MechWarrior 5: Mercenaries

MechWarrior 5: Mercenaries

YetAnotherRevampedWeapon
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Update: 14 Jun @ 7:10am

5.6

Development Update and General Info:
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Bug Fixes:
Fixed quite a few odd asset de-syncs/corruptions. Affected AC/2 AP ammo, Pirate Double AC/5s, I-Plasma Cannon and a few more things.
Fixed some errors in the mode swap AC emitter. Technically didn't matter due to redundant systems but its cleaned up now.
Made a lot more major optimizations to the mode swapping emitters. Performance mihgt be better or at least there's less to calculate.

Optimized the Precision ammo trails. No longer will drop frames when too many are fired on screen (reduced the amount of visual smoke
emitted by over 75%).

Remade LB-X emitter to resemble mode swapping AC emitter. Optimized and vastly simplified.

Mod Changes: (Includes new features, weapons and minor tweaks)
Complete overhaul to Capacitor-based PPC & PPC-Xs: Now have a constant charge up mechanic and after a specified charge, the weapon
may fire despite dealing much less damage. All PPCs with capacitors have more TT accurate explosion mechanics. First weapon crit disables
the weapon entirely but second hit explodes the weapon for 10 damage regardless of PPC Class type. Note that CASE affects the explosion.

PPC-Xs: Primary Cluster mode now gains +1 projectile for every 10% charge. Full charge works the same as previous cluster mode.
However, the PPC-X may also fire once it reaches about 7% charge which means the PPC-X still works in full-auto if the trigger is held.
It just will fire 1 projectile vs multiple of course. Secondary mode is Burst Fire. Requires a 30% charge minimum but can fire up to a 10-PPC
projectile burst with a better optimal range but same max range X based PPCs are extremely versatile now.

Capacitor PPCs: Requires a 20% minimum charge but can fire way more often for a lot less damage. Full charge deals full damage of course.
The have a secondary firing mode that disables the Capacitor, preventing the weapon from exploding or being taken out in 1 crit. However,
the Capacitor PPC will act more or less the same as its non-capacitor counterpart with an ever so slightly faster cooldown.

Added from YAW-Addons/Fixes: HPPC-X & ERPPC-X (Pirate SN HPPC-X & SN Chemical PPC-X updated as well). Besides the chemical
SN PPC-X, all PPC-X variants have the same PPC-X mechanics and firing behaviors.
Bombast Laser overhaul: Very similar changes with capacitor PPCs applied to the Bombast Laser.

Added the barely Canon Improved-Minnesota Tribe weaponry. This was never something I wanted to add due to unnesseary bloat and such
weapons in YAW-Addons/Fixes included mechanics that are standard to YARW (AKA, direct port + YARW general adjustments would be 100%
pointless due to them serving no purpose). So, instead these weapons all have odd or different firing behaviors or mechanics vs other
weapon families. Keep in mind, I only added the CANON versions of such weapons and not any other editions. In order to do this, lore/TT
stat accuracy was ignored for sake of weapon uniqueness.

Improved LRMs: More or less LRM-Rapid Fire edition. Fires missiles in a cluster = missile class divided by 5. Cooldowns are MUCH faster.
Improved SRMs: Similar to LRM changes but they all fire 1 SRM at a time and fire faster the larger the SRM class
Improved Autocannons: Basically an IS-Autocannon that also has UAC mechanics. Keep in mind, they are not reliable.
Improved Gauss: Works the same as in YAWC-Addons + fixes. Has a Alt-Silver Bullet firing mode. Otherwise just a worse Clan Gauss.
Improved PPC: Has 2 modes. Rapid and Standard. Rapid works much like short-burst mode for Lasers.
Enhanced PPC: Has 2 modes. Rapid and Standard. Rapid works much like short-burst mode for Lasers.
Improved Large Lasers: Same stats as IS LL but with more heat. Secondary mode is extended burst.

Added LB-X lore accurate slot size option.

Flat Buffs:

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Flat Nerfs:




Version notes:
Some of the newly ported over weapons will likely see more re-works in the future.

Update: 2 Jun @ 10:33am

Update: 1 Jun @ 9:30am

Update: 26 May @ 12:53pm

Update: 26 May @ 12:52pm

Update: 24 May @ 9:37am

Version 5.4
5.4

Development Update and General Info:
From testing, it seems possible that Mod Options may not apply the default settings correctly. Technically, last update and additional tweaks
in this update should force the more important settings to apply their default values again. It still wouldn't be a bad idea to reboot the game
after launching once with this update, and then adjust YARW's settings to your preferences afterwards.

Bug Fixes:
Proto-PPCs not restricted to same slot anymore. Likely an issue with only certain mech hardpoints.
Caseless ACs deal their intended damages now .
Complicated fix for internal ammo weapons + Caseless ACs not being able to receive cooldown quirk bonuses.

Mod Changes: (Includes new features, weapons and minor tweaks)
Made additional adjustments for RMG.

GUP should deactivate on first startup. Seems MO can bug out and on rare occasions not read default values. Also added all the other YARW
specific variables that are really important such as TAC chance/level & Difficulty mode.

Added proper special AI firing behavior for RISC RACs and Caseless ACs.

AMS re-work: ALL AMS have the same stats regardless of tier now except for ROF, which lowers a small amount per higher tier.
New setting: Set AMS tiers to affect missile destroy rate.

Prevent Weapon Refit System: Method 2 straight up does not work (which isn't surprising). So, only a handful of weapons will have method 1
of preventing reftits apply: Proto-PPCs, Small Blazers, IS Small Pulse Laser and IED-Style AMS. This is to prevent the no weapons bug
from occurring on certain mechs introduced from specific mods. Some mechs may require 1 other weapon other than the listed in order to
be deemed mission ready. COILs have been given new TAGs but CANNOT receive laser quirk bonuses anymore.
I cannot emphasize enough, the no weapons on mech issue EXISTS OUTSIDE OF YARW AND CANNOT BE FIXED!

More emitter optimizations and cleanup.

Standard Autocannons now have a newly reworked Precision ammo type now.
Previously existing Precision Autocannons have been remade into non-ammo swapping non-canon weapon variants.
Simple ammo-B now works for ammo bins containing less ammo per ton. Ammo consumption is essentially doubled with these ammo types.
Some autocannon types will fire twice as many rounds, if they do they also will deal half the damage per projectile.

Updated Head-Hunter LRM to have latest LRM improvements.

Re-worked Mag-pulse: Still applies pilot skill nerfs but now also applies cooling rate reduction per missile. De-buffs Last 4 seconds.

Flat Buffs:
- Plasma Mortar blast radius set to 70m from 60m
- Reinforced Ballistic armor provides extra TAC protection now of reducing TAC chance by -25%.

Flat Nerfs:
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Version notes:
Some changes were not noted in this changelog due to time restraints.

Update: 17 May @ 9:32am

5.3.4

Development Update and General Info:
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Bug Fixes:
Updated bad modlist since very old and outdated mods that will break YAML-mods in general are still being used.
Fixed non-mech vehicles from shooting themselves with RMG. Attempted previous fix was linked incorrectly.

Mod Changes: (Includes new features, weapons and minor tweaks)
Optimized Revamped Machine Gun logic.

Adjusted "prevent bad refit" mechanics differently per weapon. Clan weapons use the new but untested method.
IS Weapons will continue to use the known to work method that can induce the "no weapons in loadout" bug that exists OUTSIDE of YARW.
(Unless I can figure out some way to externally fix this through BPs, this will never be fixed).

Improved RMG visuals.

Flat Buffs:
-
-
Flat Nerfs:
-
-
Version notes:
More or less an update for Revamped Machine Guns. Also pushing this update since I probably won't be able to be at my PC for a few days.


Update: 16 May @ 3:33am

Version 5.3.3
5.3.3

Development Update and General Info:
-

Bug Fixes:
Finished the default missile emitter logic with latest optimizations. Forgot to complete this.
Pirate Bastard Rifle name fixed and damage set to 4 vs 3 per projectile.
Simple ammo fix for IS AC/2, AC/2-BF, L-AC/2 and SRM-Tandems depending on game date.
Forgot to check tags here after editor deleted/invalidated them sometime ago.
Fixed I-Narc not having access to the Haywire firing mode.

Mod Changes: (Includes new features, weapons and minor tweaks)
Added a reset to default settings on first Launch. Might fix some issues I couldn't replicate for those who haven't reset their settings to default
before. Adjust settings to user preferences afterwards. If u reset YARW's settings to default again, PLEASE reboot the game OR toggle
the new reset to default debug option. Mostly affects the global slider settings, artillery settings and heat-damage settings (settings in YAW).

Haywire pod sets sensor range to 0.25x.

Flat Buffs:
-
-
Flat Nerfs:
-
-
Version notes:
May have to re-adjust settings to user preference on this update.

Update: 14 May @ 10:00pm

Version 5.3.2
5.3.2

Development Update and General Info:
Again, please read through compatibilities. It has been adjusted in this and previous updates with what mods break YARW or YAML.

Bug Fixes:
Clan standard AC/2 & /5 use clan Green tracers.
Fixed Clan ER Medium/Small Lasers breaking. Issue stemmed from editor being a smooth brain.
Also fixed Tandem SRM tags disappearing. Another editor smooth brain moment.
Added more double ammo bins for Lore Abiding Citizen.

Mod Changes: (Includes new features, weapons and minor tweaks)
Finished optimizing Ammo swapping standard autocannons. Added AI only _Incendiary autocannon variants that prefer INC ammo.
AP and Tandem ammo WILL require their specific ammo bins REGARDLESS of simple ammo due to these ammo bins containing 40% less
ammo per ton. There isn't a pretty way to get around this so these two ammo bins will be the exception to Simple Ammo settings.

Added mod options to set Rocket Launchers to have an early intro date (On by default and what YARW already set them too)
Added mod options to set Armor-Piercing & Tandem Warhead ammo to have an intro date of 3035 vs the canonical 3059 date.

Internal ammo weapons can now resupply ammo when repaired. They also explode for remaining ammo left but it does respect CASE.
All recoilless Rifles intro date now set to be available in 3015.

Fat Bastard Can now refit swap with Thumpers.

Flat Buffs:
Clan LRM & SRM spread set to = IS Launcher spread vs being 10% more.
Fat Bastard weight set to 15 from 16. Damage increased to 24 from 15. AOE Radius increased to 90m from 75m.
Bastard Rifle & Artillery ammo capacity doubled.
FLAK ammo damage multiplier set to 10x from 7x (Multiplier based on FLAK ammo damage being 75% less than standard ammo).
FLAK ammo may also deal more damage upon direct hits.

Flat Nerfs:
Nerfed Urban Missiles damage to 18 from 50 and radius to 110m from 132m. At least now players can take a few hits before death.
Fat Bastard AOE Damage reduced to 2.25 vs 3.333
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Version notes:
Updated guidelines on GUP challenge and implemented it into the MO UI

For anyone insane or dumb enough to complete the \"Great Urban-Pocalypse\", there is a prize to win for completing a campaign with
GUP activated. Winners will get to request something to be made in YARW for either themselves or as something to be added in general.

Guideline for what's appropriate:
- Valid Campaigns: Main Campaign, Kestrel Lancers, Dragons Gambit or Solaris Showdown.
- Cannot set the artillery settings below defaults.
- No cheat mods or cheat gear derived from any mod. If unsure, best to avoid it. Examples: Zatara (this should be obvious), YAEC-R's
XTRO gear, YAWE (Unless a YARW version is made), mods that super-buff cantina upgrades etc.
- No cheat settings in Mod options, game settings OR YAML Save settings. Basically, try to keep most settings default or more difficult.
- Mech Mods: Most should be fine but the mech-assault style mods/content. They are just on a whole other level in terms of power.
- No super-heavies. They tend to make the game a snooze-fest.
- Also, there is a LOT of variance in balance/power for mech mods, but for mechs to be valid, they need to at least adhere to tabletop
build rules (besides quirks). So if say a 50 ton mech has an armor cap of a 70 tonner, it wouldn't be valid. Armor cap bugs are not of
concern if the mech has like 2 more armor points than it should.
- Don't need to have GUP activated when not playing through the campaign of choosing. Obviously it needs to remain activated once the
challenge has started.
- The intended to be played campaign must begin the moment its available. Delayed Deadlines is fine, but just start immediately.
- Requirements. Obviously YARW & all its dependencies. YARQE is required as well since it rebalances most mechs and removes a lot of the
OP quirk nonsense.
Notes: Need screenshot or video of settings of game and Mod-Options. Co-Op is 100% valid.
Need to stream or upload the videos somewhere. If anyone partakes in this challenge, please DM me in discord as I would love to watch it.
I might even post it on the Nexus page. Again, you won't go far...
If you can't stream on a platform like twitch or upload to Youtube, DM me on Discord I guess and we can hopefully figure it out.

Fat Bastards were tweaked to focus more on direct hits vs relying on AOE.

Update: 12 May @ 2:26am

Version 5.3.1
5.3.1

Development Update and General Info:
-

Bug Fixes:
Fixed Simple Ammo for LRM/SRMs not working as intended.
Non-Ammo swapping projectiles may be converted to Urby Launchers if GUP is activated.
Fixed AI being able to TAC with HAGs when AI TACs are disabled.

Mod Changes: (Includes new features, weapons and minor tweaks)
Added new system to prevent bad weapon refits. Affects Clan ER & Pulse Lasers, IS Small Pulse, Self-Destruct Bombs, COILs and Proto-PPC.
This system is certainly an unconventional solution much like a lot of YARW's fixes. Hopefully, separate issues won't occur from this.

AI now technically can use thunder ammo, but they will fire like standard LRMs. AI + Thunder ammo = problems so this will likely never change.

Added new UI Toggles for difficulty and other YARW UI to be separate.

Flat Buffs:
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Flat Nerfs:
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-
Version notes:
Technically it shouldn't of been possible for IED/DMG to refit, but some users have reported this to have occurred. Should be impossible now.

If you see Clan ER & Pulse Lasers, IS Small Pulse, Self-Destruct Bombs, COILs and Proto-PPC as refit weapons OR an original mech loadout
with these weapons being refitted, please write a bug report. If someone else has already made the bug report, just add onto it vs making
a new one. Also, if more weapons should be added to this list, LMK. However, this cannot be a mod option in any way.