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Releases: BattletechModders/CustomBundle

version 0.2.91

version 0.2.91 Pre-release
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@CMiSSioN CMiSSioN released this 15 Nov 21:22
  1. CU: now maxNumberOfPlayerUnits value > 4 should lock lances correctly instead of just lock all lances except first
  2. CAC: MinMissRadius, MaxMissRadius, AMSDamage, MissileHealth now have special processing - look at readme

version 0.2.90

version 0.2.90 Pre-release
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@CMiSSioN CMiSSioN released this 15 Nov 19:56
  1. CAC: Now showing jam chance in side panel is optional
  2. CAE: Now there is option to autoactivate component by heat just once per round

version 0.2.89

version 0.2.89 Pre-release
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@CMiSSioN CMiSSioN released this 15 Nov 15:14
  1. CAC: now crits for trooper squad not transferred to another unit if current unit is out of working components
  2. CAE: now there is option to forbid component toggle after fire for certain components
  3. CAC: now there is option not to display "AMS can't fire" floaties
  4. CAC: now "AMS can't fire" floaties not displayed if no missiles in attack
  5. CAC: now negative/NaN/infinate damage from normal attacks counts as 0.
  6. CAC: DistantVarianceReversed calculations fixed.
  7. CAC: landmines should not affect mech head
  8. CAC: AoE now should not affect mech head
  9. CAC: AI now should not be able to hit target indirectly using direct-only weapon/mode/ammo

version 0.2.88

version 0.2.88 Pre-release
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@CMiSSioN CMiSSioN released this 14 Nov 11:11
  1. CU: now there is option to visualize route points for convoy escort missions.
  2. CU: now to-route distance more calculation is liberated.
  3. CAC: now there is Name and Description fields for mode
  4. CAC: now if weapon can't fire in side panel reason is showed.

version 0.2.87

version 0.2.87 Pre-release
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@CMiSSioN CMiSSioN released this 07 Nov 17:30
  1. CAC: Now Log10 and LogE AoE falloff unsing ((AoERange - distance)/AoERange) + 1.0 as argument instead of (AoERange - distance)/AoERange

version 0.2.86

version 0.2.86 Pre-release
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@CMiSSioN CMiSSioN released this 07 Nov 12:21
  1. Calledshot popup left/right leg swap fixed.
  2. AoE processing fixed.
  3. Ammo count for auto-refiled now not showing in UI.

version 0.2.85

version 0.2.85 Pre-release
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@CMiSSioN CMiSSioN released this 06 Nov 14:53
  1. CAC: Now mechs can drop heat even in non-combat mode.
  2. CU: Now spawn point and extraction points added to route for player controlled convoy.
  3. CU: Now if convoy unit leave extraction area it no longer forbids to move.
  4. CU: Now vehicle can be unstore properly even if mech bay is full.
  5. CU: Now if vehicle bay is full and new vehicle incoming unit place dialog displays vehicle bay instead of mech bay.
  6. CAE: Now option to allow component activation after move available per component.
  7. CU: bay vehicle paper-doll has been redraw (do not forget icons).
  8. CAC: now there is option not to clear svg-icons on save loading (default on).
  9. CU: added basic support for trooper squads (look info at readme and do not forget paper-doll icon).
  10. CAC: melee and dfa weapons can now have mode. Mode switcher added to weapon panel.
  11. CAC: jam chance and its calculation formula added to side-panel while hovering weapon name.

version 0.2.84

version 0.2.84 Pre-release
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@CMiSSioN CMiSSioN released this 19 Oct 14:20
  1. Now while choosing position for manual deploy no fog of war on map
  2. Now for player controlled escort units if player choosing position he should not be able to move message will be shown instead pathing generation limitations
  3. Now CAC have some options to setup true ammunition depletion between battles (still not fully operational).
  4. Now CAC have stat value for overall shoots per battle from specific weapon
  5. Now deploy director despawn not counts as win/fail condition
  6. Now after deploy position change CAC rearranges exact spawn points by itself. So all spawn point should lay in circle

version 0.2.83

version 0.2.83 Pre-release
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@CMiSSioN CMiSSioN released this 13 Oct 17:31
  1. Used heatsinks now not resetting at round start
  2. Landmines now have 0.5m collider instead of 24m. Should now not prevent units representation interactions
  3. Deferred effect messages now not blocking UI raycasing
  4. Helicopter blades sound now have volume setting (need updated soundbank)
  5. VTOLs body now counts as part of unit representation and can be used to select unit (need updated assets bundles)
  6. Now templates to heat sinking related messages can be changed
  7. Added stat value for overall heat sinked during battle
  8. Added mod for runtime engine db editing. Including possibility to force load desired mech/vehicle to mechlab. Only for modders, use with cation

version 0.2.82

version 0.2.82 Pre-release
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@CMiSSioN CMiSSioN released this 09 Oct 10:04
  1. CAC: weapon panel interface implementation has been reconsidered for further glory and stability
  2. CAE: activatables menu in weapon panel now more compatible to CAC changes
  3. CU: added basic infrastructure for quads
  4. CU: added basic infrastructure for mech turrets
  5. CU: added setting to restrict manual deploy on based on contract type
  6. CAC: now evasive pips weapon damage mods not applied if unit not moved this turn
  7. CU: now there no enemies on battlefield until manual deploy position set
  8. CU: now deploy director have no influence on FoW state
  9. CU: now distance from original spawn point displayed too if invalid deploy position selected
  10. CU: now manual deploy position set acting correct if there is no enemies spawns at deploy time
  11. CAC: now breaching shot damage implementation should be act correctly with multi-target attack
  12. CAC: now side info panel not showing while orders execution