MechWarrior 5: Mercenaries

MechWarrior 5: Mercenaries

YetAnotherRevampedWeaponClan
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Update: 14 Jan @ 4:57pm

Version 4.6.3
Changelog: Update-4.6.3

Bug Fixes:
LBX Autocannons using conventional Slugs and not Simple ammo now correctly display the ammo count when fired.
AMS intercept visuals work once again.

Mod Changes: (Includes new features, weapons and minor tweaks)
Hot-Loaded ammo overhauled: Now properly made with intended mechanics. IF the launcher with HL-Ammo is damaged, an explosion
will spawn where the weapon is located. This may induce a chain-reaction of explosions depending on what gets damaged. Explosion
damage is based off of launcher tube quantity. This makes the HL-Ammo more Table-Top accurate than it was before.

Hotloaded ammo is now by default set to use the LRM launchers default ammo bin-type, but another Mod-Option toggle has been added to
keep the old HL-ammo bins. Separate HL-ammo bins is more lore accurate due to how TT rules for Hot-loading LRM ammo works.

Removed AS7-BIG patch: Will be ported and overhauled in YARQE.


Flat Buffs:
IS-Missile Mode swapping time reduced to 1.25x vs 1.5x cooldown. N-LRMs have 1 to 1 cooldown mode swap times.
Buffed direct fire artillery AOE damage by 33.34%.

Flat Nerfs:
-

Version notes:
Added Weapon salvage into for any redundant weapon variant such as LBX_SolidSlug variants in case this feature gets extended to weapons.

Known issues not fixed on this version:
-

Update: 8 Jan @ 5:59am

Version 4.6.1
Changelog: Update-4.6.1

Bug Fixes:
Fixed ammo-swappable missiles not listing their selected ammo type before ammo swapping.
Once again, set N-LRMs to use the correct emitter.
Small optimization tweaks to Most IS missiles emitter.
Simple Ammo toggle option corrected to only disable ammo types for their category.
Single Shot FLAK AC5 no longer auto detonates when fired
Rapid-Fire AC FLAK rounds have a larger hit-detection sphere instead of a normal one (200 vs 32)

Mod Changes: (Includes new features, weapons and minor tweaks)
LB-X Autocannons now have 2 ammo types. However, to simplify things and to prevent more bloat, the alt ammo types are just the standard
autocannon ammo variants. Example: Clan LB-2X uses Clan AC/2 ammo for slugs and Clan LB-2X ammo for cluster rounds. Like the other
weapons with alt-ammo types, there is a simple ammo option to keep the old style of LB-X AC ammo for both modes.

Added simple ammo mod-options just for LB-X ACs

More improvements to Autocannon tracers.

Offensive APDS is now available. So far, a method for AMS to toggle between support and offensive modes hasn't been found.

Flat Buffs:
-

Flat Nerfs:
-

Version notes:
This was the intended full 4.6 release, but time ran out for releasing RMAW.

Known issues not fixed on this version:
-

Update: 19 Dec, 2024 @ 11:21pm

Version 4.5
Changelog: Update-4.5

Bug Fixes:
Copied Weapon_Properties.json from YARW_Essentials to all YARW mod resource folders. Bug did not occur on my end, but this apparently
-fixed an issue for some users. Issue: Some weapons like Clan Missiles would not recognize the correct ammo to use in the mechlab.
APDS should spawn correctly and be usable in the Mechlab. The slot type was not being referenced correctly.
Rapid-Fire AC ammo should not display without owning DLC-6 now.
Battle-Armor Compact NARC Beacon launcher no longer fires like a UAC.
Adjusted hints to be accurate with the current state of YARW.

Mod Changes: (Includes new features, weapons and minor tweaks)
All standard autocannons can interchange between all the alternative ammo types for their respective class. Example: FLAK ammo used to
only be usable with Burst-Fire style Standard Autocannons, now it works with Rapid-Fire and single shot versions too. There is one exception
which is the Precision Autocannons which are still treated as their own weapon system. This may get changed in the future, but it would be
time consuming and overall, probably not worth doing.
RF-ACs now have a FLAK ammo type. Note: RF-AC FLAK ammo has replaced incendiary ammo and INC ammo will need to be reacquired.

Non-Lancemate AI using MMLs with the wrong ammo (Artemis vs standard missile ammo) will still be able to use the MML. Reason why is a
lot of the mechs with MMLs still have the wrong "Artemis type" of ammo in their loadouts.

Re-named many ammo bins for better categorization in the menu.

Flat Buffs:
Technically, all the standard Autocannons were buffed as they all now have an additional ammo type.

Flat Nerfs:
-

Version notes:
Rapid-Fire Autocannons used to use FLAK ammo as their alt-ammo type. Shortly afterwards, it was changed to INC ammo but the actual
ammo assets were the same. Since they are named FLAK in the asset name, they were reverted to FLAK ammo type, and INC ammo was
the ammo type added to RF-ACs alt-ammo pool.

Changes to LB-X autocannons are still a WIP and will be reserved for a future update. Plan is to give them alt-ammo for Slugs. For
simplicity sake though, the alt ammo may just be made as standard Autocannon ammo. Technically not lore friendly, but gameplay wise
it would work better.

Known issues not fixed on this version:
-

Update: 5 Dec, 2024 @ 9:50pm

Version 4.4.3
Changelog: Update-4.4.3

Bug Fixes:
Fixed HE-ATMs not showing their missile exhaust correctly
Finally gave Silver-Bullet gauss its own weapon tag. Probably doesnt matter.

Mod Changes: (Includes new features, weapons and minor tweaks)
Revamped some of the Clan and IS missile visuals. HE-ATMs now have a black stream vs red.

Remove Extra weapons has been re-purposed to remove redundant weapon variants that often replace other weapons for AI mech loadouts.
Disable Redundant weapons renamed to Disable Purposeless weapons

Flat Buffs:
Recoilless Rifles cooldowns were buffed. BA-RRs = 2.667 cooldown. Pirate-RR = 2.5 cooldown (DPM = 120 vs 93.75).
Hyper-Fire PPCs now take 4 vs 5 slots.

Flat Nerfs:
-

Version notes:
-

Known issues not fixed on this version:
-

Update: 30 Nov, 2024 @ 10:45pm

Changelog: Update-4.4.2

Bug Fixes:
More fixes to AI IS Missiles. Specifically to non-mech weapons only used on VTOLs and Missile carriers.
Fixed more corrupted files. Clan standard Autocannon tags were no longer recognized which caused the autocannons to not
- register certain ammo types correctly.
Small fixes to LB-X ACs stat multipliers/modifers for mode swapping.
Other minor fixes due to the editor

Mod Changes: (Includes new features, weapons and minor tweaks)
Refined Autocannon Blueprint to have features previously only in the Missile emitter. What modes are available to swap through will work
better and no longer rely on a band-aid solution. Practically speaking this doesnt change anything, but the UI wont be misleading anymore.
When a firing mode has its ammo depleted, it can no longer be swapped back to until its ammo is resupplied in some way.

Flat Buffs:
-

Flat Nerfs:
-

Version notes:
-

Known issues not fixed on this version:
I may revert to an older backup build that doesnt have any corrupt/broken blueprints, and then port what i can to the current version. That'll
depend on what takes less time. Unfortunely, there's not much to be done with editor crashes causing issues. The editor is somewhat of a
piece of crap and I am not alone in it causing headaches and issues for.

Update: 27 Nov, 2024 @ 5:13pm

Version 4.4
Changelog: Update-4.4

Bug Fixes:
LRM+ART-IV HL Ammo intro date set to 3035 vs 3015 and C-Bill values
Fixed LRM Hot-loaded mode using the Dead-Fire LRM min-range values instead of 0 min range.
Fixed SRM/LRM Magpulse de-buffs not applying, again due to UE not saving assets correctly.
Combed through the YARW_Essentials plugin to fix any other issues caused by UE derping out.
Streak SRMs list the correct ammo in the mechlab. They still worked in game just fine.
Fixed odd behaviors with IS LRM/SRM/MMLs that occured when not using default ammo types.

Mod Changes: (Includes new features, weapons and minor tweaks)
Hot loaded LRM ammo spawn rate increased
New Setting: Simple ballistic ammo. Basically the Simply ammo setting was split into two separate settings that allow for more control.
Magpulse Missiles still deliver a flat heat damage vs any DOT. DOT caused the game to crash or it refused to work for whatever reason.
Total MP Heat damage = 1/2 of Inferno missiles.

Overhauled internal ammo bin weapons: They now function with a normal ammo counter and cooldown. A lot of these weapons had their
stats and/or other mechanics overhauled as well.
-Recoilless Rifles: BattleArmor RRs total ammo = 200/weapon damage. Pirate RRs ammo = 400/Weapon damage. Tonnage increased.
-BattleArmor SRMs: Long stream removed in place of cluster fire and a 4 second cooldown.
-Pirate Bastard Rifle: Shortened burst duration and lowered armor damage penalty. Now has a 2.5 second cooldown.
-Pirate Bastard Rifle: Now has a 2.5 second cooldown.
-All internal ammo weapons with tiers had their tier quirks adjusted. They now have cooldown bonuses in exchange to lowering other stats.

Flat Buffs:
Heavy Rockets now fire 10 rockets and deal +0.4 AOE damage per missile. They also fire in a cluster vs slow stream.
Bastard Rifle has a quicker burst (still slow vs most weapons) and less armor damage penalty.
Clan SRM Stream durations reduced by 1/3. (Accuracy improvement)

Flat Nerfs:
Heavy Rockets have spread and more gravity. Cooldown is effectively 2 vs 1 second.

Version notes:
Swept through and deleted/replaced more corrupted files. Magpulse Missiles were completely FUBAR and required a backup set of files to
replace them. Again, besides the editor crashes inducing this, no idea why this was the case.

I would've liked to put more time into playtesting, but i am sick this week and don't have much energy. With having to fix some of the corrupted
files recently, i wouldn't be surprised if something else needs fixing. Additionally, YARW has become quite the spaghetti monster, and
sometimes changing one thing causes unintentional changes/issues somewhere else. A lot of this has to due with YARW being an iterative
project that i am still learning how to do new things everyday i work on it.

Spreadsheet Changes:
-

Known issues not fixed on this version:
-

Update: 25 Nov, 2024 @ 10:52am

Version 4.3.1
Changelog: Update-4.3.1 (re-Uploaded)

Bug Fixes:
Fixed corrupted projectile data-table. (RF-AC/2 for some reason had the same stats as the MTAS. Issues like this occur on editor crashes).
Fixed corrupted weapon quirks. Set the variable names to the current naming standard vs the original standard.
Fixed Non-Mech AI Firing capabilities of IS LRM + SRMs.


Mod Changes: (Includes new features, weapons and minor tweaks)
Adjusted certain loading hints to be more up to date.

Flat Buffs:
-

Flat Nerfs:
-

Version notes:
The Non-Mech AI bug was something found in testing, and fixed. However, it was not double checked after the emitter was completed. The final
version of the emitter should still not of broken the AI usage of such weapons, but there is now a "gate" to guarantee a couple of functions will
not interact with non-mech AI.

Spreadsheet Changes:
-

Known issues not fixed on this version:
-

Update: 23 Nov, 2024 @ 10:13am

Version 4.3
Changelog: Update-4.3

Bug Fixes:
Adjusted detect cheat mod UI. Now labled as potential incompatible mods. Now works with disable YARW UI Mod option
Fixed Inferno SRMs when using YARW with NWR
Fixed some ammo display names and decided to axe the x2 naming structure and keep "double".
Changed UI controller interface buttons. Please provide feedback if this breaks things still. That Said, controller support is very limited.
Fixed up the remaining weapons on the OG MML emitter.
Heavily adjusted and fixed "Simple Ammo" for IS Missiles. MMLs now can use all ammo types with simple ammo enabled.
Added more ammos to be disabled with simple ammo setting enabled.

Mod Changes: (Includes new features, weapons and minor tweaks)
Added Mech Taser (MTAS): Specialty weapon for dueling. Long cooldown, great for shutting down a single mech.
Re-Added APDS: basically an ER-AMS on steroids. Ideal for protecting more of the lance from Missiles but on a single mech.

Improved-Narc now has 3 ammo types and the Projectile I-Narc Pod has been removed due to it being redundant.

Overhauled the LRHHM-Launcher to fire 10 missiles. In standard mode it fires all 10 in a very slow burst. Artemis ammo acts like a cluster
LRM-10 + Art-IV with slightly better spread and fire-rate.

Added Pirate- Russian Roulette Launcher. MML-like launcher that swaps ammo randomly every time its fired. Normal swapping = 2x cooldown.
This weapon now replaces the RISC-MMLs from YASV. YARW used to override this weapon, but it was removed due to it being worthless.

Flat Buffs:
LHHM/10 Missile quantity increased to 10 vs 1.

Flat Nerfs:
LHHM/10 Cooldown increased from 0.8 to 6.667

Version notes:
This version was supposed to have released days ago. I had a power outage IRL for a while.

Spreadsheet Changes:
-

Known issues not fixed on this version:
-

Update: 15 Nov, 2024 @ 12:29am

Changelog: Update-4.2

Bug Fixes:
Ammo bins that did not save correctly had their intended ammo capacity fixed.
Technically not a bug, but fixed potential crash with the incorrect mods being installed. Functions are now derived in their own library and not
in the YAW_specific function library. Basically if YAW loaded after YARW, the function "Reading is Lostech" could not be found which = crash.
(For the love of God and all that is holy, PLEASE DO NOT USE YAW WITH YARW!)
Updated and fixed the "lore-accurate" ammo list

Mod Changes: (Includes new features, weapons and minor tweaks)
Revamped YARW's Mod options UI. Now has categories and many new Mod-Options. New settings listed below.
-Simple Ammo: Sets most alt-firing modes to use the base ammo bin and not the alt-ammo type bin.
-Disabled AI Heat-Damage Ammo: Prevents most AI units from being able to use heat-damage based projectiles.
-Disable Weapon Tier (x): Removes specific stat modifiers derived from weapon tiers..
-AI weapon Damage: Damage multiplier for all units outside of the player's lance.

Expanded upon IS Missile launchers (LRMs + SRMs). MMLs now have 8 ammo types to choose from. IS LRMs + SRMs now have 4.
MMLs: LRM/LRM + Art-IV, Dead-Fire LRM, Inferno LRM, Mag-Pulse LRM, SRM/SRM + Art-IV, Dead-Fire SRM, Inferno SRM, Mag-Pulse SRM
LRMs: LRM/LRM + Art-IV, Hot-Loaded LRM, Inferno LRM, Mag-Pulse LRM
N-LRMs: N-LRM, Dead-Fire LRM, Inferno LRM, Mag-Pulse LRM
SRMs: SRM/SRM + Art-IV, Dead-Fire SRM, Inferno SRM, Mag-Pulse SRM
Dedicated Missile launchers for Mag-Pulse/Inferno ammo types are now Disabled. Mechs with them in their loadout will still use them, but
they are no longer salvageable. They function exactly the same as they did before this update in case there is still access to them.
Certain firing modes will not be available to AI depending on settings and others not at all if they dont have the correct ammo equipped.

Re-worked I-ATMs to function more like the MMLs. They now have 8 proper firing modes and can cycle between them all, regardless if the
improved or standard ammo types are equipped.

Tweaked RACs. The RAC emitter should integrate well with any weapon that uses the emitter. (AKA: YAWE) RACs also work better now.

Updated most of the weapon emitters to include the new features and/or standards put in place within the last month.

RF-ACs can now use normal AC ammo if no-RF-AC ammo is detected on mission start. It's still far less efficient, but it's better than nothing.

Clan SRMs now have a stream alt-fire mode instead of Dead-Fire SRMs. Clan Stream SRMs have been disabled for now.


Flat Buffs:
-

Flat Nerfs:
Double ammo bins now have a +50% greater chance of taking a crit vs other ammo bins.

Version notes:
Seems like a small update, both this required a massive overhaul to all of YARW's emitters and many of its functions. So this is actually one of
YARW's largest updates in terms of time put into it.

This update went through a couple test-builds. If theres any issues, hopefully i can find time the day after upload to fix any issues.

Spreadsheet Changes:
-

Known issues not fixed on this version:

Update: 2 Nov, 2024 @ 10:21am

Version 4.1
Changelog: Update-4.1

Bug Fixes:
Fixed Clan RAC damage not being a decimal.
Adjusted AI firing mode system. Any player interactions should be removed, though I'm not sure how the previous system could of affected
players to begin with as players were literally separated form the functions entirely. Functions are more streamlined now as well.
Adjusted UI elements for the YARW resources links.


Mod Changes: (Includes new features, weapons and minor tweaks)
-

Flat Buffs:
-

Flat Nerfs:
-

Version notes:
I apologize for the less than stellar update last upload. Not enough time was available for testing, so in the future the YA-MW5 discord
test-build: YAML Addons channel will be used for all future uploads with limited testing before an official upload. IA is also not the most
thorough for testing.

Please note that i do not normally have any time for modding Fri-Sun. Even then, moving forward there won't be any more rushed releases
for when there is a 3 day waiting period before an update could be uploaded with the exception of high urgency patches

Spreadsheet Changes:
-

Known issues not fixed on this version:
-