Mod articles
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Happy Fourth of July to all Americans! To celebrate, here's an update to the optional files for Skill Tree Rebuild that adds extra fireworks!
Mechs
Previously, there were only two MechDef files for people who wanted stock mechs with the non-stock mortars to play with.
Well, hold on to your butts, because now there's 20 heavy mechs that'll come equipped with mortars.
Cataphract CTF-0X
Inferno Mortar
Acid Mortar
JagerMech JM-6A
Standard Mortar
Inferno Mortar
Acid Mortar
Orion ON1-K
Standard Mortar
Inferno Mortar
Acid Mortar
Quickdraw QKD-5A
Standard Mortar
Inferno Mortar
Acid Mortar
Stalker STK-4P
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Skill Changes
-Replaces Longshot icon.
-Fixes inconsistent Anti-Missile Countermeasures behavior - now only protects a single Mech.
-Fixed various locations where was visible instead of an actual amount.
-Added DFA hit bonus to Jump Maven.
-Restricts Evasion Immunity and Berserk Hit Defense from Elite Arsenal pilots to prevent impossible missions if/when they are assigned to vehicles.
Morale/Fury Changes
For v0.6.0, the following changes have been made to CombatGameConstants - MoraleConstants:
"MoraleMax": 150,
"CanUseInspireLevel": 30,
"ChangeEnemyCrit": 5,
"ChangeEnemyAmmoExplodes": 5,
"ChangeEnemyWeaponDestroyed": 5,
"ChangeEnemyLocationDestroyed": 5,
"ChangeMajorityAttackingShotsHit": 10,
"... -
v0.5.0 Update - Ranged Push Back - Push to First Phase
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Ranged Push Back has been updated with new code to execute push back to the first phase. This will allow you to use any ability to push enemies back to the start of the counter, in essence disabling them.
Note that other abilities can give them back the ability to act by pushing them to the final phase, so be careful how you use it!
By default, no skill has been set for standard and active probe versions.
Artillery Addon
Added supplemental files for artillery variants with status effects:
Mortar (Inferno) - lowers total overall damage, but applies heat damage to target.
Mortar (Acid) - lowers total overall damage, but applies la... -
New Feature: Ranged Initiative Manipulation
What it does:
Adds +1 initiative to targets (4 => 3) or pushes enemies from the current phase to the final phase (5 or 10, depending on if you have certain mods installed).
Currently only works on Mortar/Thumper Cannon attacks and Active Probe.
New Feature: Flashpoint/Campaign Ally NPC Skill Tree Rebuilds
Allied NPCs like Kamea Arano, Morgan Kell, and Trainee Pilots have individualized selections of Skill Tree Rebuild skills, curated to match their BattleMechs.
Gunnery Skills
Level 2:
Multi-Target
ACTION: Fire weapons at up to three separate targets within this 'Mech's current firing arc.
Level 4:
Close in Fire Support <... -
v0.3.0 adds a number of skills and traits to the mod. Here is a quick chart of what is available at each level:
Gunnery Skills
Level 2:
Multi-Target
ACTION: Fire weapons at up to three separate targets within this 'Mech's current firing arc.
Level 4:
Close in Fire Support
PASSIVE: Gain a +50% boost to all support weapon range brackets, as well as -20% heat from support weapons.
Missileer
PASSIVE: Missiles gain +1 accuracy and ignore 2 evasion.
Suppression
PASSIVE: Direct Fire attacks inflict a -1 accuracy penalty on enemy units for 2 turns.
Level 6:
Close and Personal
PASSIVE: +25% Damage and 10% Crit to all Support weapons.
Jack of All Trades
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v0.2.0 adds new icons and reworks Guts tree functionality. Please report any problems with icons (legibility, colors, etc...) or non-functional/malfunctioning skills.
Guts Skills
Level 4
Cold Blooded
PASSIVE: 'Harden your MechWarrior's mental fortitude to earn more Resolve per action.
Hunker Down
ACTION: Activate in order to gain a flat 25% damage reduction regardless of cover or positioning for all Lance units. The DR lasts for 2 turns. 4 turn cooldown.
Level 6
Maximum Armor
ACTION: Sacrifice 50% speed to gain 75% damage reduction from all sources.
Maximum Strength
ACTION: Increase speed by 50% and melee damage by 100 for 2 turns. +40 heat for 1 turn. 4 turn cooldown.
Level 8 -
Mod Devs Only: How to replace Skill Trees
NOTE: This is only for mod developers. If you're a normal mod user, just unzip the folder and paste it in your BattleTech mod folder.
How to Replace the Existing Skill Tree
In your mod.json file, add this to your Manifest:{ "Type": "SimGameConstants", "Path": "simGameConstants", "ShouldMergeJSON": true },
Inside the folder, make a SimGameConstants.json file with the Progression block within {}.
Example code:
{
"Progression" : {
"GunnerySkills" :[
,
,
,
,
,
,
,
,
,
,
"PilotingSkills" :[
,
,
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v0.1.0 revamps most, if not all, skills, so here's a listing of what is what.
Gunnery Skills
Level 2:
Multi-Target
ACTION: Fire weapons at up to three separate targets within this 'Mech's current firing arc.
Level 4:
Close in Fire Support
PASSIVE: Gain a +50% boost to all support weapon range brackets, as well as -20% heat from support weapons.
Missileer
PASSIVE: Missiles gain +1 accuracy and ignore 2 evasion.
Level 6:
Close and Personal
PASSIVE: +25% Damage and 10% Crit to all Support weapons.
Jack of All Trades
PASSIVE: +25% Damage and 10% Crit to all standard range weapons.
Longshot
PASSIVE: +25% Damage and 10% Crit to all long range weapons.