MechWarrior 5: Mercenaries

MechWarrior 5: Mercenaries

YARW_Essentials
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Update: 22 Jan @ 2:52am

Version 4.7
Changelog: Update-4.7

Bug Fixes:
Added in latest Streak Missile crash fix for all missile launchers. (A bit late on this as I forgot to implement this many updates ago)
Fixed some missile self-destruct logic.
Changed Mech-Mortar tags to prevent issues and to parity YAOW's mortar changes.
All-Narc Beacons now offer improved accuracy boosts at higher tiers (Vanilla issue). Narc durations also extended based on tier.
Clan and IS Streak missile chance to target damaged components is consistent and set at the same percents.

Mod Changes: (Includes new features, weapons and minor tweaks)
Dedicated Magpulse/Inferno Launchers now work exactly the same as normal IS-Missile launchers. They only differ in that AI will always prefer
using the launcher ammo type if the ammo is still available. Launchers still are disabled from markets and salvage, but obtaining them
is a non-issue. In other words, using them is fine even if they aren't supposed to be obtainable. They also have a toggle to reduce clutter.

Overhauled All Artillery: All artillery projectiles should be far more consistent and effective vs all targets. This especially applies to their AOE.
All artillery ammo = (TT value * 4) - 20% vs TT * 2. This'll provide Arty with much more ammo.
- Direct-Fire Arty: Besides the general arty changes, they are more lethal. All classes/variations of such weapons have been re-balanced.
Cannon variants deal less AOE damage and have a smaller radius but more direct hit damage.

- Arrow-IV launchers. They now have the same ammo swapping capabilities as normal IS-Missile launchers.
Ammo types include: Homing, HE, Cluster, Inferno and Surface to Air (SAM)/Air-Defense Arrow (ADA).
AI also can swap to particular ammo types just like IS-Missiles. Arrow-IVs also have a lore-accurate settings that is disabled by default. The
toggle sets the missiles that can home in when locked on to only apply WHILE the target is tagged/narced. Non-homing missiles will not
be able to home-in under any circumstances. With the setting disabled, non-homing arrow-missiles require the target to be tagged/narced
in order to home in.

Updated IS-missile "out of ammo state" and improved emitter optimization.

Missile self-destruct at max range now always applies to missiles that had issues working as intended with this setting disabled. Self-destruct
option is now a preference setting vs a debug setting. Still a WIP but the intent is to at least prevent any weapon breaking behavior, regardless
on what the toggle setting is set too.

Added "TableTop & Lore-Accurate Mechanics" which includes the Lore-Accurate Arrow-IVs and Simple-HL settings for now.

Flat Buffs:
Artillery is much more lethal. Direct Artillery have had their cooldowns reduced as well.

Flat Nerfs:
Set all streak missiles chance to target damaged internals to 60% vs 75%. (This was half-way done in an earlier update)

Version notes:
Fine tuning artillery lethality is likely to occur in the future. Looking for feedback.

Known issues not fixed on this version:
-

Update: 14 Jan @ 4:59pm

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: 11 Jan @ 9:52am

Version 4.6.2
Changelog: Update-4.6.2

Bug Fixes:
Fixed Arrow-IV artillery thats not T1 using the YAW guidance system
AC20s take only 1 salvage share but in the asset files, they are certainly higher than 1. No idea if this issue was fixed.
Adjusted some standard AC20 salvage shares to be consistent with YARW's rules of weapon value / 200,000 C-Bills. (400,000 for Clan)

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

Flat Buffs:
-

Flat Nerfs:
-

Version notes:
Editor induced issue for the Arrow-IV launchers. No idea when that issue started.

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: 5 Jan @ 10:35am

Update: 19 Dec, 2024 @ 11:22pm

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 @ 9:44pm

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 @ 10:08pm

Version 4.4.1
Changelog: Update-4.4.1

Bug Fixes:
Finally fixed issues with IS missiles that mode swap. Apparently it was an order of operations issue which caused missiles to deal 0 damage
or have messed up stats unless the firing mode was Manually swapped. Doesnt make sense but its fixed now.

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:
-