"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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Logo MWLL New DropShadow x2 Offs


First, a warm happy new year to you all from the MWLL dev team!

And now, the update that many of you have been waiting for! Since 0.10.1, we've even further refined Battle Armor gameplay and directly related areas, added a couple new toys for you to play with, and tweaked a bunch of weapons and build rules for certain chassis. Particularly notable among the changes are a complete revamp of how the BA Recoiless Rifle deals damage, a global reduction in the hatch escape timer, BA SRMs fixed to hit reliably, the reactivation of infantry bays in the Hephaestus hovertank and Goblin tank, and the new B-Pod equipment! As we keep working out and overhauling the Battle Armor system, you can expect more of these fine-tuning passes.

Additonally, for anyone that missed it, here's a brief demonstration of the B-Pod (basically a one-time use anti-Battle Armor explosive) in action:


So, without further ado, here's the changelog:

--- BUG FIXES ---

- Fixed a crash caused by the chat system

- Madcat Prime now recieves its two free tons from previous CLRM build rule changes.

- Fix for missing textures on Vulture torso.

- Fix for BA SRMs rarely registering hits, they should now always hit reliably.

- Fix for RearFiringLaser visual beam not reaching to its full 500m.

--- GAME SYSTEMS ---

- Hatch escape timer globally reduced from 3.5 seconds to 2 seconds.

- Hatch escape timer has been removed from the APC.

- Select Mech variants now have B-Pod Anti Battle-Armor equipment. These are mounted on the mech's hips and release an explosive when fired (default key 6) which will cripple or heavily damage any BA in a radius around the mech. Note that the damage is not great enough to kill a BA from full health.

- Battle Armor now have a hardmounted Machine Gun which can be fired by pressing Mouse 2 (old grenade throwing button).

- Activated BA spawning onto infantry bays for the Hephaestus and Goblin.

--- GAMEPLAY ---

- AC2 moved to AP ammo to match the other standard ACs.

- ATM [HE] lock time reduced to 0.6 from 1 second.

- Decreased the spread cone of ATM-3 [HE] launcher to improve accuracy.

- BA Recoilless Rifle animation sped up to more closely match mPPC raise time.

- The BA Recoilless Rifle now has Armor piercing capabilities against tanks, hovercraft, and aircraft. Damage modifiers are as follows:

--- Tanks: 2.25x against side armor

------ 3x against back armor

------ 1.5x against turret armor

--- Hovercraft: 1.3x against side armor

------ 1.6x against back armor

------ 1.15x against turret armor

------ The LT, Huit, and Mithras are considered hovercraft for these modifiers. The APC is not affected.

--- Vtols: 1.6x

--- ASF:

------ Light 1.75x

------ Medium 2x

------ Heavy 2.25x

------ Assault 2.5x

- Increased damage of PointDefenseSystem and doubled its HP to prevent it from being destroyed so quickly.

- Restored full explosive area of Air_MRMs to match ground MRMs.

- Improved BA Grenade Launcher fire rate and explosive radius. Increased the speed and drop of the grenade.

- Slightly improved the agility of MRM tracking.

- Reworked BA Small Pulse laser to continuously fire, also reworked damage.

- Reduced light kinetic modifier against VTOLs from 1.9x to 1.6x

- Increased TAG range from 1300m to 1350m.

- Decreased HAG range from 1250m to 1200m.

- Increased Light Gauss range from 1200m to 1250m.

- Increased MRM damage from 78 to 82.

- BA armor regen delay increased to 5 seconds from 3.

- Moved some armor from Cauldron-Born Externals to its Side torsos.

- Moved some armor from Argus side torsos onto its Arms.

- Improved the turning ability of the Bushwacker.

- Reduced cost of BASRM ammo from 2k to 1k.

- Reduced BA health and Armor regeneration rate by 25%

- Thanatos Build rules tweaks:

--- Thanatos now received free hard mounted GECM.

--- Standard and Improved Jump Jets prices and tonnages halved for the Thanatos.

- Enabled equipment for the LongTom. The standard now comes with one PDS and one LAMS, the short with two PDS, the long with two LAMS.

- Ryoken Build rules tweaks:

--- Fix for missing internal tonnage in build rules which resulted in an extra ton of podspace. (was counting as 45 tons rather than 55 tons)

--- Ryoken now no longer recieves a free heatsink.

--- Ryoken now counts as 10 tickets from 11.

- Ryoken

--- adjusted torso hitboxes on upper torso to match the shape of the lower torso (cockpit canopy).

- Hawkmoth Build rules tweak:

--- Moved Hawkmoth engine to STD from ICE to match Donar as its base chassis price was already set up for STD engine.

--- Hawkmoth gained 1.5 tons of podspace, all of which went into better weapons to help it keep up with the Donar.

- Huit:

--- Moved to Clan FF armor from standard armor to improve its durability.

--- Increased base chassis price by 6k.

--- Redistrubuted armor to areas more likely to be hit.

- Mauler:

--- Base chassis price decreased by 3k.

--- Improved the max yaw from 90 degrees to 135

--- Increased armor on CT slightly.

--- AUDIO CHANGES ---

- Vehicle based weapons are audible for close to 1km from the source. Locate your enemy by the sound of the carnage.

- ASF engine sounds changed so that when a player throttles down the plane doesn't get near total audio stealth

- Heavy Small and Heavy Medium Laser play charge sounds again

--- MAPS ---

- TC_IvoryTower: Removed erroneous Assault class builds from forward bases (this was never intended)

--- VFX ---

- Adjusted BASRM missile particles to look more like SRMs and less like Tbolts.

----------------------------------------------------------

---------------- KNOWN ISSUES ----------------

----------------------------------------------------------

--- 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.

- The Oro and Rommel cannot turn while reversing.

- 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.

--- 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.

--- MAPS ---

- TC_Palisades: Both ASF factories will only build one ASF at a time.

--- 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

--- CONTROLS ---

- DirectInput Joystick support has been removed due to instability. You can continue using your joystick by following this guide: Wiki.mechlivinglegends.net


Your game launcher should prompt you to update MWLL as always - with that big green UPDATE button in the middle of the window!

Again, happy new year to everyone, and we really hope you enjoy this update!

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MWLL 0.9.4 Full Installer (Torrent)

MWLL 0.9.4 Full Installer (Torrent)

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Full game archive for when the normal download is too slow for whatever reason :D

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Installer for MWLL - install once, and you should have all you'll ever need to run MWLL. This gives you a launcher that also acts as a patcher with built-in...

Comments  (0 - 10 of 1,320)
REAPER_40K
REAPER_40K

Is there a sandbox mode in this mod?

I want to experiment with the different mechs and loadouts in a singleplayer play map with unlimited cash if that's possible.

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MWEL Creator
MWEL

There isn't a singleplayer mode (unless you count using the - currently broken, but soon to be mended - Sandbox 2 Editor), but there is a Free Testing server, where all players have technically unlimited cash and access to all vehicles.

Reply Good karma+2 votes
Kaneda13
Kaneda13

With regards to the recent job notice, why doesn't the MW:LL team port the game to a new engine? Have all the assets moved to UE4 or the newer Cryengine? Then have the game code listed on Git so you can fix all the bugs? Every art asset is there, sure it'll take some work to move it all but Sandbox 2? Really? A 12 year old engine that only has DX10 support maximum? C'mon guys, it's so damn old and buggy. Nobody who wants to get work in the games industry would quote their MW:LL Sandbox 2 experience on their resume. Continuing to use it is such a disservice to the team and existing players, it essentially guarantees the games eventual demise once MW5 comes out. If I was in charge of the development team, I'd go back to the drawing board, delete the job notice and repost a new one to get artists on board to help with moving the assets and recoding the game to a newer, state of the art engine. I think it's time to reprioritize and update the game. It won't be "too much work" if you actually entice others to join the team with a better goal of using current technology, rather than working with the existing framework.

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Kaneda13
Kaneda13

You repost a new advert. Ask for programmers and artists to help with extracting all the visual assets from Sandbox 2 and porting them into UE4. Then get those same artists to create new animation cycles for those mech, not to mention the VFX and weapon systems. Get the coders to work with the base game MP functions. It wouldn't be that difficult. BOOM, you've successfully updated the game to a better, more stable engine and future-proofed it for the next 10 years

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dirtbagdaryl
dirtbagdaryl

Is the playerbase active?

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MWEL Creator
MWEL

Yes! It is very much active, and especially so during the weekends, when we have Chaos March (planetary conquest league) running. A lot of the community lives in the official MWLL discord (at discord.me/mwll).

Reply Good karma+1 vote
NFSRacer
NFSRacer

Gotta say, rather curious to see how far this game has come! I last played the game with update...0.6 or 0.7? I forget, but it was a long-*** time ago, and to add to it, the game itself was poorly optimized at the time. I'd LOVE to see how far it's come! As it stands, my PC now vs my PC back then is LEAGUES better than my PC of old!

Just one question: How populated are the servers?

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MWEL Creator
MWEL

Welcome back to MWLL!

Outside of weekends, we usually see about a full server throughout every day, though that tends to fluctuate. However, right now seems to be kind of a downtime. Weekends see the Chaos March event running, filling up another server. Biggest population spike tends to be around 2100-2300 UTC. You can always check out the population data here: Stats.spikx.net, and we also have a discord server (at discord.me/mwll) with a channel that shows which servers are populated.

Get ready for quite a different game than what you played before, btw. There have been a *lot* of changes since the days of 0.6 and 0.7 :D

Cheers,
Bird_Thing

Reply Good karma+2 votes
Guest
Guest

Hi All,

Just found this website, and was giddy with joy....

But one thing hit me - development costs cashola....

I don't want to cause any issues or trouble, but
is there a way to support this development?

Cheers,
Argent_Dalmer from Brampton

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MWEL Creator
MWEL

Welcome!

The MWLL community dev team cannot accept money in any way, due to legal reasons. We work on this project on our own free time, out of our own interest and passion for the BattleTech franchise and MechWarrior series of games.

Cheers,
Bird_Thing

Reply Good karma+1 vote
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Highest Rated (7 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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