Hello Battletech fans! We wanted to tell you about a different kind of Mech game, also published by Paradox Interactive! Have a look at this trailer! [previewyoutube=TcJoUc7NaTo;full][/previewyoutube] Mechabellum is a tactical wargame where you gain victory by adapting your strategy and outthinking your opponents. You command varied, mechanized armies in battle against AI or other humans, customize your units and place them strategically on the battlefield to watch them destroy your enemies. Mechabellum just left Early Access and is available to play in the 1.0 version now! We hope youll give it a shot! https://store.steampowered.com/app/669330/Mechabellum/ See you on the battlefield!
Thank you for playing BATTLETECH! Release 1.9.1 is now available on Steam and GoG. Other platforms will release as soon as possible. The main areas of improvement are: a fix for crash-on-exit, a fix for the debug console, improved error handling, updates to the mod support readme, several mod support fixes, and a small number of visual map fixes. Release 1.9.1 Notes, 02/25/2020 Fixes
- Fixed an issue where under certain circumstances the game did not exit cleanly after saving
- Fixed an instance of a visible debug string showing in place of a percentage value in the After Action Report and during some events
- The mod support readme has been updated:
- WIN: C:\Users\user_name\MyDocuments\MyGames\BattleTech\mods
- LIN: /home/user_name/MyGames/BattleTech/mods
- OSX: /Users/user_name/MyGames/BattleTech/mods
- HTTPS://forum.paradoxplaza.com/forum/index.php?threads/mod-support-readme-documentation.1285684/
- Fixed an issue where mod names were displayed twice in the tooltip on the mod panel
- Fixed an issue where one mod was not displayed in the list of required mods in the Mods are missing or not enabled prompt
- Fixed a date issue that would have prevented Paradox accounts from being created under certain conditions
- The debug console, build number widget, and combat debug options can now be evoked when using their corresponding shortcut combinations
- Fixed several visual map bugs
LIVE - BATTLETECH 1.9 Update Release Notes
Thank you for playing BATTLETECH! Release 1.9 is now available on Steam, GOG, Humble, and Paradox Plaza. The main areas of improvement are: Mech and vehicle variants, gameplay options, Convoy AI, and mod support. Release 1.9 Notes, 2/20/2020 Mech Variants
- Trebuchet TBT-7K
- Grand Dragon DRG-1G
- Warhammer WHM-7A
- Marauder MAD-2R
- Marauder MAD-3D
- Zeus ZEU-5T
- Zeus ZEU-6T
- BattleMaster BLR-1GB
- BattleMaster BLR-1S
- Crab CRB-27b
- Cyclops CP-10-HQ
- Javelin JVN-10A
- Raven RVN-3X
- Cataphract CTF-0X
- Phoenix Hawk PXH-1b
- Rifleman RFL-4D
- Striker Narc
- Scorpion Mk.II
- Schrek Snub PPC Carrier
- Galleon TAG
- Demolisher LBX
- Inferno Carrier
- Arvakr APC
- Alsvin APC
- Added a Career Mode Difficulty Setting that allows players to reduce Argo upgrade costs
- Added a Settings option that allows players to speed up the real-world time it takes for an in-game day to pass
- Added a Settings option to assist those with color blindness allowing them to select alternate LOS lines and indirect fire colors
- The mod installation folder is now configurable
- The ModLoader is now patchable
- Added more Dynamic Enumerations
- Added more logging and error reporting
- DLC checks have been added to ModDef
- The ModLoader is now easier to use
- Fixed many other mod support related bugs
- Added several mod support quality of life improvements
- Fixed some long-range and short-range pathfinding issues
- Escort vehicles can now move through the players Mechs and each other
- Killing the entire OpFor now auto-completes escort missions
- A new ammo tab is now in stores and the Mech Bay
- Half-ton machine gun ammo is now available
- +/++ variants of machine guns are now available
- Fixed an issue that prevented some players from being able to delete their GOG saves
- The debug console, build number widget, and combat debug options cannot be evoked when using their corresponding shortcut combinations
- Under certain circumstances the game does not exit cleanly after saving
Thank you for playing BATTLETECH! Release 1.8.1 is now available for users on Steam and GoG. Other platforms will release as soon as possible. The main areas of improvement are: mod support, UI, and visual effects. The previously released LBX2 ammo fix has been replicated across all platforms. Release 1.8.1 Notes, 12/10/2019 UI
- Fixed an issue where the weapon hover panel didnt update COIL damage and heat correctly
- Fixed an issue where Thumper heat did not preview correctly
- FIxed an issue that caused a black screen to occur when loading a save after going bankrupt
- Fixed an issue where entering the Main Menu after bankruptcy did not end the previous session
- Fixed an issue where a black screen could occur if the Store panel was open while loading a save file or returning to the Main Menu and then loading another save file
- The Mechwarrior Info Panel no longer caps at displaying three as the maximum number of injuries
- Rubble is now consistently applied when destroying buildings on urban maps
- Missile trail visual effects have been restored
- Fixed an issue where asset bundles were failing to load
- Fixed an issue with the Mod loader merging .csv files
- The overlay for save states made with mods is now present when mods are disabled or deleted
- Fixed an issue with loading external assets
- Fixed load ordering for DynamicEnum data
- Mods that fail to load now show up in the mod list screen
- Removed mods no longer show up as loaded on the mod list screen
- Mod dependencies are now multilayer aware
- Mod loader logging is now on by default
- Note the updates to the mod support readme:
- WIN: C:\Users\user_name\MyDocuments\MyGames\BattleTech\mods
- LIN: /home/user_name/MyGames/BattleTech/mods
- OSX: /Users/user_name/MyGames/BattleTech/mods
- HTTPS://forum.paradoxplaza.com/forum/index.php?threads/mod-support-readme-documentation.1285684/
- Fixed an issue with Unity pathing related to Apple Notarization
- Fixed an issue where the AI displayed an assert toast message if the ally convoy unit had no Mechs within its range
- Fixed a problem that prevented players from registering a new Paradox account
- Removing a mod does not remove its entries from the MDD, players can delete the cache file manually
Today's Deal: Save 66% on BATTLETECH!*
Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!
*Offer ends December 3 at 10AM Pacific Time
Thank you for playing BATTLETECH! Release 1.8 is now available! This release contains a number of content additions, cool new features, official mod support, as well as bug fixes and optimizations. We have also released the Heavy Metal paid expansion. Both 1.8 and Heavy Metal have French, German, and Russian localizations.
Release 1.8 Notes, 11/21/2019
1.8 HIGHLIGHTS: 2 free classic BattleMechs: Marauder and Warhammer, mod support, over 40 new contracts, 2 new maps, new events, performance optimizations, and more See details in the New Free Features & Content section below. BATTLETECH: Heavy Metal expansion now available: Heavy Metal contains 7 classic BattleMechs, 1 brand new HBS Original BattleMech, 8 new weapon systems, and a new linked Flashpoint campaign that brings you face-to-face with two legendary characters from BattleTech lore! Purchase the Season Pass to get a deal on all three BATTLETECH expansions (Flashpoint, Urban Warfare, and Heavy Metal)!
BATTLETECH update 1.8 and the Heavy Metal paid expansion are available now for Steam, GOG, and Paradox Plaza on Windows, Mac, and Linux platforms. Note for Paradox Plaza users: After purchase of the Heavy Metal expansion, you will need to be logged in within the game in order to see Heavy Metal content. Where to find your new Heavy Metal paid expansion content: All new Mechs have been added to the general pool for spawning enemy lances, and all of them can be found in the stores of planets controlled by different factions. New weapon systems can be reliably found in various stores using our new star map filters (see below). Please note: new weapons systems are not available in skirmish mode (including multiplayer). As an added bonus, starting a new Career Mode will prompt you with an offer from your MechTech Yang to give you a new Heavy Metal Mech and some weapons that fell off the back of a freighter. A different batch of items will be available every time you start a new career. We hope you enjoy our latest BATTLETECH releases! -- HBS IMPORTANT: Additional note for players who mod various game files Guess what? Modding is now officially supported! What does that mean (other than this repeated release note warning can finally go away)? See details in the New Free Features & Content section below.
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. Weve 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.
- Forums: https://forum.paradoxplaza.com/forum/index.php?threads/mod-support-readme-documentation.1285684/
- WIN: C:\Users\user_name\MyDocuments\MyGames\BattleTech\mods
- LIN: /home/user_name/MyGames/BattleTech/mods
- OSX: /Users/user_name/MyGames/BattleTech/mods
- Formalized mod installation location and process
- 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 youve 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 - Weve added a slew of new mercenary travel Events to enhance your mercenary life.
- New Star Map Weapon Store Filters - Weve 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 - Weve completely overhauled how weapons and equipment appear in our stores. Finding items is now more straightforward. Weve 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, weve added some tutorial slides to an early story campaign mission to help smooth the on-ramp to BATTLETECHs 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
- 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
- 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 Assassins 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
- 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
- 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
- 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
[previewyoutube=282NFD5CIFs;full][/previewyoutube] Crush the battlefield with 470 tons of heavy metal mayhem. BATTLETECH: Heavy Metal expansion, coming November 21'st! Get it with the Season Pass: https://pdxint.at/33MM6X8
Thank you for playing BATTLETECH! Release 1.7 is now available! The main areas of improvement are issues identified by the community, AI, combat performance improvements, and map graphics. We have also improved gameplay difficulty balance in the Kamea campaign and addressed many minor glitches. Release 1.7 Notes, 9/10/2019 From the Community
- Fixed a formatting problem with the json for the PNT-9R
- Updated the Hatchetman HCT-3X faction so that it is part of more lore relevant enemy lances
- Fixed an issue where the Double Agent Flashpoint awarded the wrong faction reputation
- The Packrat now moves as a light wheeled vehicle
- Stock lances in skirmish mode are no longer duplicated in the dropdown when the budget is unlimited
- Several libraries for Ubuntu Linux users are now installed along with the game by default
- Improved AIs ability to avoid a potential ECM exploit
- ECM carriers will now work harder at keeping their allies cloaked
- Further pathing fixes for several missions where the AI could become stuck
- Updated lance role tags for a number of Mechs (such as tank, sniper, scout, etc.)
- Particle system optimization
- UI rendering optimization
- Many small map polish fixes - closing seams, grounding assets, clipping corrections, etc.
- Fixed a bug where an event may reference a random star system rather than the currently orbited one
- Re-balanced the Attack/Defend encounter type
- Fixed many small grammar and translation errors
- Improvements to missile trajectories
- Balance adjustments to the Kamea story campaign:
- Lowered mechwarrior hiring cost
- Increased payout in c-bills for contracts
- Increased base salvage for contracts
- Increased the frequency of non-weapon rare items in salvage
- Increased the starting cbills from 980k to 1000k
- Increased the starting morale from 25 to 28
- Increased MechWarrior XP per mission from 400 to 500
- Updated difficulty settings to match new defaults
- Fixed an issue where certain sounds on Urban maps would persist after save/load
- Fixed an issue where player Mechs could not melee units cloaked within an ECM field
- The 'White Lies' Flashpoint is now available during career mode as well as after completing the campaign
- Fixed an issue where buildings could collapse while they still had health
- Fixed the contract results page for the Hearts and Minds Flashpoint with the correct objectives
- Fixed an issue where ally defense turrets would not turn on in Attack and Defend - Retaliation contracts
- Fixed an issue where attacks would pass through buildings without causing stray shot damage
- Gyro+++ component gameplay effects can no longer be stacked
- Fixed an issue where Pre and Post mission autosaves would not properly generate for procedural contracts when any Flashpoint was active
- Small amounts of text remain untranslated
- The game does not always enter turn-based mode when hostiles drop in
Welcome to BATTLETECH 1.6! This release contains a number of content additions, quality of life improvements, and optimizations, as well as some cool new features. We have also released the Urban Warfare paid expansion. Both 1.6 and Urban Warfare have French, German, and Russian localizations.
1.6 HIGHLIGHTS: Missed shots w/collateral damage, a free new encounter type, expanded star map, career mode improvements, and more See details in the New Free Features & Content section below.
BATTLETECH: Urban Warfare expansion now available: Urban Warfare brings 'Mech combat to the vast cityscapes of the Inner Sphere! Electronic warfare, large-scale building destruction, environmental mechanics, two new BattleMechs, new enemy units, a new Attack and Defend encounter type, and more flashpoints make the urban sprawl a whole new battlefield.
Purchase the Season Pass to get a deal on all three BATTLETECH expansions (Urban Warfare, Flashpoint, and coming this winter, Heavy Metal)!
BATTLETECH update 1.6 and the Urban Warfare paid expansion are available now for Steam, GOG, and Paradox Plaza on Windows, Mac, and Linux platforms. Note for Paradox Plaza users: After purchase of the Urban Warfare expansion, you will need to be logged in within the game in order to see Urban Warfare content.
Where to find your new Urban Warfare paid expansion content: Our new urban environments can be easily found using the star map biome filter noted below. The Raven BattleMech, along with its electronic warfare suite of components can be found in the Prototype flashpoint, which is the first flashpoint available during Career Mode or after the Restoration campaign. The Javelin BattleMech will appear in enemy lances throughout the game and its partial salvage can be found in some stores. Contracts for our new Attack and Defend encounter type can be found throughout the game.
We hope you enjoy our latest BATTLETECH releases!
-- 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: https://support.paradoxplaza.com
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 - Weve 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 wont 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.
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.
Don't miss your chance to secure your spot at PDXCON this year at 20% OFF! The discount will end on the 31st of May so if you already know that you're joining us the time to act is now!
Read all about it and purchase your tickets here: https://pdxcon.paradoxplaza.com/
Tickets for PDXCON are now available! Join us for a weekend in Berlin, filled with games, people and all things Paradox.
Read more and get your tickets here: https://pdxint.at/pdxcontickets
Gear up for a night on the town: BATTLETECH: Urban Warfare releases on June 4th! Watch the trailer:
https://youtu.be/SOl1CvdcOew
Pre-Order now: https://pdxint.at/2viIOvW
PDXCON2019 is coming and we couldnt be more excited to meet our community at the event - which takes place on October 18th - 20th, 2019. Tickets go on sale on May 7th, but weve got a secret to tell you
If you head over to the PDXCON 2019 website at https://pdxcon.paradoxplaza.com/ you can sign up to the mailing list. Anyone that signs up will be given 8 HOURS early access before the public availability of the tickets to buy before everyone else! Sign up now and keep your eyes on the news well be sending out because tickets will sell out.
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/index.php?threads/dev-diary-10-spinning-plates.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.
- Fixed an issue where the user could become stuck if none of the users remaining Mechs were operational or all of the users 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.
- 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.
Welcome to BATTLETECH 1.4! This release contains a number of quality-of-life improvements and bug fixes, as well as the official localized releases of BATTLETECH in French, German, and Russian. We have also improved performance for saving and loading games. A few things to note about localization:
- If you switch to a different language and it isnt showing up on screen, back out to the main menu so that the language pack can refresh.
- There is no noun declension in procedurally generated contracts.
- BattleMech names are consistently not translated, as consistent with other BATTLETECH translations.
- 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! Weve implemented an increased number of translations, and improved translation accuracy.
- UI improvements - Weve removed excess symbols and fixed many occurances of text truncation/bleeding and incorrect line breaks for text in all languages.
- 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.
- 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.
- 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.
We're thrilled to let you know that BATTLETECHs much-anticipated first expansion, Flashpoint, is NOW AVAILABLE!
BATTLETECH: Flashpoint adds new gameplay, depth, and over 30 hours of new content to the 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.
Flashpoint launch trailer:
https://www.youtube.com/watch?v=Cb4WLNxFk68
Flashpoints embroil players 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 include consecutive deployments in which players cant 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.
Alongside Flashpoint, the game also received a free update today, adding a slew of new content to expand the base game. Update 1.3 features an all new Career Mode, which challenges players to begin the game with the Argo in a random system where they will attempt to survive and thrive without the big payout from story missions. Update 1.3 also features revamped MechWarrior-abilities based on fan feedback, a revision of the reputation system that lets the player really feel the effects of their actions, new events with cameos from legendary MechWarriors, new Mercenary contracts (with pirates!), and more. For all the details on the added content, please see the full 1.3 update notes HERE
Learn more and get Flashpoint now!
https://store.steampowered.com/app/911930/BATTLETECH_Flashpoint/?utm_source=stcom-owned&utm_medium=social-owned&utm_content=post&utm_campaign=flas_bt_20181127_ste_rel
Welcome to BATTLETECH 1.3! This release contains a number of quality-of-life improvements and bug fixes, as well as some cool new features. We have also released the Flashpoint paid expansion and the Beta version of French, German, and Russian localizations. 1.3 HIGHLIGHTS: Career Mode, Revision to MechWarrior Abilities, Revisions to Reputation, Revision to Stores See details in the New Free Features & Content section below. BATTLETECH: Flashpoint expansion now available: Beyond adding over 30 hours of exciting Flashpoints (branching, multi-mission short stories) to BATTLETECH, this paid 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. Purchase the Season Pass to get a deal on Flashpoint plus the next two expansions! Localized Beta versions of the game: Localization is officially in Beta on Steam and GOG for all OS versions! Select the public_beta_localization branch to opt-in, then select German, Russian, or French in the in-game Settings menu. This Beta includes translated Flashpoint paid expansion content for owners of Flashpoint. We will continue to work on bug fixes (including updating any missing string translations), improving the quality of the translations, and updating this beta branch. We also look forward to hearing your feedback on the PDX Forum. Habe Spa! ! S'amuser! Localization known issues:
- If you switch to a different language and it isnt showing up on screen, you may need to back out to the main menu so that the language pack can refresh.
- Subtitles may play quite fast in cinematics.
- Some text in labels, Career Mode, Flashpoints, and multiplayer may appear unlocalized.
- There may be some minor cosmetic issues with text formatting.
- The test language we used to develop our localization system is visible in the settings menu. It is strongly advised that you do not play the game with this enabled.
- There is no noun declension in procedurally generated contracts.
- The game must have write access to the installation directory. If you get infinite loading screens on launch or when starting a new game make sure the directory is writable: sudo chmod -R 777 BattleTech_Data
- Non-English Linux systems may experience infinite loading screens. Please opt-in to the Localized Beta (below) or use the launch option work-around: LC_ALL=C
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! Weve been working on it ever since and weve released the revised abilities in 1.3. You can read the complete details in this forum post. 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 - Weve 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 youll 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/index.php?threads/battletech-update-1-2-mech-lighting-graphical-issues.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.
Start your engines and grasp your hatchets as we're thrilled to tell you that BATTLETECH - Flashpoint will arrive to Mechwarriors all over on November 27th!
Pre-order TODAY!
https://store.steampowered.com/app/911930/BATTLETECH_Flashpoint/?utm_source=stcom-owned&utm_medium=social-owned&utm_content=post&utm_campaign=flas_bt_20181018_ste_pre
If that's not enough with got a brand new video for you in which Mitch gives you four pretty compelling reasons not to miss it!
https://www.youtube.com/watch?v=bSc5GWIRHBU
We know you have been waiting...
Get ready for the BATTLETECH Flashpoint Gameplay Reveal Stream!
Tune in to twitch.tv/paradoxinteractive on Thursday, 18:00 CEST / 9AM PT and get your glimpse of the first expansion for BATTLETECH!
Welcome to BATTLETECH 1.2.1! This release contains a hotfix for various issues related to lances with custom ‘Mechs. Separately, the Linux version is also now available as a Beta!
Live Update 1.2.1
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.
Linux Beta
The Linux version of BATTLETECH is now available in Beta on Steam only! When it goes live, it will release on all supported distribution platforms. If you are a Linux Steam user interested in participating in this Beta, you can opt-in to the "public_beta_linux" branch on Steam. It contains the Linux platform and a number of small bugfixes. Warning: If you are moving from Win/Mac games in progress to the Linux Beta, we advise that you back up your save games. You should also not expect to be able to move a saved game back from the Linux Beta to the current live Win/Mac version. However, when the Linux version goes live, a saved game created in the Beta should be forward compatible. Multiplayer Warning: Both Beta and Live version players will be able to see each other in multiplayer lobbies. If Beta and non-Beta players try to join each other’s games, they will get a version mismatch error. BATTLETECH only supports multiplayer games between players using the same version of the game.
Linux Known Issues
- Typed characters are being doubled when naming a 'Mech or a Lance.
- Some menus may be extra light or extra dark depending on the system’s set screen resolution.
- Hyperlinks are not functional on SteamOS.
- Logging into a Paradox account always ends in a failure on the first attempt on SteamOS.
- Multiplayer on SteamOS has intermittent connection issues (better as host than joiner).
- Refreshing the save game list can sometimes hang on the main menu. Restarting the game should fix the issue.
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/index.php?threads/in-depth-localization-update.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/index.php?threads/developer-diaries-1-mechwarrior-ability-revision.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: If you experience any issues after updating, or see a popup regarding a missing executable...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: [olist]
- 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
- 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.
- 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
- 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
- Updates and adjustments for GDPR compliance.
- MetaDataDatabase switched over to using Natural Keys instead of Guids where possible
- New "Force Focus" option in Launcher to skip the disabling of ghosting in Windows to address potential crashing issues on some systems
- Footsteps VFX now differentiate between biomes
- 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
- 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.
High-stakes Short Stories, New Biome, New BattleMechs and a Multi-Territory Encounter. The first-ever BATTLETECH expansion FLASHPOINT will be available in November 2018, complete with three new ‘Mechs (including the highly anticipated Hatchetman), a challenging new mission type, and a new tropical biome, along with its featured namesake, Flashpoints. Flashpoints are high-stakes branching short stories, comprised of procedural mercenary missions linked together with new crew conversations, special events, critical choices, and valuable rewards. To ramp up the intensity, some Flashpoint stories will feature “Consecutive Deployments” in which players won’t be able to repair their ‘Mechs between missions. https://youtu.be/ELKyrmDlTd4 Key Features: Flashpoints - Test your command skills in a series of action-packed short stories, completing extended contracts to earn big bonuses. New Biome - Navigate a lush tropical beach environment, with sunny shores and just a pinch of alien flare, for good measure. Sunscreen optional. New BattleMechs - Get your ‘Mech on with the armor-chopping power of the Hatchetman, the speed and versatility of the Crab, and the multi-range firepower of the Cyclops. New Encounter - In “Target Acquisition”, you’ll put your light and medium ‘Mechs to good use by taking control of three territories on the map to prevail! “Flashpoint stories give us the flexibility to design a huge variety of experiences, all with different sequences, events, challenges, decisions, rewards, etc. We’re combining core gameplay mechanics in new ways to create deeper content,” said Mitch Gitelman, BATTLETECH Game Director and co-founder of Harebrained Schemes. “These more elaborate, longer-term objectives are an awesome interactive storytelling tool, which we think BATTLETECH fans will really enjoy,” added Jordan Weisman, CEO and Creator of BattleTech. Read all about Flashpoint RIGHT HERE:
Last month we talked about what's next for BATTLETECH, and outlined some key items we were working on for our first larger free Update to the game. Well - we've just released that Update 1.1.0! This Update is all about giving you more ways to customize your experience, as well as reacting to common pieces of feedback that we've heard from you about the game. It also includes a healthy dose of optimizations and general bugfixes across all areas of BATTLETECH. We're pleased to report that most of the items we mentioned last month made it into this 1.1.0 release. One thing that didn't is the "Tutorial Skip" feature, but that's still on the roadmap for our next Update. Many more things DID make it in beyond what we mentioned last month, though, like ultrawide monitor support and some additional quality-of-life improvements. The full release notes are below. The next items on our roadmap are Linux and localized versions of the game. We’re making good progress on Linux and hope to have more specifics to share soon. Unfortunately, we hit some unexpected setbacks on localization, and localized versions of the game (German, French, and Russian) will take longer than we previously thought. We're actively working through it and bringing more people onto the effort, as it’s a top priority for the studio. We’ll update you on Linux and localized version release dates as soon as we have them. Thank you for your support and please enjoy BATTLETECH 1.1! -- HBS IMPORTANT: If you experience any issues after updating, or see a popup like this one when trying to run the game - 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: [OLIST]
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.
- 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.
- 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.)
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.
- [STEAM] Significantly improved the speed at which save games are refreshed.
- 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.
- We have had occasional reports of save game lists failing to initialize from Steam. Restarting the game should generally resolve this issue.
- 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.
BATTLETECH
Harebrained Schemes
Paradox Interactive
2018-04-24
Strategy Adventure Singleplayer Multiplayer
GameBillet
8.84 /
€
Game News Posts 23
🎹🖱️Keyboard + Mouse
Very Positive
(21095 reviews)
http://battletechgame.com/
https://store.steampowered.com/app/637090 
BattleTech (Linux) [24.46 G]
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.
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. As a Mercenary, travel a wide stretch of space, taking missions and managing your reputation with a variety of noble houses and local factions.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.CUSTOMIZE YOUR 'MECHS
Use your MechLab to maintain and upgrade your units, replacing damaged weapon systems with battlefield salvage taken from fallen foes.PVP MULTIPLAYER & SKIRMISH MODE
Customize a Lance of 'Mechs and MechWarriors to go head-to-head with your friends, compete against opponents online, or jump into single-player skirmish mode to test your strategies against the AI.- OS: 64-bit Ubuntu 18.04 LTS and higher or SteamOS
- Processor: Intel Core i3-3240 CPUMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: Nvidia GeForce GTX 560Network: Broadband Internet connection
- Storage: 35 GB available spaceAdditional Notes: Multiplayer is compatible between Windows. Mac and Linux versions.
- OS: 64-bit Ubuntu 18.04 LTS and higher or SteamOS
- Processor: Intel Core i5-4460 or AMD FX-4300Memory: 16 GB RAM
- Memory: 16 GB RAM
- Graphics: Nvidia GeForce GTX 670 or AMD Radeon R9 285 (2 GB VRAM)Network: Broadband Internet connection
- Storage: 35 GB available spaceAdditional Notes: Multiplayer is compatible between Windows. Mac and Linux versions.
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