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About this mod
Yet Another Revamped Weapon includes all of the weapons featured in YAW + YAWC in addition to many more new weapons. All of the weapons have been balanced around the philosophy of "if every weapon is powerful, it's balanced" which should encourage more build variety and playstyles. Massive thanks to cszolee79 for releasing the YAW source files!
- Requirements
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Nexus requirements
Mod name Notes Mod Options This mod makes changing the various global modifiers much easier. Yet Another IS Mech • Yet Another Inner-Sphere Mech was added as required due to the shared Loader King Default Skin. Yet Another Mechlab Is absolutely required for certain weapon functions to work correctly. Mods requiring this file
Mod name Notes Clan Bounty Hunter Rewards If you use YetAnotherWeaponClan, that will work just fine as well except for the prestige rewards. Empress' Legion if using YAW, YAWC dont use this Faction Variants Requirement - you can use YAW instead, but many loadouts will be invalid. Giga-Upgrades Some of the mech upgrades and cantina rewards require Giga-WOP or YAW + YAWC. Revamped Machine Guns (YARW) If you do NOT use YARW, YAW + YAWC will work fine as well! Just make sure to use only YARW or YAW, NOT BOTH! Scary VTOLS Choose Between this or YAW/YAWC Yet Another Gah Dang Mech Required if not running YAW/YAWC - This is the recommended mod to run anyways. Yet Another Weapon Emporium Recommended - This replaces YAW/YAWC with new rebalancing and expanded weapon selection. May conflict with the overpowered nature of this mod, but are fun together nonetheless. - Permissions and credits
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Credits and distribution permission
- Other user's assets Some assets in this file belong to other authors. You will need to seek permission from these authors before you can use their assets
- Upload permission You can upload this file to other sites but you must credit me as the creator of the file
- Modification permission You are allowed to modify my files and release bug fixes or improve on the features without permission from or credit to me
- Conversion permission You can convert this file to work with other games as long as you credit me as the creator of the file
- Asset use permission You are allowed to use the assets in this file without permission or crediting me
- Asset use permission in mods/files that are being sold You are allowed to use the assets in this file in mods/files that are being sold, for money, on Steam Workshop or other platforms
- Asset use permission in mods/files that earn donation points You are allowed to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
File credits
Massive thanks to people who made this mod possible!
cszolee79 - For the source files of Yet Another Weapon and Yet Another Weapon Clan.
Trueg - For permission to patch this mod and YASV
Snarkel - For the idea of adding the Mek-Tek weapons from MW4mercs and for helping with testing.
se1fd3struct1on - For helping out with the suggestions, ideas, testing and the spreadsheet for the MechAssault content.Donation Points system
This mod is opted-in to receive Donation Points
- Changelogs
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Version 2.9.4
- Changelog: Update-2.9.4
Bug Fixes:
Just a quick fix for X-Pulse lasers and possibly IS lasers with a short-burst mode. Somehow by removing references to VSPLs
in the Laser emitter type used for ALT Fire modes caused issues. VSPLs were removed from this emitter type in 2.9.2 with their
overhaul but in 2.9.3 I removed anything unnecessary within the blueprint. Issue involved mechanics for AI activating for players.
Mod Changes: (Includes new features, weapons and minor tweaks)
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Flat Buffs:
-
Flat Nerfs:
-
Version notes:
-
Spreadsheet Changes:
-
Known issues not fixed on this version:
-
- Changelog: Update-2.9.4
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Version 2.9.3
- Changelog: Update-2.9.3
Bug Fixes:
LRMs spread upped to intended values. Their stats reverted. (They have been altered further after fixing this issue)
TBolt Single shot turn rate fixed. Flight path set to Hot Load LRM.
Fixed Clan Lasers T5 range quirk being set to +5% instead of +25%
Various T1 LRMs did not have their -cooldown reduction quirk to compensate for their stream duration
MMLs were half baked last update and their intended changes to match YAW were not finished. Main issue was they worked,
- but the suggested ammo types were wrong.
LRM lower than min range 0 damage bug possibly fixed.This is an issue with the base game logic. Most LRMs will read their min
range from their stat card as 10% of what it actually is though.
Patched the Dragonslayer "DSY-02P" to use YARW's AC-RF ammo instead of AC5 ammo.
Fixed some issues with the AI and any weapons that have altered stats just for them.
Fixed Clan Streak LRM Tier-Stat bonuses/quirks
Mod Changes: (Includes new features, weapons and minor tweaks)
MMLs use normal ammo. Added MMLs + Artemis for better parity with YAW. This may make any current MMLs invalid
Also, default mech loadouts currently equipped with MMLs will likely be broken until those mechs are updated to accommodate for
the soon to come changes from YAW. RISC MML stats adjusted to have better parity with the canonical MMLs.
MMLs equipped with SRMs will now use the Hot-Load LRM flight path. This is subject to change or revert back.
IS And Clan Chem Lasers overhauled. Clan Chem Lasers have stats more akin to TableTop and IS Chem laser stats are basically
the opposite compared to what they used to be.
Clan CL: Damage reduced to TableTop values. Fire rate increased and damage output is higher than IS standard Lasers.
IS CL: Damage increased to match IS Pulse Lasers. Fire rate decreased to match the same damage output as IS standard Lasers.
Heat also increased but the output is -25% less than IS standard Lasers. Range reduced to IS Pulse Lasers. Damage output
is now lower compared to what they used to be. Chem laser ammo for Clan and IS is based on 600 damage per ton of ammo.
Re-worked some of the "MKII" T5 bonus stats for IS standard/low tech weapons. For the sake of consistency and the fact that the
"MKII" suffix cannot be brought back, T5 PPC/Large Laser will no longer have any weight reduction bonuses. While generally a nerf
They now get the +33.33% vs 25% range boost and additional heat reduction seen in the other T5 standard IS tech weapons.
Apologies if this messes with any current builds. Check Version notes further below.
Weapons now compensate their burst/stream durations via emitter and not a quirk. It will not show this on the weapon stat cards
but by doing it this way, it'll also not be affected by mech quirks/equipment. Should of been done this way from the start.
Updated weapon "damage paint". Just visual improvements, though I it shouldn't improve or worsen performance.
T5 LRMs no longer have a velocity improvement over 10%, but this is done so to make their flight path more consistent
Tweaked Artillery a little bit.
Streak Missiles now have spread with a new cluster system. A similar system was added on top of ATMs, MRMs and SRMs as well.
Missiles with a streak flight path no longer have perfect "accuracy" as the only way they could have "spread" was their lock-on logic.
Other missiles will be less accurate up close, but about the same or more accurate at a distance. Further adjustments needed.
(Thank you cszolee79, simple but effective idea for this system).
Flat Buffs:
MML spread improved compared to other LRMs.
Pirate Sawn-Off LB-10X intro date set to 3037 vs 3060
Artemis LRMs now have a spread improvement of 33.33% vs 20%. Essentially Artemis LRMs accuracy remains the same.
RISC MML heat reduced almost in half.
Clan SRM Cooldown buffed to be 5.76 vs 6 seconds
Clan Linked LPPC heat reduced to 10 from 10.8
Clan ER Large Laser heat reduced to 9.8 from 10.5
Artillery Weapons blast radius increased. Long tom Artillery had this increased the most
Flat Nerfs:
SRM 6/4 spread increased by 10%. LRM Spread increased across the board by around 20%
Artemis SRM spread reduction is now -30% vs -33.33%.
Spread for E/N-LRMs increased to be more in line with LRM changes. They're still much more accurate than normal LRMs though.
Rocket Launcher spread and heat increase. Lower the class, the more the stats were changed
Most LRMs heat increased to be basically the same as the TableTop values instead of those values -20%.
All Clan Missiles now have 10% more spread than their IS Counterparts.
IS Stream LRM spread is only -6.66% vs 10% less than their normal counterpart, however, the stream firing style inherently
improves accuracy on its own, so this is more so done to reduce the stacking of accuracy boosts.
Clan ER Large Laser damage reduced to 10.5 from 11.25
Less powerful Artillery should deal less damage as their AOE damage was lowered
Artillery heat and cooldown increased. AOE Damage decreased as well but to varying degrees based on the Arty weapon
Version notes:
Since Chem lasers are "heavier and bulkier" due to needing ammo, they previously made very poor backup weapons. This was also
due to having less burst damage vs IS standard Lasers. They should now be able to fulfil this role better.
With the DLC-6 Arena content, RLs suddenly became viable and actually OP. The nerfs barely change the RL-20/15 to make them
more appealing vs the RL-10 as they're less weight efficient
There was testing in trying to bring back the "MKII" Suffix for standard-tech T5 weapons, but this still broke their upgrades. Main
advantage of T5 standard tech weapons is still the much lower heat output vs more advanced weapons. Testing this, along with
changing the Tier-5 PPC/L Laser has been on the backburner for a while, but now its known for sure that the MKII suffix is no good.
LRM changes were done to emphasize the use of Artemis or other equipment to enhance their accuracy. Additionally, LRMs
required minimal cooling so long as a DHS kit was installed. LRMs are still effective as support weapons, but boating them is far
more optimal. Despite the nerfs, they still prove to be strong and said nerfs won't affect things as would be thought. That said, if the
changes are too much, at least there is a much better base point as reference for future adjustments.
Arrow-IV changes will come later to be more in line with YAW's current pre-release build.
Spreadsheet Changes:
-
Known issues not fixed on this version:
Stream LRMs for some reason drop short on rare occasions for reasons unknown. Generally, they work just fine but this may be
an issue related to the range to target. More testing on this is needed, but even if consistently reproduced, I'm not sure what
would need to be done to fix the issue.
- Changelog: Update-2.9.3
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Version 2.9.2
- Changelog: Update-2.9.2
Bug Fixes:
Fixed tags for the Caseless AC/2 and /20. Weapons may disappear, add them back via the F10 debug menu
Reverted Load-King skins to default as Dead-Raiser's LDK skin was removed. YAISM no longer is required.
Added back some files from YAW/YAWC so that YAWE may piggyback off of YARW without issues.
For those that use Revamped Machine Guns: AI should now use the projectile based "Tracer MGs" more competently.
FLAK and LBX shouldn't damage the player if fired at point blank range anymore.
Battle Armor Disable Setting fixed and ammo types associated with such weapons are disabled now too.
Fixed weapon firing audio based on using Nostalgic Sounds Redux (NSR), more work is needed however (Highly recommend NSR).
Clan UACs set to only use a single firing sound. They fire such a rapid 2 round burst but this solves more egregious audio issues.
Updated weapon descriptions some more.
Single Shot TBolt Missile turn radius increased and uses the hot-loaded flight path now for better use at close range.
Fixed equipment .json not working.
Fixed the chance for some of the Clan weapons to be crit.
Performance improvements with ACs, most notably LBX ACs.
Mod Changes: (Includes new features, weapons and minor tweaks)
AI will now use most AC/2 and all Rapid-Fire Autocannons more competently now. Technically speaking, the way they will use
these weapons will be a bit different than the player, but for gameplay purposes this is a huge step up. May require more fine-tuning.
Non-Mech AI will alternate ammo types for AC/10s and AC/2s. This should make turrets less OP on Stronghold defense missions.
AI RAC burst count increased. AI should fire high fire rate ACs for around 0.9-1.33 seconds now.
FLAK and LBX rounds have been reworked. AOE will now only apply to VTOLs and Mechs. FLAK visuals improved
VSP-Lasers no longer have an ALT firing mode and are now simplified to have a x3 max range multiplier. Damage, heat and
cooldown values adjusted accordingly
Machine Gun arrays have had their weights and sizes set to be TableTop accurate.
Tweaked Hot-Loaded flight path. Testing has shown it to be more consistent and effective up close.
Weapon HUD text color changed to white. Done so for better accessibility and contrast for different HUD mods.
ERPPC and Gauss Rifles now match 1 to 1 for their damage scale and max range multipliers
Flat Buffs:
FLAK now has damage multipliers against VTOLs. 2x for AC-10/20s, x2.5 for AC/5 and x3.5 for AC/2
LBX now has a 1.25x damage multiplier against VTOLs.
HAGs now have a 1.5x damage multiplier against VTOLs.
ER, Snub-Nose, X and Pirate Dropship MKII PPCs all had a max range multiplier increase to 3x from 2.25x
Flat Nerfs:
FLAK and LBX no longer shuts down tanks as often due to their re-work.
All Rapid-Fire AC INC round heat damage set to 0.5 per projectile, which is the same as what the AC/20-RF had already
LBX AOE damage reduced, but this is more so to do with their re-work. Re-work + Old stats made them more powerful somehow
ER and Dropship MKII PPCs damage scale reduced to 20% from 30% at max range
Version notes:
For whatever reason, the editor does not like making projectile weapons have a heat damage over time system like the missiles do.
More fine tuning is likely needed for the new features of this update.
Spreadsheet Changes:
Updated LRM Missiles some more.
Known issues not fixed on this version:
-
- Changelog: Update-2.9.2
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Version 2.9.1
- Changelog: Update-2.9.1
Bug Fixes:
Fixed issue where the Proto LRM would not return to the correct flight path for the primary firing mode after swapping ammo.
Certain Cluster fire energy and ballistic weapons did not include a feature in which at least 1 projectile within the cluster would
-hit where the crosshair is targeting
Fixed intro dates of Battle Armor Recoilless Ammo. Set back to 3060 instead of spawning before 3015. Spawn chance reduced.
Fixed C-Bill values of higher tier Prototype PPCs. Salvage point value is uniquely set to C-Bill value divided by 300,000 vs 200,000.
Fixed Mysterious SLDF Ammo explosions chance to 15% vs 60%.
Fixed RISC-MMLs having the YASV Jam chance.
Adjusted HAG visuals to use AC2 impacts. This was always intended, but in making YARW more compatible with Merlock's
- weapon visual mods, certain things weren't transferred back over.
Mod Changes: (Includes new features, weapons and minor tweaks)
Binary Lasers/Blazers C-Bill value increased. Small Blazer value doubled, which is now the same as a Medium laser
Medium and Large classes C-Bill values increased by +25%. Salvage point costs adjusted.
Changed Pirate Ultra Gauss. Now fires a rapid 2 round burst with 7.5 damage per round. Other stats remained the same.
Flat Buffs:
Silver-Bullet Gauss Rifle cooldown improved from 5.555 to 5.333.
Medium and Large Improved Heavy Lasers had a minimal heat reduction to match that of Blazers
Proto LRM cooldown improved to 0.8 and 0.4 on the secondary firing mode. Velocities adjusted for better consistency.
Flat Nerfs:
Binary Lasers or Blazers had their duration increased by 20% and heat slightly increased so that the heat output is 2x the standard
laser counterpart. Previous heat was based on standard laser x2.25. Rate of fire is the same, so damage output is the same too.
These changes should help the viability of IS Pulse lasers as Pirate Blazers were overshadowing them heavily.
Improved Heavy Lasers durations are the same as Standard Lasers. Assault laser not changed
Version notes:
YARW moving forward will try to be as compatible as can be with any of Merlock's weapon visual mods. So future updates
will likely involve swapping around projectiles/rays assigned to weapons. I'm also gonna give the Niagara system a try so
some of YARW's visuals can emulate some of the changes done by Merlock. If I'm successful, it would be less of a burden
on Merlock as there would be less patches to be made.
Had to get this patch out so that I can work on higher priority things for now. Unless there are any serious issues/bugs, this'll be
the last update for some time.
Spreadsheet Changes:
-
- Changelog: Update-2.9.1
-
Version 2.9
- Changelog: Update-2.9
Bug Fixes:
Fixed PPC-X, Light and Medium Rifle-BF Cbill values per tier. Were set to vanilla values, which are wrong to begin with.
Fixed various salvage point costs to many weapons. Includes PPC-X and Inferno SRMs.
Fixed issue where the Disable Mechassault Setting also disabled the spawn of Plasma cannon ammo
Fixed Clan LRMs needing to "cooldown" on mode swapping.
Fixed some weapon desciptions and some of the weapons that had their descriptions de-linked.
Clan Streak MRMs now have a burst-duration compensation quirk. Burst duration extended for better parity with other missiles.
Clan Streak MRMs now also display their stats correctly, but ammo had to be reduced to 20%. 1 ammo now = 5 Missiles.
Fixed IS RAC/2 ammo per ton to be based on 0.48 damage per round vs 0.6
Fixed Advanced SRMs stats not being consistent among other SRM types. Clan versions kept their cooldown while IS got lowered.
Heavy Lasers in LOW-PWR (Low power) mode no longer have any screen interference, giving more value to this mode.
Pirate Double AC/5 descripitoin notes it uses FLAK rounds and its velocity adjusted to 1500m/s, or the same as the AC/5
A certain weapon using Mysterious SLDF ammo had something fixed. Hint Hint, the this weapon is Tier-5 only.
Mod Changes: (Includes new features, weapons and minor tweaks)
Released Source Files and YARW Guide! Note that the guide still needs more work and any feedback is welcome!
All Rapid Fire Autocannons now have 50% more heat output vs their standard counterpart and they have spread increases of +35
starting at 75 with the AC/2-RF. This makes the all but the AC/2-RF more accurate, but more noticeably with the higher classes.
Clan ER-Pulse Lasers now fire a Beam instead of an Auto mode as its alt fire. (Roughly inspired by the MWO Clan Beam laser)
Adjusted flight paths for the Clan "Cluster" mode, IS Hot-Loaded LRMs and all non streak SRMs.
New: Battle Armor Recoilless Rifles. Another odd lightweight BA weapon. Can be disabled anytime. Comes in Light, Medium and
Heavy classes with each higher class dealing +1 more damage. Ammo bins only come in 0.25, 0.5 and 1 ton varieties.
Fire rates are moderate and damage somewhat low, but they weigh very little and have a moderate range as well.
Velocity is the same as an AC/20. There is also a much earlier Pirate variation of this kind of weapon.
New Fat Bastard "Artillery": Based off the Bastard Rifle and functions much the same way. Difference is its much bigger and has
proper AOE damage that can obliterate light mechs pretty quickly.
Heavy laser interference is now based on the duration of the beam.
Flat Buffs:
AC-5/10/20-RF Heat adjusted to new fire rate values.
AC/10-RF and AC/20-RF spread decreased and cooldowns slightly improved.
Removed -20% armor damage penalty for Clan Streak MRMs.
Flat Nerfs:
AC-2/-RF heat and spread increased. AC/2-RF with a spread of 75 vs 56.25. Cooldown slightly increased to 0.3 from 0.25
AC-5/-RF heat increased. Cooldown minimally increased to 0.45 from 0.4
ProtoMech AC-4/8 heat and spread increased. PM-AC/4 Burst duration extended. PM-AC/8 cooldown slightly increased
Clan Streak MRMs cooldown increased from 6 to 7.2. Heat adjusted for slower fire rate.
Pirate Double-AC/5 Spread doubled from 25 to 50. The Spread is still very low. Heat increased from 0.88 to 0.9.
Version notes:
Thank you Snarkel for the beam ER-Pulse laser idea. Makes them more unique vs the "IS counterpart" X-Pulse lasers.
Thank you siciliansteel for suggesting a "Fat-Bastard" weapon based on the Bastard Rifle
From testing as I've had time to actually play the game, Rapid-Fire ACs were adjusted for balance reasons, but I do prefer to
sometimes overtune something before toning it back down later. So I was expecting AC/2-RF and possibly AC/-5-RF to overperform.
New changes for AC-RFs should work better anyways as they have a more consistent set of "standards" for their stats anyways.
I removed the additional "disable" functions and added them into my own brand new files so that they don't show up in the weapon
blueprints anymore. The relevant thing here is if this affects loading times. Let me know if you think it does. Otherwise ignore this.
Spreadsheet Changes:
-
Known issues not fixed on this version:
Recoilless Rifle ammo spawns in too early.
- Changelog: Update-2.9
-
Version 2.8.9
- Changelog: Update-2.8.9
Some needed patches/fixes as well as some new changes for Artillery based on YAW's changes
Bug Fixes:
Fixed Description not showing on the Pirate Bastard Rifle
Updated Descriptions on many weapons such as Inferno SRMs
Fixed Audio with Hyper-Fire PPC and Improved Clan Plasma Cannon (weapon audio type was too quiet)
Added the full list of tiers for Prototype PPCs (was just tier-1 before so YASV Proto-PPCs were finding their way in game)
Fixed more salvage and crit chances on a few weapons.
Fixed TBolts. Were using an obsolete projectile type. Now set to use MechAssault Javelin MK2 projectile.
Fixed Clan Arrow-IVs again. They reset to their previous projectile.
Fixed Turrets getting instantly disabled from any ballistic/missile weapon with heat damage. Feature is derived from
- YAW, but this causes issues with certain Coyote missions and their turrets. Unknown if the fix will cause other issues or work 100%
- of the time, but testing didn't ring any alarms. So as of now INC rounds are not good against turrets due to no damage bonus.
- This trade off is better than the OP instant disable, but its still less than ideal.
Fixed Crit-chance of many weapons such as the CAP-PPCs. YARW's standard bases this off of crit-slot size.
Fixed Clan Improved Plasma Cannon not swapping modes. Ammo TAGs got delinked.
Fixed Inferno Missiles using AC/10 fire sound on impact. (Issue stems from YAW)
Certain Mech patches weren't applied correctly due to typos. Should all be good to go now.
Mod Changes: (Includes new features, weapons and minor tweaks)
Prototype PPC slightly reworked. Range reduced to 500m from 540. Tier bonuses per upgrade are different vs other weapons
Doesn't get any cooldown buffs except for T5, but instead heat and min-range reduction buffs. (Its cooldown = tier 4 PPC already)
Reduced Pirate XL-LRM launcher intro dates to 3033 from 3053
Set Rapid-Fire ACs standard projectile type to what RACs use. Should help with visual obstruction and performance
SuperCharger C-Bill costs made more consistent. Each higher tier is 50% more expensive than the last tier, but overall this makes
them less expensive. Same changes done with MASC.
Clan Improved Plasma Rifle delivers slightly less damage but fires slightly faster now. Change is due to make the damage per
ton of ammo about the same as the Plasma Rifle. Projectiles in Splatter mode reduced from 8 to 7.
Flat Buffs:
Buffed the AMS T5 rate of fire and made the stats more consistent amongst all tiers. LAMS at T5 produce less heat while the normal
- AMS uses less ammo per second at T5. Standard AMS Missile destruction rate buffed amongst higher tiers as well.
Weapons that explode have this damage reduced through higher tiers.
CAP-PPCs for the most part explode for much less damage if destroyed. Standard does not apply to "PPC-X" style PPCs.
Clan Plasma Weapons should deal more damage vs vehicles.
Flat Nerfs:
Most weapons that exploded if destroyed had their damage increased due to the damage at higher tiers being reduced.
Version notes:
Plans to tweak Clan ER-Pulse lasers to have a BEAM alt fire mode instead of Auto mode will be done next update.
Spreadsheet Changes:
-
Known issues not fixed on this version:
Can't as of now fix Missiles auto-swapping modes on mission start if ALT ammo is the only ammo equipped in the mech. Not
really a major issue as the missile launcher can still swap ammo, but it must be done manually at the start of each mission. That
said, it's much better than locking into 1 mode for the rest of a mission. Auto-swapping mode still works when ammo runs out and
another valid ammo type is available.
So, not technically a bug with this mod but certain mechs (All Mad-Cat MKII's most notably), cannot ONLY use alt-fire ammo types.
Since this mod has so many ammo types for various weapons, it's much more apparent than just YAW. To get around this, equip at
least one 1/2 ton ammo bin to your mech.
- Changelog: Update-2.8.9
-
Version 2.8.8
- Changelog: Update-2.8.8 - Some needed patches/fixes as well as some new changes for Artillery based on YAW's changes
Bug Fixes:
Fixed SRM initially noting they're in "LRM" mode. Redid how the initial weapon mode name is done.
Clan LAMS range set to 200 from 2000m
Updated and fixed certain descriptions for weapons. Hopefully they're more clear in indicating important info. Feedback needed.
Rapid-Fire ACs salvage values set to standard of other weapons
Fixed IS LRM15s explosion damage being 10 instead of 7.5
Fixed Supercharger inconsistencies. Damage per second has a better standard
Working on Audio for weapons more. AC/2 audio set to rapid-AC/2 should help or completely fix issues of sound going out on firing.
Fixed issues with SRMs not being able to equip the right ammo types or being able to use ammo that would not work.
Fixed the Name for Heavy MRM ammo. No longer says incendiary as the ammo stays the same for both modes of the H-MRMs.
Fixed Clan Streak Missiles component targeting chance and damaged component chance. Was set to default which makes Streak
- targeting completely random with little focus on damaged components of 15%, vs 75%. Intended stats prioritize the torso more.
Fixed issue where only Clan Stream Artemis SRMs would not be able to swap back modes after switching once.
Mod Changes: (Includes new features, weapons and minor tweaks)
Reworked Artillery along with the same changes made in YAW. Arrow-IV turn rate increased, but spread doubled.
Artillery Have a 180 min range and Cannons have a 120 min range. Visuals improved as well as performance.
Lowered FLAK rounds radius to 275 from 300 for AC-2/5s, 260 for AC/10 and 245 for AC/20. Still looking into ways of making this
dynamic and only extend the proxy fuse after a certain range.
Added Arena Superchargers (SCs) to override vanilla content. Offers less of a speed boost, but still double that of normal SCs
Now has a deceleration boost vs non (Set to 1.75, Normal SCs have 1.25). Gauge Drain and fill rate improved. Turn rate penalty
reduced by 33.33% (The penalty went from 0.75 to 0.5).
Added new TOI and HUD_Weapon elements from YAW. Missiles now list their minimum range on the weapon's table HUD.
Flat Buffs:
-
Flat Nerfs:
-
Version notes:
Something I realized is, one reason AI are fairly dumb with Arena Superchargers is due to the turn rate also being reduced
when activated. Since AI always have MASC/Superchargers turned on, it causes them to fly face first into wall like a bunch
of imbeciles as they literally cannot control their mechs. Might look into this further by tweaking the Arena-SC stats so AI to better
utilize them. That said, an ultra lightweight + 66.667% speed boost is fairly OP. Constant 33.334% is already very strong with SC.
Spreadsheet Changes:
-
Known issues not fixed on this version:
Can't as of now fix Missiles auto-swapping modes on mission start if ALT ammo is the only ammo equipped in the mech. Not
really a major issue as the missile launcher can still swap ammo, but it must be done manually at the start of each mission. That
said, it's much better than locking into 1 mode for the rest of a mission. Auto-swapping mode still works when ammo runs out and
another valid ammo type is available.
So, not technically a bug with this mod but certain mechs (All Mad-Cat MKII's most notably), cannot ONLY use alt-fire ammo types.
Since this mod has so many ammo types for various weapons, it's much more apparent than just YAW. To get around this, equip at
least one 1/2 ton ammo bin to your mech.
Finding and fixing a lot of the bugs this update took way longer than expected. Also, some potential issues may exist, but no testing
has confirmed such. Main one is the firing mode switching mechanic for missiles locking into one mode after switching to AI. If
anyone can confirm such an issue to exist still, please write a detailed bug report.
- Changelog: Update-2.8.8 - Some needed patches/fixes as well as some new changes for Artillery based on YAW's changes
-
Version 2.8.7
- Changelog: Update-2.8.7 - Rework of Missile emitters, RF-ACs, QOL changes and patches
Bug Fixes:
Overhauled the Missile MML blueprint. All IS and Clan missiles with ammo/mode swapping should function better
-Hopefully any "mode locking" is fixed, some testing confirmed this but please write a bug report if something isn't right.
Tweaked LRM flight path to hopefully provide better consistency with hitting targets. OLD 2.7.2 version worked great, not sure
- why it suddenly started having issues with the new game release of DLC6.
AC-10-BF damage stats adjusted for its 4 round burst instead of its old 5 round burst.
Fixed RAC/2 audio. Decided to remove the AMS go brrrrr audio, as fixing it was taking more time than it was worth.
Fixed RAC Rock impact visuals
Fixed Config Files to pertain only to YARW and not YAW. Intended YARW settings should be the default to start with now.
Another pass at patching Mechs due to changes in YARW. Now integrated with YAML's new loadout replace through .json config system.
- Note that patches for YARQE will be needed as some of the quirks are override due to the new system but the alternative was to add
- another file to activate or download for steam users.
Fixed many visual issues with MechAssault weapons. Likely to get tweaked a bit later
Mod Changes: (Includes new features, weapons and minor tweaks)
FLAK round "hit detection sphere" reduced slightly. Went from 325 to 308.
Rapid-Fire ACs no longer have FLAK rounds and just have Standard + Incendiary rounds now. Standard rounds deal +20% more
damage than before so the DPS is very high. Ammo reduced further from 360 to 320 to compensate for the damage increase.
Inferno LRMs intro date set to 3015. Should be interesting with the refit system.
For any disable weapon setting, ammo-bins associated only to those weapons are also disabled now too.
Lowered the emitted smoke from artillery rounds. Should help performance as its 3.334 times less than before.
Weapon properties config simplified. If any issues occur, please make a bug report on Nexus.
Precision ACs re-worked but effectively their max ranges should just be correct now.
Flat Buffs:
LRM velocities buffed across the board. Was needed for better consistency. Turn radius also buffed, but more so for functionality.
RF-ACs base damage increased by 20%. Rounds per minute increased for all except the AC/2 class, but more significantly so
with the 10 and 20 classes of RF-ACs. Burst count also increased for the 10 and 20 classes, but cooldown is slower.
Buffed Clan Chem-Laser ammo damage per ton to 600
Flat Nerfs:
LRMs accuracy nerfed across the board due to other changes. Still extremely strong with the right build.
RF-AC Incendiary rounds heat damage slightly reduced and base damage reduced from 1 to 0.8. Heat Damage is further reduced
- per round for each higher class of Autocannon. Likely to get further tuned in the future.
RF-ACs also have had their spread increased along with the AC/2-RF now having spread. Heat increased to various degrees
Version notes:
Looking into ways to make the FLAK round have a dynamic hit detection sphere that increases after a certain range.
Any old config settings will be reset to the intended defaults or at least should be.
Spreadsheet Changes:
Still a WIP, but mostly finished.
Known issues not fixed on this version:
Weapon range multipliers still don't display correctly on the weapon stat-cards. They work as intended in game still
So, not technically a bug with this mod, but certain mechs (All Mad-Cat MKII's most notably), cannot ONLY use alt-fire ammo types.
Since this mod has so many ammo types for various weapons, its much more apparent than just YAW. To get around this, equip at
least a single 1/2 ton ammo bin to your mech of the weapon's primary ammo type.
- Changelog: Update-2.8.7 - Rework of Missile emitters, RF-ACs, QOL changes and patches
-
Version 2.8.6
- Changelog: Update-2.8.6 Minor patch update
Bug Fixes:
YAWE should work again with YARW now.
Set Dummy GUI file in YARW-Clan to not have anything display in game.
SRM6 salvage points = 1 again, and description fixed
Mod Changes: (Includes new features, weapons and minor tweaks)
-
Flat Buffs:
-
Flat Nerfs:
-
Version notes:
Long list of disable toggles of specific weapons removed as it extended loading times too much.
Spreadsheet Changes:
Still a WIP, but mostly finished. Hope to get done this upcoming weekend
Known issues not fixed on this version:
Mech-Assault Missile trails might linger...
Weapon range multipliers still don't display correctly on the weapon stat-cards. They work as intended in game still
- Changelog: Update-2.8.6 Minor patch update
-
Version 2.8.5
- Changelog: Update-2.8.5 - Minor patch update
Bug Fixes:
More or less a re-upload as I think the nexus version didn't go up right
Tuned LRM missile paths to be more consistent at closer ranges
Possibly fixed No damage LRMs at min range. If an LRM with min range is fired, and then the target moves closer than the minimum
range, the damage goes to 0.
Removed test mod options file in Clan resources
Updated YARW_Essentials to better include the up to date .json configs
Mod Changes: (Includes new features, weapons and minor tweaks)
-
Flat Buffs:
-
Flat Nerfs:
-
Version notes:
-
Spreadsheet Changes:
-
Known issues not fixed on this version:
Mech-Assault Missile trails might linger...
Weapon range multipliers still don't display correctly on the weapon stat-cards. They work as intended in game still
- Changelog: Update-2.8.5 - Minor patch update
-
Version 2.8.4
- Changelog: Update-2.8.4 (Current Release)
Major Patch update: Most major bugs were due to corrupted files
Bug Fixes:
Fixed Weapon Cooldown Component for various weapons. For some reason it got reset to YAW stock values despite not
touching this blueprint in over a week. This applied to UACs, RISC-ULTRA Laser and the Pirate-Gauss Rifle
Fixed some missing weapon descriptions
Set AC/2 back to single shot AC/2 stats and not the test-build Rapid AC/2
Remade the Blueprint for CAP-PPCs and IS Autocannons. Is much more streamlined and should prevent more odd issues.
- If any occur it will at least be easier to fix now.
Fixed Clan AC ammo capacity. Was at YAW's default values
Fixed MechAssault weapon and ammo issues along with intro dates. More work is needed but they function as intended now
Fixed Corrupted Missile blueprint connected to most IS missile weapons. All LRMs and SRMs should work as intended now.
IS LRMs intended stats set in place.
Fixed IS Stream Artemis LRM Turning rate issue. Other stats were also reset on the stats sheet so this has been fixed too
CAP-PPCs now default in the charged Capacitor firing mode.
Fixed LB-X_Solid Slug intro dates as they can now be "disabled" with the disable redundant weapons setting, same as ShortBurst
-Lasers. More weapons might be added to this but Stream-Streak SRMs are disabled by default for being dumb and worthless.
Loading Hints updated to better represent the current state of the mod.
Added Battle-Value to RF-ACs and AC5. This is a vanilla game bug
Mod Changes: (Includes new features, weapons and minor tweaks)
Heavily tweaked the PPC-X and Pirate SNPPC
Pirate SNPPC works now as a Chem laser PPC-X but the Heavy SNPPC (P) remains the same
IS LRMs: Cluster/Normal LRMs are 10% less accurate and generate 5% more heat vs their Stream Variation, but get out missiles
instantly vs in a stream. Cluster LRMs also tend to perform better at close range when hot-loaded.
SRM Guided path changed. Should arc a bit to help with hitting a target where aimed vs below. Please provide feedback on this as
changing missiles paths is a very tricky thing to get just right.
Properly Added Clan Stream SRMs back but are now disabled with disable redundant weapons. Might get their own setting later.
"""Reading is LosTech. Please read the weapon descriptions! There's a lot of useful info crammed there!"" hint added"
Flat Buffs:
PPC-X damage buffed to 20 (10 projectiles x 2 damage) vs 16 (8 projectiles x 2 damage). Likely to see some tweaks
Heavy Rocket-Launchers damage buffed by 12.5%. If u haven't tried one out yet, I strongly recommend doing so as they are
very underrated due to people not understanding their stat cards.
Adjusted Dumb-fire Ammo price to be 25% less expensive
Flat Nerfs:
PPC-X cooldown doubled to 8 from 4 and heat increased to 16 from 10.
Toned down the Rapid-AC, INC-heat damage and FLAK-AOE damage as the base projectile no longer loses half of its damage
- This was not displayed in stats for the stat card so things should be more accurately represented now. Also, AOE damage does
not like projectiles with a base damage below 1 for some reason, so things should be more consistent.
RF-AC ammo toned down a bit to 360 rounds per ton vs 400. Not a big change.
Version notes:
More RF-AC balance changes likely to come in the future.
Still concerned about other corrupted files so please make a bug report on nexus or @ me on the YAML discord if you think you
found something of this sort. Resorted to a backup build didn't resolve the issues oddly enough so I decided to keep using the latest
build and work on the bugs from there as at least there is some known baseline for what needed to be worked on
Spreadsheet Changes:
Still a WIP, but mostly finished. Hope to get done this upcoming weekend
Known issues not fixed on this version:
Mech-Assault Missile trails might linger...
Weapon range multipliers still don't display correctly on the weapon stat-cards. They work as intended in game still
- Changelog: Update-2.8.4 (Current Release)
-
Version 2.8.3
- Changelog: Update-2.8.3 Patch update
Bug Fixes:
So the Capacitor PPCs emitter blueprints were corrupted and had to be remade. The fix was literally remaking it 1 to 1, IDK why.
So its possible other parts of the mod got corrupted, so please write a bug report if you think something funny is going on with a
weapon.
YALM-Warlord or AS7-W was patched to have the LB-20X in YARW. Also swapped the Small Lasers for ER-Small Lasers
Fixed some of the PPC projectiles being incorrectly set. Should be more variety of PPC colors now :)
Machine Gun Ray added to YARW_Essentials as to not be overridden anymore.
Fixed Rapid-Fire Autocannons ammo consumption per shot to be per rounds and not per burst.
Fixed Light AC20/10 from not showing their selected ammo when equipped
Mod Changes: (Includes new features, weapons and minor tweaks)
Properly integrated the Disable Redundant Weapons setting. Only applies to short-burst lasers as of now
Flat Buffs:
-
Flat Nerfs:
-
Version notes:
-
Spreadsheet Changes:
Still a WIP, but mostly finished.
Known issues not fixed on this version:
Capacitor PPCs default Firing mode is now "Rapid-Fire" or RF-PPC instead of CAP-PPC. Since fixing them they default to this
for whatever reason. Not a big deal, but it would be nice to fix this.
-
- Changelog: Update-2.8.3 Patch update
-
Version 2.8.2
- Changelog: Update-2.8.2
Patch update
Bug Fixes:
Fixed IS LBX from having 0% range. Bug occured after fixing another bug from last update. Ironically that bug was preventing
- something else from setting the stats to 0
BA_TAG stats set correctly
Clan Flamers weight set to 0.5 vs 1 ton
Added "INC" to standard Rapid-AC ammo as well as updated its description too.
Rocket-Launchers to intro date of 3015. Not technically lore friendly, but better for gameplay and in spirit, it's more fitting to the lore.
Mod Changes: (Includes new features, weapons and minor tweaks)
Added description to Rapid ACs
Adjusted Clan ERPPC and Linked PPC projectiles for compatibility with another to be seen mod.
Flat Buffs:
-
Flat Nerfs:
-
Version notes:
-
Spreadsheet Changes:
Still a WIP, but mostly finished.
Known issues not fixed on this version:
-
- Changelog: Update-2.8.2
-
Version 2.8.1
- Changelog: Update-2.8.1
Bug Fixes:
Clan Machineguns set to their intended damage values. (-10% less than IS MGs)
Heavy MGs optimal range set to of 150m vs 135m.
Standard Autocannons Cooldown being reduced in firing mode2. This cooldown boost is supposed to be just for CAP-PPCs
Adjusted CAP-PPC cooldown bonuses to correct values. Is more consistent now.
Fixed Double-Ammo bins for Lore-Abiding Citizen
New standard ammo types should have a high chance of spawning now if they weren't previously set to.
Alt-Fire weapons had their Assigned weapon class change on their own. Unkown as to why but they all should function correctly now
Fixed TOI-Cluster Logic - Thank you cszolee79
All mechs in DLC-6 that had Rapid-Autocannons had their loadouts changed to accommidate for the overhauled Rapid-Autocanons.
Might see more adjustments later.
Mod Changes: (Includes new features, weapons and minor tweaks)
For just 1.1354 or higher (DLC-6) and not likely to work well with 1.1351 (DLC-5) Rapid Autocannons have been overhauled
and now use a universal ammo type.
Can swap between Incendiary rounds or FLAK rounds only. 400 rounds per ton of ammo
Added "Dumb-Fire" SRM missiles. Basically a non-lore friendly Dead-Fire ammo alternative until Dead-Fire missiles are introduced
in 3052. The Dumb-Fire missiles are more expensive and have less ammo per ton vs standard SRMs. They are less likely to
be struct and cause an ammo explosion though. Lastly, they are more expensive than normal SRMs are not not worth keeping
after Dead-Fire SRMs are available.
Flat Buffs:
-
Flat Nerfs:
-
Version notes:
-
Spreadsheet Changes:
Still a WIP, but mostly finished.
Known issues not fixed on this version:
-
- Changelog: Update-2.8.1
-
Version 2.8
- Changelog: Update-2.8 (Current Release)
Massive Rebuild from the ground-up
Bug Fixes:
Performance but most notably loading times seem better across the board compared to 2.7.2. So much was changed since this
version re-built most things from scratch and the base YAW + YAWC source files.
Machine-Guns no longer have left-over T5 heat damage bonus. Not all were bugged but this was an inconsistency
Mech-Assault Ammo should have the same intro dates as the selected enabled or disabled option.
Weapon-Upgrades should work for the odd few that didn't. Not every weapon + Tier was tested as that would take too long.
Heavy-Rocket Launchers asset names redone to allow for upgrades. If u had any previously, they can be added back via F10.
LBX ACs now have a consistent +20% damage in cluster mode across the board. Might get rebalanced in the future
Fixed Caseless AC20 no sound issue. Was due to having a reload sound oddly enough.
Clan RACs asset names changed. Again, if any weapons become invalid use the F10 menu.
Removed "MKII" suffix as this might of been a culprit to weapons not upgrading. Possibly a temporary change for now.
Patched new weapons having incorrect or inconsistent stats
Patched vanilla mechs with Autocannons-RF
Mod Changes: (Includes new features, weapons and minor tweaks)
Weapon chance to be damaged is now calculated at "(0.025% x Crit Slots) + 0.025%" instead of a flat 15% chance. Small weapons
Are less likely to be destroyed when armor is breached but large weapons are more likely. There are exceptions, such as prototypes.
Rifles (Light, Medium and Heavy Rifles) have come full circle back to vanilla damage but with a twist. They now deal significantly
less damage to varying degrees against mech armor. Mech Armor multipliers are as follows:
Light-Rifle = x0.333, Medium-Rifle = x0.5 and Heavy-Rifle = x0.667. Other stats have been either tweaked slightly or unchanged.
TLE (Traditional Lasers Edition) removed but in place a hybrid variation of the old laser colors and vanilla style of laser colors has
been implemented. Laser colors are more or less based on how powerful and technologically advanced they are.
Large Lasers start light blue and shift towards being more blue and then purple
Medium Lasers start Yellowish Green and shift towards being more Green and then "Sea-Green"
Small Lasers start Lightish Red (Yes and I swear it's not pink!) and shift towards being more Red and then Orange/Yellow
REMOVED Pirate: Capacitor SNPPC. ADDED Pirate Heavy PPC instead. Works like a shotgun just like the other Pirate SNPPC.
Pirate PPCs have been reworked in general with better visuals and weapon performance.
REMOVED Dead-Fire SRMs: Replaced as alternative fire mode and ammo for most SRMs. Note that Dead-Fire ammo is introduced
in 3052. Dead-Fire SRMs deal 1.5x more damage but have no lock-on ability,16.667% less range and way more spread.
REMOVED Stream-Streak SRMs: Only the Vanilla Stream-Streak SRM2 remains and has been set to not spawn but is still possible
to obtain through salvage or mechs with it as a default weapon. Just works like a normal Streak-SRM2.
REMOVED Streak MMLs: These weapons were the original weapon idea for the current RISC MMLs but their ammo selection was
not consistent with the YASV mechs with such weapons. As such they were splitted into two separate weapons but now these
"""Streak"" MMLs really don't fill much of a purpose. As such they have been removed to reduce weapon bloat."
Remade many weapon visuals such as muzzle-flashes for most Autocannons. Most projectiles have had visual tweaks. MGs too :)
Capacitor PPCs function more akin to other weapons with ALT-fire modes. Starts in normal (NRML) mode and can be switched
anytime to Capacitor (CAP) mode for a +5 damage boost in exchange for +4 heat. Basically more consistent than YAW Cap-PPCs.
Likely to see further adjustments
IS gauss explosion damage set to base damage + 1/3 while Clan = Base damage + 2/3. Applies to ALL gauss weapons
(This is still less than vanilla btw, so technically a buff)
Pirate Incendiary MRMs renamed back to Heavy MRMs. They now feature the previous Incendiary ammo like before with extra
structure damage, but now also include an alt fire High-Explosive AOE damage missile firing mode. These things will delete mechs
with low armor and exposed components. They are still classified as a Pirate weapon however.
Projectile-based Flamers removed but I will include their source files in case anyone wants to use them still.
Projectile-based Machine-Guns are now their own optional file to improve performance for those not wanting them to begin with.
Mech-Assault Weapons now spawn in by default but can be disabled anytime. More changes to them in the future.
X-pulse and RE-Engineered Lasers have almost identical stats now. The damage of these Pulse lasers is the same as standard
Pulse Lasers but they have a slightly faster rate of fire.
RISC-Hyperlaser now has an ALT-Fire that acts like YAW's version but without any additional mechanics that made things less
consistent. Deals -60% damage in "HYPER"-mode but has no cooldown or duration (fires continuously). Higher tiers of the
Hyper Laser receive more damage in HYPER mode to compensate for the lack of a cooldown + duration bonus.
Added "Bastard Rifle" which is a unique Pirate variation of a Heavy-Rifle.
All Capacitor PPCs now work like other weapons with ALT-fire. They can now be toggled to have the capacitor activated for extra
damage or turned off for better heat + rate of fire. Likely to see some adjustments in the future.
Precision ACs now can alt fire to Standard AC ammo and operate more or less like a single shot Standard AC.
Prototype PPC Repurposed. Instead of a cheaper but crappier PPC, it's now a "quirky" PPC. Can explode with a high chance of
being damaged and a min range of 90m. Cooldown is 4 instead of 5. C-Bill = 50% more than PPC. Still only T1 only for now.
Rotary Autocannons re-worked along with Caselss ACs since they both use the same heat bar emitter type. RACs now have
varying fire rates based on class. Clan versions are more linear in this change through classes while IS RISC RACs are more
separated in their stats like they were before. RAC/2 or 5s have higher proportional damage but a slight mech armor damage penalty
RAC/2s = 0.6 damage at 750 RPM but with a 0.8 mech armor damage multiplier.
RAC/5s = 1.111 damage at 600 RPM but with a 0.9 mech armor damage multiplier.
Clan RAC/10 = 1.777 damage at 450 RPM. RISC RAC/10 = 2.5 damage at 270 RPM. Both cooldown faster with less heat cap
Clan RAC/20 = 3 damage at 300 RPM. RISC RAC/20 = 4.167 damage at 180 RPM. Both cooldown faster with less heat cap
Caseless ACs completely reworked. Now function like a RAC, UAC and Burst AC all merged together. Super high Burst damage
potential as they fire longer bursts in rapid succession but for only so many times in a row before jamming. Jams last a long time.
ALL caseless ACs are more difficult to use in general due to the lengthy bursts requiring some skill to shoot well.
So under optimal conditions these weapons will wreck things like no-ones business but if you're spreading you shots all across a
mech or missing a few from a burst, they're not gonna perform better than other ACs.
CL-AC/20 can get about 3 bursts before needing to take time to cool of before risk of jamming/overheating.
CL-AC/10 can get about 4 bursts before needing to take time to cool of before risk of jamming/overheating.
CL-AC/5 can get about 5 bursts before needing to take time to cool of before risk of jamming/overheating.
CL-AC/2 functions more or less like a Burst-AC2 in that its fire rate isn't too much higher. Can fire way more rounds before jamming.
Re-worked AI targeting for weapons with ALT-Fire modes. Most notably with the standard style of autocannons.
Tanks and VTOLs (Cannon-Fodder) can now use Incendiary rounds under certain conditions as well as flak rounds.
Improved Plasma Cannon (C) changed to deal more damage on slugs but much more heat damage in Splatter mode.
Now uses Clan Plasma Cannon ammo instead of a special ammo type. (Splatter mode is cluster shot)
Slugs = 7.5 Damage and 3 heat damage. Also increases the velocity.
Splatter = 4 Damage and 7 heat damage. Fires 8 projectiles
For now, Heavy Lasers (Improved as well) can toggle to low-power mode, aka "LOW-PWR" to operate like a standard laser but with
a shorter laser duration. Is nice to have if heat is too intense, even if DPS and burst damage is lower. While this does invalidate
standard lasers for the most part in terms of role, they are still less space efficient
Clan Stream SRMs disabled for now but still exist in IA and if previous acquired. Need more community feedback if worth keeping.
Updated Binary Laser to Short-Burst version while the vanilla binary takes the old stats
"""Removed Autocannons-Rapid Fire"". They can be toggled via mod options but their stats weren't changed"
Burst-Fire Rifles kept and have no armor damage penalty to make them more distinct.
PPC-X stats rebalanced: Damage is now 16 vs 24 and cooldown is 4 vs 2.5. Accuracy is much better now though
Heat also increased to 10 from 5. Likely to see future adjustments.
Flat Buffs:
Rifles (Not gauss) velocity set to 1720m/s across the board.
Most heat-damage weapons such as Incendiary Autocannon ammo buffed to have more heat damage. INC ammo now has
a 1 to 1 damage to heat damage ratio but due note that INC rounds still deal 1/2 damage vs normal ammo
Heavy PPCs damage set to 16 from 15 and cooldown is 4.8 from 5. Light PPCs cooldown set to 4.1667 from 5.
SRM velocity increased from a base of 500 m/s to 540m/s. Dead-Fire Alt fire mode deals 1.5x more damage vs normal SRM ammo
MMLs now have a shorter cooldown of 4 vs 5. Now has a much better damage potential per ton
Dead-Fire LRMs for the Enhanced LRM min-range removed.
X-Pulse and RE-Engineered AUTO ALT-firing mode damage increased and cooldown + duration is the same amongst all of their
laser classes (small, medium and large). DPS increased as well. Might be over-tuned so If they feel OP, please provide feedback
IS Chemical Lasers now all have 630 base damage potential per ton of ammo
Artemis LRMs have slightly less Min-Range as well now vs non-Artemis LRMs
Short-Burst Lasers/Mode now have half the duration of their normal firing mode/laser counterpart
RE-Engineered Lasers structure damage penalty reduced. Multiplier is now 0.9 vs 0.8.
RAC Heat reduction improved over all tiers, along with Heat Bar ratio.
RAC Velocity improved across the board and no longer mimics Light ACs. Similar case with Caseless ACs
Improved Heavy Lasers now have the same fire rate as their heavy laser brethren, but this also increases their heat output.
Flat Nerfs:
More of a consistency thing, but Gauss Rifles and ERPPC optimal ranges were adjusted to 720m for GRs and 750m for ERPPCs.
Dead-Fire LRMs for the Enhanced LRM has had its damage multiplier reduced from 2x to 1.5x
X-Pulse and RE-Engineered lasers range set to be +25% better than standard pulse vs 33.334%.
LRMs no longer receive min-range quirk bonuses unless at T5
Short-Burst Mode/Lasers have -11.111% range.
RAC and MG damage over tiers reduced and capped at +40% at T5.
Continuous beam laser damage reduced to 4.5 from 5 and heat increased to 3 from 2.75. Might be temporary and tweaked a bit
-in the future
Version notes:
It seems a cause of slow loading times was actually all the unique weapon emitter blueprints being on so many weapons.
So performance isn't as improved as I would like it to be, nor as much when first doing the re-build. A lot of fat was trimmed however
amongst the amount of blue-prints and extra content within them.
Caseless ACs are probably a bit overpowered at this time. Likely to see tweaks in the future
Spreadsheet Changes:
Updated weapon stats across the board to represent the 2.8 rebuild (Still in progress)
Known issues not fixed on this version:
Due to being re-built from the ground up, its its likely that there are new bugs but at the same time previously reported bugs should
be fixed now too.
- Changelog: Update-2.8 (Current Release)
-
Version 2.7.2
- Changelog: Update-2.7.2-Bug fixes
Bug Fixes:
AC/2 BF higher than tier-1 were set to single-shot AC/2 stats.
Fixed various weapon descriptions to be more accurate or better represent the weapon
RISC MMLs given high arc trajectory seen in just about every other LRM weapon.
Mod Changes: (Includes new features, weapons and minor tweaks)
-
Flat Buffs:
RISC-Streak MMLs cooldown buffed from 5 to 4.4.
Flat Nerfs:
-
Version notes:
Streak MMLs were arguably useless in terms of comparing them to other weapon options. They might
get axed entirely in the future or re-worked, but for now they're just getting a cooldown buff.
Spreadsheet Changes:
-
Known issues not fixed on this version:
Looking into ways to possibly reduce loading times.
- Changelog: Update-2.7.2-Bug fixes
-
Version 2.7.1
- Changelog: Update-2.7.1-Bug fixes, Buffs and visual improvements
Bug Fixes:
Dramatically increased missile turning rate for missiles given the high arc trajectory such as the N-LRMs
Fixed IS Stream LRM20 + ART tier-5 range quirk. Is now + 25% and not 40%.
RISC Hyper Laser should work as intended now. Somehow I re-linked its old HUD elements which broke things
Fixed RISC Ultra Laser stats at higher tiers
Fixed various Clan Tracer MGs. Their stats were not being read from their data-table.
Fixed Inferno Heavy-Rocket Launchers using the normal RL projectile.
Certain Precision, Flak and INC ammo bins set to correct ammo per ton.
Mod Changes: (Includes new features, weapons and minor tweaks)
Small tweaks and adjustments to LRMs which have more consistent heat and spread among each other.
Adjusted Missile visuals for better integration with the mod Volatile.
Adjusted Pirate Double AC/5 audio to sound better. Also gave it burst duration compensation. Also can now use Flak ammo :)
Weapon visuals adjusted for MA_Hammer + Javelins. Many other missiles set to default as moving forward I'll be recommending
the mod "Volatile" since it does a great job at overhauling missile visuals.
Flat Buffs:
Extended LRMs now deal 1.4 damage per missile vs 1.25, and 1.3x vs 1.5x the heat of normal LRMs + Accuracy improvements
Flat Nerfs:
Extended LRMs fire slower at a cooldown of 5 vs 4. However, this also reduces their heat output so it isn't strictly just a nerf.
Version notes:
I've confirmed that LRMs in this mod can hit targets beyond 1250m. It was commonly believed missiles couldn't go past
this range due to game-engine limitations but this is clearly not the case so Extended LRMs are not useless!
Spreadsheet Changes:
-
Known issues not fixed on this version:
Looking into ways to possibly reduce loading times.
- Changelog: Update-2.7.1-Bug fixes, Buffs and visual improvements
-
Version 2.7
- Changelog: Update-2.7 - Steaming with Patches and Big Booms!
Bug Fixes:
Fixed Clan RAC Jam Bar not having any color variation and RAC projectiles in general to have better performance. :)
Fixed Improved Plasma Cannon names in higher tiers.
Fixed Clan AC/2 + AC/5s various issues
LB-10X Projectile Tracer is no longer set to the default AC/10 tracer
Fixed VSPL ALT-Fire mode. Was broken since the asset names changed several updates ago.
Fixed Impulse on AC20 + AC10
Adjusted and fixed many ammo bin C-Bill values. Mostly cost reductions.
RISC RACs intro date set back to RISC Faction (3082)
Lava-Gun and Hammer Missile detonate at max range instead of disappearing
Fixed Advanced MG Tracers
And many other small weapon visual adjustments and tweaks. Clan Ballistics back to green tracers for now at least
YASV Mechs Patched: HBK-4X-Has the proper Light AC/20 ammo and not normal AC/20 ammo.
BLK-MHL- Adjusted loadout since the RE-Engineered Laser weights are lore accurate in YARW vs YASV
Fixed Clan UAC/10 damage. was set to 2.5 vs 3.333 per projectile.
Mod Changes: (Includes new features, weapons and minor tweaks)
Mod is now on Steam!
LBX ACs Cluster mode now deliver AOE damage while slugs work the same as before Removed LBX armor damage reduction.
Standard ACs burst variation separated into its own style of weapon. Burst ACs now can switch between burst and Flak rounds.
Flak rounds have a small proximity based detonation distance and they deal AOE damage.
Single Shot Standard ACs can now switch between slugs and incendiary rounds, which apply heat damage to targets.
NEW! Precision Autocannons: Function akin to a Streak SRM but as an AC. has 1.33x the range as a standard AC, but has
40% less ammo per ton. Also deals 20% more damage against everything except mech armor.
NEW! Hyper-fire PPC: Basically a Rotary PPC. Can overheat if fired for too long. Massive damage and heat output.
NEW! Mech-Assault "Tracking PPC" variants: A more representative version of the MA PPCs, can lock-on like a Streak SRM
but have lower velocities
Prototype PPCs beyond Tier-1 have been essentially disabled.
Enhanced-LRMs + MMLs now firing in a high arc like Stream LRMs.
IS LRMs now stand out with 20% more damage vs Stream LRMs.
Flat Buffs:
Advanced PPC weight reduced to 8 vs 10.
Auto-Pulse Laser Heat reduced to .667 from .75
Lava-Gun accuracy improved from 150 to 90 and optimal range increased to 360m from 270m
Lava-Gun Burst Duration offset added (- 0.6667 cooldown)
Re-Engineered Large Laser size reduced from 5 to 4. Less lore friendly but more sensible for consistency with other weapons
Flat Nerfs:
Lava-Gun velocity reduced to 275 vs 400m/s and max range set to optimal range (360m from 405m)
Version notes:
If you lost any weapons this update, check the spreadsheet's intro page to look into getting them back.
Still looking at patching mechs from other mods with invalid load-outs but no ETA when this will release. Likely need help from other
modders
Spreadsheet Changes:
-
Known issues not fixed on this version:
Looking into ways to possibly reduce loading times.
- Changelog: Update-2.7 - Steaming with Patches and Big Booms!
-
Version 2.6.3
- Changelog: Patch-2.6.3 - Minor Patches and tweaks
Bug Fixes:
Fixed TLE and method on making the separate TLE version. Should prevent the stats from switching and being borked.
Clan RAC weapon tags changed for better mod compatibility. Kinda sucks but this'll be better for the future.
Fixed certain weapon displaying the incrorrect weapon model
Mod Changes: (Includes new features, weapons and minor tweaks)
Lava-Gun muzzle flash reduced but molten metal debris from firing increased.
Flat Buffs:
-
Flat Nerfs:
Lava-Gun heat increased to 24 from 15 per use. Might get further increased, but heat output per minute is about 216 which is
still very high.
Advanced MGs weight increased to 2 from 1. Much better balanced now and more representative of the Mech Assault MGs.
Version notes:
If you lost any weapons this update, check the spreadsheet's intro page to look into getting them back.
Would like to look over the Cluster Style LRMs to make them stand out vs Stream Style LRM.
Spreadsheet Changes:
Don't have much time for mods ATM, but I'll still work on small things when there's time.
Known issues not fixed on this version:
The Clan RACs Hud colors aren't working but this is just a cosmetic. Likely to get more closely looked at for a 2.7 update
- Changelog: Patch-2.6.3 - Minor Patches and tweaks
-
Version 2.6.2
- Changelog: Patch-2.6.2 - Minor Patch and tweaks
Bug Fixes:
Fixed AP Gauss. Was using a flawed testing method as i based the muzzle flash effects it has from the perspective of an Atlas,
which has a low slung ballistic weapon mount. AP Gauss will no longer have a blinding flash when fired near the cockpit of a mech.
Mod Changes: (Includes new features, weapons and minor tweaks)
Changes Crossbow SRMs to maintain the same damage per missile regardless of tier but the cooldown is no longer kept the same
per tier either. Technically, higher tier launchers have a longer cooldown due to the burst duration but more missiles fired which =
more damage per trigger pull.
Flat Buffs:
All Stream Missile weapons now have +10% velocity over their cluster counterparts
TBolt Velocity increased from 350m/s to 400m/s
ATM Velocity increased from 450m/s to 480m/s
Flat Nerfs:
-
Version notes:
Would like to look over the Cluster Style LRMs to make them stand out vs Stream Style LRM.
Spreadsheet Changes:
Don't have much time for mods ATM, but I'll still work on small things when there's time.
Known issues not fixed on this version:
The Clan RACs Hud colors aren't working but this is just a cosmetic. Likely to get more closely looked at for a 2.7 update.
- Changelog: Patch-2.6.2 - Minor Patch and tweaks
-
Version 2.6.1
- Changelog: Patch-2.6.1: Mostly adjustments and a few fixes
Bug Fixes:
MA Advanced ACs re-worked to more closely resemble how they functioned in MechAssault. Fire in proper bursts now
MA Crossbow SRMs re-worked to more closely resemble how they functioned in MechAssault. Burst Duration extended
Reduced Smoke from Advanced ACs so they are not as blinding. It's still excessive though.
Fixed Flamethrower visuals
Mod Changes: (Includes new features, weapons and minor tweaks)
Set AI ALT fire missile range to 200m from 270. Not sure what else to do to convince AI to use LRMs like LRMs instead of MRMs.
Advanced AC ammo increased to compensate for increased ammo consumption
Flat Buffs:
-
Flat Nerfs:
Flamethrower range reduced to 90m from 120m
Version notes:
-
Spreadsheet Changes:
When there is time to do so, the spreadsheet will get updated some more to the current version.
Known issues not fixed on this version:
The Clan RACs Hud colors aren't working but this is just a cosmetic. Likely to get more closely looked at for a 2.7 update
- Changelog: Patch-2.6.1: Mostly adjustments and a few fixes
-
Version 2.6
- Changelog: Patch-2.6
Some oopsie fixes, buffs, some new content and making things purtier looking :)
Bug Fixes:
Fixed Pulse Laser descriptions to be more accurate since many of them no longer have a "full auto" alt fire since version 2.4.
Gauss tracer trails were incorrectly set to the wrong type. Were also adjusted to look nicer in general
Fixed the Tier-5 MechAssault Energy weapons C-Bill values.
Added a slight delay to Autocannon + MG weapon Tracers so that they don't look like lightsabers at super close range.
ELRM Rocket Exhaust is now always the color its intended to be
Adjusted loading hints to be more accurate... added some more too.
Fixed ATM burst durations and burst duration cooldown offset
Mod Changes: (Includes new features, weapons and minor tweaks)
Advanced Laser beams are now... Thicker.
Updated All projectile based flamers projectile visuals to be more... fiery. Flare Flamers may cause performance issues
TLE Lasers vanilla lasers and some of the advanced-tech IS lasers should now be compatible with the Beam-Effect Mod.
Linked-PPC color changed to yellow
Thunderbolt/TBolt Missiles are now more akin to the current MA Javelin LRMs
Added Pirate Double AC/5
ATMs now have different exhaust colors based on range.
Flat Buffs:
TBolt indirect fire capabilities have greatly improved.
Auto-Pulse Laser heat reduced to .75 from 1
Flamethrower damage increased to 15... this weapon is for sure OP but it also only has 1 tier as well.
Projectile Flamer weapons velocity increased
Flat Nerfs:
Flamethrower C-Bill Value Increased
Version notes:
-
Spreadsheet Changes:
-
Known issues not fixed on this version:
The Clan RACs Hud colors aren't working but this is just a cosmetic.
- Changelog: Patch-2.6
-
Version 2.5.1
- Changelog: Patch-2.5.1
Bug Fixes:
Crossbow SRM weights reduced in half to intended weights and they can no longer fire past their max range.
Fixed Stream LRMs and NLRMs descriptions to be more accurate.
Mod Changes: (Includes new features, weapons and minor tweaks)
All Advanced Autocannons now use the Medium Rifle Firing sound.
Flat Buffs:
Lava-Gun no longer uses ammo.
Flamethrower weight reduced from 5 to 3 tons
Flat Nerfs:
Javelin LRMs velocity reduced from 600m/s to 400m/s. Is the same as other LRMs now basically
Version notes:
Feedback on the new Stream LRM firing trajectory would be greatly appreciated
Spreadsheet Changes:
-
Known issues not fixed on this version:
The Clan RACs Hud colors aren't working but this is just a cosmetic.
- Changelog: Patch-2.5.1
-
Version 2.5
- Changelog: Update-2.5 (Current Release)
Big update with all new MechAssault Weapons and many nice tweaks and balacnces. This update has taken +48 hours to create.
Bug Fixes:
Improved Clan Heavy Lasers now have the "(C)" at the end of their name
Heavy Clan Plasma Cannons had their ammo type fixed. Ammo tags got unlinked for whatever reason.
All double ammo bins should now be subject to YAML's Lore Abiding Citizen Mod Options Toggle. This actually should be in the next
YAML update as well :)
ATM HE Missiles (Short Range) fixed to 3 vs 2.666 damage per missile.
Completely re-went over and remade the flamers. Kept glitching out but they should be all good now and spawn correctly.
Fixed certain weapons with incorrect C-Bill multipliers for their tier.
Enhanced Long Range Missiles (NLRMs) "stream duration" cooldown quirks removed.
Mod Changes: (Includes new features, weapons and minor tweaks)
Added Basically all the weapons from MechAssault: Many of these weapons have additional or unique characteristics on higher
tiers. MechAssault weapons only include tiers 1, 3 and 5 or just tier 1. They are not designed to be the most balanced but
nothing should be game breaking either.
MechAssault Ballistics: Advanced Autocannon + ADV-AC/5 X2, Advanced Gauss Rifle, Advanced Machine Gun + ADV-MG x2.
MechAssault Missiles: Javelin LRM + X2 and X4 variants, Crossbow SRM + X2 variant, Hammer Missiles
MechAssault Energy: Advanced Laser, Auto-Pulse Laser, Advanced PPC, Plasma PPC, Flamethrower, Flare Flamer, Lava-Gun
They are all DISABLED by default and require the user to toggle them at the bottom of YetAnotherRevampedWeapon Mod Options
setting tab. This setting is at the bottom of the tab.
MechAssault mechs now have a -90% to missile lock-on time. Might extend out to Wolves mechs as well.
Had to remove YASV weapons toggle to add MechAssault Toggle :(
Weapon salvage costs Overhauled: Salvage costs for weapons are now based on the weapons C-Bill value divided
by 200,000, then rounded to a whole number. So a weapon that is valued at 400,000 C-Bills is now worth Two
salvage shares. Clan Weapons just add 33% more than their IS counterpart or closest equivalent.
RISC Hyper-Lasers Reworked to function more like all the other lasers. Closest in Function to Clan Heavy Lasers now.
AI Missile Ammo switch range set to 270m across the board. Experimental change, the intent is to make AI focus on the "Long"
range mode more of ALT fire style missile launchers such as MMLs.
ATM and LRM ammo types when switching firing modes changed. ATMs display HE and ER now and Clan LRMs display as
INDIR and DIRECT. IS display as INDIR and HOT-LD
Returned IS Stream LRMs to fire in an ARC. ALL stream LRMs (Except Pirate LRMs) now fire in a Fire arc ideal for indirect fire.
Capacitor PPCs re-worked. Vastly simplified and their previous charge up mechanic removed. Now function like a normal PPC
but with more damage and a longer cooldown. Likely to see more work in the future.
Tracer MGs got Muzzleflashes added and HGRs had their muzzleflash effects increased by +25%.
Flat Buffs:
All MRM velocities returned closer to what it was before last update. Range kept the same
All MRM Burst durations reduced by around half
Flat Nerfs:
My sanity...
Version notes:
Massive thanks to se1fd3struct1on!
MechAssault weapons won't likely be seeing heavy changes unless they can be brought closer in any way to how they function in
MA. This also goes for balance changes, they're unlike all the other weapons in YARW in terms of balancing standards which is
why they are disabled by default.
For some reason, any time more weapon disable toggles are added, it breaks the mod from even being Packaged.
More changes to AI weapon swapping behavior might be necessary. More data is required on tweaking this.
IDK why weapons and Ammo keep unlinking from their tags but it's very time consuming to test this thoroughly before each release.
IMO MRMs are pretty strong which is how I prefer them to be. All weapons really should feel "strong" if that makes sense.
Spreadsheet Changes:
-
Known issues not fixed on this version:
The Clan RACs Hud colors aren't working but this is just a cosmetic. - hi
- Changelog: Update-2.5 (Current Release)
-
Version 2.4.1
- I'm just posting the whole Spreadsheet changelog here now :)
Bug Fixes:
Fixed HUD_Weapons widget which affected weapons with alternate firing modes (Only affected a few but it should be good now)
fixed clan flamers again, had intro date set to 9066 instead of 3066.
Excess Flamer Cannon ammo deleted.
RISC Rotary AC/10 weapon Tags fixed from being a RAC20 and is now a RAC10. RISC RACs jam stats also fixed
Audio fixes for Clan Ultra AC 20s. Now their firing sound isnt cut off
Heavy Flamer weight set to 1.5 as it should be.
Patch for the current YALM Goshawk RISC variant. Thank you MalumUmbra for helping with this :)
Mod Changes: (Includes new features, weapons and minor tweaks)
Flat Buffs:
Experimental Changes: MRMs and Pirate MRMs got a significant improvement to their accuracy
Buffed RISC RACs damage by +1
Flat Nerfs:
Clan Streak MRM ammo reduced to 600 vs 720 missile per ton. Velocity reduced slightly
MRMs, Pirate MRMs and Apollo MRMs got a velocity reduction and a slight range reduction
Version notes:
More so an emergency patch than anything else
Didn't have enough time to playtest new MRM changes as i was in the middle of that before needing to put up a patch ASAP
Will likely buff their velocity back up.
More Mech patches will likely come later :)
Spreadsheet Changes:
-
Known issues not fixed on this version:
The Clan RACs Hud colors aren't working but this is just a cosmetic.
The RISC Goshawk has some incorrect Armor values from YALM but it'll get fixed later.
- I'm just posting the whole Spreadsheet changelog here now :)
-
Version 2.4
- Please check the Spreadsheet Changelog for a more in-depth changelog
- Added New Proto RAC/2s
- Many Weapon Tag changes to have better parity with YAW
- Fixed many weapons with bugged tags. Sometimes this occurs for no real reason as weapon tags sometimes delete themselves in the editor.
- Accuracy boosts to certain missiles such as MMLs
- LBX has +20% more damage but is offeset by -16.7% armor damage
- MGs deal +50% more damage than before but also have -50% Armor damage
- Fixed Flamers in general
- Better Artillery Parity with YAW
- YAWR Now includes Mechlab Levels in the base mod and MechLab_Levels Optional File reduces their requirements instead of increasing them.
-
- Please check the Spreadsheet Changelog for a more in-depth changelog
-
Version 2.3
- Please check the Spreadsheet Changelog for a more in-depth changelog -
- Many bug fixes and QOL changes.
- Only X-Pulse, RE-Engineered and Clan ER Pulse lasers can toggle between auto and pulse modes now.
- Many weapons C-Bill costs adjusted and more often than not reduced
- YARW_Mechlab_Levels no longer focuses on making clan equipment need a higher YAML Mechlab level. Has been simplified.
- New Pirate Weapons: Pirate XL LRM30s/40s, Ultra Gauss, Silver-Bullet Heavy Gauss, Snub-Nose PPC (P) + Snub-Nose PPC Cap(P) and Pirate Gatling MG
- New Apocryphal Weapons: Ultra Laser (Replaces Improved Large X-Pulse Laser),
- RISC MMLs return closer to YASV RISC MMLs, RISC Streak MMLs standalone weapon now,
- Advanced SRMs return, and BA SRMs are standalone weapons again.
- ER And Heavy Flamers return in their traditional Hit-Scan form while the Projectile based versions are now Called "Concentrated Burst" Flamers.
- Gatling MGs reworked
- Recoil adjustments
- Please check the Spreadsheet Changelog for a more in-depth changelog -
-
Version 2.2
- Please check the Spreadsheet Changelog for a more in-depth changelog
- Fixes many bugs such as Pirate MRM40s dealing 4x the intended damage.
- Clan Gatling MGs now spawn in. Gatling MGs also take 2 slots instead of 1 which was intended to begin with.
- Inferno Missiles now deal 6x internal structure damage.
- Added Pirate XL SRM8s and 12s
- Update YARW_MechlabLevels to include more weapons
- Added YARW_Essentials which just inclides the .json configs but with this file they'll load higher and not be overwritten by other mods
- SRMs given much better accuracy and better turning speed. Likely to see further adjustments as this might of been too much of a buff
- RISC Streak MMLs now have the same velocity as Clan Streak LRMs.
- Clan Streak LRMs velocity reduced from 750m/s to 700m/s
- Please check the Spreadsheet Changelog for a more in-depth changelog
-
Version 2.1
- This is my most time-consuming update yet. Mod changed to Yet Another Revamped Weapon because the mod no longer carried much of a resemblance to the OG mod for which it takes lineage from (Weapons Overhaul Project) Since I'm fairly active in the YAML Discord, the new mod name seemed much more fitting.
Please check the Spreadsheet for a more in-depth changelog.
- Many Bug Fixes and QOL changes, most notable one is the weapon models being correct now
- Added new Mod Options Toggles for disabling non-lore friendly weapons and odd weapons.
- Added new Pirate Weapons: M Blazer, S Blazer, Sawn-Off LB-20X, Pirate Dropship PPCs, XL_SRM10
- Added All weapons from YASV: Spinal HGR, Re-engineered Lasers, Prototype PPC, RISC RAC/20, Clan RAC/20 Already was in mod, Medium VSPL already was in mod, RISC Streak MMLs replaces RISC MMLs, Pirate Incendiary MRMs replace Heavy MRMs,
- Added Improved Heavy Lasers, Heavy Lasers now have distortion effect when firing but much shorter burst durations than before
- Added Clan Improved Plasma Cannon which is like a shotgun plasma rifle.
- Pulse lasers now have a full-auto alt fire mode
- Standard Autocannons may switch between Burst and Single Shot modes now
- Added Red Tracers to most ballistic weapons. Green ones for Clans are a WIP but I can't seem to get it right ATM.
- Battle Armor SRMs now have 2-5 tiers and can be upgraded.
- ATMs now have an ALT fire for hyper lethal shorter-range missiles and medium-long range missiles.
- Clan LRMs can switch firing trajectories now.
- Lasers have color based on weapon family and not class. "Extended Range laser" is a family, and "Small Laser" is a class.
- This is my most time-consuming update yet. Mod changed to Yet Another Revamped Weapon because the mod no longer carried much of a resemblance to the OG mod for which it takes lineage from (Weapons Overhaul Project) Since I'm fairly active in the YAML Discord, the new mod name seemed much more fitting.
-
Version 2.0
- With the Release of DLC5, Giga-WOP was given a simpler version # style. A bunch of new weapons were added with this update. Special Thanks to Snarkel for the idea for this update and for testing.
New Content Includes apocryphal weapons from MW4mercs and its Mek-Tek expansions.
- Updated Optional Files + added new one.
- Light AC/10s +20s
- HV-AC/20
- Clan Rotary AC/10s +20s
- Clan Heavy Plasma Cannon (Based on the Plasma Cannon from MW4 and is not to be confused with the lore accurate Clan Plasma Cannon already in this mod)
- Assault Laser
- Large Continuous Beam Laser
- Clan Linked Capacitor PPC
- Heavy Rocket Launcher + Inferno Variant
- Inferno LRMs
- Clan Streak MRMs
- Clan Railgun (Better buckle-up Buckeroo)
- With the Release of DLC5, Giga-WOP was given a simpler version # style. A bunch of new weapons were added with this update. Special Thanks to Snarkel for the idea for this update and for testing.
-
Version 1.04.0
- More bug fixes and new content. Updated for use with DLC4 in case users want to revert back to an older game version. For mre details check out the Spreadsheet.
-Standard + ER lasers and IS LRMs have an ALT firing mode
-Replaced Advanced SRMs with Battle SRMs IS
-Stream LRMs overhauled
-Updated the GUI config
-LAMS no longer burn hotter than the sun
-Mod Options sliders integrate better with Giga-WOP now
-Some clan weapons had their heat, cooldown and C-Bill costs increased.
-ELRM weight adjustments
-MG arrays crit-slots reduced
- More bug fixes and new content. Updated for use with DLC4 in case users want to revert back to an older game version. For mre details check out the Spreadsheet.
-
Version 1.03.1
- Fixes the names and descriptions for Stream SRM missiles. Caseless ACs now have unique stats and a heat bar like RACs. Adjustments to laser heat values and many other bug fixes.
-
Version 1.03.0
- Adds many new weapons and weapon variants.
New weapons include
-Caseless Autocannons (New weapon)
-Clan Rotary Autocannons (New weapon)
-Projectile based Machine gun called Tracer MGs (New variant)
-Extended and Enhanced LRMs (New weapon)
-MRM + Apollo FCS (Variant: Is like how Artemis is to LRMs)
-Thunderbolt Launcher (New: One shot weapon like rocket launchers.)
-SRMs have lock-on capabilities (Overhaul)
-Clan Stream SRMs (New Variant)
-Projectile based ER and Heavy Flamers (Weapon Replacer)
-Clan Plasma Cannon (New weapon)
-Variable Speed Pulse Lasers (New Weapon: Can switch firing mod like LBX autocannons)
-Clan Chemical Lasers (New Weapon)
-Battle-Armor Support PPC (New Weapon: Like a micro laser in PPC form)
-Advanced Point Defense System/APDS (New Equipment: Basically a super AMS)
- Adds many new weapons and weapon variants.
-
Version 1.02.1
- Bug fixes to various things. Most notable are the ammo per ton fixes to certain autocannons, audio fixes for faster firing autocannons and changes to how MRMs function. More details on the spreadsheet changelog.
-
Version 1.02.0
- Lots of little changes and bug fixes. Check the spreadsheet changelog for a more in depth look at the changes. Main changes in 1.02.0 include slight rebalancing and buffs to autocannons.
Missiles received buffs to their turn speed, which improves accuracy. Fixed many small errors and inconsistencies with the weapon tiers percentage bonuses.
- Lots of little changes and bug fixes. Check the spreadsheet changelog for a more in depth look at the changes. Main changes in 1.02.0 include slight rebalancing and buffs to autocannons.
-
Version 1.01.0
- Just bug fixes. Fixes include the PPC minimum range not working and now has been removed. Artillery tier quirks have been adjusted to be consistent with each other and artillery all together no longer have velocity increases with tiers. Increases in velocity are a problem with the Arrow IV missile artillery.
-
Version 1.00.0
- See changelog in the spreadsheet for all the changes. Lots of bug fixes and balance tweaks. Main things are mech upgrades are now a separate mod. Clan weapons generally have 10% less damage per minute. Some of the extra features not directly weapon related are now in an addon pack as an optional file.
-
Version 0.99.9aHF
- Hot-Fix for Thunder-Bolt/T-Bolt missiles having the default range and accuracy stats instead of the intended improved stats.
-
Version 0.99.9
- First public release! Fixed some typos and tweaked some of the RAC and standard AC tier quirks.
-
Version 0.99.8
- Modified RACs to have a higher base RPM (600 rounds a minute vs 500) but they no longer get cooldown bonuses throughout tiers. Instead, they get more damage. Standard autocannons had tier-5 stats adjusted for parity between other autocannons. More fixes to weapons using the incorrect stats or names. Replaced Flamer Heat Damage bonus quirk with +15% damage quirk for Chem-Lasers, Rifles and Rocket-Launchers.
-
Version 0.99.7
- Fixes for various weapons having the wrong bonuses in their tier. Narc beacons now all have similar velocities to one another. Looking into issue of the Flamer "Heat Damage bonus" mech upgrade not working. This upgrade may have to be scrapped.
-
Version 0.99.6
- The Light, Medium and Heavy Rifles were buffed with shorter cooldowns.
-
Version 0.99.5
- Fixed various weapons having the incorrect stats.
-
Version 0.99.4
- First BETA release. Likely to still have some bugs: The reason for a changelog before public release is for easier documentation.
-
• 2.9.4: Just a quick fix for a single issue. Check the changelog.
• 2.9.3: Fairly extensive update, mostly bug fixes but also some significant gameplay changes. I apologize for the long wait, but development took much longer than expected.
• Added a ::Yet Another Revamped Weapon Guide:: on steam. Please note that it is a WIP and some sections are untouched or incomplete. Feedback on the guide would be greatly appreciated. As of now I do need to make things a bit more consistent within it.
:: MOD NOTES: PLEASE READ BEFORE INSTALLING!
• Mods that require YetAnotherWeapon or YetAnotherWeaponClan will be 100% compatible with YetAnotherWeaponRevamped being used instead. Please make sure to NOT have YAW or YAWC installed when using YARW. It will break things if you do! Any current play-through will work fine if swapping YAW for YARW.
• The main download contains 3 files. "YetAnotherRevampedWeapon"- Core part of the mod, "YetAnotherRevampedWeaponClan"- A clan weapon expansion and "YARW_Essentials"- A patch file that forces the .json configs to load last so that they are not overwritten by other mods. ALL 3 of these mods are activated separately and are treated as 3 different mods to the in-game mod menu.
• There is a Spreadsheet that contains all of the modified weapons and equipment stats as well as a more in-depth changelog that shows fixes/features of new upcoming releases. Additionally, the intro page of the Spreadsheet contains a how to guide on using the F10 Debug menu in case any weapons become invalid and you'd like to recuperate your losses.
• Please look through YARW's Mod Options settings tab. Most settings display a default and recommended settings, but some are very much up to player preference.
• If using Yet Another Special Variant, the weapons from YASV will still display YASV as their source even though all of their stats are still from YARW. It's a little confusing but these weapons will also have (Actual Mod Source: YARW) at the beginning of their description.
:: FEATURES:
• YARW still has a Mod Options Config but with more options than YAW. Also includes toggles to disable any non-lore friendly weapons or to adjust weapon intro dates.
• Adds all of the new Inner Sphere (IS) advanced weapons from YAW and Clan weapons from YAWC along with new weapons and variants not seen in YAW and YAWC. Adds most of the weapons from MW4mercs MekTek, some fun pirate weapons and many more lore friendly weapons.
• Overhauled and rebalanced every weapon (Including vanilla weapons) with the intention for them all to be effective and fun to use. They may not all be in-line in terms of "power", but there shouldn't be any weapon so bad it's worthless.
• Built-in patches for mods such as Yet Another Special Variant for higher compatibility.
• More Alternative weapon firing modes for the following weapons:
- Standard/Short-burst/Heavy/ER lasers can toggle between short-burst or standard fire,
- X-Pulse/RE-Engineered/Clan ER-Pulse Lasers have a Full Auto mode,
- Variable Speed Pulse Lasers toggle between short- and long-range mode,
- IS Standard + Artemis LRMs toggle between Normal and Hot-Loaded Missiles while
- Clan LRMs changes between Stream and a more direct fire cluster mode.
- Clan ATMs Short/Long Range missile.
- Standard IS autocannons can switch between slugs and incendiary rounds while Burst-Fire and Clan standard autocannons fire a higher damage output burst or flak rounds which have an AOE proximity detonation. (Update 2.7)
- LBX and MMLs already had alt fire modes from YAW. Press [CTRL + Weapon Group Number] to switch any weapons firing mode.
:: COMPATIBILTY:
• This mod is not compatible with Yet Another Weapon (YAW) or Yet Another Weapon Clan (YAWC) since this mod acts as an alternative to them.
• Other weapon mods: As a general rule, if a mod focuses on adding new weapons/overhauling existing ones, it's probably not compatible. This includes any mods that heavily adjust the Mech Upgrades earned through the cantina or mods that add "cheat" equipment that significantly boost missile velocities. Play the game as you please, nothing inherently wrong with cheat mods, but anything that increases missile velocities too much will break LRMs. This is an issue with the vanilla MW5 LRMs too and not particular to YARW.
• YAWE is an exception IF weapon balance doesn't matter to you. While these mods have drastically different styles for weapon balancing, from a technical perspective they are 100% compatible.
• Weapon audio mods may cause issues to weapon firing sounds.
• Clan Invasion: I don't use this mod from what I've seen, YARW adds similar weapons that exist in CI. So, using both mods will likely cause issues.
:: OPTIONAL FILES:
• YARW_Extras: This addon allows tier-5 weapons to be earned through salvage. Additionally, it slightly adjusts some of the negotiation point caps, negotiation point quantity earned through higher reputations, salvage rates and pay rates per negotiation point used.
•
:: KNOWN ISSUES:
- Disable Battle Armor weapon spawning has been accidently replaces with the disabled Extra Weapons spawn setting, and therefore will not work. Will be fixed next update and the BA ammo will be added to this setting as well.
- Light AC/10 and /20 ammo type unlinked for some reason, and therefor these weapons won't require ammo bins.
:: HIGHLY RECOMMENDED MODS:
While these mods aren't required, I highly recommend doing so as they were taken into account for balancing/designing YARW.
Moving forward, YARW will focus on being compatible with as many of Merlockx's weapon visuals mods as possible.
- Gauss Visuals
- Nostalgic Sounds Redux (NSR)
- Scary Tanks (I usually set the Tank HP to 0.75 and 0.67 for VTOLs, at least for early game.)
- Coyotes Mission Pack And Mission Overhaul
- YetAnotherRevampedQuirksEquipment
- YetAnotherSpecialVariant
- Yet Another Equipment Collection
- Yet Another Clan Mech
- TTRulez_AIMod2
- Advanced Zoom (I use the simple version)
:: RECOMMENDED MODS:
Just some more awesome mods that pair well with YARW.
- Yet Another Mechlab Mechs (YAMM)
- 330's Pilot Overhaul
- Mech Delivery
- Lore-based Mech Variants YAML-Edition
- Volatile This mod is no longer as compatible as it used to be. When it works it still looks great though.
:: MY OTHER MODS:
YetAnotherRevampedQuirksEquipment
Revamped Machine Guns
ClanBountyHunterRewards
Giga-Upgrades
• Added a ::Yet Another Revamped Weapon Guide:: on steam.
:: GENERAL CHANGES:
- Again, specific weapon stats can be found on this Spreadsheet.
- MASC and Superchargers only buff speed by 33.333% as opposed to the ridiculous 50%. This is not only much more accurate to tabletop, but much better for game balance with YAML as any mech can slap on either a MASC or Supercharger. To compensate for this nerf, MASCs and Superchargers have better drain rate, gain rate, acceleration and turning bonuses. With better Drain and gain rates both equipment can be activated for longer and cooldown faster.
- Most weapon heat generation has been reduced by 20% compared to the tabletop heat values.
- With some exceptions, only Tier-5 weapons will have additional heat reduction bonuses. (Usually ranging from 10% - 12.5%)
- Tier-5 basic Inner Sphere tech (Example: Large Lasers but not ER large Lasers) have additional bonuses such as "-1 Tons" or "+Extra Range". The goal of this addition is to make IS basic tech more useful when IS advanced/Clan tech is available.
- Weapon tiers are more balanced and consistent with a focus to make less of a power difference between tiers. That being said, Tier-5 weapons are still considerably more effective overall than Tier-4 weapons, but the damage difference is much less than vanilla. Most vanilla Tier-5 weapons had about 40% more damage and a 15% faster fire rate than Tier-1. YARW's Tier-5 weapons usually have 20-25% more damage and fire rate than Tier-1.
- Clan weapons as a general rule have around 10-20% less DPM compared to the IS counterparts.
- All velocity-based weapons have higher velocities. Vanilla weapons that had low velocities such as AC/20 or LRMs benefit from these changes the most.
- Generally, ammo bins have better "tabletop parity". Most ammo bins in MW5mercs have the tabletop ammo values multiplied by 4. Gauss rifles now carry an efficient 32 rounds per ton of ammo (the tabletop value (8) x 4) vs 26. This is also why machine gun ammo is 8000 rounds per ton of ammo.
Ballistic changes.
- Some autocannons fire faster and produce less heat. AC/2s benefit from these improvements the most.
- Small Bore Ballistic weapons such as AC/2s no longer have "recoil". Recoil just makes fast firing, low damage weapons needlessly more difficult to use compared to other weapons.
- Heavy, Medium and Light Rifles now have 1/3 more damage than Table-Top but 1/3 less than vanilla values. Their other stats such as ROF have been adjusted to give these weapons comparable damage output to their autocannon counterparts.
- LBX weapons no longer have a ROF bonus compared to the vanilla style autocannon balance but now deliver + AOE damage while in cluster mode. LBX's can also toggle their ammo type by pressing [Ctrl+WeaponGroup number].
- RACs don't have cooldown bonuses through their tiers. Instead, they get slight heat reduction and larger damage bonuses.
- Standard IS and Clan Autocannons can switch between Burst Fire or Single Shot modes. Burst Fire has 20% more damage per use but more heat and a slightly lower rate of fire due to the burst duration.
Energy changes.
- Many Lasers can switch to an alternative shorter duration firing mode.
- Large lasers produce 2.25 times more heat than their medium laser counterpart but have the same laser duration and cooldown. This allows large and medium lasers of the same type to pair well together.
- Small lasers have half the range as their medium laser counterpart. Micro lasers have the same range as the small IS ER or Pulse laser.
- IS/Clan Pulse and ER Lasers have more consistent damage percentage increases. Clan ER small lasers are the exception so that they don't deviate from tabletop values damage values. (Tabletop Clan ER lasers have +2 damage vs standard lasers. This mod's Clan ER medium/large lasers have +40% damage vs standard lasers, which is proportionally better since they have the same cooldown and duration.)
- IS Chemical lasers have 12.5% less damage than standard lasers but the same ROF as pulse lasers. Might see further adjustments.
Missile changes.
- Besides streaks and normal IS cluster LRMs, missile weapons no longer have a +20% base damage increase vs Tabletop values. Missiles have noticeably less spread and more ammunition per ton to compensate. 360 for SRMs and 480 for LRMs.
- Most LRMs can switch between different firing modes.
- All missiles are balanced around automatically self-destructing at their optimal range. (Standard behavior of YAW but not vanilla)
- All streak missiles do 25% more damage vs Tabletop to make them stand out more, but they have less ammo per ton.
- SRMs now lock-on but can still be free fired. They're missile turn rates are limited however, so aiming more directly at the target is still required.
- Missiles have much better turn rates which further helps with accuracy.
- Both Clan and IS streak SRMs have the same ranges.
- Artemis missiles also have a 10-11% range + velocity boost over their counterpart missile launchers.