"It is the 31st century. The invading Clans drive towards Terra as the feudal houses of the Inner Sphere collapse into civil war. Amidst the ensuing chaos, will you be a forgotten casualty...or a living legend?"

MechWarrior: Living Legends is 14v14 total war in the BattleTech universe. Stride the battlefield in a titanic BattleMech - or swarm enemy 'Mechs as armored infantry. Rule the streets as a tank commander, or pound the enemy with field guns and cruise missiles. Dominate the skies in fusion-powered aerospace fighters and nimble VTOL attackers.

Built on the Crysis engine, and featuring Battlefield's open maps and domination style gameplay. Matches escalate from skirmishes to ferocious armor battles and airstrikes. But you'll always start on even ground: there are no persistent unlocks or levels.

Total warfare in the legendary BattleTech universe. Standalone. Actively, passionately developed. Totally free.

Major Features:

  • Massive, highly detailed outdoor environments. Conquer battlefields ranging from scorching deserts to quiet farmlands to all sorts of alien worlds - even asteroids!
  • Epic multiplayer missions that thrust players into an ever-changing environment, forcing them to adapt their tactics and approach to conquer countless diverse battlefields.
  • Take control of numerous unique BattleMechs, tanks, hovercraft, aircraft (including VTOLs), each with at least six configurations! Both Clan and Inner Sphere also have their own Battle Armor.
  • Bring handheld weaponry to bear against your armored opponents - be it laser rifles or handheld Particle Projector Cannons.
  • Team-based strategic gameplay accented by combined-arms combat.
  • Countless faction-specific weapons - from Inner Sphere Long Tom Artillery to Clan Hyper Assault Gauss Rifles, and everything in between.
  • Various types of electronic warfare equipment, including ECM, Active Radar Probes, and radar data-sharing.
  • Unique strategic assets such as hangar-integrated repair bays, as well as different kinds of defensive systems.
  • Outdoor dynamic lighting allows for every battle to be fought during day or night, with accurate simulation of shadows, atmosphere, vegetation, and weather.
  • Powered by CryEngine 2™, with full DX10 support and scalable options to deliver solid performance on older machines. Bringing immense battlefields to life: complete with realistic physics, destructible vegetation, and dynamic lighting.
  • Online multiplayer action with up to 28 players on the PC.
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Greetings, living legends! It's been a hot minute since our "teaser" back on April Fool's, but since then versions 0.14.0 through 0.14.3 have dropped! v0.14.0 was a huge update, notably introducing three new assets and a targeting controls revamp! The few updates that followed brought QoL adjustments and improvements to the HUD, as well as a hotfix. Additionally, you've probably been aware of something called MWLL2 since mid-March - we'll briefly cover that here as well!

0.14.x

As with all major updates, this was a huge effort. After some cheerleading to get our few but talented artists to push through on the new assets, then several internal release candidates and finally a public test later, we released 0.14.0 in early April! The biggest highlight here was the introduction of three new assets, as well as a rework of the targeting controls! A bit later we found an issue with the revamped targeting controls and fixed it. About a month after that, we released 0.14.2 as a balance pass and to address certain long-standing mechanics abuse. Here's a breakdown of the biggest changes in this series of updates:

New Assets

Shoden - A Clan-tech heavy wheeled tank designed with the aim of fulfilling a defensive role. As such, it's pretty slow, but that's outweighed by the immense amount of firepower it can carry. In lore, the Shoden generally boats lots of missiles, but in MWLL its variants pack not just oodles of missiles but also massed ballistics or lasers. This tank's fairly low-profile for its class, and looks like a narrow brick on wheels, but also hits hard like a brick.

Shoden Variante Lineup PrimeABC

Shoden Variant Lineup DEFG



Schrek - This Inner Sphere assault tracked tank is basically an Awesome mech in disguise. In lore, it was designed to be a long-range partner to other units, such as the Demolisher. In MWLL, it accomplishes this role excellently in its Prime configuration (three ERPPCs!), but other variants are generally more geared toward medium-range support. The Schrek is also one of the few tanks that uses a Fusion engine, enabling it to reach a speed of 76 kph, rather fast for an assault tank. Drive enemies out of your swamp with the Schrek, let them know it's all ogre the minute they're in range! /badpun

Schrek Variant Lineup PrimeABCSchrek Variant Lineup DEFG



Archangel - Remember how we were joking about including the Archangel in the last article? Well, uh, we really weren't. Surprise! Consider yourselves trolled. Anyway, behold the most out-of-place-looking mech in the game! Why? Firstly because it's a Word of Blake mech, and secondly because the model was commissioned outside the dev team by a particularly ambitious tester. (For those unfamiliar with the lore, the Word of Blake is a faction that's basically space Comcast-turned-religious fanatics with nukes and an obsession with cybernetics. They made their own line of mechs, and the Archangel is the heaviest in that line.) Just like in the lore, the Archangel in MWLL is built around being a line anchor or "zombie" mech; it's nigh unkillable, thanks to the currently unique Compact Engine it uses. This new engine is pretty neat in that it has a side torso damage transfer modifier of 0.66x as opposed to the XL Engine's 1.6x (Clan) and 2.0x (IS), enabling longer battlefield endurance. The tradeoff is this engine takes up loads more space, so the Archangel is left with a comparatively light armament for an assault mech. Also a reminder that the knife on the left arm isn't an actual retractable blade like in lore - it's purely cosmetic! Credits and thanks for the model and texture go to Nathan Sherwood and Alexander Zabala, respectively.

Archangel Variant Lineup PrimeABArchangel Variant Lineup CDE



Targeting Controls Revamp

Introduced in v0.14.0 was the separation of air and ground assets into two targeting "groups". We saw your feedback in our survey from back in February, and the data suggested that generally most folks didn't mind having the Target Previous Friendly and Enemy keys replaced with something else. Why did we do this? Because in cases where you have multiple air and ground assets on scope, it's distracting and time-consuming to cycle through both categories to target the nearest air or ground unit. Do check out the full patch notes for a detailed overview. v0.14.1's revision to it is the most recent.

Gameplay

Suspension Kick - Tank pilots used to live in fear of getting stuck on the smallest things - or even nothing at all. No more! As of v0.14.2 every tank asset comes with suspension kick equipment, which basically gives your vehicle a firm nudge in the opposite direction of its turret's facing.

Narc Beacons and Artillery Missiles - This might anger some folks, but the interaction between Narc Beacons and Laser-Guided Bombs and Arrow IV missiles got hit with the nerf bat in 0.14.2. You know how Narc beacons stay active after a target's been pummeled with missiles? Well...that's no longer the case with the AIV and LGB - and only those two. Narc beacons are now destroyed when the target they're attached to is hit by either of those two weapon systems. This was done for a couple reasons, one of which was to discourage players from staying in AIV assets all game. The other was to lessen the annoying experience that was getting lit up by a Narc beacon and then pounded for a long minute by a swarm of artillery missiles from both air and ground assets.

C-bill Transfers - Also introduced in v0.14.2, this is a two-part change: Firstly, the maximum C-bill transfer amount has been halved from 10k to 5k. This was done to prevent abuse of this mechanic, which would often lead to very early-game assault mechs when multiple players would coordinate to feed one of themselves with credits. Secondly, to further curb this issue, C-bill trading has been locked from happening at all for the first ten minutes of a match by default. This is a server-side configurable value. We'll see how these changes play out over the next few months, but hopefully early-game surprise assault mechs and the like will be a lot rarer.

New Cockpits

Not too much to say here, except that the Catapult and Black Lanner mechs got actual cockpit art with v0.14.0! We hope you like it!

New Catapult Cockpit ArtNew Black Lanner Cockpit Art

HUD

Heatsink Healthbar - As of v0.14.2 you can now see a more accurate indicator of just how banged up your heatsinks are! Note that the more damage they take the less efficient they will dissipate heat. We've got a quick clip on how heatsink damage works:


Weapon Group Indicators Rework - Also introduced with v0.14.2, a now more useful weapon group status indicator! You can now see when your weapons groups are in range - even if part of the group isn't in range - as well as if all or part of the group is in a ready state. You can even see if your target's below a weapon's minimum range (if said weapon has one). Check out this video below for a more detailed explanation:


Other Stuff

As is customary for big releases, some past assets' variant loadouts got tweaks, while some weapons and equipment got balance passes and touch-ups (cheaper CERPPCs, anyone?). Also several maps that had community-made enhancements now have those changes officially incorporated as of v0.14.0. They should play better now, and in some cases you might see FPS increases. Lastly, several assets got shader adjustments to have a better specular sheen, while a few others got minor cosmetic tweaks, like the Catapult's torso resize. Lastly, the Broadsword dropship got much better textures!


Huge thanks to everyone that contributed to this effort - it was no small feat! From the developers, to the alpha testers, to the public testers - it's always amazing what we can accomplish when we work together! As always, the complete changelogs can be found here.


MWLL2!!!

Yeah, it's actually happening! The seemingly endless cries to "Just Port It" have been heard! It was about two years in the making, and started out as a thinktank discussion group among some of the veteran players. However, with the advent of MW5 and its subsequent modding scene, this group quickly grew to consist of over fourty people diligently working on recreating the original MWLL's spirit in MW5's engine (Unreal Engine 4). Just this past week, however, the project’s dev team announced it’ll be going standalone, electing to publish independently under Microsoft’s Game Content Usage rules! It will no longer be dependent on MW5. Of course, with this development came a name change, so the project is now titled Living Legends 2.

Much like with the original, it's quite a work of passion - for both the BattleTech franchise and MechWarrior: Living Legends as a project. The new team behind LL2 is made up of some devs from MWLL, as well as a whole heap of fresh talent from the greater Battletech community. There's even a few devs from Wandering Samurai sprinkled in! Don’t worry, the MWLL Community Edition project will still keep chugging along as it always has.


Do check out and follow LL2’s Twitter, their Discord server, and their own ModDB profile. We know you've probably got a lot of questions about this great news, so here's a FAQ the LL2 team has prepared.

We wish the team of LL2 all the best in this monumental undertaking, and are excited to see where the project goes from here. Exciting times are ahead for not only MWLL’s community but MechWarrior and BattleTech fans in general! And while LL2 is still a long ways out, both dev teams encourage you to hop into MWLL to get a gist of how the sequel will play.


What's Next?

While LL2 is being built up, MWLL's development focus will be on heavy VTOLs and a thoroughly reworked flight model. There likely won't be any new assets added while this is going on, but we hope to bring you two new VTOLs - the Anhur and Karnov - at the end of this endeavor. That's all still a long ways out for now, though. As for the long-awaited Battle Armor update...that'll have to wait until after the flight model rework and heavy VTOLs. Currently, the biggest roadblock there is how we'll be able to integrate any new BAs into the buy menu - which itself could use an overhaul. So if you know anyone that's still willing to dive into scarecely documented Flash code or C++, we'd love to have them!


Whew! That was a lot to cover, and it’s only the big stuff. We haven’t even gone into the community events and such here, but check out our official community Discord server to see more on that.

Till next time, and take care!

v0.14.0 Preview!

v0.14.0 Preview!

News

We've been pretty quiet about 0.14.0's development, but as the update nears readiness it's time to unveil some of the exciting changes in store!

Update v0.13.4 - Taking care of that lag!

Update v0.13.4 - Taking care of that lag!

News

Happy new year and merry patchmas! v0.13.4 is here, packing a light changelog but a couple important changes - chief among them is a potential fix for...

Updates 0.13.1 and 0.13.2, and hotfix 0.13.3 Released!

Updates 0.13.1 and 0.13.2, and hotfix 0.13.3 Released!

News 1 comment

Behold our cleanup patch with some neat other stuff tacked on! Includes bunch of HUD changes, bugfixes, adjustments, and QoL updates! Several days later...

Update 0.13.0 Released!

Update 0.13.0 Released!

News

Update 0.13.0 is out and the new assault tanks are here! This update brings you the Mars and Behemoth tanks, new guns, C3 Master, autoflamer turrets...

RSS Files
MWLL Install - Installer.exe

MWLL Install - Installer.exe

Full Version 1 comment

Installs MWLL 0.12.0 with Crysis Wars 1.5 and Sandbox Editor included. Requires Parts 1 through 4 in the same folder for install.

MWLL Install - Part 1 of 4

MWLL Install - Part 1 of 4

Full Version

Part 1 of 4 required for installing MWLL v0.12.0 and up

MWLL Install - Part 2 of 4

MWLL Install - Part 2 of 4

Full Version

Part 2 of 4 required for installing MWLL v0.12.0 and up

MWLL Install - Part 3 of 4

MWLL Install - Part 3 of 4

Full Version

Part 3 of 4 required for installing MWLL v0.12.0 and up

MWLL Install - Part 4 of 4

MWLL Install - Part 4 of 4

Full Version

Part 4 of 4 required for installing MWLL v0.12.0 and up Rename to MWLL-Installer-4.bin - the install will not work if you skip this step!

Patch Archive, All-in-One - 0.12.0 to 0.14.0

Patch Archive, All-in-One - 0.12.0 to 0.14.0

Patch

Updating from v0.12.0 to the latest version taking too long through the launcher or mechlivinglegends.net? And you don't want to keep extracting patch...

Comments  (0 - 10 of 1,331)
stygianumbra
stygianumbra

(buried)

Want ancient broken multiplayer? This mod has that. Only that. We have your desync sticking you in the hanger till you reconnect 2-3-5 times or never, your rubberbanding aerospace and vtols, failure for hits on projectile weapons to register, slightly uneven terrain that stops you dead. All things that can not be fixed and have been stated as much by the devs. If you want to play an online only game that tries to be mechwarrior yet isn't and had all those flaws, this is the one for you. The only game where horribly balanced and implemented aero and vtol is considered a good unique thing because it provides combined arms. Nevermind to fly that aero good which really needs a controller you will have to rig up all kinds of custom stuff for the archaic control system that you have to exit the game to change in order to fly properly. No mousewheel for zoom or throttle control or anything of course. Then you have the vets that know how to exploit the ancient netcode who rubberband and loop around in fast moving aero in a difficult to hit way, because they are stuttering and teleporting around in circles.

There is a reason the player pool has been stagnant for years and the same players play every night week after week barely able to fill just one server up. Its not worth playing more than once.

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Colerx
Colerx

calm down dude... make some friends and play on LAN as we used to those days this game came out.
Be respectful of the good (and free) work of others

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Alex626
Alex626

It's still alpha version. Netcode is ancient because of Crysis Wars, not because MWLL devs made it like that on purpose. Try playing wired, not with Wi-Fi. I understand your pain, but please, try to understand also: this is developers pain too. Modding Crysis is unbelievably hard these days, if not impossible. If you are interested in details, please take look at Crysis Co-op mod. Its developers have done impossible, they re-implemented the AI system in multiplayer. But without Crytek's help and without engine source codes they had to do reverse-engineering and hacking a lot. If only Crytek would release its full sources for CryEngine 2, then it would be possible to do much more and fix a lot of annoying bugs, like the ones that you mentioned about multiplayer code. BTW Crytek refused to release CE2 sources when co-op devs asked for it.

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L3d
L3d

Same probs black screeen cursor only in dx10 only dx9 atm altho i played before on dx10, i did see the console for 1 sec ..pls fix this :( Anyone know a fix for this ?

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DakataBG
DakataBG

Hello when i play for some time the game desides just to exit all the way to the decstop.Can someone help me?Just started playing and I love the work you have put in the game.

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MWEL Creator
MWEL

Sorry about getting back to you so late, but you'd probably be able to pin down the issue better over in the tech support channel in the MWLL discord, at Discord.gg

Crashes to the desktop do tend to happen, but one step you can take to minimize the chances of it happening is by ensuring you are not using a game resolution higher than 1920x1080. CryEngine 2, being as old as it is, doesn't like to play nice with higher resolutions that more modern technologies can support. At least, not always.

Reply Good karma+2 votes
Cyber_Lord
Cyber_Lord

did you run it with Adman rights?

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Alex626
Alex626

Is this still alive? I thought the mod was dead since around 2011, when no proper Free SDK / Crysis 2 Mod SDK came out. Please, tell me the story of this mod over the past 10 years.

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MWEL Creator
MWEL

Yes, this mod is still alive and populated!
It started development sometime around 2008, and progressed a good deal until late 2012/early 2013. Around that time, development by Wandering Samurai Studios completely stopped (for more info on that, the following segment of this video gives a pretty nice explanation: Youtu.be), and the mod floundered for the next three years while its playerbase dwindled and GameSpy (the server lobby service) was shut down. However, in late 2016, development was restarted by the community, with permission given by MWLL's original founders. Since then, development has continued at a fairly steady pace, with lots of fixes and content implemented (and planned!).

Reply Good karma+4 votes
Cyber_Lord
Cyber_Lord

yeah...

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Alex626
Alex626

Yes, I remember Wandering Samurai had some troubles. Back then I felt sorry about another great CryEngine mod that perished.

But WOW, the community is great. Thank you guys for continuing it. It way seem that today Crytek doesn't care about Crysis mods at all. It's quite close to being true, however I've asked the official representatives, and they told me that "Crytek is willing to talk with any project, no matter which version of CryEngine is used". Contact Crytek representatives, which is easy, and they will promote your project on Crytek's official website. It is really important that more projects based on CryEngine versions will be showcased to CryEngine's community . It's also a good PR for this mod. You might even try to get a separate CryEngine 2 SDK for your project.

It would be great if you could join the Official CRYENGINE Discord Server to discuss this further if you wish. For marketing projects they require to accept marketing support from Crytek by registering your game on the Game Registration page and ticking the Marketing Support check-box.

Right now the majority thinks that basically all versions below CryEngine 5 are completely dead, it would be great to remind them that there's a lot of CE2 and CE3-based projects.

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Highest Rated (9 agree) 10/10

MechWarrior: Living Legends is simply the greatest multiplayer mod ever created. From the fantastic level design, art direction, particle, graphics and sound effects, to the intricacies and balance of the weapons, equipment, mechs, vehicles, infantry, the relative faithfulness and respect for the franchise, this mod has it all. The sheer amount and quality of work done on this mod surely exceeds most commercial AAA offerings, but the MWLL team does it for free and we're not even out of beta yet…

Nov 18 2010 by blah238

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