MechWarrior 5: Mercenaries

MechWarrior 5: Mercenaries

YARW_Essentials
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Update: 14 Jun @ 7:11am

Update: 1 Jun @ 9:30am

Update: 24 May @ 9:38am

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:
-
-
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:
-

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: 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
-
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 @ 2:04am

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:
-
-
Flat Nerfs:
-
-
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.

Update: 8 May @ 11:04pm

Update: 8 May @ 10:49pm

Version 5.3
5.3

Development Update and General Info:
-

Bug Fixes:
Fixed a couple typos.
Fixed RMG emitter logic. Forgot to re-attach custom "set stats" after optimization overhaul.

Mod Changes: (Includes new features, weapons and minor tweaks)
Tweaked RMG to not apply to vehicles so that they dont shoot themselves. Hopefully a temporary fix.
Re-worked Bastard weapons. Fat Bastard arcs like other artillery now.

Slightly updated the soft-mod/asset conflict prompt to hopefully be more clear.

Flat Buffs:
- Bastard Rifle: Heat reduced 20%, AOE returned at 10% base damage, armor penalty removed. Spread also reduced. Ammo set to 18 vs 10.
- Fat Bastard: Damage set to 15, AOE set to 10.
-
Flat Nerfs:
- Bastard Rifle: Heat damage reduced to 6 vs 9.6 per burst. Damage set to 16 vs 24. Velocity reduced to 1520 vs 1560 m/s
- Fat Bastard: Heat damage removed (Plasma mortar takes this role)
-
-
Version notes:
-

Update: 7 May @ 8:05am

Update: 6 May @ 10:39pm

Version 5.2
5.2
THE BIG F***ING UPDATE
Development Update and General Info:
Been having PC issues which has delayed this release a lot. A lot of planned content will release at a later time.
Also, YAEC-R plugin I had was corrupted and is not longer useful. My involvement with the mod will not continue.
More visual improvements and overhauls will continue with future updates.

Bug Fixes:
Extensive changes were made to weapon emitters & game UI to better optimize them and reduce lag/frame drops. This update has basically
trimmed the fat so to speak. Some emitters were outright re-built from the ground up.
Fixed a few more typos
Fixed Light Double ammo bins from not spawning
Fixed the added -DF AMS variants being de-synced from their emitter and not firing.
More so an oversight + misunderstanding on how things worked: Weapon rift system should be less annoying now.
There are variables that can be used to affect weapon refits. So weapons that constantly refit to make mechs worse should no longer be able
to be used in refits. Notable weaponry that fit this description: Proto-PPCs. Small Blazers. Small pulse
Updated both incompatible mods detected systems. Not a bug fix, but removed the front page "bad modlist detected" due to the amount of
mods using its vanilla BP file.
LRM 15-MP Min Range set to match other Ammo Swapping LRMs. (Keep in mind these launchers aren't really intended for player use)
Other small general fixes

Mod Changes: (Includes new features, weapons and minor tweaks)
Completely overhauled mod/asset detections to use data-assets (this is the optimizations mentioned in bug fixes). This will improve overall
game performance and clean up lag spikes from Mechs/Vehicles spawning. Added ammo intro dates for AI but this does not work in IA.
Also updated UI to prevent weapon name with mode type overlap. There are a TON more Mod Options PLEASE look through them!

Overhauled and improved Gauss Visuals. Gauss visual mods are not compatible or at best won't adjust anything. Adjusted Artillery impact
visuals and they now have impact decals.

Adjustments were made in effort to combat bad mech refits but there isnt much that can be done about this mechanic.

Artillery Arcing mechanics overhauled. They now roughly hit where the player is aiming. I say roughly as it does not really account for
the height at which the weapon is fired from nor the angle down/up from target. But on flat terrain, it's pretty spot on. Velocity
reduced to 800m/s vs 900m/s but this is hardly a nerf and more so an optimization. Velocity is capped however to not exceed 800m/s.

NEW MECHANIC: Through armor criticals. This is complete as a mechanic, but tweaks and balance passes for the various weapons
are expected in future updates. List of TAC weapons below. Also note, certain armor types will offer +defense or reduced defense vs TACs.
- All Gauss Rifles (Not micro gauss weapons): 100% chance to TAC on single slug Gauss weapons. HAGs and multi projectile Gauss
Instead have a crit-chance vs 100% crit.
- All Gauss Rifles (Not micro gauss weapons): 100% chance to TAC on single slug Gauss weapons. HAGs and multi projectile Gauss
- LBX: No longer features AOE damage but instead has the low chance to Through Armor critical. TACs can deal 1, 2 or 4 damage.
Damage depends on crit roll of course. Slugs cannot TAC. If TAC slider set to 0, LBX will revert to old mechanics.
- Armor Piercing Autocannon ammo: New ammo type for all standard autocannon variants. Ammo capacity is 40% lower, but all classes of ACs
have the ability to TAC. Higher the class, higher the TAC chance & damage on higher tiered crits. Burst/Single shot affects the behavior
of AP ammo as well. Notably, Burst-Fire ACs have 1/2 the crit chance and lower higher tier crit damage.
-Tandem Warhead ammo: Only available to Short Range Missile capable launchers. Very similar to AP autocannon ammo, just in SRM form.
Ammo capacity is also reduced by 40% but the damage if the ammo bin explodes by +50% per missile.

NEW Difficulty modes: Added slider that makes the game more challenging. Depending on mods/content used, the difficulty level will go up
automatically to compensate for things that make the game way too easy.

Hot-Loaded LRMs: Now properly explode and deal internal structure damage. Damage doesn't
usually transfer over to other components, but if the component explode, a small AOE will also emit.
Hyper Laser also now properly explodes when firing for too long. Note that it sometimes induces more damage than normal and its unknown
as to why.

Complete overhaul to "advanced SRMs" (Not the canonical Battle Armor weapon versions). They now are called Jaeger Streak SRMs
and combine a streak system with Tandem Warheads. What's unique, is that they use an internal ammo bin but carry different ammo amounts.
Clan version carries 1/2 of ammo (108 SRMs) vs IS 1 full tons worth of ammo (216 SRMs).

PPC-Xs: Now include a rapid-fire mode which makes them like an AC/2 in PPC form.

Caseless autocannons Overhauled: Now work very similar to vanilla UAC/5 in that they can fire while cooling down an unlimited amount
of times but at a higher and higher chance to jam. Reasoning for this was to simplify them and to differentiate them from RISC RACs.
RISC RACs have effectively replaced how Caseless Autocannons used to work so removing this redundancy made the most sense.

Scorpion Tank AC/5 Main-gun: Stats overhauled to represent its canon description. fires moderate speed 3 round burst.
Ultra Gauss now uses Mini-Gauss ammo.

FLAK rounds no longer air-burst on anything that is not a VTOL. Air-Burst radius increased substantially.

Overhauled Mag-Pulse Missiles. Now properly affects pilot gunnery skills without nerfing other aspects such as damage reduction. Lore option
to make non-Improved ATM Mag-Pulse extremely ineffective after 3065 but much more powerful before 3065.

Clan LRM + SRMs now have access to all respective launchers ammo types EXCEPT Dead-Fire ammo.

Lancemate AI are extra smart with autocannon mode swapping and will use each ammo type optimally. Note that certain ammo will take
priority over others. Best example is, if target armor is high enough & AP ammo is equipped, they will use AP

Added the "Great Urban-pocalypse" Challenge mode: It's certainly a difficulty step up. Anyone that can beat a Campaign or DLC Campaign
will get something made for them in YARW. Due note this is very much a joke that's just for fun, but if u take this seriously i will honor it.
Only rules is, it needs to be documented and NO CHEATs whether via settings or mods. I guarantee you won't survive. More info below.