LIVE - BATTLETECH 1.7 Update Release Notes
Thank you for playing BATTLETECH! Release 1.7 is now available! The main areas of improvement are issues identified by the community, AI, combat performance improvements, and map graphics. We have also improved gameplay difficulty balance in the Kamea campaign and addressed many minor glitches.
Release 1.7 Notes, 9/10/2019
From the Community
- Fixed a formatting problem with the json for the PNT-9R
- Updated the Hatchetman HCT-3X faction so that it is part of more lore relevant enemy lances
- Fixed an issue where the ‘Double Agent’ Flashpoint awarded the wrong faction reputation
- The Packrat now moves as a light wheeled vehicle
- Stock lances in skirmish mode are no longer duplicated in the dropdown when the budget is unlimited
- Several libraries for Ubuntu Linux users are now installed along with the game by default
AI
- Improved AI’s ability to avoid a potential ECM exploit
- ECM carriers will now work harder at keeping their allies cloaked
- Further pathing fixes for several missions where the AI could become stuck
- Updated lance role tags for a number of ‘Mechs (such as “tank”, “sniper”, “scout”, etc.)
Combat Performance Improvements
- Particle system optimization
- UI rendering optimization
Map Graphics
- Many small map polish fixes - closing seams, grounding assets, clipping corrections, etc.
UI
- Fixed a bug where an event may reference a random star system rather than the currently orbited one
Other
- Re-balanced the Attack/Defend encounter type
- Fixed many small grammar and translation errors
- Improvements to missile trajectories
- Balance adjustments to the Kamea story campaign:
- Lowered mechwarrior hiring cost
- Increased payout in c-bills for contracts
- Increased base salvage for contracts
- Increased the frequency of non-weapon rare items in salvage
- Increased the starting cbills from 980k to 1000k
- Increased the starting morale from 25 to 28
- Increased MechWarrior XP per mission from 400 to 500
- Updated difficulty settings to match new defaults
- Fixed an issue where certain sounds on Urban maps would persist after save/load
- Fixed an issue where player ‘Mechs could not melee units cloaked within an ECM field
- The 'White Lies' Flashpoint is now available during career mode as well as after completing the campaign
- Fixed an issue where buildings could collapse while they still had health
- Fixed the contract results page for the ‘Hearts and Minds’ Flashpoint with the correct objectives
- Fixed an issue where ally defense turrets would not turn on in Attack and Defend - Retaliation contracts
- Fixed an issue where attacks would pass through buildings without causing stray shot damage
- Gyro+++ component gameplay effects can no longer be stacked
- Fixed an issue where Pre and Post mission autosaves would not properly generate for procedural contracts when any Flashpoint was active
Known Issues
- Small amounts of text remain untranslated
- The game does not always enter turn-based mode when hostiles drop in
IMPORTANT: Additional note for players who mod various game files…
Reminder that modding is not officially supported. If you have saved a game with any mod active, that saved game will not work after an update has been applied unless you replace all modded files exactly as they were when the save game file was created. Saved games require the exact same data state in order to function properly.
Roll Back
It is possible to revert to past versions of our game in case you have trouble with this update. For more platform specific information go to our forums at:
https://forum.paradoxplaza.com/forum/index.php?threads/how-to-rollback-to-a-previous-patch-version.1112335/
As always, if you experience further issues please contact Customer Support at:
https://support.paradoxplaza.com