MechWarrior 5: Mercenaries

MechWarrior 5: Mercenaries

Yet Another Mechlab
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更新于:2022 年 2 月 13 日 上午 11:08

0.8.6.1 Yet Another Mechlab
Hotfix for game crash when clicking Black Market on home screen

更新于:2022 年 2 月 13 日 上午 6:30

0.8.6 Yet Another Mechlab
- Enabled Cockpit slot and added "Small Cockpit" which is -1 tons
- Salvage V2 fixes
- Added "fixed" equipments which cannot be removed (equipment property "fixed": true)
- Fixed Gyro XXL fillers (2 in every ST)
- Support for armor and structure multipliers in mech quirks
- Fixed mech scaling for variants (now variant scaling will overwrite MDA scaling)
- Fixed (hopefully) co-op settings sync issues
- Added energy hardpoints on Thunderbolt left arm
- Engine double heatsink now has type "Equipment.Cooling.Double" for easier categorization other mods
- Consistent look for the properties tooltip
- Allow mech extensions to add widgets to the YAML abilities HUD element
- New inventory and shop categories

更新于:2022 年 1 月 21 日 下午 1:29

0.8.5 Yet Another Mechlab
Important: make sure to set Bobbert's PurchaseSalvage mod to a higher load order than YAML (mod.json)
Added: savegame option for Engines and Engine DHS items not adding to Heat Capacity / all 'Mech's default Capacity is 40 (Silby)
Added: mech salvage selling
Added: scrap cold storage mechs to gain salvage parts
Fixed: Mech Salvage V2 salvageable parts
Fixed: Mech Salvage V2 salvage selection of similar variants not counting towards total
Fixed: Mech Salvage V2 salvage screen variant names properly listed
Fixed: gamepad support in mech salvage screen
Fixed: Weapon ToolTip not showing range for Ballistic weapons unless YetAnotherWeapon ballistic damage drop is enabled
Fixed: PXH-KK quirks, PXH-KB missile hardpoints, Banshee melee quirk (range does not work)

更新于:2022 年 1 月 15 日 上午 4:33

0.8.4 Yet Another Mechlab
Added: Sell partial mech salvage in V2
Changed / fixed: vanilla (YAML) salvage and trueg's new mech specific (totally HBSBT-like) salvage V2 are now completely separate. Can change in Game Options
Fixed: damaged melee weapons when assembling loadout in V2
Fixed: YetAnotherWeapon text visible on Weapon Tooltip even if it's not active or installed
Fixed: HGN-HM, SHD-2P loadout, COM-TDK Engine DHS, JR7-P Engine size, Jenners arm structure, BNC-3P, COM-2P, GHR-4P, SHD-2P loadouts (free tonnage due to Supercharger having lower weight)

更新于:2022 年 1 月 11 日 上午 11:04

0.8.3.1 Yet Another Mechlab
Quickfix for Bobbert's HUD compatibility. Now the two thermal visions are separate, with their own keybinds (please check them in Controls - keyboard binds!), and both work.
Changed: decreased Nightstar repair penalty, removed melee nerf. Changed TC: Ballistic Predictive to TC: Projectile Predictive with buff to PPC velocity.

更新于:2022 年 1 月 11 日 上午 11:02

更新于:2022 年 1 月 10 日 上午 9:16

0.8.3 Yet Another Mechlab
Added: Navid A1's Thermal Vision! Once again, kudos goes to the author of the Reloaded mod - I'd never have been able to do this without his code. Default keybind: PageDown, can be changed in Controls.
Note: for this to work, I have to override Tank, VTOL, Turret and SocketedTurret assets (otherwise they won't show up properly on thermals). If you use mods that modify these assets (such as Scary Tanks), you have to set their load order higher than YAML.
Note: some mechs seem to have extra cockpit components, that might act weird when in 1st person view and Thermals active (example: Marauder 2, Annihilator - thermal postprocess might flicker over cockpit inside surfaces when firing). Some are perfectly fine (Atlas). Still working on it.
Added: Navid A1's Night Vision filter - its just better in all ways :)
Added: Navid A1's Predictive Targeting Computer (TC: Ballistic Predictive) - it'll draw a crosshair based on currently selected projectile weapon's stats and targeted enemy unit's movement. Had to remove some functions (arm offset, advanced zoom mode) since they referenced Navid's now defunct HUD mod.
Added: A new, more HBSBT-like Salvage system by @trueg (optional). So you can have the original Salvage Items, or mech-specific items. Existing (general) Salvage Items will be converted to a random specific 'Mech variant's Salvage. You can now salvage parts of specific variants. To build a specific variant from the salvage one needs a few parts for the CT and the rest can be any variant of the mech (exception: Hero mechs). First run will take a bit, until the existing salvage items are calculated
Added: config option to use only Partial Salvage (meaning you can't salvage complete 'Mechs)
Added: Cheat XL config option - if the XL side torso pops, the mech does not immediately die
Added: Mech Extension/Plugin system which allows mods like Harjel to work without overriding AbstractMech
Changed: GUI polish
Fixed: bogus warnings popping up for mechs (underweight, etc)
Fixed: MASC / SuperCharger HUD fill bar behavior, MASC + SC stacking stats
Fixed: ZEU-5T double heatsinks (really this time)

更新于:2022 年 1 月 3 日 下午 12:56

0.8.2 Yet Another Mechlab
Added: more quirks to more 'Mechs (such as Rugged, Easy To Maintain, etc)
Added: support for vanilla game saves - at first startup, YAML will check if the savegame has any internal equipment items (checks active and cold store mechs). If none is found, all internal eqipment (engine / structure / armor) missing from all your owned mechs will be added to inventory. Example: savegame only has one mech in total (including active and stored mechs), say it's an AS7-BH: an "XL400" engine, and an "ENDO A" equipment will be added to the inventory, Panther 9R - you'll get a "STD 140" engine, etc. When possible, these items will be installed on the active bay Mechs (observing equipping rules).
Added: 'Mech Quirks to tooltips etc - now you know what you are buying or salvaging
Added: Weapon tooltips now calculate the modifiers from 'Mech Quirks or equipment (if in Mechlab), and also add all global modifiers from Yet Another Weapon.
Added: Yet Another Mechlab version and activated mods details to main screen
Added: mech scaling via mechs.json
Changed: Moved most of the financial balancing settings into the save game. This means that each campaign/career can have its own difficulty settings. When starting a new game or loading an existing one for the first time the new game settings dialog is shown.
Changed: UI cleanup / polish
Fixed: Melee weapons attacking at the same time / breaking animation
Fixed: controller users in Mechlab being able to use Start work button
Fixed: back armor bonuses
Fixed: ZEU-5T and KTO-19B double heatsinks

更新于:2021 年 12 月 22 日 上午 5:16

0.8.1 Fixed new Campaign causing being stuck with a black screen

更新于:2021 年 12 月 21 日 下午 3:12

0.8.0 Yet Another Mechlab
Added: MWO-like Mech Quirks. For now, all Hero Mechs have similar bonuses as in MWO (armor, structure, cooldowns, etc). Also, some chassis have quirks (Archer LRM, Awesome PPC, UrbanMech armor.) Can be turned off in ModOptions. The quirks are in Mod/Resources/mechs.json and quirks.json
Added: lots of new equipment properties. From now on cost and time multipliers are: Endo: 2x, Ferro 1.5x, LFerro 1.25x. Clan Endo and Ferro cost 2x of IS versions.
Added: config for Garbage Collection
Added: main screen shows if YAML is active, its version, build number and origin (Steam/EGS/etc icon)
Reworked sensor upgrades
Unmodified Mech default sensor FOV set to 300 (apparently PGI changed it to 360 in one of the patches)
Improved a lot of code, UI and other under-the-hood stuff
Improved invalid items code, now it recognizes weapons installed in missing hardpoints (not present in MDA), and missing equipment slottypes. It should now recognize: invalid weapon and equipment assets (missing mods), invalid equipment SlotType assets (missing mods), DLC1 equipment (MASC, SC, Active Probes, ECMs) installed in non-General_SlotType (legacy savegames), and weapons installed in non-existing hardpoints
Fixed MAD-II MH2 side torso hardpoint visuals
Fixed MAD-9M hardpoints and loadouts to be MWO-equivalent - if you encounter problems (removed weapon hardpoints), strip the mech. No more cheat mech.
Fixed ZEU-SK loadout
Expanded AS7-K3 hardpoints (added 2nd Ballistic to torso and Energy to arms) and fixed default loadout