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BTR SurvivorsUploaded by
donZappoVirus scan
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Activity logs
This page was last updated on 26 September 2021, 9:08PM
- Changelogs
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Version v3.0.3-BETA
- GaW Bug fix for reloading saves.
- Relentless AI v0.9.5.
- Upgraded to MC 1.2.1.
- Update to mech quirks and descriptions.
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Version v3.0.1-BETA
- Update to Flashpoints and incorporation of new Flashpoint from MalD!
- Added ColourfulFlashPoiunts and ExtendedConversations needed for MalD's fps
- Fix for flamers.
- Removed excess factions from some files. This may solve the problem we were having with stores.
- Fix for improper faction descriptions.
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Version v3.0.0-BETA
- New systems and factions added.
- Significant combat and sim game performance improvements.
- Updated AI to be even scarier.
- Misc. fixes to mechs and descriptions. This includes fixes to HS, JJs, Charge Punching,
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Version v2.5.1
- GaW update so that ComStar supported factions don't punch themselves.
- RISC reward at the beginning now comes with ammo.
- Fix for vehicle movement.
- Updated CLNT-2-3U quirk
- Misc text fixes for weapons and equipment.
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Version v2.5
- Extensive bug fixes for Galaxy at War to control pirate expansion and help factions with defending.
- Energy weapon balance pass.
- Even scarier AI.
- Update to ModTek v0.8.0.0.
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Version v2.4.2
- Updated text and minor bugs on 'Mechs.
- Major improvements to AI.
- New Flashpoints added!
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Version v2.4.1
- Fixed Russian randomly appearing for descriptions.
- Fixed hang with GaW Deployments after missions.
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Version v2.4
- New assets that require an update to the latest CAB installer!
- Major performance enhancements in all stages of the game. This has been a huge community effort to improve all of the major mods.
- More major improvement to AI.
- Change to how sensors are implemented. Now shares a spot in the head.
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Version v2.3.2
- Made AI more robust by adding AI Toolkit to the mix.
- Fixes implemented for bugs with vehicle engines.
- MC changes to reduce mechs appearing out of bounds and to remove random spawns from Capture Base missions.
- Fix for pilots so they should all have the proper abilities and skills now.
- Minor fixes: mech descriptions, equipment descriptions, Locusts FP for fringe Black Market access issues, performance enhancements.
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Version v2.3.1
- Pilots will now take injuries on CT/Engine Destruction.
- Vehicles now have some armor.
- Snub PPCs now don't have insane animations
- Bug fix for Mech Assembly with 10+ parts.
- AI now further improved with the addition of AI Toolkit in conjunction with Relentless AI.
- Bug fix for high Tactics pilots and Indirect Fire bonuses.
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Version v2.3
- MAJOR VEHICLE UPDATE: Vehicles no longer have any armor. This is by design! Vehicles are now much more like their CBT brethren. Every vehicle in the game has been reworked to have more stuff to shoot off of them, a greater chance to be crit on any shot and independent motive and crew systems that all provide a benefit until they're crit.
- Updated to Mission Control 1.1.2.
- Fixed bug where AI would not properly recognize partial cover.
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Version v2.2.2
- Tweaked how injuries are done from the cockpits. Safe cockpits are now significantly more likely to reduce or prevent wounds. Dangerous cockpits are more likely to let multiple wounds through.
- Anti-Exploit for vision set at one turn per being shot at.
- Squashed another bug with Clever Girl.
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Version v2.2.1
- Fixed bug with the Charger/Banshee.
- Reverted some changes to improve in-combat performance.
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Version v2.2.0
- Reworked Skill Trees for pilots. Some power taken away from Tactics and given to Gunnery, Guts now has Damage Reduction. See the updated Skills and Abilities in the Articles section.
- Pilots will get one free respec because of this change. Shift-click on the skills tab for the pilot to rebuild them.
- Pilot Injury overhaul. Injuries to pilots now depend on the armor on their cockpit which represents the ability to absorb damage and protect the pilot. They will shrug off damage until the cockpit receives ~20 damage and then suffer an increasing risk to take multiple wounds.
- To-hit system reworked. The to-hit maximum will be equal to whatever bonus the pilots get from their basic to-hit + gunnery bonus. There are now diminishing returns for high levels of to-hit malus required to dampen the effect of extreme penalty stacking. To-hit malus from generating evasion pips has been reworked to maintain the balance of evasion in this new system.
- Significant improvements to reduce lag on the turns for AI controlled fast vehicles and mechs.
- Feature added: BTRLogGather to enable easier submission of bug reports.
- Fix to wildly incorrect and varying Called Shot percentages.
- Minor bug fixes to mechs and equipment (Shadowhawk JJs, Kangaroo equipment, etc.)
- Improvements to Relentless AI.
- Chargers do 2x melee attacks instead of double damage. This was necessary to address a bug with their quirk.
- Guardian ECM now provides one ghost effect.
- Fire now causes less heat damage, but has a greater chance to spread.
- ECM now provides a -4 to-hit malus against direct-fire weapons instead of just against missiles.
- BAP has had its range doubled.
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Version v2.1.4.3
- Mechs on falling building will no longer cause infinite damage looping.
- Enemy pilots now upgraded correctly in regards to mech mastery.
- Selling/Scrapping mechs parts normalized and minor UI bug fixed.
- ER PPCs now have a minimum range of 150m.
- Updated IRTweaks for performance enhancements.
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Version v2.1.4.1
- Bug fix for Mech Bonding being removed incorrectly.
- Fix for buildings collapsing that kill a mech causing infinite damage processing.
- Fix for critical effects with turrets.
- QoL change with sensor blips appearing whenever an enemy shoots at you out of sight and sensor range.
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Version v2.1.4
- Fix for AI that would sometimes become lobotomized when it was by itself.
- Mechs now show appropriate damage on the after combat summary.
- Pilot Training Modules now prevent degradation of mech bonding
- ComStar will not punch its allies any longer.
- Significant improvements to in-combat performance. City fights also improved.
- Added new code to handle future expansions so the Faction Relationship and the overall map will look different.
- Contracts payout increased.
- Miscellaneous bug fixes with descriptions, mechs, and stores.
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Version v2.1.3.1
- Fixed bug with the Locusts Flashpoint chain.
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Version v2.1.3
- Mech Bonding Changed. See the Pilots Skills and Abilities Article for more details.
- Closed exploit for shooting at enemies from long range and having them sit there like a potato.
- Bug fixed that permanently disabled the Black Market. Spoiler alert: it was bugs' fault.
- Nefs to excessive payouts for bonus enemy lances and overall high-end contract rewards.
- Major AI overhaul. Now 100% more relentless.
- Improvements to evacuation mechanics where the dropship will now appear on the same planet you are on.
- Flashpoint: The Interview Added
- Shop/salvage rarity pass.
- A whole bunch of minor UI, balance, and gameplay fixes.
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Version v2.1.2
- Reduced rewards for killing bonus lances spawned from Mission Control.
- Removed pollen and mist effects to improve performance on jungle and rainy maps.
- Bug fixed that caused ghost effects to be improperly removed from ECM effects.
- GaW should no longer override the showing of Flashpoint systems on the Navigation map.
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Version v2.1.1
- Fixed bug with mech lobotomy after building explosions.
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Version v2.1.0
- Significant improvements to AI behavior.
- Major increase in in-combat system perfromance.
- Activated Crystal Clear and Better Headlights.
- Bug fix with delay for buildings that explode.
- Minor economic and reward balancing.
- Removed exploit of being able to cheese enemies at long range.
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Version v2.0.1
- Fix for items that would magically disappear from your inventory.
- Melee Quirks now being correctly applied.
- Vehicles without turrets will no longer have their turrets be block holes for hits.
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Version v2.0
- Melee overhaul where mechs are standardized with their melee value in relation to their tonnage. Melee bonuses and differentiation will be seen through quirks and equipment and has been largely rebalanced.
- Vehicles have gotten a major bit of TLC afforded to them. Not only has the diversity been greatly enhanced, but vehicles are no longer just a speed bump during missions. Watch out, they can start to wreck you and put up a fight just like the turrets can!
- Fire effects are being added. Unleash your inner pyromaniac and burn down forests and other terrain, causing heat damage to any mech foolish enough to stay in the fire.
- Redone mech salvage. Ever get the feeling you were swimming in mech salvage and that it was too easy to assemble mechs? Well, I certainly did! Changes have been made to how valuable employers view mech parts to be and also how overall salvage from mechs is determined. This will have little effect on players that choose 5 parts or fewer of salvage, but players who want salvage to be more challenging at higher assembly points will actually feel like they have to earn that salvage!
- Minor tweaks to game balance and combat visuals. I.E. - catapults will now display the proper missile hardpoints, mechs and vehicles are harder to hit from the side instead of easier... Stuff like that.
- Sturmfeuer love you!
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Version v1.9
- Missile spam will no longer trigger massive amounts of panic.
- Starting rookery now limited to one -RV mech per collection.
- Pilots can now eject at anytime. However, they risk suffering injuries depending on the type of cockpit the mech has.
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Version v1.8
- Fixed but with Item Rewards for Deployments
- GaW bug fixes for Deployments and Defensive Priority Contracts
- Yang will now lie to you less about how many days it will take to repair your armor.
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Version v1.7
- Repair Bays now shows the correct math for repairing
- Arm Actuator limitations for Heavy mechs and assault mechs
- Updated Flashpoint rewards and bug fixes
- Balance Pass on Deployment rewards.
- Gated ejection changed by mech weight class. The lighter you are, the less damage you need to take to be able to manually eject.
- Improved mechanics for upgrading salvage.
- NEW FEATURE: Can now toggle on "Aggressive Wars" in the Difficulty Menu to make the Factions much more punchy.
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Version v1.6
- Expanded the availability of Urban Biomes.
- Started implementation of limiting lower arms and hands based on canon. (Light and Medium mechs done)
- Now limited to one actuator per limb to reduce melee damage escalation.
- Assorted minor bug fixes.
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Version v1.5
- Update to functionality of Armor Repair.
- Assorted minor bug fixes.
- Small amount of new LosTech added to the game.
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Version v1.4
- Fix for non-functional quirks after some mech assembly (like with the Commandos). If you have non-functioning quirks for some mechs, placing them in storage and re-readying them will fix it.
- Jump to-hit malus now properly calculated for predictive shots.
- COIL weapons will now properly scale in melee combat.
- Escalation bonuses now properly calculated before Drop Costs are deducted.
- Increased rarity for (most) RV variants.
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Version v1.3
- Edmon made me do it
- Fixed cases in which vanilla LosTech could be acquired
- Edmon made me do it.
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Version v1.2
- Fixed bug with AmbushConvoy_Repossession mission that would cause a crash at mission end.
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Version v1.1
- 5% global to-hit reduction, +0.5% to-hit added to each step of piloting.
- Removed erroneous jam % from piloting tree.
- Travel contract and Deployment difficulties fixed. Need to refresh contracts for this to work.
- Fixed ammo locations in mechs.
- Balancing of the frequency of allies and enemies in combat missions.
- Minor UI improvements.
- Fixed problem with stores not having the correct inventories.
- Fixed issue where too many mech pieces were being given out after combat.
- Certain missions will no longer spawn light mechs instead of vehicles.
- Fixed bug with Panic System causing too many panic tests.
- Can now see your reputation with Aurigan Pirates and can no longer see reputation with dead factions.
- Commando-3A and -2D are no longer double quirked.
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- Author's activity
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September 2021
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26 Sep 2021, 9:08PM | Action by: donZappo
Changelog added
'Change log added for version v3.0.3-BETA'
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26 Sep 2021, 9:06PM | Action by: donZappo
File added
'BattleTech Revised - Expanded Map - BETA [version v3.0.3-BETA]'
August 2021
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05 Aug 2021, 8:45PM | Action by: donZappo
File added
'BattleTech Revised - Expanded Map - BETA [version v3.0.2-BETA]'
July 2021
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06 Jul 2021, 8:40AM | Action by: donZappo
Changelog added
Change log added for version v3.0.1-BETA
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06 Jul 2021, 8:38AM | Action by: donZappo
File added
BattleTech Revised - Expanded Map - BETA [version v3.0.1-BETA]
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05 Jul 2021, 5:51PM | Action by: donZappo
Changelog added
Change log added for version v3.0.0-BETA
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05 Jul 2021, 5:44PM | Action by: donZappo
File added
BattleTech Revised - Expanded Map - BETA [version v3.0.0-BETA]
May 2021
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09 May 2021, 1:25AM | Action by: gnivler
Endorsed
Battletech Revised
April 2021
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06 Apr 2021, 2:47AM | Action by: donZappo
Changelog added
Change log added for version v2.5.1
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06 Apr 2021, 2:45AM | Action by: donZappo
File added
BattleTech Revised [version v2.5.1]
March 2021
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09 Mar 2021, 7:35AM | Action by: donZappo
Changelog added
Change log added for version v2.5
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09 Mar 2021, 7:33AM | Action by: donZappo
File added
BattleTech Revised [version v2.5]
November 2020
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14 Nov 2020, 8:53AM | Action by: donZappo
Changelog added
Change log added for version v2.4.2
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14 Nov 2020, 8:52AM | Action by: donZappo
File added
BattleTech Revised [version v2.4.2]
September 2020
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21 Sep 2020, 6:18AM | Action by: donZappo
Changelog added
Change log added for version v2.4.1
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21 Sep 2020, 6:16AM | Action by: donZappo
File added
BattleTech Revised [version v2.4.1]
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16 Sep 2020, 1:57AM | Action by: donZappo
Changelog added
Change log added for version v2.4
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16 Sep 2020, 1:55AM | Action by: donZappo
File added
BattleTech Revised [version v2.4]
August 2020
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15 Aug 2020, 9:59AM | Action by: donZappo
Changelog added
Change log added for version v2.3.2
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15 Aug 2020, 9:57AM | Action by: donZappo
File added
BattleTech Revised [version v2.3.2]
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