the elite lights, I have the new LosTech items as well. I'll be dropping them into the drop box for your use. (dropped and ready for testing)
I have also included a 'fix' to the cicada's for JK's and vanilla, as the current implementation makes no sense, even when you review the TT readouts. Essentially they have more armor and more weapons while maintaining their speed. They still have significantly less tonnage to play with than comparable slower mechs, but now they are not made of paper with less firepower than a locust.
Once I get the medium > assault elites built, I'll create a new thread on them, but likely I'll require some of the weapon balance changes and additional LosTech or the builds won't work.
Now I give you what you didn't even know you wanted:
https://www.nexusmods.com/battletech/mods/136?tab=description
v1.04.8v3_PATCH
- Updated DropCostPerMech. Fixed issue with saved games.
- Side Torso destruction causes pilot injuries. (was disabled)
- Event description updates.
- Repair Bays now give diminishing returns for simultaneous 'Mech repairs. Second Repair Bay repairs at 75% efficiency. Third Repair Bay repairs at 50% efficiency.
***KNOWN ISSUES***
- When the second and third mechs are being repaired in the Repair Bays, the widget does not correctly show their repair times. You will see it seem to pause on some numbers. This is due to the decreased efficiency of these Mech Bay Pods for repairing.
***To install the patch***
1) If you have version 1.04.8 of the mod installed (or any subsequent beta version), simply copy the folders in this zip file to your BATTLETECH\Mods folder and overwrite all files when prompted.
2) If you have a previous version of the Mod you must do the full installation!
3) This patch will not invalidate your save game files for campaigns played with 1.04.8.