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Releases: BattletechModders/CustomBundle

version 0.2.81

29 Sep 14:38
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version 0.2.81 Pre-release
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  1. CAC: used heat sinks reseting has been reconsidered. Now they are resetting on activation begin.

version 0.2.80

28 Sep 17:34
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version 0.2.80 Pre-release
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  1. CAC: now used heatsinks resetting a) in non-interleaved mode, on round start b) in interleaved mode, on phase begin, if mech avaible this phase.
  2. CAC: now attack log will be written as xlsx and file will contain info about whole battle not only one attack. NOTE: it is bad idea to open attack log file until battle is over. If you need info before battle ends - it is good idea to copy this file and open copy instead.

version 0.2.79

27 Sep 16:31
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version 0.2.79 Pre-release
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  1. CU: now you can choose deploy position manually. NOTE: you should have all definitions shipped in CU directory, otherwise you will get softlock on spawn with this option enabled.
  2. CAE: now you can setup you activatable equipment as safe for activation which means you no longer loose ability to deselect unit on component state change.
  3. CAC: now you can setup floatie message on every heat sinks applying. NOTE: since 0.1.156 every MechHeatSequence applying heat sinks but unlike vanilla behavior, now every heat sinks applying decrease heat dissipation ability. Used heat sinking count resets every round start. So if you are trying to overheat target you should overwhelm its unused heat dissipation capacity.
  4. CAC: now mode and ammo change buttons have bigger active areas. NOTE: you should not forget to grab icon.
  5. CAC: some options declared obsolete (see readme.txt).
  6. CAC: now you have option to display ammo.Name instead ammo.UIName in side panel.
  7. CAC: now weapon slots resizing should not affect CAE UI.
  8. CAC: now CleverGirl's damage prediction should play nice with internal ammo.
  9. CV: now tex_voicepack_soundbank is exclusive for BTA/RT

version 0.2.78

22 Sep 07:24
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version 0.2.78 Pre-release
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  1. CAC: external damage modifiers API has been simplified.
  2. CU: pilots on destroyed vehicles do not always have to be dead on vehicle destruction.

version 0.2.77

21 Sep 19:41
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version 0.2.77 Pre-release
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  1. CAC: now landmine explosion chance is displayed in side panel.
  2. CAC: now visible minefield displayed as "friendly" if unit is unaffected by landmines.

version 0.2.76

21 Sep 19:32
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version 0.2.76 Pre-release
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  1. CAC: now AMS effects working properly with ImprovedBallistic: true
  2. CAC: now damage and to-hit calculations respects units terrain effects ignorance
  3. CU: now terrain sticky effects not applying if unit not affected by terrain

version 0.2.75

21 Sep 19:09
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version 0.2.75 Pre-release
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  1. CU: abilities buttons refreshing now more accurate.
  2. CU: abilities panels now not hiding on change selected actor (but still closing if no actor selected).
  3. CU: now active abilities can have priority if priority is higher ability will be placed lefter in panel. NOTE: first active ability slot is on main panel. Attack ground ability have priority 1. By default priority is 0.
  4. CAE: now components control slots not expanding and have no unexpected placeholders for mode and ammo.
  5. CAC: now non-actors (buildings) do not have resistance modifiers (was 0 making them effectively invincible).
  6. CAC: added API for external modes and damage calculations influence.

version 0.2.74

19 Sep 09:34
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version 0.2.74 Pre-release
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  1. CV: added support for additional soundbanks post-precessing. Require ModTek 0.7.7.5+

version 0.2.73

18 Sep 12:56
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version 0.2.73 Pre-release
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  1. CAE: basic sensors definition added to settings

version 0.2.72

18 Sep 12:26
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version 0.2.72 Pre-release
Pre-release
  1. CL: now while loading "new-style" localization definitions info on original value is used as EN_US localization, which should fix undesirable Russian descriptions
  2. CAC: now CAC's hex grid is fully match games's moving hex grid. Which can cause light (1-2 sec, depends on CPU speed) battle loading delay due to more calculations.
  3. CAE: now clicking each position in component's slot triggers its toggle
  4. CAC: now clicking radio button in weapon's slot triggers its toggle
  5. CAC: full info on weapon damage calculation available in side panel while hovering weapon damage value (only available if target selected)
  6. CAC: now weapon's slots have x1.45 length
  7. CAC: mode and ammo is no longer part of weapon's name
  8. CAC: weapon firing order control buttons transferred to left side of weapons panel
  9. CAC: now weapon firing order control buttons is parts of weapon slot
  10. CAC: there are new fields in weapon slot - mode and ammo
  11. CAC: now all damage calculations are using same infrastructure
  12. CAC: now minefields have representation on battlefield
  13. CAC: now landmines have stealth level
  14. CAC: now landmines have IFF level
  15. CAC: now moving preview showing info on landmines rolls on path
  16. CAC: now landmines reacts terrain burning
  17. CAE: now components control labels can be localized