MechWarrior: Living Legends is a total conversion mod for Crysis Wars turned standalone, mixing BattleTech's combined-arms warfare and universe with BattleField's vast open maps and domination style gameplay.
Having trouble downloading updates through the launcher? Downloading through mechlivinglegends.net going too slow? Grab these incremental archives instead! Extract this version over your 0.15.4 install.
Usage Instructions:
Ensure that you're extracting only over your 0.15.4 install!
md5 checksum: eef34541a8e24d13ad9831eb1d32df90
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--------- KNOWN ISSUES - 0.16.0 ---------
----------------------------------------------- GAMEPLAY -------
- If you are lucky, your pulse lasers occasionally will fire an additional laser pulse. Despite being useful in some situations, this is not intended. Sorry! :)
- In the Coupled Unlocked mode, when the reticule is very close to the center of the screen, the torso will stop moving, but the reticule will keep trying to recenter.
- BA SRMs always update in the HUD correctly whether they are selected or not, but only after they have been selected once after a respawn happened. After they have been selected, weapons can be switched, and they will always update correctly.
- When left empty, each BA SRM tube needs to be manually reloaded (can be initiated by using the fire button)
- BA hardmount MG cannot be fired during SRM reload while the SRM are selected
- BA arm remains in position when hardmount MG is expended - weapon switch clears it
- BA hardmount MG triggers "reloading" state on one of the SRM indicators when they are selected
- BA hardmount MG lacks a muzzleflash effect. (it was heavily bugged) Tracers still work properly, however.
- Bpod hit detection remains buggy
- In rare cases directly after buying an asset, a mixed weapon group will only fire for one cycle and then stop. Works normally after that.
- BA will show up as both air and surface targets
- Upon entering a Heavy Vtol your Free Reticule setting will be forced to On (Off is not supported on them) since this is a global setting, next time you get in a mech it will still be on, so if you prefer off in mechs you will need to press the button to turn it off every time after you take a heavy vtol.---- GAME SYSTEMS -----
- Crashes can happen. Workarounds are available in the Troubleshooting guide.
- You might get stuck in the connecting screen. This depends on your ISP, but if that happens, a workaround is available in our Troubleshooting guide.------- AUDIO ---------
- Due to a hack required for new leg sets and animations to create footstep sounds and footstep effects, all mechs will play one footstep sound anytime they come to a complete stop even though they are not moving.
-------- MAPS ---------
- TC_Palisades: Both ASF factories will only build one ASF at a time.
- TC_Tukayyid trees may still cause some convergence issues when aiming directly at them. We are working on a permanent solution to this, but the most prominent issue with the trees has been resolved
- TC_Scorched on low settings may cause blinding issues in the water-------- HUD ----------
- Certain HUD elements might overlap other UI elements.
- BA SRM ammo counter does not update until the weapon was selected and the reload on them was triggered once
- There is a hang up in frames when you switch targets when using the tank HUD.
- BA SRM ammo counter states you have one ammo when you spawn, which you do not. This could not be easily fixed as it is a default state problem rather than it reading your actual ammo. Once you switch to the weapon, it will read your actual ammo and update.------ CONTROLS -------
- DirectInput Joystick support has been removed due to instability. You can continue using your joystick by following this guide: Wiki.mechlivinglegends.net
-------- VISUAL -------
- Sometimes solid yellow camo looks like gold on certain assets
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------------- VERSION 0.16.0 ------------
--------------------------------------------- GAME SYSTEMS -----
- Added sv_Leaguemode_buy_anywhere function allowing you to purchase any asset anywhere in the field via console command (I.E. buy IS_CommandoPrime or buy CL_OroD)
- Added sv_leaguemode_instant_factory setting to build all assets in 1 second.
- Added sv_leaguemode_warntime setting to configure duration (in seconds) of leaguemode activation HUD window.
----- GAMEPLAY ------- New Assets
- New InnerSphere Heavy Vtol Gunship Karnov (60t); ticket cost 10; tier 11
- New Clan Heavy Vtol Gunship Anhur (60t); ticket cost 11; tier 12
Heavy Gunship Vtols are built off extrapolated rules for "support vehicles" and increased VTOL suspension factor beyond 25 tons.
They generally are slower and turn and pitch slower (relatively much slower) compared to Light Vtols.
In return, they have free reticule enabled and most all thier weapons in articulated turrets so they can obtain and track targets even with poor pitch and yaw speeds.
In addition, half of the variants of the Anhur and Karnov have an Infatry Bay allowing BA to spawn and the other half have an Ammo Bay allowing nearby friendlies to reload. All variants have seats for BA ferrying.
- Weapons
- New Clan weapon AP Gauss Array (Anhur exclusive); fires high rate of fire fast flying burst of shots; the array contains 3 AP Gauss, each array has roughly the damage of three small lasers against vehicles plus light kinetic.
- New InnerSphere weapon RocketLauncher-10 (Karnov exclusive); fires slow stream of high splash rockets directly forward; does not support free ton reloads.
- Flamer damage modifier against vehicles increased to x0.1 from x0.025
- Halved fire rate on air LBX5/10/20 and decreased to a third on the air LBX2. Splash damage is on air LBX to help them be more useful against ground and air targets from further away shooting from ASF, however their inclusion on Vtols was causing them to achieve far more DPS than intended.
Since ASF require another strafe set up to fire again, ASF should not be affected by these nerfs, Vtols however will retain the splash LBX versions but will be much more affected by these refire delays. The new refire times equalize their overall DPS with their ground versions when taking into account the additional splash damage.
- Restored some splash radius back to air LBX5 following firerate change.
- Reduced max ranage of Light Gauss on Vtols to 950 from 1200m.
- Reduced max range of Air LBX2 to 1000m from 1350m.
- Walked back some nerfs to the Cluser Arrow-IVs since they became useless.
- Increased StreakSRM ammo per ton to 96 from 72; Increased inner splash by 0.1m; increased turn speed by 5; decreased offset factor(spread) by .05.
- Returned HVAC/10 Ammo to Light Kinetic type.
- Increased MPL range to 450m from 400m
- Increased MXPL heat per shot to 3.8 from 3.4
- Increased AC/20 heat per shot to 22 from 12
- Reduced damage on UAC2 to 11 from 13
- Normalized all Thunderbolt Fire Rates to match the Tbolt-20; better fire rate per launcher size was meant to benefit LRMs not Tbolts.
- Reduced the amount of errant missiles in MRM40 missing even large targets
- Increased Snubnose Thumper speed to 400 from 350, decreased bullet drop by 10%.
- Increased cost of Vtol RAC5 (on hawkmoth) by 2k.
- Donar
- Increased ticket cost 4->5
- Increased drag for up/down and left/right movement, also reduced engine power for lateral and descending movement.
- Increased Missile Damage modifier to x1.0 from x0.85- Hawkmoth
- Fleshed out buildrules which had been vague since their introduction; lost 1 ton of armor as a result. (CBT Donar has far more armor than the CBT Hawkmoth, it is not as severe in MWLL but a difference is now respected)
- Increased drag for up/down and left/right movement, also reduced engine power for lateral and descending movement.
- Increased Missile Damage modifier to x1.0 from x0.85- Orion
- Darkened diffuse texture on material of default gunmetal paint to better match other assets.- Hephaestus
- Moved LRM20 on Heph A to clan version.- Regulator
- Moved TAG laser on D variant to the top of the turret.- Shiva
- Reduced Base Chassis Price of Attacker Class by 4k.- Variant tweaks or changes
- Schrek C - Avar A, B, C, D, G - Blanner D - CauldronBorn B, D - Cougar B - Orion G - Mauler C, G - Hollander C - Demolisher F - Catapult G - Avatar E - Archangel B - Locust C, D - Hellhound G - Huit D - Hephaestus A - Oro E - Shiva E - Behemoth P,B - Loki G - Hawkmoth C------ BUG FIXES ------
- Reworked and improved Air Thunderbolts against all aircraft, previously they were extremely inconsistent depending on which ASF they were hitting and doing poor damage to Vtols overall.
- Base LAMS will now shoot down Air Thunderbolts.
- Rerouted missing texture pointers on BA Claw and BA Mgun
- Reexported Longinus textures with correct settings (may have caused instability on DX10)------ VISUAL ------
- Orion
- Darkened diffuse texture on material of default gunmetal paint to better match other assets.------ CONTROLS ------
- Removed Free Reticule settings from Mech tab in actionmapper and moved to Vehicle.
- Updated Actionmaps version (beware this will reset your controls to default settings)