Your BattleTech News Roundup For November 2020. This is interpolated over time, so 'Mechs become more common as they roll off production lines or slowly go extinct. Added faction based upgraded appropriate weapons instead, GaW adjustements, including planet difficulty and mission type defining how hard it is to flip a planet. More 'Mechs and variants. Download Extended 3025 Mod. Copyright © 2021 Robin Scott. Battletech has a general memory leak, yay Unity Engine! Close. New mech quirk implemented: Exposed actuators. Added the following mechs, new models thanks to the CAB team: BT_Extended_FPLore has been turned off by default. Did You Know? Later copies compound the Ostscout/Ostsol confusion by simply swapping pages 29 and 79. List of mechs in BattleTech Extended CE 1.9. Open files "itemCollection_Mechs_Starting_0" 1,2,3 and 4 with notepad or alike and add mechs you want there. Local Government, Pirates and Mercenaries would use a very generic Periphery/Mercenary table with salvage mechs. Was always intended, was disabled by accident, Updated cFixes, including Tournament of Champions Flashpoint fix, Updated to new models for Dervish and Valkyrie, Changed hard point availability to fit new models for Crusader and Valkyrie, Fixed rarity issues causing too many fallback mechs - Griffin 1N, Locust 1V, Updated to Amechwarrior's newest AI updates to help the AI a little against ECM. Extra fluff events have been added for early timeline and for the war of 3039. In the early game resolve abilities are rarely used so running pilots through fatigue is not ideal but hardly much of an effect. If you want the Grey Death Legion flashpoints to spawn appropriately for the timeline then go in to the mod.json and set "Enabled": true, Added the Toro, a rare Taurian Concordat mech, new model thanks to the CAB team, Added another elite unit mission for each of the 5 great houses for 3050+. The intention is to help out mechs that are struggling compared to their peers eg. Also changed how some of the obscure variants can appear. #13 Showing 1-13of 13comments All rights reserved. Description: An unofficial expansion to the BATTLETECH game based on 3025 lore that includes tons of additional 'Mechs, vehicles, variants, lore distinct factions using lore correct lances, more varied shops, and all while preserving vanilla balance and gameplay. This edition had a number of minor typographic errors but more noticeably the pictures of the Ostscout and Ostsol are swapped. It has entries for 55 'Mechs, 15 aerospace fighters, 3 LAMs, 4 DropShips and 12 combat vehicles. The Spider was originally designed by Newhart Industries as a 'Mech to be used by SLDF commando forces. The Wasp and the Stinger use new unique models which better match their Battletech representation. Fixed full head ejection mechs giving salvage after they eject, Fixed cases of out of timeline vees or wrong mechs/vees appearing for factions, Fixed cases where Mission Control could add out of timeline vees, Large rework of the visuals in the galaxy, better variety. Lots of other improvements, including Flashpoint factions. Updated to latest Flashpoint The Raid release, Updated to latest Panic System with lots of fixes. Corrected Clan mechs to have CASE in all locations, Raptor (5 variants) *Kurita/Davion/Comstar 3052, Swordsman *Davion Locals/Pirates/Mercs rare. Even more vees in the BT_Extended_3025_PlusVee directory which you can switch on in the mod.json, but they don't have entirely appropriate models yet. I have now split this up in to a third table for the great houses so there is a militia level table where things like Urban Mechs, Charger 1A1s, Banshee 3Es will be relegated to depending on their faction. a Shadow Hawk compared to a Wolverine, struggle to do their intended role eg. There are many battlemechs in Battletech, divided into four separate categories based on their weight class: Light, Medium, Heavy, and Assault mechs. Depending on the weight class the engine size will give extra effects to reduce or eliminate the differences between classes. Designate 1 die as the ‘10’ digit and the other as the ‘single’ digit before rolling the dice. The Locust IIC is a rare garrison unit. Total XP cap still exists in Simulation mode, this is just the cap that brings xp gain down to 10% when the pilots are too experienced for the difficulty of the mission on Hard and above. I've updated my table for 1.9 of BattleTech Extended CE which was released a few hours ago. By bringing this down to the levels the vanilla map had planets should be more interesting and actually feel less repetitive to visit, Mission Control version bumped, read the following to follow what this adds and fixes. There are 67 new mechs in total. Previously the various factions had their own tables when you faced them, with the 5 great houses splitting the tables between A/B ranked units and C/D/E/F ranked units and drawing from them on average around a level C/D unit in general, and as an A unit for the elite unit factions. )Adds a ton of 'Mechs, vehicles, and variants that are all 3025 lore compliant. Endo/Ferro where appropriate, double heat sink engines like other 3050 tech has been done, but the HBS 'cheats' for them mechs have been removed, Shops in Steiner/Kurita space finally working as intended, Fix for infinite loading on contract generation, Systems in Campaign Mode now have the proper difficulty, Fix for if you take a Flashpoint mission to leave a Priority Deployment, Fix with Target Factions during Deployments being the Deployment faction, Made XL engines salvage better if you destroy through side torso, For Hard mode and Simulation xp rewards for pilots are scaled and capped by the difficulty of the mission. - There Was A BattleTech Card Game, And It Was Great™ Your BattleTech News Roundup For October 2020. You gain a lot more money by selling spares, especially in friendly systems. The Table of Content was left out, instead a short list of respective units is given next to the abstract of a chapter. Really stretches out the early game and gets you alot of hours in the little mechs. a Panther for Light Mechs) were removed. No radical changes to the gameplay that you already like! Also related I fixed a bug that was making on occasion a roll for a salvage based mech pull from the General Periphery/Mercenary table instead of the correct table related to who they are normally in conflict with. simply put jks variants adds all the non-lostech variants for the vanilla mechs that are not already in game and are available in 3025/26. Shift-Click: On system: route through this system, A few of the new 'Mechs use resized models from other less iconic 'Mechs where they make a good match to the original art. Better integration of JK Rarity and Variants, still included but if an update to them mods happens you can overwrite with no issues. - There Was A BattleTech Card Game, And It Was Great™ October News 2020 - Supplemental ; Read more → You can disable these by disabling the JK_VariantsCAB mod, default is on. Fixed an infinite load issue and updated some icons to the base game aesthetic. Now the Ostscout illustration appears on page 29 with the game statistics of the Ostsol while the Ostsol illustration appears on page 79 accompanied by the game attributes of the Ostscout. Because of the extra RAM required by the mod it is recommended you close Google Chrome and other unneeded apps before play. If you check the Mechwarrior 5 trailer, both the Warhammer and the Marauder are in it, and Catalyst Game Labs are using the Marco Mazzoni's Marauder art for the 35 year anniversary of the tabletop game with a Combat Manual featuring the artwork. Based on the tabletop optional rules some mechs can turn their torso further or less/not at all, this has been added to the mod. Due to the use of German names for units, and to maintain an alphabetical order, the units appear in a slightly changed order. An unofficial expansion to the BATTLETECH game based on 3025-3057 lore that includes tons of additional 'Mechs, vehicles, lore distinct factions using lore correct lances, more varied shops, and all while preserving vanilla balance and gameplay. BT_Extended_Quirks is heavily based on the lore and optional tabletop rules. Updated to Better A.I. Should fix the mechs not coming equiped if that setting is selected. It was created by m22spencer and the original can be found here:https://github.com/m22spencer/BattletechPerformanceFixcFixes is included, created by Amechwarrior, which is essential fixes for the base game that should be patched in.https://github.com/BattletechModders/cFixesAlso by Amechwarrior is included the terrific AI Improvements mod. Some assets in this file belong to other authors. Pre-filled record sheets for the various units found in the technical readouts are published separately.. Master Unit List: Online Database. SL/AoW year models are those introduced before 2799 with the exception of the Jenner JNR7-D and -F. (All data derived from the Solaris Skunk Werks Mech builder tool, BattleTech Wiki, the Master Unit List, the MWO website, and the official BT forum thread) Currently Modeled by PGI (or announced) HBS is currently planning to… This apparently has 37 years' worth of more mechs than BT XT 3025 and a super-detailed mech configuration system that lets you change out more than just weapons and armor and a bunch of of mechanics changes, too. You will need to seek permission from, You are not allowed to upload this file to other sites under any circumstances, You must get permission from me before you are allowed to modify my files to improve it, You are not allowed to convert this file to work on other games under any circumstances, You must get permission from me before you are allowed to use any of the assets in this file, Asset use permission in mods/files that are being sold, You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms, Asset use permission in mods/files that earn donation points, You are not allowed to earn Donation Points for your mods if they use my assets, https://bg.battletech.com/forums/index.php/topic,1219.0.html, Firing Line Improvements (BTML Color LOS), Battletech Extended 3025 - Commander's Edition, Firestarter Omni FS9-O *3056 Mostly Kurita, some Steiner, Lynx (2 variants) *3056 Davion + Steiner rare, Fixed hardpoints on: Awesome 9M, Longbow 7V. Tons of fixes to mechs to make them lore compliant, Extended 3025 mechs and modded mechs. Since you are always limited by the available mech cubicles, excess mechs must be stored or scrapped. Now works with the Community Asset Bundle. The Ostscout and Ostsol were finally fixed in the July 1994 printing. Im Mittelpunkt stehen BattleMechs und Luft/Raumjäger, aber auch die seltenen FLUMs sowie Landungsschiffe, Panzer und Unterstützungsfahrzeuge werden nicht vernachlässigt. Insgesamt umfaßt der Band Beschreibungen und Illustrationen von 55 Mechs, 15 Jägern, 3 FLUMs, 4 Landungsschiffen und 12 Fahrzeugen. BT_Extended_Quirks_Plus has a different goal. would be valuable once you have some experience with it. Within the file you will see lines like: mechdef_wolverine_WVR-6K,Mech,1,2 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. This mod is heavily based on Justin Kase's JK Variants mod. Note: Previously the max amount of parts you would get from a destroyed mech was equal to how many parts you selected in the difficulty you would need to salvage, so selecting 8 parts and destroying the head meant 8 parts of that mech would appear post mission. Some new challengers enter the ring, 2 assaults and 1 heavy. The German version is printed as DIN A4, a standard European paper size, which is a little larger then north american Letter. Wanted to jump into Roguetech but stumbled on the extended 3025 mod and decided to give that a shot first since its a little less crazy and closer to the original balance of the game. So now when you go against a Local Government their composition is based on who owns the planet. Record Sheets. 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. This means more Star League mechs are out there to find including goodies like the Nightstar 9J, Emperor 6A and other goodness, I have increased the chance to find Star League mech parts slightly, only on Star League Progression planets, see how it feels, Like before Comstar has a chance to appear on some missions, now they are more likely to be exciting, Also with this update HBS versions of star league mechs have been made to represent the actual mech from the TROs. This includes the "Clanbuster" mechs they had for the Battle of Tukayyid. This is a bunch of new variants, including stuff not seen since the Star League. Technical Readout: 3025 had several print runs with various changes incorporated at different times. Early copies of the third printing are nearly identical to the first edition with the Ostscout and Ostsol pictures swapped and a MSRP of $9.95. These will go over to the main package as mechs are released, some are close! Commander's Edition is all of that and more, entirely new refined gameplay and gameplay layers This is to encourage taking harder missions and to make when taking lower missions encouraging not taking a cake walk lance to make less of the game cookie clicker gameplay, Navigation Computer is back, F1, F2, Ctrl-F in the Navigation map to see the new functions, Updated flashpoint based factions to be using more appropriate random mech tables, Weapon cost readjustment for streaks and Artemis IV, Galaxy at War fixes, this resolves a lot of infinite load, contract list loading and other similar issues, Guillotine and Stiker mech lab/loading issues, A few fringe cases where mechs should be combinable but couldn't be, Fixed potential combat save issue (still recommend avoiding combat saving if you can), Added the Hussar, Mercury, Fireball and Berserker, Loot Magnet has been applied to Normal and Hard mode, not just Simulation, ECM does not apply an extra sensor ghost stack to the carrier 'Mech/Vee, Changed bizarre all units must survive objective on Hot Pursuit to optional, Fixed Clash of the Titans having improperly defined contract causing out of timeline stuff and vehicles to appear, Fixed mech tech value to new scale on 1 event, Reduced the impact of height advantage on to hit chances, Optimizations to lessen any performance impact in combat, Removed crazy weapons from Faction shops, you may still see an in development weapon depending on the faction. 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