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 0.14.3 install.
Usage Instructions:
Ensure that you're extracting only over your 0.14.3 install!
md5 checksum: 9ee4024e3431f113f2fef5b94406498f
Changelog:
---------------------------------------------
------------- VERSION 0.14.4 ------------
--------------------------------------------------- BUG FIXES ------
- Fix for ambient heat changes on maps not updating to vehicles properly.
- Fix for some damage modifiers being applied to mech "cockpits" but not mech "heads" which was resulting in some large splash weapons destroying mech cockpits faster than intended.
- Removed Bpod from Daishi G to avoid spooky bug involving a memory leak when the mech HUD contained more than 14 weapons.------- GAMEPLAY ----------
- Increased build time on all ASF to 45 seconds from 10 seconds.
- Increased flame damage modifier for all ground vehicles to 0.025 from 0.01- Variant tweaks/changes for:
Huit E - Atlas E - Goblin B,E - Harasser F,C - Regulator A - Sunder Prime- Thanatos:
-- Increased Ticket cost to 11 from 10
- Thor:
-- Increased Ticket cost to 11 from 10
- Partisan:
-- Increased Ticket cost to 6 from 5
- Sunder:
-- Decreased Base Chassis cost by 1.5k-------- MAPS ---------
- TC_Kagoshima:
-- Moved the Karnov from the mid point
-- Added ammunition buy zones to side caps
-- Added fog to the lower part of the river valley
-- Made some holes to railings on D3 base------------------------------------------------
--------- KNOWN ISSUES - 0.14.4 ---------
------------------------------------------------------ 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 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
-------- VISUAL -------
- Sometimes solid yellow camo looks like gold on certain assets