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------------------------------------------------- ------------- VERSION 0.14.0 ------------ ------------------------------------------------- ------ BUG FIXES ------ - Disabled TAG homing for AirSRMs - Reverting serverdelete and changing codebase for LT shells back to rocket code to try and prevent stealth LT shells. - Removed crazy turn penalty from chevalier turret destruction. ------ GAME SYSTEMS ------- - Added Compact Fusion Engine; side torso modifier x0.66, back torso modifier x1.0, less speed loss from engine damage. - Reduced detection range on Colliope base turrets to 500m for all vehicle types. - Reduced lockdown time when autoshutdown to 2 seconds from 8 seconds; increased heat damage protection by 2%. ------- GAMEPLAY ---------- - New Assets - New Clan Heavy Wheeled Tank Shoden (70t); ticket cost 8; tier 11. - New InnerSphere Assault Tank Schrek (80t); ticket cost 8; tier 10. - New Archangel InnerSphere Assault Mech (100t); ticket cost 15; tier 15. - Weapons - Added air versions of all classes of Large Lasers; identical in mechanics to ground versions but have air-energy damage type for better modifiers against other aircraft. - Reduced cost of CERPPC by 500 cbills. - Switched out hittypes on PDS to increase performance against BA. - Decreased damage on hawkeye(mgun turret) to 4 from 5. - Added in some cruise altitude for ERATMs to help avoid hitting ground objects when travelling long distances. - Increased speed of Sniper Artillery Shells to 144 from 120; this increased their max range to 700m from 500m. - Reduced heat per shot of Small-X-Pulse-Laser to 1.6 from 1.94 - MRM20 now 7 tons in buildrules from 8. - Charge up time removed from single Air-Gauss carriers. Dual Air-Gauss retain chargetime, as do all forms of Heavy Air-Gauss. - MG AMS now only shoots down hostile projectiles and causes signifigantly less damage to playable assets - Commando - Moved some armor to arms from side torsos. - Visigoth - Moved some armor to tail. - Catapult - Corrected missing armor on side torsos which was supposed to be taken from arms. - Decreased size and moved location of head hitbox. - Sunder - Moved armor towards center. - Mars - Added rear PDS for back defense like the Behemoth has. - Changed a couple wheels to "driving" to help getting stuck on small inclines. - Anubis - Increased torso yaw limit to 120 from 110. - Partisan - Decreased turret yaw speed to 200 from 211. ------ VISUAL ------- - Hellhound - tweaked shader on standard gunmetal for better specular sheen; increased contrast on diffuse. - Sunder - tweaked textures so that back torso details show up normally, tweaked shader to ease up on sheen. - Blacklanner - Added cockpit art. - Rommel , Marauder, Mithras, Locust - tweaked shader on standard gunmetal for better specular sheen. -Solitaire - tweaked shader on standard gunmetal for better specular sheen. - tweaked shaders to better match anubis torso. - Anubis - tweaked shader on standard gunmetal for better specular sheen. - tweaked shaders to better match solitaire legs. - Vulture - tweaked shader on standard gunmetal for better specular sheen. - tweaked texture to better match madcat legs. - Catapult - Added textures to arm holder parts. Added texture and plugged holes in gyroyaw. - Resized torso; -6% on x-axis; +6% on y-axis. Retooled hitboxes. - Added cockpit art. - Broadsword dropship - Added new more detailed textures ------- AUDIO --------- - Priority changes so that the sounds of slow firing weapons never get overshadowed by fast firing ones - Attenuation changes to PPCs to give them more "bite" when heard from medium distance -------- MAPS --------- - TC Frostbite - Reduced the amount of destructables entities (mostly trees) to lessen server memory load - Changed default ToD to evening/late afternoon - Changed dynamic light levels to reduce snowblind effect with HDR rendering - Rearranged some buildings and props on forward factory bases, and added functional queue system on single hangars to prevent most hangar pileups - Added new MG AMS turrets on both forward factories - TC Marshes - Changed the whole base layout for better game flow - Added VTOL factories for both sides - Lowered the water level to make tank driving less frustrating - Added possibility of buying and upkeeping Aeros on mid base - TC Kagoshima - Added Middle cap point - Moved far corner capture points closer to center - Rearranged some buildings and props on forward factory bases - Added new MG AMS turrets on both forward factories - Added more functional spawn points to clan side forward factory to fix the issue of not being able to spawn in there sometimes - TC Scorched - Removed the various small arms from Aurora dropship - Added spawn helpers to the dropship factories to make assets spawn closer to ground and prevent vehicles flipping over - Minor turret rework for the dropship bases - Removed the terrain spike from the IS fortress runway - TC Ivory Tower - Added new pathway towards middle from IS side forward factory - Added new tunnel shortcut near mid cap - TC Wildlands - Fixed the E6 forward factory asset spawn issue - TC_Enkeladus - Thickened ice sheets to prevent jumpjeting exploiting - Reworked iceshets to be more tank friendly - Reworked baselayout/capweights/logistics to condense play area ------ CONTROLS ------- - Complete set of new targeting controls: - Target nearest / next enemy surface - Target nearest / next enemy air - Target previous enemy surface - Target previous enemy air - Target nearest / next friendly surface - Target nearest / next friendly air - Target previous friendly surface - Target previous friendly air These controls are the new default, the old controls have been moved to a new category called "legacy targeting". The default keys will be added in the action mapper so you will most likely have to fix your bindings there. If you use air targeting controls and no air target is around, your current ground target will be retained and you get an error message from Betty and vice versa.------------------------------------------------------ --------- KNOWN ISSUES - 0.14.0 --------- ------------------------------------------------------ ------ 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. - Air LBX does not collide with mechlegs - 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 is not yet textured. - 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 ---- 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. ------ CONTROLS ------- - DirectInput Joystick support has been removed due to instability. You can continue using your joystick by following this guide: Wiki.mechlivinglegends.net