Releases: BattletechModders/CustomBundle
Releases · BattletechModders/CustomBundle
Release list
version 0.2.91
- CU: now maxNumberOfPlayerUnits value > 4 should lock lances correctly instead of just lock all lances except first
- CAC: MinMissRadius, MaxMissRadius, AMSDamage, MissileHealth now have special processing - look at readme
version 0.2.90
- CAC: Now showing jam chance in side panel is optional
- CAE: Now there is option to autoactivate component by heat just once per round
version 0.2.89
- CAC: now crits for trooper squad not transferred to another unit if current unit is out of working components
- CAE: now there is option to forbid component toggle after fire for certain components
- CAC: now there is option not to display "AMS can't fire" floaties
- CAC: now "AMS can't fire" floaties not displayed if no missiles in attack
- CAC: now negative/NaN/infinate damage from normal attacks counts as 0.
- CAC: DistantVarianceReversed calculations fixed.
- CAC: landmines should not affect mech head
- CAC: AoE now should not affect mech head
- CAC: AI now should not be able to hit target indirectly using direct-only weapon/mode/ammo
version 0.2.88
- CU: now there is option to visualize route points for convoy escort missions.
- CU: now to-route distance more calculation is liberated.
- CAC: now there is Name and Description fields for mode
- CAC: now if weapon can't fire in side panel reason is showed.
version 0.2.87
- CAC: Now Log10 and LogE AoE falloff unsing ((AoERange - distance)/AoERange) + 1.0 as argument instead of (AoERange - distance)/AoERange
version 0.2.86
- Calledshot popup left/right leg swap fixed.
- AoE processing fixed.
- Ammo count for auto-refiled now not showing in UI.
version 0.2.85
- CAC: Now mechs can drop heat even in non-combat mode.
- CU: Now spawn point and extraction points added to route for player controlled convoy.
- CU: Now if convoy unit leave extraction area it no longer forbids to move.
- CU: Now vehicle can be unstore properly even if mech bay is full.
- CU: Now if vehicle bay is full and new vehicle incoming unit place dialog displays vehicle bay instead of mech bay.
- CAE: Now option to allow component activation after move available per component.
- CU: bay vehicle paper-doll has been redraw (do not forget icons).
- CAC: now there is option not to clear svg-icons on save loading (default on).
- CU: added basic support for trooper squads (look info at readme and do not forget paper-doll icon).
- CAC: melee and dfa weapons can now have mode. Mode switcher added to weapon panel.
- CAC: jam chance and its calculation formula added to side-panel while hovering weapon name.
version 0.2.84
- Now while choosing position for manual deploy no fog of war on map
- 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
- Now CAC have some options to setup true ammunition depletion between battles (still not fully operational).
- Now CAC have stat value for overall shoots per battle from specific weapon
- Now deploy director despawn not counts as win/fail condition
- Now after deploy position change CAC rearranges exact spawn points by itself. So all spawn point should lay in circle
version 0.2.83
- Used heatsinks now not resetting at round start
- Landmines now have 0.5m collider instead of 24m. Should now not prevent units representation interactions
- Deferred effect messages now not blocking UI raycasing
- Helicopter blades sound now have volume setting (need updated soundbank)
- VTOLs body now counts as part of unit representation and can be used to select unit (need updated assets bundles)
- Now templates to heat sinking related messages can be changed
- Added stat value for overall heat sinked during battle
- 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
- CAC: weapon panel interface implementation has been reconsidered for further glory and stability
- CAE: activatables menu in weapon panel now more compatible to CAC changes
- CU: added basic infrastructure for quads
- CU: added basic infrastructure for mech turrets
- CU: added setting to restrict manual deploy on based on contract type
- CAC: now evasive pips weapon damage mods not applied if unit not moved this turn
- CU: now there no enemies on battlefield until manual deploy position set
- CU: now deploy director have no influence on FoW state
- CU: now distance from original spawn point displayed too if invalid deploy position selected
- CU: now manual deploy position set acting correct if there is no enemies spawns at deploy time
- CAC: now breaching shot damage implementation should be act correctly with multi-target attack
- CAC: now side info panel not showing while orders execution