MechWarrior 5: Mercenaries

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MagnumGB

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MagnumForceGB

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Join the MercTech discord for preview releases and troubleshooting help
https://discord.gg/TFeVMnnXvs

QUICK TROUBLESHOOTING:
If any problems arise from starting the game after installing MercTech, delete the modlist.json file, start up MW5 and then close it out. Start up MW5 again and then enable the mods. This clears the mod cache.

RELEASE NOTES:

BUILD 2.12:
Changed hopper reload sounds to AC2 and AC5 Reload Sounds for Realism Sound Mod
Fixed Archer 5S

BUILD 2.11.6:
Equipment Market fixed

BUGS:
Ammo counts between HTAL and HUD can be off, think this is from differet ammo counts than max when starting a mission
Switching mechs during missions causes the Torso Twist bounds to reset to the MW5 default vs the TableTop rates.

TODO:
Added "Auto Switch Mech on Mech Death" to main gameplay options screen, but working on this slowly
If in Ironman mode, you can repair armor without penalty in combat zones
Repalce LRM20 with the Goblin
Replace LRM40 with the Ontos

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BUILD 2.11.5:
Changes made to Burst Fires and RAC's

BUILD 2.11.4:
Massive overhaul of UAC's, changed to use hoppers and can fire very fast as long as the hopper is full.

BUILD 2.11.2:
Repurposing the stock Machine Gun assets (currently says TRASH) to be niagara particle guns. This is kind of a side project, so you will see the Voelkers machine gun if I have to do an emergency update, but they won't be ready until I say they are
Fixed refurbished weapons not showing up
Hermit Crab maybe fixed?

BUILD 2.11.3:
Addition of Enhanced LRMs + Artemis Launchers
Artemis Missiles/Launchers a slight rework to be more unique. Artemis Launchers must have a line of sight to the target at all times during the missile flight, but will gain higher clustering chances
Prototype Rocket Launchers. B-Tech and B Class Availability. They will not be reliable as the regular Rocket Launchers
MML + Artemis Launchers added
Ghost mech fixed again after being re-introduced from the Co-Op fix
AI will not take damage when walking in Lava for now until a fix can be made where they will know to avoid Lava
Update to Niagara effects
Update to impact camera shake, the shake will not always be to the upper right now
Clan ER Small Laser particle effect fixed
Machine Gun impacts improved
Added "Freezers", double heat sink prototypes from the Federated Suns. These can not be combined into internal engine cooling systems, but function like regular double heatsinks otherwise. These are only available in the Federated Suns
Double Heat Sink Availability Code during the 3rd & 4th Succession Wars changed to F class
Prototype Ferro Fibrous armor available in 3034, requiring 16 slots vs 14
Test of Ghost Mech fix

BUILD 2.11.1:
Needs testing: Lava lakes now have navigation effects for AI, they should avoid them hopefully
Plasma Rifle added thanks to Rumia
Enemy Damage Modifier options will now be 10% to 200% in 10 intervals
Superchargers now get better for higher tiers as far as damage chances. Tier 1 has up to a 30% chance to crit, Tier 2 is 25%, Tier 3 is 20%, Tier 4 is 15%, and Tier 5 is 10%
Load Campaign/Career screen will now show the game date your save is, instead of "Days -4,050"
Heat Damage done to vehicles/vtols/turrets will now apply an additional 1d6 * Heat Damage to the armor it hits. So if you hit a Tank with a Plasma Rifle round, in addition to the 10 points of damage, it can deal up to 1 to 36 more damage (1d6 from the heat damage, then the 1d6 times the original heat damage)

BUILD 2.11:
Arrow IV re-added
Leggings on mechs fixed
Making adjustments to ballistic ricochets
New engines, the DAV 220 and Magna 195
Adjusted engine costs, XL, LE, Compact, and XXL engines did not align with how prices went in construction rules. Lowered the E and F class modifiers though to compensate
Renaming Hatchets to "Hatchet XXX" so they will be grouped together
Armor and Structure items have been renamed "Armor XXX" and "Structure XXX" to group them together
Added Mace, Swords, and Vibroblades
Added Hyper-Velocity AC2/5/10 They generate higher heat, but have better accuracy
Player controlled Machine Guns will now be a constant fire vs 12 round burst.
UAC and RAC DPS increased by 10%
Added Stealth Armor with the ECM requirement. Stealth armor gives a small bonus for now until something that can be translated into real time can be made
Added ability to change campaign options during campaign
53 new mech loadouts added by Gentleman Reaper
New campaign/career option, Vehicle Armor Modifier. All vehicles at the start have Table Top armor values, so a value of 100% will give you tabletop, 200% will give you MW5 armor values. If you don't like vehicles, set it to 10%
Fixes and Optimizations for Weapon Inventory
Fixed Reactor Explosions for Mechs
Using a repair bay in mission should now repair all lancemates as well

BUILD 2061:
Destructable trees re-added
Multiple mechs added from PirateTech (Thanks to Rumia)
Ricochet mechanics redone to be a little more realistic
Arrow IV re-added
Leggings on mechs fixed
Adjusted engine costs, XL, LE, Compact, and XXL engines did not align with how prices went in construction rules. Lowered the E and F class modifiers though to compensate
Renaming Hatchets to "Hatchet XXX" so they will be grouped together
Armor and Structure items have been renamed "Armor XXX" and "Structure XXX" to group them together
Mace, Sword, and Vibroblade added

BUILD 2059:
Strip Mech button will no longer remove hands and arms melee weapons behind the code and break the mechs when putting into cold storage
Wasp Icon updated
Wasp now has melee
Possible fix for mech paperdolls in co-op
Only undamaged and unused weapons can be turned in for Errands
Mechlab weapon quantity fixed when using stacked weapons
Auto Lights on Mechs added as an option
Your light will auto turn off when the mech shuts down, and you can only turn it on if your mech has power
All the previously hardcoded ammo/fire rate/fire mode keybinds (CTRL+1, ALT+2, etc) are now configurable in the controls menu
Corrected the names of actions for the keybindings, so you may need to reset them. they will now have the correct spacing

BUILD 2058:
Bug fix for Weapon Degradation. If you have Weapon Degradation on but Torso Convergence off, weapons will not drop in quality
Fixing AI Mechs firing missiles behind them
Disassembling a destroyed weapon only gives you 1 part
Smoke trails added back to shell casings
Infantry can now fire real SRM and Inferno missiles
LBX Cluster rounds would be pinpoint if fired standing still, this has been fixed
Fixed shooting a dead tank can still cause critical hits, and eventual ammo cookoff
Physics bug should be fixed this time, issue was "Trace Complex on Move" for collision detection on the projectile shell

BUILD 2057:
Reduced the "Extreme Cold" weather temp minimum from -60 to -20.
Headlights command will work now, finished up PGI's code. Light is attached to the "Torso_Head_DM1" socket of the mech, with a Z rotation of 260 degrees and X location offset of 400 units

BUILD 2055:
Fix for some Igor's not having weapons
Ragdoll physics fixed finally
Liquid volumes will now apply affects to mechs.
Water will double your heat cooling rate of heatsinks in the legs only, but reduces speed by 25% and sets the gyro at a minimum of 50%
Mud will increase the leg heatsinks by 25%, but reduces speed by 50% and sets the gyro at a minimum of 75%
Lava will increase heat by 10 standard heatsinks worth (0.75 per second) and damage the legs while standing in it, also applies the movement/gyro effects of mud

BUILD 2053:
Updated for Game Version 1.1.314
Fixed not being able to change mech roles if all upgrade slots are used
Fixed bug where if you upgraded a weapon that wasn't 100% quality, you would be charged double for the refurbishment parts
Undamaged and Unused weapons now stack
Added option for changing camera position in cockpit

CO-OP:
Possible fix for Paperdolls on client machines, needs testing

BUILD 2051:
Niagara Effects will now work with HFB Missiles. HFB Missiles will provide the missile smoke
HFB PPC's will now work and be in the ZIP

BUILD 2050:
Added Armor to Turrets. Armor is only 15 points with the body being 5 points. Crit hits are enabled for them and can disable or cook the ammo.
Gauss rounds have a min 85 and max 90 angle of incident now
Fixing Equipment Errands. If you see a "Weapons.Ballistics.MachineGun" or something similar, that means it didn't find the weapon and it needs to be looked at.
Reverting Swarm-I to 1 missile, adding Swarm-I Micro as a new missile that will act as the current one. The Micros one needs a lot of work to get them to not tank FPS
SRM20 being replaced by the Harasser SRM vehicle
SRM40 replaced with the Hetzer (SRM)
Torso Weapon Convergence Mode added to option, this will be the affect that Weapon Degradation has, but will be separate now
Missiles will deal point damage instead of radial damage, seeing if this improves performance. When masses of missiles are being fired, it is doing a lot of calculations for explosion damage
New mod added called "MercTechNiagara" which will have the Niagara effects. Separate download because it has huge textures
Added "Incompatible Equipment", "OmniPod Compatible", and "Repairable" to the equipment table. This is mainly for PirateTech, but I will be able to take advantage of it when I add some other equipment
mod.json file is updated with LOTS presets
CN9-AL Lower Arm Actuator fixed
Possible fix for mechs being yeeted into space

BUILD 2049:
Added ability to set the convergence range by keyboard in the weapon grouping page
Possible fix for "Collect 10 TRASH TIER 0", should display the weapon name now
Adjusted Hatchet sizes to fit smaller mechs better
Hammerhands has melee now
Devastator and Hammerhands added to the Chassis Information table, so they will have their manufacturer information on HUD startup

BUILD 2048 HOTFIX #1
Fix for random weapons spawning during new campaign
Fixed work orders not calculating correctly for armor and structure changes
Fixed ammo depots not spawning ammo
Possible fix for fatal crashes at the end of missions
Possible fix for not beign able to swap mech roles when all quirk slots are full

MercTech Lite:
Fixed LAC/5 ammo showing up instead of 115mm Ammo
Gauss, Laser, and Machine Gun ammo not showing up fixed

BUILD 2048
Fix for mech work orders failing or calculating wrong times

BUILD 2047
Engine and Gyro market faction availability updated. Availability codes were updated according to the Interstellar Operations manual. XL engines become D class in 3045, so they will be more common in that year.

Release of MercTech Lite for initial testing

BUILD 2045
BUG FIXES:
BUG - Memorial page duplicates pilots everytime you return to it - FIXED
BUG - Weapons in inventory are not showing up as destroyed still - FIXED
BUG - Objectives still not showing up correctly - FIXED
BUG - Melee hands show "99999" in weapons loadout screen - FIXED
BUG - Lasers causing a spark shower on initial hit and won't stop after laser has stopped - FIXED

BUILD 2043
LBX Cluster Rounds re-added
Market Overhaul continued, with ammo depots spawning on the map

BUILD 2042
Fixed Add-on mod assets will not show up in Instant Action
Added Critical Hit Chance, Armor Piercing Chance, Armor Piercing Percentage, Heat Damage, Min Angle of Incident, Max Angle of Incident stats to ammo tool tips

BUILD 2041 HOTFIX #1
BUG - Ghost mech happening when cockpit is destroyed - FIXED
BUG - LB-10X 80mm AC has the wrong damage DPS - FIXED
BUG - Loading the game from a Mission Save file will cause no assets to load - FIXED

BUILD 2041 PREVIEW:
Rewrite of the Asset Manager to allow multiple mods to add assets to the game. Testing required
Only engines that have all of their crit slots destroyed will be considered destroyed for repair/replacement consideration. Engines will still shutdown after 3/4 critical hits, but won't have to be replaced unless it is completely critted
PPC's for the min range check should only check for MechPawns and Vehicles now. Eventually I would like to get it to detect Metal, that way if it hits metal close range, that is what damages the PPC itself
Workbench Filters now work correctly
New "Disassemble All Tier 0" button added
When hovering over a button in Workbench, the tooltip header has been changed to "Current / Gained" or "Current / Required". This should help explain the numbers in the tooltip

BUGS:
Campaign Missions have a temp of 30 C no matter what - FIXED
UM-SC did not have the Excellent Quality or Modular Mech quirks - FIXED
Mech weight in the market list was off - FIXED

TODO: Update Descriptions for Superchargers, they are no longer weight limited to the mech.
TODO: Fix the melee weapon ammo count finally, it should be infinite
TODO: Fix F10 HTAL CRIT SCREEN weapons

BUILD 2039 HOTFIX #1
Fix for campaign starts having 0 c-bills
Ambient Temperature and atmospheric conditions will affect heat sinks
After 3049, F class market availability equipment/weapons will have a 2x multiplier vs the 4x prior to 3049

BUILD 2039
After mech switching, player inputs will now work again
TAG will now act like pre-DLC1, when you activate it on a target, it will stay locked onto that target while you are within 10 degrees of it
Auto-Fire mode added to Streak launchers. When in this mode, missiles will fire when the current target is in range. No lock required. REQUIRES TESTING AND BALANCE
Fixed issue with installing upgrades to a mech and then immediately putting it into cold storage after the refit is complete, the upgrades would not stick.
Career starts will now be the starting C-Bills of that start condition +/-20%. So for the Kestrel campaign, you will get 6,000,000 +/-20% C-Bills at start
LBX AMP ammo submunitions changed from 30mm HESH to MT_Projectile12mm assets. This prevents the submunitions from leaving decals and having trails. If you fired 4 LBX10's with this ammunition, it would cause slowdowns
LBX AMP Ammo proximity detonation will no longer trigger from itself (LBX10's on the arms of the Annihilator would make them detonate when each shell crossed each others path)
Possible fix for MW5 VR that was put back in the last update for the glass break
Mechs and Weapons/Equipment that are not claimed as salvage will now appear on the market with a 25% markup, but belong to the faction that owned the system
Cockpit, Sensors, Optics, Targeting will now show on the market, but are not fully impelemented yet.

A few additions in the backend for future use like small cockpits. These changes will also help PT

BUILD 2037 HOTFIX #1
Fixed Weapon items in Instant Action Mechlab showing as "ShortEquipmentName".

BUILD 2037
Swarm-I Missiles now release a swarm of mini-missiles at the apex of their flight.
A Hammerhands variant has been corrected for it's skin
Mech Hunter Errand fixed
Further changes to the market. F Class available weapons and equipment will only be seeded by the "Rare" part of the Cluster TOI
New gameplay option "Clear Debug Log at Start". This will clear the debug logger file at startup, will be on by default
Cockpit Glass will now crack when the head armor is damaged. Use the mod Cockpit Glass to see the effect
Weapons will now show up as damaged/destroyed in the mechlab inventory
Fixed issue with Market Availability for equipment and weapons
Clan Lasers should now spawn particle effects

BUILD 2035
Damaged weapons installed on a mech should now show up correctly
Ammo explosions that result in auto-ejection will now deal the correct damage to the ejected mech
Added Tech Rating and Market Availability to Mech info card. These ratings are based off the highest rated equipment on the Mech
Added USILR information to the Star Map screen. The Planet will now have a Rating which corresponds to that planets ability to build advanced equipment
Rare Mechs are now Class F Tech Rated or Market Availability coded. This means that rare Mechs that spawn on the market in 3015 will be Star League era Mechs
Mech and Equipment markets now seed based off the planets rating as well as your standing with its allegiance faction. Your standing must be maxed to get the best Mechs and Equipment

BUILD 2033-4
Melee Damage has been corrected. Lower Arm actuators deal (Mech Weight / 10) while Hands deal double. Mechs with Barrel Fist deal double damage, Mechs with BattleFists deal 10% more damage. Hatchets deal (Mech Weight / 2.5) damage.
Hatchets should disappear when that arm is destroyed

BUILD 2033-3
Hand and Lower Arm Actuators can be repaired now for free. Costs will be added soon since this is a quick fix
Missiles have been slightly adjusted to more likely hit the target if it doesn't have to turn as much (goal is to make it to where SRM's may need some leading, Streaks won't and will search for weakened components)

BUILD 2033-2
Fix for Melee damage
Unlimited Drop Tonnage not working correctly fixed
Moved files over to MercTechComp for future use

BUILD 2033-1
Removing Hands/Lower Arm melee in mechlab fixed (should not be able to remove)
Fix Contract Details UI widget to appear correctly
HUD Crosshair in Limited Gimbal mode fixed
LRM's were doing 50% less damage than they should have been, fixed now.

KNOWN ISSUES:
Co-op client players paperdolls will not update
Co-op Client Weapon loadout not updating
Sorting not working for workbench

BUILD 2033
Build to work with DLC #2.
Career starts will now randomize the weapons. It will give you tier 0 through 3, and can give you up to F class availability weapons (1% chance).
Improved machine gun sound logic
Limited Gimbal will only activate when the mech power is above 66%. This way mechs like the Atlas will have the correct convergence when walking
Heat will affect HUD distortion - TEST
HUD weapon loadout portion needs to be resized to fit correctly
Battle First and Barrel Fist quirks added their respective mechs.
Hatchet added to equipment and will appear on mechs. Further refinement needed
Added Head Light keybind to options, PGI left code for it so I'm messing with it
New LRM and SRM trails

BUILD 2031-1
Deployment screen to show the ammo counts and warn if a mech is not 100% ammo
Weapon Market sell screen will show the quality of the weapon you are selling
Machine Gun spread fixed
Weapon convergence should save now even if the mech is under refit
Fix for VR again, since I keep breaking it

BUILD 2031
No longer require the standard ammo for ammo-dependent weapons to launch if it is the only weapon type on the mech.
Fix for MW5 and MW5V2 damage models. They will have the weapon cooldowns changed to match the DPS with the ammo being hard coded to deal X amount of damage per shot.
For the MW5 and MW5V2 damage models, the AC Rate of Fire modifier will no longer work, but instead the Global Damage Modifier controls the rate of fire on the AC's
Increased the damage per ton for all class 2 autocannons and the protomech AC's. They caused an issue where the 50mm could hold less rounds per ton than a 60mm
Moving files over to the MercTechComp source for better compatibility
VR should work again

BUILD 2030
After further testing, lowered the AI heat checks to 115% heat. This is after Oraeons testing to find out how much the AI pushes their mechs:
More optimization on the Missile class. Whenever a missile spawned it would go through all the settings from the MW5 Compatibility to set each property on each individual missile. The missile launcher itself does this once at start now, which should help improve performance
Bug preventing reactor explosions found and fixed
FarFire missile launchers now have a 10% increase in optimal and max range for it's missiles, but 5% increase impact spread (less chance of targeting an individual mech part)
HoverTec missile launchers have 10% decrease in cooldown time, but 15% increase in heat
Market Weapon purchases fixed
Ammo resupply after you move or install a new ammo bin is fixed

BUILD 2029
Changing the chances for heat induced ammo explosion. Before every 10 seconds while over 100% heat, you would have a single random boolean chance of having your ammo cook off. New way, the checks are every 5 seconds but you will have to get 2 bad rolls in succession. If your ammo cooks off from heat in this method, it just wasn't your day.
Performance optimizations done to Missiles and DerivedMech. Attempting to get the skips out when loading a lot of mechs from Coyote's missions
Close range LRM missile paths should appear more natural instead of abrupt turns
AI will now have their heat checks start at 142% heat vs 100% the player has. After discussing with Oreaon, there is really no way to get the AI to use a new scale for heat, so even if we tell it not to go above a certain threshold, they will try to go the stock threshold of 150% in MercTech


BUILD 2027-7
Fix for the mechlab showing extra slots in the detail view with MWO hardpoints turned off.

BUILD 2027-6
Minor tweaks to thermal vision
LBX AMP ammo fire modes fixed

BUILD 2027-5
Thermal vision update #1. A new keybind available called "Change Thermal Gradient" with a default keybind of CTRL+M. There will be 6 color gradients to choose from.

BUILD 2027-4
Rearranged the sequence of events for setting up mechs, the gyro meter should work now
Weapons maybe working?
BIG CHANGE TO AUTOCANNONS:
Autocannons have had all their cooldowns adjusted. If you set the damage model to ExtremeMunitions with a cooldown modifier of 1, a 210mm AC20 will deal 20 damage per shot. If you use TableTop damage model with a cooldown modifier of 3.0, the same AC20 will deal 20 damage per shot
Pilot heat checks will now be influenced by the pilot heat management skill
Full ammo and group ammo dumps enabled - Group ammo dump not working ATM
Ammo explosions tweaked, every time a projectile fired off it was not reducing the damage that would be applied. So if you had 20 rounds left and it cooked off, it would spawn those 20 rounds firing off dealing full damage to what they hit, and then the 20 rounds would still deal damage like they were inside your mech still. This has been fixed

BUILD 2027-3
Mech Paperdolls should be updating on client machine now
Gyro Meter should update on client machines now.
Client should always be able to torso twist now
Lasers sometimes don't seem to appear, trying to figure out why
Machine Gun (stock tracer weapons that don't work in MercTech) have been removed from the rewards in the errands table, replaced with m100's.
Fixed ammo management bug when creating a work order it would only remove 1 round (was removing the index number, not the count)
Added MW5V2 damage model, it is to MW5 damage model how the EXM is to TT damage model (more AC DPS and Missile DPS, but with MW5 having higher DPS for AC2's)

BUILD 2027-2
NARC Crashing bug finally fixed
Testing a change to heat checks after watching Baradul's stream. Currently the heat checks go as following:
Over 140% Heat = 60% chance for shutdown, 20% chance for ammo explosion
Over 130% Heat = 40% Chance for shutdown, 10% chance for ammo explosion
Over 120% Heat = 20% Chance for shutdown, 5% chance for ammo explosion
Over 110% Heat = 10% Chance for shutdown
New way will be over 100% heat, the checks will scale with your coolant pressure. So when your coolant is in the green, 0% chance, but if it is red, it will be at the 140% chance.
Coolant Vent keybinding added, default is 'U' key. Holding down this key will vent to coolant, lowering the levels but also lowering the temp

BUILD 2027-1
Mech color schemes should work now
Infantry should do damage

BUILD 2027
LBX Cluster rounds replaced with Advanced Multi-Purpose Rounds (AMP). The ammo name will be LBX AMP. When an AMP round is loaded, you can use the Fire Mode select keybind to change how the round behaves (will stay that way for the next round also). First mode is Proximity Burst, which will detonate when a target is within 10 meters in front of it at a 22 degree spread. Second mode is Short Fuse, which will detonate the round after 0.05 seconds with a 6 degree spread. The last mode is Point Detonate, which will detonate on impact for 75% less damage but 50% higher chance of a TAC.
Tracers for ballistics increased by 50% to help with visibility
Infantry damage should be back
In the background, adding some references for the use of Niagara particle systems for impact effects