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KickStarter BattleTech Pre-Release Thread

fastjack

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i punched countless faces, kicked countless faces and asses, never hurt myself. i never understood that rule.

To be clear, in Battletech you don't (and I'm pretty sure never have, certainly not in this millenium) take damage from punching or kicking things. Also, I have punched a number of faces and have hurt myself pretty much every time including broken bones on occasion, such things are common in human beings afaik.
 

fastjack

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yes there is , I was more referring to suffering damageif you succeed in a physical attack, which is the case with charge attacks and death from above but not punches/kicks/pushes.
 

Grotesque

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I must confess, I am surprised how quickly this degenerated into a dick measuring contest between pimple ridden insecure adolescents with dreams of grandeur of being accomplished street fighters.

^"Location:Italy" ...ohh... the irony :)
 
Last edited:
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laugh as much as you want. i was able to do physical feats all of you could only dream of (in the '90s i ran 100m in 10:85 without specific training, on cement, wearing converse and without starting blocks) because i was preparing to join the air force and i could have even improved if only i hadn't had my right leg almost cut off. also having studied jiujitsu and jeet-kune-do helped with my dreams of grandeur of being an accomplished street fighter.
my real dick can be michelangelo's david short but you can be sure with my metaphorical one i could slap your face right now, from the chair i'm forced to sit on every day.

can we go on now?
 

Kev Inkline

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laugh as much as you want. i was able to do physical feats all of you could only dream of (in the '90s i ran 100m in 10:85 without specific training, on cement, wearing converse and without starting blocks) because i was preparing to join the air force and i could have even improved if only i hadn't chosen crpgs.
Fixed.
 

Jason Liang

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I would bet that the light mechs are balanced and the heavy mechs are op as fuck. HBS has shown that they only care about game balance in the early game. They've had trouble designing balanced late game content since Dragonfall.
 

Infinitron

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I would bet that the light mechs are balanced and the heavy mechs are op as fuck. HBS has shown that they only care about game balance in the early game. They've had trouble designing balanced late game content since Dragonfall.

Well they're designing this game with a random skirmish and PvP mode in mind so priorities are different.
 

Taka-Haradin puolipeikko

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edit
https://community.battletechgame.com/forums/threads/5428/comments/98877
Forum questions

Q. Will we get to see any new art in the future?

A. We'll see new art with the beta launch. In the meantime, we're focused on shipping the beta.

Q. Can you talk a bit more about the morale/inspiration system?

A. The "morale" system models positive effects on the Battlefield. As good things happen, your inspiration bar will increase. Once you’ve accrued enough inspiration, mechwarriors can become "inspired". This gives general buffs like taking less damage, being more accurate, etc. Paying your pilots more leads to faster accrual of inspiration. Paying your pilots less leads to slower accrual of inspiration. Also, when negative things in combat, that will have a negative impact on your "inspiration".

**It sounds like it's a way to further speed up the end phases of combat as the winning team becomes more inspired. Good game design here so if you know you're losing a battle, at least it will end more quickly for you. Doesn't sound like they've decided on the name of inspiration one way or another.

Q. Will Artillery/Airstrikes happen instantaneously?

A. Offboard asset strikes will take time to reach their target. As you upgrade your equipment, time to target will become less or have shorter cooldowns on use. Strikes can be used for area denial, kill downed mechs, flush mechs out, etc. No idea yet of how many turns it will take for shots to land as it hasn't been fully fleshed out yet.

**It sounds to me that you may be able to hit mechs with strikes if you're lucky and happen to land a shot on an enemy, but largely that it will be limited to mechs that are already stationary for one reason or another.

Q. Will stock mechs be a viable option, especially in multiplayer?

A. Yes. Our driving goal is to have stock mechs always be a solid choice. As a means to balance this, special equipment will always have drawbacks on top of their benefits. e.g. AC20 that does more damage might be easier to crit, or have less ammo. Multiplayer will not have unlocks. Multiplayer will not have special equipment as a game design decision. The SP campaign will have items unlock as you progress, as well as becoming available through mission salvage. [Tyler] There will definitely be a stock mech only option for multiplayer.

Q. Will HBS record another battle for us, but this time include some melee [so that we can see newer changes]?

A. Right now we're focused on getting the beta shipped, but there might be another video around beta launch. We reiterate that there will be no restrictions on sharing video players take during beta, so expect to see a ton of player generated video content around the release.

Q. Speaking of beta, what features won’t be in beta?

A. Single player campaign, open ended campaign will not be in the beta. The beta includes lance on lance skirmish vs. the AI or against a multiplayer opponent (only 1v1). We feel we'll have a good roster of mechs. Mechlab/Mechbay will not be available in time for Beta.

**This implies not all of the mechs from the official mech list will be playable in beta. It also sounds like it may be up in the air whether we'll be able to try Mechlab prior to the full game shipping, but I'm optimistic.

No beta announcement yet. A kickstarter update will give more info on beta launch, and can be expected somewhat soon (in the next month I would think).

BattletechGear.com – crowdfunded campaign – items only get made if they get funded. If we don’t hit minimum order quantity by the 15th, then the items won’t get made. Next wave is already being planned. Tyler is excited about it.

Q. Any further updates about the mech pipeline you can share?

A. Our Mech list has already been published. Vehicles will include: Striker, Swiftwind Scout Car, APC, Galleon light tank, Scorpion light tank, Long Tom Artillery, Mobile HQ, Bulldog, LRM and SRM carriers, Demolisher, Shreck PPC carrier, Manticore, Aerospace fighters. It's mentioned that some vehicles (specifically the Long Tom and Mobile HQ) will be more likely to exist as mission objectives. There will be no hovercraft released in time for launch - the movement model for hovercraft is a different set of rules that requires additional development – hovercraft will probably be reserved for a post-launch update. Vehicles will be encountered as enemies, but not controlled by the player. The player can bring along support craft that function offscreen however, presumably the Long Tom and Aerospace fighters.

**No mention of the APC motive type outside of not being a hover APC. No word on infantry still, and no word on whether the player will need to escort or provide general orders to friendly vehicles.

Q: Will the Hatchetman be in game?

A: No. There's a strong internal campaign though to get it built. Mitch (jokingly): They [the employees] need to cut that *** out or be fired.

Q: Are you guys adding deliberate plot hooks for expansions into the campaign story?

A: There’s plenty of stuff. We aren't adding plot hooks as a deliberate goal - our goal is foremost about having a good story. But good stories in themselves create lots of opportunities that can be leveraged in the future for expansions/sequels.

Q: Do you have any HR people at HBS?

A: (jokingly) Yes, it’s Mitch. (more serious) Usually at work people are more respectful – HyperRPG is a little more casual. Brian Pool(sp?) is director of HR, and does the heavy lifting. Mitch gets involved when there are problems. Usually there aren’t many problems though, which is nice.

Q: Can we expect dense urban areas or city combat?

A: We're shooting for it - but we’ll see what we end up with. We've yet to fully prove out destructible buildings. There will be a very large industrial complex in at least one map because Tyler wants it.

Q: After seeing some gifs of melee, can you expound on the stability system?

A: Mechs can fall down. As your mech takes damage (pilot abilities can augment this), you get stability damage until you fall down.

**Mitch refers to them as "jifs"...wtf?
1f61b.png
On stability, I personally would have loved some additional detail here. They answered the question, but not with any new information beyond what we already know. Maybe we'll see them reuse the mech health bars as "stability" meters? That would be super cool.

Q: What improvements have been made to AI?

A: Example – During a recent match an AI controlled mech deliberately kept jumping out of range to shoot at Tyler's mech with it's PPC. Tyler said that the mechcon demo didn’t really have real AI so to speak – enemy mechs would just move forward and shoot. AI is now working with decision trees – the AI mechs now evaluate heat levels, move into cover, evaluate damage states, etc. We're very focused on complex AI functionality and will continue on it up until the game ships.

Q: Will pilots talk a lot? How much battle-chatter can we expect?

A: Yes. On top of that, we have 3x the pilot chatter possible in this game. We have a very robust system, with lots and lots of triggers. Please note that this doesn’t mean constant chatter from your pilots, but it means a lot more breadth and depth to the chatter which you do end up hearing. There will be lots of procedurally-generated mechwarriors, and a lot of personalized voice sets that we can assign to our pilots. One point of interest is that our pilots won't have fixed personalities, as we will customize their voices and names (at least we should be able to, but this functionality has not yet been built).

We're not sure how mechbay works, because it’s not coded yet. We have ideas already on how the Mechlab will function, but don’t want to comment until it’s code-complete.

On a side note, there's nothing more exciting or nervewracking for a dev than allowing people to play the beta (Mitch et al talk about how excited they are for the beta launch).

Q: Will there be an Ironman mode?

A: Yeah.

Q: Will there be any DFA achievements?

A: [Tyler answering] This is our intent, but it hasn't been made yet.

Q: Any chance of seeing a mech not in the official roster make the release date?

A: In success all things are possible. [Mitch adding] And no, we're not saying what success means – we're not sharing financial data.
1f61b.png


Chat questions

Q: Can we use 2 Leopards from the Argo to embark on multiple missions simultaneously, or use one to bring in late-mission reinforcements?

A: We'd would love that, not sure if it’s possible yet.

Q: BattletechGear.com - will items get a second chance if not funded?

A: I think they said yes here. More info to come later this week.

Q: Will there be clans in this game?

A: [Mitch] Success is needed. Make sure 10 of your friends buy the game with you. Then maybe clans can join us during post-launch updates/expansion/sequel. Also, Mitch says he hates clans and never ever wants to see clans in a game ever. (j/k)

Q: Will the DFA mercs be available for hire? Will they voice their own characters?

A: We can’t guarantee it regarding voice acting. With that said, there are plans for some DFA characters to appear in the game, but they aren't in yet.

Q: Any plans to get George Ledoux as a voice actor?

A: We *always* get asked this question. [Mitch]I've met him - he's a lovely guy. Is there a chance? Yes. Will it actually happen? [Was too busy typing to see the response, but I'm assuming Mitch or someone juts shrugged].

Q: Will the DFA Mech armor app that AJ created ever be released to the public?

A: That's a really good discussion to have. We're currently working on 2.0.

**No real answer here.

As a heads up, it's not too late. New players can still back the game.

Q: Since we're not getting the Hatchetman, can we at least have Hatchy’s helpers?

A: No.

Q: Will the Von Luckner MBT make an appearance?

A: Nope. We'd like to have one later. It’s all gravy.

Q: Can a player's commander specialize in light mechs in the campaign, and have that be a viable choice throughout the game?

A: Players can totally choose to do this. You may not want to take a locust on a mission where you attack and hold a base against a bunch of assault mechs, but you can tweak your commander to be better in light mechs. [Mike jumps in] Specializations are not severe enough to prevent yourself from piloting other mechs. So for example, your commander might be a good spotter, which makes more sense for a light mech, but wouldn't hinder the pilot from piloting an assault mech.

Q: Will any HBS employees appear in game as OpFor pilots?

A: (jokingly) that sounds fun. PM Mitch later.

Q: Will there be another Shadowrun game after Battletech?

A: Mitch would love it. Tyler would love to make another one as well. There are currently no plans surrounding a new Shadowrun game, but in the future it sounds like it will be a yes. in Tyler's words, Shadowrun will never die, it's just dormant.

Q: Any chance of custom portraits for pilots?

A: [Mike] Nope.

There will be no mission editor. Building one is a massive undertaking. It also breaks future-proofing the product since expansions and the like will need to work with the mission editor as well.

Q: Thoughts on importing .mul files to expand number of mechs in game?

A: The Mech data is shared in a .json format. [Some technical jargon here I wasn't fast enough to type down]. Say if you take a Firestarter and strip it, and then rebuild it with a different loadout, you could export that mech and share it with a friend, and that friend could then play with that mech. There will not be new mech models, however.

Q: Unity as a game engine? How do you feel about it?

A: The grass is always greener. When Unity works, it does things really well. When Unity doesn’t work as planned, it’s like being in a garbage fire while simultaneously getting devoured by piranhas. Unity is better suited to some games than others. Battletech is a reasonably good fit for the engine.

**I thought this was a really good explanation of Unity. Hah!

Q: Will you be able to offer the enemy a chance to surrender?

A: This is unlikely. We've discussed enemies proactively surrendering but offering surrender, from an emotional standpoint, doesn't seem to have a lot of benefit. [Mitch] Focus equals quality.

The team at this point talk about Sizzler for a bit. Yes, the restaurant. Basically, an analogy is made. Sizzler has a ton of food options, but they all taste like ***. A good steakhouse on the other hand only has a few options on the menu, but everything tastes incredible. They want to be the game developer equivalent of a luxury steakhouse. Fair enough.

Q: Can we expect to use all of the most recent mech variants from MWO?

A: A decent number of variants are planned. Some mechs will have variants available and some will not.

**Hopefully they're making this decision based around game canon.

Q: Will missions get randomized optional objectives?

A: There will be some optional objectives in missions. [Mitch] It's difficult to answer this question based on phrasing. Some missions will have optional objectives and some won’t.

**Not really answered about randomized. I think the asker meant procedurally generated optional objectives, but it wasn't clear.

Q: Can we get a re-enactment from HBS of the Davion/Steiner wedding?

A: [The team starts imagining] Perhaps Mitch as Hanse and Lauren from HyperRPG as Melissa.

**Doesn’t sound like it.

We ate backer bagels this morning. Thank you.

Q: Will there be Quad mech piloting skills, even without quads in game?

A: All mechwarriors will be able to pilot quad mechs, but no quad specific skills.

Q: Will there be an option to randomize enemy forces in skirmish?

A: Yes.

Q: Don’t die, Tyler. [request for Tyler not to die since the asker believes Tyler will be the force behind a future-Shadowrun game].

A: [Team confused here]

Q: Will the Commander ever make an appearance?

A: You mean the Lord Commander? [Talk of DFA.] There might be some info about him in game.

[Team gets off track here] Yes we made Shadowrun Returns and sequels. Shadowrun's mission editor made it so that the sequels couldn’t move too far away from the tech used in the original. Some of the tech was starting to fall by the wayside by the third title.

Q: Will the AI ever try to bribe us as players?

A: We don’t think so. They’ll shoot at us, and that's kind of like a bribe.

Q: How long is the campaign in hours?

A: No idea yet.

Q: If you could go back in time to fix something about the game, what would you fix?

A: [Tyler] Engine-based double heat sinks shouldn’t be free!

Q: Will the enemy ever decide to run away?

A: The AI will temporarily retreat, but not leave the battlefield. They will potentially do this during particular mission parameters, or when they need to bleed off some heat, etc.

Q: Will there be environments like we saw in Mechwarrior 4 cities with limitations?

A: We're seeing how it feels. We do expect cities to appear as occasional set pieces. As this game takes place in the periphery, most planets are more backwater in nature so large cities aren't as common.

Q: Can we acquire trophies from fights with which to decorate the Argo?

A: We don’t know; seems like a neat idea, though. There will be some type of Argo customization available, but Mitch says decorations sound like a feature in discuss, which makes him "pissy".

**Assuming that means a no.

Q: Is there a background for the setting?

A: We've already provided a bunch of background in the Kickstarter updates.

Q: How will the game save player progress?

A: [Mike] Good question. Of course it will save progress, but I don’t want to answer out of turn...

**I got the impression that there are some ongoing talks regarding saving player progress, so final decisions may not have been made yet on how it will work.

Mitch accidentally breaks the chat tool at this point, but thankfully already had another question ready to run with.

Q: What has been the most challenging gameplay system [to build] and why?

A: [Mitch] The pipeline for creating maps is very complicated. [Tyler] Combat on combat balance. That's basically the core of the game, and without it we would just be playing Oregon Trail in space. [Mike] Solving for intuitive movement.

Q: Has the DFA animation been made for the King Crab yet?

A: No.

**Assuming this is referencing a particular DFA moment, but I haven't watched the whole series so I'm not sure.
 
Last edited:

Taka-Haradin puolipeikko

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Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
http://community.battletechgame.com/forums/threads/5716
The next Dev Q&A will be tomorrow Wednesday, February 8 and our Lead Writer, Andrew McIntosh will be hanging with Mitch to answer all your questions! *Well, maybe not all - we want to make sure to keep it spoiler-free!) Post your questions below!

Due to scheduling conflicts, HyperRPG isn't able to host us any longer so you can find us over at No Guts No Galaxy's Twitch channel. Tune in tomorrow at 12pm PT here: https://www.twitch.tv/ngngtv.
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://www.kickstarter.com/projects/webeharebrained/battletech/posts/1801796

Backer Beta Info! Novella #1 Delivered! Another Livestreamed Q&A! And More Merch!

Greetings MechWarriors!

Klimecky here. We have good news for you - we're targeting March 15th as our Beta launch date. (As you'll recall, Beta access was a Kickstarter Reward for all Backers at the $50 MechWarrior Tier and above). The team has been hard at work getting the game in shape and we’re almost ready for you to take a test drive.

Now, I bet you have a few questions… well, your friendly, neighborhood BATTLETECH Producer is here to fill you in with a FAQ that should answer your most pressing questions right away. As we get closer to our target date, I’ll update you with any final details you may need to be an effective Beta participant.

After you get caught up on the Beta news, scroll down to learn about our latest digital reward delivery for Backers at the $50 MechWarrior reward level - the first in a series of four novellas by the legendary Michael A. Stackpole. Then keep scrolling to see the sweet new merch AVAILABLE NOW at battletechgear.com!

It’s about to get real - so strap in!
Chris Klimecky
Sr. Producer

Kickstarter Backer Beta FAQ
Can I still upgrade my reward level or get in as a Late Backer?

If you’re a current Backer and you want to upgrade to the MechWarrior tier at the current $50 price, email us and we will give you directions on how to do this since it’s a manual process.

If you have friends who are kicking themselves for not backing the project earlier, let them know they can still get in on our Digital Reward Tiers, including the MechWarrior level which grants access to the Kickstarter Beta. Just send them to to our Late Reinforcements website to get in on the action. But tell them to act fast! On February 15th, the prices for each digital reward level will go up by $10.

When will the Backer Beta start?

Our target delivery date is March 15th. While we’re on track for this date and looking good, this IS game development, so please take the date with the expected grain of salt. Something may break as we head into this date and it may require us to take additional time to fix it to ensure a good experience for our participants. We’ll let you know as far in advance as possible if something like this comes up!

How long will the Backer Beta last?

We haven’t finalized exactly how long the Beta will remain live, but it should be up for at least two months.

What will the Backer Beta include?

As outlined in our Kickstarter Campaign, the Backer Beta will feature 1v1 multiplayer and single-player Skirmish play. The Beta will include a subset of the 'Mechs and Maps that will be found in the game at launch. Note that the Backer Beta will not include the story campaign or mercenary company management, nor will it include the ability to modify your `Mech loadouts. We hope to update the Beta later with the `Mech Lab feature but can’t commit to that at this time.

What `Mechs will be in the Backer Beta?

We're still determining which `Mechs will be included in the Backer Beta. The target list of ‘Mechs for the full game can be found in our Kickstarter page FAQ.

Will the Backer Beta be under NDA, or restricted in any way?

The Kickstarter Beta will not be under a non-disclosure agreement, though there may be an end-user licensing agreement required to participate.

Can we post screenshots and/or videos of the Backer Beta?

Yes!

How about livestreaming the Beta or posting YouTube videos? Can we do that?

Yes! Yes!

Oh yeah? Can we write blog posts about it and mini-reviews if we want?

Yes, yes, yes! All of the above.

How will we report bugs? What do you want us to report?

The BATTLETECH Backer Beta (BBB, B3...) is about identifying bugs, collecting data, and gathering feedback. Different mechanisms will be included for each of those three goals. We'll provide detailed instructions to all Beta participants when the Beta is released.

Where will I be able to play the Backer Beta and for what platforms?

The Beta will only be available on Steam for Windows and Mac. Supporting more platforms would require additional development processes that would impact precious development time needed for feature development.

While the Beta keys will be Steam-only, your key for the final RELEASE version of BATTLETECH will still be on whatever platform you chose in your BackerKit survey responses. If you've forgotten what platform you chose, you can check by logging into your BackerKit account and, if you want to change that, contact us and we’ll change that for you manually.

How will I get access to my Steam Key for the Backer Beta?

If you backed the game at the $50 MechWarrior level or higher, you’ll find your Beta Steam key in the Digital Downloads section of your BackerKit account on the target date.

Where can I talk with fellow Backer Beta participants, find folks to play with, or ask questions?

Since this is a Beta, you will not find the regular Community Hub on Steam. Instead, we encourage you to join your fellow MechWarriors on our BATTLETECH Forums. We'll open a new BATTLETECH Backer Beta Subforum on (or a bit before) our target launch date. This is where Beta participants will go to find folks to play with and discuss the game with other Backers who have hands-on time with the game.

Be sure to head to the BATTLETECH Forums BEFORE the Beta starts so you can set up your Forum code to get access to special Kickstarter badges, introduce yourself to the (awesome) community, and get familiar with how the place works.

What can we expect from HBS in terms of feedback on the Backer Beta Forum?

While delivering the Backer Beta will be a major milestone for the project, there’s still a ton of work left to do and the team needs to put their focus on developing the game. For this reason, do not expect direct responses to your feedback or engagement from the dev team in the forums. (But rest assured, we WILL be actively monitoring the Beta Forum feedback and discussions, and it's always very useful to get the pulse of player experiences.)

HEIR APPARENT Now Available for MechWarrior Level Backers
We’re pleased to announce that the first in a series of four linked digital novellas by Mike Stackpole is now available for Backers at the $50 MechWarrior level and above! Again, if you’re a current Backer and you want to upgrade to the MechWarrior tier to get your copy, email us.

You’ll find a file including the pdf, mobi, and epub versions to download when you hit “Get My Digital Rewards” in your BackerKit account. It takes a little time for the files to populate to everyone's account so please check back in a couple hours if you don't see the files right away.




New Crowdfunded Gear: BATTLETECH Stein and Coasters Now Available!

The newest offerings over at BattleTechGear.com hail from the famous drinking halls of Solaris VII, the planet where MechWarriors compete in deadly arenas for the pride of their Noble Houses, Clans, Stables, or just for riches and glory.

This wave of items include a custom ceramic BattleTech Stein with a molded metal Atlas skull top and a set of 6 Solaris VII themed coasters in a decorative storage tin. The coasters are extra large to perfectly fit the Stein, of course!

We started this crowdfunding round just last week and excited to be just about halfway to our minimum order quantity! We need to hit that by March 1st which gets us plenty of time if everyone helps us spread the word to your fellow MechWarriors!





Our Next Livestreamed Dev Q&A

If you’re not aware, we’ve resumed our monthly livestreamed development Q&As and the next one will be TOMORROW Wednesday, February 8th from 12am-1pm Pacific Time.

Due to scheduling contraints, twitch.com/HyperRPG (the station that brings you DEATH FROM ABOVE) will no longer be hosting our Q&As but we’re happy to report that our friends at No Guts No Galaxy are ready and willing to take up the cause. We’ll also post a recording of the Q&A on the HBS YouTube channel as soon as we can in case you can’t tune in live.

This month’s topic is the Single-Player Story Campaign. As always, we’ll spend the first half-hour taking questions that you post on the BATTLETECH forums before opening up the questions to our live audience on any topic.




Whew! That’s it for this update. Back to work!!!

-- HBS
 

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