BATTLETECH 3025 - COMMANDER'S EDITION V 1.8 RELEASED
https://www.nexusmods.com/battletech/mods/387?tab=posts
Compatible w/ Heavy Metal Expansion
Heaps of New Features
I really enjoyed the normal Battletech 3025 mod, it improved the mercenary campaign a lot by greatly increasing the number of mechs and introducing new difficulty settings and making minor balance changes. I moved on to other games eventually and never played the more expansive version, Battletech 3025 Commander's Edition. When Heavy Metal came out I held off playing Battletech even longer, because I knew the mod would need to be updated.
UNTIL NOW - version 1.8 has been released. It is a massive expansion from the previous Commander's Edition, which itself was apparently a significant expansion on the simpler Battletech 3025 mod.
Here are the features:
Full Inner Sphere Map
Start in 3025 to 3057
Galaxy At War
Mech Quirks
Pilot Quirks
Panic System
Argo Upgrade Improvements
Difficulty moved away from start, more to end game
Similar difficulty to Extended 3025 but with higher skill ceiling
Difficulty Levels, including 'Simulation' which is hard + more hardcore Simulation aspects/challenges
Re-balanced weapons/skills/variants
A huge list of new mechs/variants and assorted weaponry/tech
Major additions in latest version:
Start your career from 3025 until 3057
Choose the amount of new level 2 you want in your game by the year you start in.
Mech rarity per faction is calculated for the exact date when you go on a mission, as mechs roll off the production lines and are released they will change in commonality following the lore.
No Clans yet, this is entirely the Inner Sphere.
Start your game in 3025 and you will have the low tech version you were used to before.
Major rework of what technology is around
Balanced versions of new tech from Heavy Metal are around in the correct era, depending what year you start your game as. Powerful versions of weapons are Star League era versions and are suitably rare. Out of timeline weapons or items and invented stuff such as Coils are even rarer but maybe if you are lucky you may find one on a research planet.
If you are playing at a later date look out for the non Star League versions of UAC 5s, LB10Xs etc. that the major houses are slowly introducing. These will provide different build and role options for your mechs without being just straight up better.
We have the technology
All level 2 technology from the lore and tabletop is around in the correct times. Countless new mechs since the last version, ok I counted, 140+ new variants. Countless new level 2 tech weapons that are side grades from 3025 tech, with their own +/++/+++ versions to find. New tech weapons provide a different role.
Not just what Heavy Metal provided, we have Streak SRMs, Artemis IV SRMs/LRMs. AMS/MASC/ECM/BAP/CASE. XL Engines, Endo Steel, Ferro Fibrous.
This isn't a one to one translation from the Tabletop
The translation fits the HBS game in a fun adding way. Mech builds are from the tabletop, and the factions are using what they should be using but changes were made for gameplay reasons. Double Heat Sink engines provide -40 heat sinking instead of -30 so that heat it still a concept in the game for example. If you want to play in Tech level 2 periods you can find those better mechs out there, but we aren't seeing Clan level leaps in power.
Even more balanced than before
Multiple subtle changes help bring some of the outlying things in line. Subtle changes include optimal weapon range being slightly more important, support weapons are slightly less accurate to hit the god tier support weapon boats. Hard difficulty and Simulation mode has been made slightly harder. New Heavy Metal items are all reworked to fit the balance from before. You wont see a huge nerf hammer on your favourite thing unless it is from Heavy Metal.
Heavy Metal has been hit with a nerf hammer hard. The main culprits have been whacked. You will still see lots of toys introduced from the Expansion, but don't expect to be using 125 damage snub nose PPCs in this mod.
HBS fixed item quirks have been adjusted to be more subtle and to sit nicely with the Quirk system Extended already has. Some have seen no change, others have been removed such as the Marauder Command Console as the quirks from Extended already covered it's Command Mech role and had a more interesting gameplay impact.
Major work on the Inner Sphere map
Shops are distibuted with the new Heavy Metal system all over the map. This includes Major Faction shops.
Contract employers are intelligent all over the map whether you use Galaxy at War or not.
When you start you will begin down south no matter the faction you choose so the Flashpoints are easily available, but you are free to travel the entire Inner Sphere.
Here is my experience on the weekend:
Installation process was easy. I wiped the mod folder, downloaded the Btech 3025 CE file and the CAB file. Extracted the mod into the mods folder, ran the CAB install file which automatically detected the btech folder. Deleted the 8 folders as directed in the install instructions on the site. Ran modtek injector (included in the Btech 3025 CE zip file, easy to find). DONE, works perfectly. You must read the post describing how to do it - all the information is available and easy to follow, but you do actually need to read it.
I started a new career. First step is setting the difficulty, using the expanded options. I usually pick 4 pieces to recover a mech, player mechs lost if cored, random start mechs, maybe one other thing more difficult than usual. You can adjust the settings mid-game if you want. I got lumped with a pos Cicada as my medium, which sucked. Quite possibly the worst mech in the game. Mechs also have "quirks" now; nothing game breaking, but each model has certain issues or benefits. Pilot background now has an impact, and apparently pilots can specialise in a certain mech. The feats are all rebalanced/improved; there is a feat that helps mechs retain evasion pips, which is crucial for lighter mechs late game I imagine.
Started in Liao space; the entire IS map is now open. The planets can shift control and you can help with the overall war effort of a great house. A lot more impressive than the vanilla experience.
When you begin, you must pass time by 1 day so that you can select the starting era. There are 4 options, I chose 3049. This era is right when the clans first start to move into the IS. Post-3025 tech will slowly begin to trickle in, but still very rare. Clans are way up north and I haven't seen or heard anything about them yet beyond the introduction statement (I'm about 150 days in); apparently the mod does not actually feature the Clans yet so I think they just gobble up a few planets and disappear. Time does progress in game, so if you start in 3025 you will eventually reach the later time periods with their related advancements.
In battle, several great new features become immediately obvious. First, pilots undergo psychological stress. Enemy pilots will eventually eject if you really focus fire and tear their mech to pieces. The targeting line also changes colour depending on the angle (front, side rear) of the shot. There appears to be some new mission types, presumably from Heavy Metal or some official patch - you can escort some rookies on their first mission. The game gives you 3 green mechs and pilots, so you only need to provide one mech and pilot of your own, great for early game if your mechs are broken down but you need money.
Right now my only medium mech is a hunchback (sold the cicada). I roll around with an AC20 hunchie and a swarm of javs/firestarters. I have an AC urbie in reserve. My hatred for enemy firestarters remains in full effect. At the time I quit, I just recovered a panther and equipped it with 1 ppc, 1 m laser, 1 inferno SRM. I've never used an inferno SRM in this game so I'm looking forward to it. I have seen and recovered AMS systems, and I saw a mortar on sale for some ridiculous price, but otherwise nothing too crazy.
Post battle, pilots become fatigued for 5 days. You can send them in back to back missions if you wish, but apparently there's some sort of penalty. It means that you will regularly rotate pilots; I now have 8 mechwarriors on the payroll and rotate them. I drop 4 pilots a mission, and then after 2 missions I take a break to recuperate. I definitely want to upgrade the mechwarrior bays to get more.
So far so good. The starmap now encompasses the entire IS and there are active wars that can result in planets changing hands and increased payments if you get involved. Planets (at least in warzones) appear to have more open missions than usual, the variety is nice. Flashpoints are still available. A tonne of new mechs and variants, and a tonne of new tech that will slowly trickle in. All new pilot mechanics that have a real impact on how battle plays out. Btech 3025 was already good, but this new version of Commander's Edition is a massive expansion.