Author Topic: MWLL OpenBeta 0.7.0 - Final Release  (Read 19067 times)

0 Members and 1 Guest are viewing this topic.

Offline Ingrater

  • MWLL Lead Coder
  • Project Director
  • Star Colonel
  • *
  • Posts: 1292
  • l33tp0intz: +135/-0
MWLL OpenBeta 0.7.0 - Final Release
« on: January 16, 2013, 02:05:12 PM »
Discuss the Final 0.7.0 OpenBeta MWLL release here.
Make sure to read: http://www.mechlivinglegends.net/2013-01/mechwarrior-living-legends-final-release-0-7-0/

The full changelog:
Version 0.7.0

New Features:

- Free Reticle
- New Tank Hud
- New Mech Hud
- Three new mech camos
- Camo for tanks and hovercrafts is now partly supported
- The ejection key has to be tapped twice now to trigger the ejection
- Crysis Wars radio messages reworked for MWLL

New Content:

- Added Ares Tank
- Added Solitaire Mech
- Added Chimera Mech
- Added Masakari Mech
- New Map: TC_Altay

Bug Fixes:

- Tag Exploit Fixed
- Fixed crash when shooting at destructible trees with pulse lasers
- Fixed crash in arm animation code
- Fixed reticle showing red on friendly mech legs
- Fixed not getting rewards for narced target getting damage
- Fixed grenades not working before opening map

Sound:

- Heavy sound optimization across the board
- Cut sound channel use for all weapons, impacts
- New weapon/impact sounds- gauss, ppc, high caliber ACs, machine guns

Balance Changes:

Heat
- Maximum heat threshold for mechs, ASF, VTOL reduced from 1000c to 900c;
- Heatsink damage starts at 75% of heat (675c for mechs - orange line, was 750c);
- Armor damage starts at 83% of heat (750c for mechs - red line, was 800c);
- Heat damage to armor increased from 350 to 1400;
- Coolant effectiveness do not depends from number of heatsinks now;
- If asset is powered down it gets heat dissipation increased up to level needed to be immune to almost any flamer  boat;
- Heat dissipation penalties on maximum speed removed;
- Heat from hand brake removed;

Weapon
- SBL, MBL, ERSBL, ERMBL, SPL, MPL, SXPL, CERSBL, CERMBL, CSPL, CHSL heat increased;
- LXPL heat decreased;
- RAC2, RAC5, U\Ac2, U\Ac5, U\Ac10, U\Ac20 heat increased;
- (E\C)LRMs, (S)SRMs heat increased;

UACs
- All UACs use burst fire mode now;
- UAC20 range decreased from 500 to 350m;
- UAC10 range decreased to 600m;
- Damage of UAC2\5 against air targets decreased by 50%;
- Damage of UAC2\5 against hovers decreased by 33%;
- Shots\damage per ton recalculated and in line now;

ACs
- AC20\10 splash and shake increased;
- AC20 damage reduced;
- AC20 range decreased from 500 to 350m;
- AC10 range decreased to 600m;
- Damage of UAC2\5 against air targets decreased by 35%;
- Shots\damage per ton recalculated and in line now;

(S)SRMs
- SRMs rate of fire reduced from 20 to 17;
- SRMs missiles per ton increased from 90 to 96;
- SSRMs rate of fire reduced from 20 to 15;
- SSRMs damage increased;
- SSRMs missiles per ton reduced from 90 to 72 while damage per ton increased by 10%;
- Dual launchers have standard number of missiles per ton now, every mech got 1 free ton for every dual launcher;

RACs
- New tracers for racs;
- Spread reduced;
- RAC2 damage per ton increased;
- Performance impact reduced;
- Damage against air targets decreased by 50%;
- Damage against hovers decreased by 33%;

LBXs
- LBX2\5 damage and spread are in line with LBX10\20 now;
- LBX2 range increased from 1000 to 1200;
- LBX5 range increased from 800 to 900;
- LBX20 spread reduced;
- Damage against air targets decreased by 50%;

(C)Gauss
- Damage increased to 1250;
- Damage against air targets decreased by 50%;

IHGauss
-IHGauss shots per ton increased from 4 to 5;

PPCs
- PPC range reduced from 800 to 700;
- (C)ERPPC range reduced from 960 to 900;

Thunderbolt
- Thunderbolt5-20 ammo per ton increased;

Firebombs
- Damage reduced by 50%;
- Ammo per ton increased from 1 to 3;

ATMs
- Ammo per ton increased from 72 to 108;
- Minimum range reduced to 120m;

LRMs
- CLRM minimum range reduced to 150m;
- ELRM target tracking is in line with LRMs now;

Air weapons
- Air MRMs (now on all air assets) - unguided cheap missiles with big spread;
- eATMs - ATMs with reduced by 50% and 1250m range;

NARC
- NARC range reduced to 500m;
- Clan NARC (cNARC) introduced (700m range);
- Improved NARC introduced (900m range);

TAG
- TAG user gets rewards only for missile hit on target now;
- TAG must be hold on target for 3 sec for beacon to be created;

BA weapons
- Bear AC have 600m range, spread decreased, damage increased;
- Bear AC is the only default BA weapon;
- All weapons except BearAC are dedicated now (will be lost upon entering vehicle except APC);
- SBL range increased to 400;
- Prices reworked;
- BA TAG laser have 700m range now;

Build rules
Epona
- Recalculated to Fusion Engine 215 instead of XL;
- Base armor reduced;
Chevalier
- Recalculated to Fusion Engine 195 instead of XL;
Hovers
- Hull armor factor reduced from 750 to 500;
« Last Edit: January 16, 2013, 02:19:57 PM by Ingrater »
There comes a point where the talking must stop, and people have to do actual work.

Offline Bill

  • Living Legend
  • *******
  • Posts: 2641
  • l33tp0intz: +314/-75
  • Ranch or Cool Ranch?
Re: MWLL OpenBeta 0.7.0 - Final Release
« Reply #1 on: January 16, 2013, 02:12:10 PM »
Oh shiii

Offline Xesle

  • Star Captain
  • ***
  • Posts: 909
  • l33tp0intz: +80/-18
  • Git gud scrubs
Re: MWLL OpenBeta 0.7.0 - Final Release
« Reply #2 on: January 16, 2013, 02:13:26 PM »
2nd

Prodigal son my ass.

Offline cyofee

  • Lance Captain
  • ***
  • Posts: 689
  • l33tp0intz: +67/-48
    • cyofee
Re: MWLL OpenBeta 0.7.0 - Final Release
« Reply #3 on: January 16, 2013, 02:14:01 PM »
Shame :(
man + x = bt
bt - x = man
But what is x? You need to discover it for yourself.

Offline Xarg Talasko

  • Living Legend
  • *******
  • Posts: 2944
  • l33tp0intz: +159/-6
  • KANE LIVES!
Re: MWLL OpenBeta 0.7.0 - Final Release
« Reply #4 on: January 16, 2013, 02:14:42 PM »
Is this the end of an era?


Thief gameplay + Doom3 engine = The Dark Mod

Offline Xesle

  • Star Captain
  • ***
  • Posts: 909
  • l33tp0intz: +80/-18
  • Git gud scrubs
Re: MWLL OpenBeta 0.7.0 - Final Release
« Reply #5 on: January 16, 2013, 02:16:07 PM »
Oh, I forgot to ask, keep or throw out our old MWLL files before we download?

Prodigal son my ass.

Offline Ingrater

  • MWLL Lead Coder
  • Project Director
  • Star Colonel
  • *
  • Posts: 1292
  • l33tp0intz: +135/-0
Re: MWLL OpenBeta 0.7.0 - Final Release
« Reply #6 on: January 16, 2013, 02:17:23 PM »
Oh, I forgot to ask, keep or throw out our old MWLL files before we download?

No just use the auto updater. This is a incremental patch for 0.6.1
There comes a point where the talking must stop, and people have to do actual work.

Offline =KoS= Finalizer

  • The bomb diggity diggity
  • MWLL Developer
  • Lance Captain
  • *
  • Posts: 692
  • l33tp0intz: +61/-0
  • ORE WA BATTLEMECH
Re: MWLL OpenBeta 0.7.0 - Final Release
« Reply #7 on: January 16, 2013, 02:18:49 PM »

Superior commit notes for superior developers

Offline Xarg Talasko

  • Living Legend
  • *******
  • Posts: 2944
  • l33tp0intz: +159/-6
  • KANE LIVES!
Re: MWLL OpenBeta 0.7.0 - Final Release
« Reply #8 on: January 16, 2013, 02:20:10 PM »
Well, hopefully this patch is feature complete and bug-free enough to have solid player retention. Either way, it's been a wild ride, and ILU guize. If there are killer bugs, will any hotfixes be coming?


Thief gameplay + Doom3 engine = The Dark Mod

Offline cyofee

  • Lance Captain
  • ***
  • Posts: 689
  • l33tp0intz: +67/-48
    • cyofee
Re: MWLL OpenBeta 0.7.0 - Final Release
« Reply #9 on: January 16, 2013, 02:21:04 PM »
Got a direct link to the .torrent?
man + x = bt
bt - x = man
But what is x? You need to discover it for yourself.

Offline Xesle

  • Star Captain
  • ***
  • Posts: 909
  • l33tp0intz: +80/-18
  • Git gud scrubs
Re: MWLL OpenBeta 0.7.0 - Final Release
« Reply #10 on: January 16, 2013, 02:21:10 PM »
Is all this "The end" stuff some kind of dev inside joke?

Prodigal son my ass.

Offline Ingrater

  • MWLL Lead Coder
  • Project Director
  • Star Colonel
  • *
  • Posts: 1292
  • l33tp0intz: +135/-0
Re: MWLL OpenBeta 0.7.0 - Final Release
« Reply #11 on: January 16, 2013, 02:22:23 PM »
Is all this "The end" stuff some kind of dev inside joke?

No. This is dead serious.
There comes a point where the talking must stop, and people have to do actual work.

Offline =KoS= Finalizer

  • The bomb diggity diggity
  • MWLL Developer
  • Lance Captain
  • *
  • Posts: 692
  • l33tp0intz: +61/-0
  • ORE WA BATTLEMECH
Re: MWLL OpenBeta 0.7.0 - Final Release
« Reply #12 on: January 16, 2013, 02:22:35 PM »
Is all this "The end" stuff some kind of dev inside joke?

Nope cap'n. Development is pretty much finished, barring some minor hotfix type stuff.

Superior commit notes for superior developers

Offline Xarg Talasko

  • Living Legend
  • *******
  • Posts: 2944
  • l33tp0intz: +159/-6
  • KANE LIVES!
Re: MWLL OpenBeta 0.7.0 - Final Release
« Reply #13 on: January 16, 2013, 02:25:25 PM »
Is all this "The end" stuff some kind of dev inside joke?

Nope cap'n. Development is pretty much finished, barring some minor hotfix type stuff.

<3


Thief gameplay + Doom3 engine = The Dark Mod

Offline ~SJ~ Blhurr

  • Living Legend
  • *******
  • Posts: 2529
  • l33tp0intz: +79/-2
  • ~SJ~
Re: MWLL OpenBeta 0.7.0 - Final Release
« Reply #14 on: January 16, 2013, 02:25:55 PM »
Final. It's all final!
"Damn these RCTs! 'Mech combat is bad enough, let alone the  combined arms of 'Mechs, vehicles, infantry, and fighters." - Loren - Death Commando - Highlander's Gambit

TC_ThermoCline - TC_Woods - TC_CastleHill - TC_00_Dam - TC_FeralFangs - TC_Breadbasket