MWLL: Mech Warrior Living Legends Crysis mod out Dec 26th!

When you say 0.55 is coming out "soon" any idea what this means relatively? If it is in a few weeks, I think I'll wait until that to try this.

it could be tomorrow or 6 months later when it comes to the MWLL dev's but i believe it should be in a week or two.
 
Aerospace is still useless.
If you get on a server with no other air units, you are eternally raped from the ground mechs and tanks. It seems only the arrow IV payload does any sort of damage. :/ Could the Visigoth change things? I'm not holding my breath though...
 
Aerospace is still useless.
If you get on a server with no other air units, you are eternally raped from the ground mechs and tanks. It seems only the arrow IV payload does any sort of damage. :/ Could the Visigoth change things? I'm not holding my breath though...

air units useless? huh? i fly 90% of the time, i wouldn't say they are useless as long as they are used correctly. all be it the new default rules forcing people to land to reload is the dumbest shit to ever happen in the game but thats why i stick to the smoked jaguar server which still uses the classic MWLL rules. arrows work much better now. also the missiles are insanely better as of the .5.4 update since they can actually turn so JJ'ing to get away from missiles doesn't always work and you can actually make them go around objects which is nice. the ATM's are also nice as well. SRM's have turned into a joke though as of late since they continue to remove more and more of the shaking effect with them but the actual hit effect is much nicer since you can't see a god damn thing when they hit you.

visigoth will finally give us a true aero fighter if they stick to the correct loadouts for the plane. the sulla's suck balls because the dev's don't fly so they have no clue how to make a real fighter nor is the sulla really suppose to be an all out fighter and the load outs for the sulla are a total joke to begin with. the sparrowhawk while its a decent fighter is sort of broken in the game due to the non existent flight physics in the crysis engine. but its also meant to be a scout/light fighter anyways.

while i agree they have gone a bit overboard on the AA in the game because the dev's don't fly its not the end all be all. i'd say about 75% of the people that use AA in the game don't have a clue what they are doing nor know how to track aircraft in the air. also you need to find the advantages and weaknesses of each aircraft. for example the shiva B has quad LRM 20's which can activate on a narc thats within 1200m of the missile and can reach up to 1900 meters. this is farther then any other missile in the game on any other mech(except for arrow IV's which go 3000 meters and have an activation distance of 1000 meters). tbolts can't be shot down by LAMS so its great to use against targets that do have LAMS. fire bombs are just asininely powerful but are finicky and a pain in the ass to use as well. it takes a lot more practice to use then people think. but i will say the biggest joke of an aircraft in the game is the Shiva E. its a one hit kill alpha strike on any plane and the only thing that can shoot it down in the air is another shiva E. its also to dang cheap for its fire power.

the hawkmoths while they don't have crap for armor are still great. the hawkmoth E has become my new favorite since it has C3 with elrm5's that lock on @ 1500 meters and fire off every 5 seconds which means if you cycle them correctly you can fire a salvo every 2.5 seconds. which means if you are firing at a target 1400 meters away. you can have 40-45 rockets in the air before the first ones hit them. its also a great money maker to start off.

if you get on some time hit me up on the SJ server.. i use the same name as here minus the 1985 part and i'm always on the MWLL TS3 server even when i'm not in game so you can catch me on there as well..
ts9.gameservers.com:9144
 
Wow, forgot all about this. Tried to play it a while back, but was never able to get it to work.
 
its come a long way. I gave it up when i sold off my desktop. Maybe one day I will get another pc and play again.
 
Great timing, sirmonkey. I decided to check out the status of MWLL on Saturday as I had not played in months. Updated to 0.5.4 and jumped on the Jaguar's Den. I still suck with a Mech but can be a big pain as BA or AAA. ;)
 
Great timing, sirmonkey. I decided to check out the status of MWLL on Saturday as I had not played in months. Updated to 0.5.4 and jumped on the Jaguar's Den. I still suck with a Mech but can be a big pain as BA or AAA. ;)

i think i've seen you on.. though i'm probably going to get banned from MWLL's forum now because i called out the dev's for being a bunch of lazy asses for not fixing the broken harrasser D's in a timely manner after they already admitted its their fault its broken and is an easy fix. yet 3 weeks later, IT'S STILL BROKEN!!!
 
i think i've seen you on.. though i'm probably going to get banned from MWLL's forum now because i called out the dev's for being a bunch of lazy asses for not fixing the broken harrasser D's in a timely manner after they already admitted its their fault its broken and is an easy fix. yet 3 weeks later, IT'S STILL BROKEN!!!

Yeah, you've probably seen tracer fire from my Partivan D chasing you all over the sky. Stay still dammit! :D Sheesh, I haven't been on the forums in an age. I should probably log into just to give Kit a ration of crap. I didn't even realize the Harasser was broken but that explains why I and two other Mechs couldn't kill one yesterday.

EDIT: Looks like the Devs reacted pretty calmly to the thread and locked it to prevent the usual cavalcade of nastiness. I am hoping the 0.5.5 update comes out soon but I will still have fun dieing in grotesque manners until then.
 
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Yeah, you've probably seen tracer fire from my Partivan D chasing you all over the sky. Stay still dammit! :D Sheesh, I haven't been on the forums in an age. I should probably log into just to give Kit a ration of crap. I didn't even realize the Harasser was broken but that explains why I and two other Mechs couldn't kill one yesterday.

EDIT: Looks like the Devs reacted pretty calmly to the thread and locked it to prevent the usual cavalcade of nastiness. I am hoping the 0.5.5 update comes out soon but I will still have fun dieing in grotesque manners until then.

yeah the only way to damage the harrasser at this point is by shooting the black area, anything above that does zero damage. the harrasser D specifically has an armor buff as well because some one screwed up on it.

as far as the update coming out.. they claim a couple weeks but it was delayed and will more then likely be another 3-4 weeks or at least thats what some of the dev's have said on the TS server.
 
How does this game's game-play compare to the original series. I loved mechwarrior 2 and 4
 
How does this game's game-play compare to the original series. I loved mechwarrior 2 and 4

to me it has elements of 2 and 3, some things you might not like at first but it's limitations of the Cryengine game engine they are using.
 
How does this game's game-play compare to the original series. I loved mechwarrior 2 and 4

like nobody said, its similar to 2 and 3, but its based closer toward battletech then it is toward the actual mechwarrior games. its definitely a lot more simulator style game play then anything so it takes a bit to get use to. but the big thing we are waiting for is the mechlab which has taken almost 2 years to get working with crysis. it will definitely change the game and make it a heck of a lot more fun since some of the load outs are a bit dumb and make absolutely no sense since they aren't even the real loadouts for that mech/vehicle.

once the mechlabs released the first thing i'm doing is removing the stupid Tbolt 15's from the sulla B and putting on the LRM-20's that are suppose to be on it, and then putting all machine guns on a sparrowhawk to turn it into a true aero fighter.
 
The 0.5.5 update was released yesterday. Here is the change log.

Code:
Bug Fixes:
- Harasser hitbox values adjusted for legacy asset size
- Fixed Mk2 “C” being able to fire left arm Arrow IV missile after being destroyed
- fixed “block” font for targeted enemies and build messages

New Features:
- Passive assets no longer receive incoming missile warnings (visual or audible)

Balance Changes:
- Fafnir, Blood Asp base chassis prices increased
- Atlas base chassis price decreased
- Atlas LT/RT damage transfer multiplier decreased to 1.2
- Awesome LT/RT damage transfer multiplier decreased to 1.2
- Decreased Fafnir maximum torso pitch by 10 degrees
- Increased maximum c-bill transfer ceiling/minute to 10,000
- Rescaled ticket values for all assets for ticket-based game modes
- DHS cost now independent of standard HS cost, 1350 per unit
- AC10/UAC10/CUAC10 projectile speed increased from 900m/s to 1100m/s
- AC10/UAC10/CUAC10 primary/secondary damage increased 12%
- CUAC10/CUAC20 heat-per-shot increased by 5%
- NARC rounds-per-ton increased from 4 to 6
- Mgun multiplier increased from 0.3 to 0.7 for all tanks, hovercraft and ‘Mechs
- Blood Asp “Prime” – changed 2x CERMBL to 2x CMPL, removed GECM, decreased armour
- Blood Asp “B” – removed GECM, decreased armour
- Blood Asp “C” – removed 2x CERSBL, decreased armour
- Blood Asp “D” – removed AMS, decreased armour
- Blood Asp “E” – new configuration: 2x CHLL, 2x CHML, 6x CHSL, 22DHS
- Madcat Mk2 “Prime” – decreased armour
- Madcat Mk2 “D” – removed 2x CERSBL, decreased armour, removed 1 DHS and 2 free tons
- Puma “Prime” – removed Crusader pods, replaced with Assault Basic pods on arms for size rule compliance, Flamers moved to chin mounts
- Shadowcat “A” – changed 1x CERMBL to 2x CERSBL to preserve free tonnage, decreased armour
- Shadowcat “C” – removed Barrage pod, replaced with Assault Basic pod for ClanGauss mount for size rule compliance
- Shadowcat “E” – new configuration: 3x CMPL, 1x CHLL 6 DHS, MASC, additional armour
- Thor “C” – changed BAP to BHP and added 1 DHS
- Atlas “C” – removed 2x SRM6, reduced free tons to 3
- Bushwacker “Prime” – removed BAP, reduced free tons to 1
- Bushwacker “A” – changed pods for RAC5 to Assault Basic Pod for size rule compliance
- Catapult “A” – added 1x HS, increased armour
- Catapult “B” – added 1x HS
- Catapult “C” – upgraded BAP to BHP, increased armour
- Fafnir “A” – reduced free tons to 4
- Fafnir “E” – removed all free tons
- Hollander “A” – removed 2 free tons
- Owens “A” – removed Flamer
- Owens “B” – BHP downgraded to BAP
- Owens “C” – removed single HS
- Raven “Prime” – downgraded BHP to BAP
- Raven “C” – removed 1 HS
- Thanatos “D” – decreased armour
- Uziel “Prime” – changed 2x MG to 2x ERSBL
- Uziel “B” – added GECM, reduced armour
- Uziel “C” – changed SSRM6 to SRM6
- Uziel “D” – removed BAP, added GECM
- Uziel “E” – removed free tons
- Warhammer “Prime” – added 1 HS, increased armour
- Warhammer “B” and “C” – decreased armour
- Harasser “Prime” – removed BAP
- Harasser “A” – removed GECM
- Harasser “B” – removed BAP
- Harasser “C” – removed BAP
- Harasser “D” – removed armour, removed BHP, increased HS count to 5
- Harasser “E” – removed 1 free ton
- Hephaestus “Prime” – added 2 DHS
- Hephaestus “A” – increased armour
- Hephaestus “B” – increased armour
- Hephaestus “C” – decreased armour, downgraded BHP > BAP
- Oro “B” – added armour
- Oro “E” – reduced armour
- Demolisher “C” – removed 2 free tons
- Sparrowhawk “Prime” – increased armour
- Sparrowhawk “C” – removed 1 free ton
- Shiva “A” – variant refactored to 2x ERPPC, 2x HeavyGauss, 4 DHS, BHP, 4 tons free

Known Issues:
- AC10/UAC10/CUAC10 exceeds stated range slightly (present in 0.5.4)
- Mech torso twist and pitch and tank turret sounds do not play (present in 0.5.4)
 
Did they ever sort out joystick support with this game? I used to play the Crysis (non-Wars) version back when but got fed up with frigging with xml files and it never quite felt like Mechwarrior having to resort to a mouse...
 
The game is a bit dull, the combat consists mostly of just running up to another mech and firing away.
 
Did they ever sort out joystick support with this game? I used to play the Crysis (non-Wars) version back when but got fed up with frigging with xml files and it never quite felt like Mechwarrior having to resort to a mouse...

I know quite a few players who use joysticks successfully. However, I cannot comment on the setup as I rely on a mouse/keyboard configuration.

Here is the MWLL Wiki entry on control configurations.

The game is a bit dull, the combat consists mostly of just running up to another mech and firing away.

I will respectfully disagree with this generalization. When playing on the Jaguar's Huntress server last night, we had several rousing rounds on a variety of matches that involved teamwork and combined arms to complete. Sure, you can get into some serious toe-to-toe brawls but doing that exclusively will more than likely result in a loss for the team.
 
The game is a bit dull, the combat consists mostly of just running up to another mech and firing away.

obviously mech simulation games aren't for you then.



Did they ever sort out joystick support with this game? I used to play the Crysis (non-Wars) version back when but got fed up with frigging with xml files and it never quite felt like Mechwarrior having to resort to a mouse...


yes it supports up to 23 button sticks i believe.



The 0.5.5 update was released yesterday. Here is the change log.


yeah talk about destroying a game.. lol 11 points for a shiva, yet they don't take the weapon buff away from the shiva E, they added 2 DHS's to a heph prime which doesn't need it nor has the ability to use DHS's. hell none of the vehicles have the ability to use DHS's so why they continue to use them in this game is stupid. they nurfed the bloodasp even though it didn't need to be nurfed, yet another dumb move. they removed free tonnage slots on a lot of the wrong mechs. though i will give them credit for fixing the harrasser, all be it 4 weeks to late..

and why they continue to say this is a known issue "AC10/UAC10/CUAC10 exceeds stated range slightly (present in 0.5.4)", its not a problem, thats how AC10's/UAC10's/CUAC10's fucking work, the round doesn't just stop in mid air, they continue on past their range but don't do any damage which is exactly how they work in-game so quit calling it an issue when it isn't an issue!!!

this will be the last time you see me post in this thread, i've moved on from this game, tried my best hoping the developers wouldn't screw over the community but based on the .5.5 patch they no longer give a crap what the community actually has to say so theres no point in continuing to support them.
 
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The game is a bit dull, the combat consists mostly of just running up to another mech and firing away.

you haven't even scratched the surface

try getting involved in a unit with private comms, limited funds per team, strategically choosing mechs using cbills most wisely and loadouts, balancing long range and short, all based on the terrain of the map, and then strategically having a scout to run a beagle probe ahead to figure out the next course of action......

if you are simply jumping in a pub, and running up to another mech and blasting away, you are doing it wrong, perhaps Quake 3 is more your style?
 
Been an avid MW fan since MW3... actually, I started with Battletech: Solaris on Gamestorm/AOL & a little bit of MW2: Mercs.

And compared to those games, this game is really dull. That's the kind of gameplay that's facilitated here. The damage tables, loadouts, and overall speed of the game is just way too slow. The bad animations kind of exacerbate its mediocrity.

Sure it can be fun with an organized team - but that's also true for some pretty boring games. That's when the teamplay is what you find fun and the game itself less so. That's not representative of the average game. Overall the combat is pretty dull, and slow-paced/campy/slugfest type of combat =/= simulator.

Sorry if I hurt your feelings but that's just how it is. In its (very long) development time, this mod started out with a huge interest base that pretty much completely dissipated a few weeks after release. If the game was good more people would be playing it, simple as that.
 
Been an avid MW fan since MW3... actually, I started with Battletech: Solaris on Gamestorm/AOL & a little bit of MW2: Mercs.

And compared to those games, this game is really dull. That's the kind of gameplay that's facilitated here. The damage tables, loadouts, and overall speed of the game is just way too slow. The bad animations kind of exacerbate its mediocrity.

Sure it can be fun with an organized team - but that's also true for some pretty boring games. That's when the teamplay is what you find fun and the game itself less so. That's not representative of the average game. Overall the combat is pretty dull, and slow-paced/campy/slugfest type of combat =/= simulator.

Sorry if I hurt your feelings but that's just how it is. In its (very long) development time, this mod started out with a huge interest base that pretty much completely dissipated a few weeks after release. If the game was good more people would be playing it, simple as that.


the game is made for a very niche crowd, it never meant to have mass appeal, it meant to be true to the niche crowd that is really into Mechwarrior, the type of people who read the Sarna website for fun.....not people who want to be impressed with cutting edge graphics and animations, and it really isn't trying to teach people new to the BT universe how to enjoy it, more serving those who already are into it. If you didn't come up loving MW2/3 and perhaps 4, then you will not find this any fun. This is far more immersive than the older MW games were.....both in multiplayer gameplay and graphically.
 
you haven't even scratched the surface

try getting involved in a unit with private comms, limited funds per team, strategically choosing mechs using cbills most wisely and loadouts, balancing long range and short, all based on the terrain of the map, and then strategically having a scout to run a beagle probe ahead to figure out the next course of action......

if you are simply jumping in a pub, and running up to another mech and blasting away, you are doing it wrong, perhaps Quake 3 is more your style?

Ah yes, units and private comms as the panacea to all Mechwarrior's woes :D

I've played every Mechwarrior game since 31st Century Combat, including this mod, and to an extent I agree that you get out of them what you put into them. But I realize the majority of people play the game that was given to them, because they lack the inclination, time or ability to do otherwise. Can you really fault them for having the experience the devs provided?

Any game can be great when avid users get together to work around its shortcomings.
 
the game is made for a very niche crowd, it never meant to have mass appeal, it meant to be true to the niche crowd that is really into Mechwarrior, the type of people who read the Sarna website for fun.....not people who want to be impressed with cutting edge graphics and animations, and it really isn't trying to teach people new to the BT universe how to enjoy it, more serving those who already are into it. If you didn't come up loving MW2/3 and perhaps 4, then you will not find this any fun. This is far more immersive than the older MW games were.....both in multiplayer gameplay and graphically.

Played tons of MW4 back on the Zone days actually, think I was in Fire Mandrills, so I did a lot of Clan vs Clan matches and such. It was fun then but it doesn't hold up today. Mostly consisted of making some kind of boat (Lt. Gauss, LRM, ER L Laser) and jump-jetting over a crest and nuking someone and back down you go. MWLL is a lot like it, and there just isn't a lot of potential for individual skill.
 
For those put off playing MWLL due to the cost of Crysis Warhead, it's on Steam for £2.39 for the next 6 hours. Make the most of it!
 
uh, how the FUCK do you join a team? it says hit back button? Which I do not have on my keyboard. Backspace? Nope. Every other key on my board? nope. Hmmm. Ok, so what is going on? Some known bug or, more likley, I am an idiot? Still, make an easier default button ffs. Jesus.
 
uh, how the FUCK do you join a team? it says hit back button? Which I do not have on my keyboard. Backspace? Nope. Every other key on my board? nope. Hmmm. Ok, so what is going on? Some known bug or, more likley, I am an idiot? Still, make an easier default button ffs. Jesus.

Umm, hit M to bring up the map and click on either Clan or Inner Sphere? It's been a while since I last played.
 
yeah it should be M and period to buy your mech/vehicle/aircraft if i remember correctly.
 
Damn. I guess they mean back button on your joystick then? Kind of a bad move considering most people just joining will have a hard time figuring that out. Why not say M then? Anyway, still an amazing Mech game. The best I have ever seen.
 
I hadn't played this in a few months so I went to check on the status. Turns out they've stopped development as of January 16th. I am sad now. :( MWO just doesn't have the scale of battles to even tempt me and nothing else appears to be on the horizon.
 
HOLY THREAD NECRO BATMAN!

But totally worth it for anyone wanting to play a quality Mech game. :LOL:

I ended up playing for a couple of hours last night. Only one server was active but it was good fun. It took me a bit to get back into the flow.
 
Installed this today. Was fun getting my feet wet but I'm a total join noob to the mod and haven't played a much game in years.
 
How did I not know about this mod...

Looks a lot like MechWarrior 2, so I definitely want to give it a spin. Have to find my Crysis DVD, though, since the 32-bit version is all that is available on all digital platforms and it's trash. 64-bit for the win.
 
How did I not know about this mod...

Looks a lot like MechWarrior 2, so I definitely want to give it a spin. Have to find my Crysis DVD, though, since the 32-bit version is all that is available on all digital platforms and it's trash. 64-bit for the win.
CrysisWars_ddpatch5.exe contains/adds the bin64 folder to your installation. I got my copy of Crysis Warhead as a digital download specifically to play MWLL.
 
They've released a pretty significant update in 0.9.0.
Version 0.9.0
-------------

--- KNOWN ISSUES ---

GAME SYSTEMS
- At the first launch, the game might give you a warning for modified files, and therefore crash. Workaround is just to restart the game.

LAUNCHER
- All the manual changes made to Server.cfg will be lost if you use the Sever Configuration prompt of the Launcher.

GAMEPLAY
- Pulse lasers occasionally fire an additional laser pulse
- "Pilot Splat Syndrome": Sometimes, when you're landing, the pilot will die, leaving the asset intact. This, unlike the (now fixed) Runway Fireball Syndrome, though, happens very rarely.
- In the Coupled Unlocked mode, when the reticle is very close to the center of the screen, the torso will stop moving, but the reticle will keep trying to recenter

HUD
- Certain HUD elements might overlap other UI elements

CONTROLS
- DirectInput Joystick support has been removed due to instability. You can continue using your joystick by following this guide: https://www.reddit.com/r/MWLL/wiki/082joystickguide

------ BUG FIXES ------

- Fix for disappearing Vtols and ASF on radar when they run passive.
- Corrected some variant prices on the Thor, Bloodasp, and MKII not taking into account armor.
- LAMS now correctly fire upon Tbolts
- Atlas now loses torso weapons normally at 100% damage instead of 90%
- Fixed multiplier errors in the armor.xml that resulted in side torsos having more armor than center torsos on the Hollander and Solitaire, which was illegal.
- Fixed multiplier error in armor.xml which resulted in the solitaire having more back torso armor than allowed.
- Fixed camo materials issues on the Ryoken's arms and on the Awesome's Legs
- Corrected all the buymenu descriptions

--- LAUNCHER ---

With 0.9.0 we introduced a brand new launcher (version 3.0), which includes a delta patcher and a build verification and repair functionality!
The launcher will automatically detect any game update, and will automatically download all the new files, and delete the outdated ones.
It can also repair the Cysis Wars build

--- CONTROLS ---

- New key binding to drop a reserve ammo ton
- New key binding to force a reload of a partially spent ammo ton
- Existing throttle decay/ramping throttle binding now also works for Mechs

--- ASSETS ---

NEW
- Clan Cauldron-Born (Ebon Jaguar) Heavy Mech (65t)
- InnerSphere Rommel Tank (65t)
- InnerSphere Argus Heavy Mech (60t)
- InnerSphere Regulator Medium Hovercraft (45t)

UPDATES
- Rifleman LAMS support
- Catapult and Rifleman turn rate increased
- Huit and Partisan tanks now deploy and undeploy instantly (from 1 second)
- Reduced Maxmimum upward pitch on the Bloodasp to 60 degrees from 70 degrees
- Increased engine power on Attackers and Bombers for the Sparrowhawk and Avar
- Avatar returned to 75 kph
- The usual tweaks to various underperforming variants

--- NEW WEAPONS ---

- Clan Hyper Assault Gauss (HAG) 20/30/40 weapons
- IS Heavy PPC weapon
- Air version for LPLs (increased burst shots to 5 from 2, increased burst cooldown time by 250%)
- Air version of HLL (5% less damage, 10% less heat, +50m Range)
- ATM launchers now have unique Art
- Thumper Artillery Cannon on the Rommel A variant


--- BUILD RULES CHANGES ---

- LBX-2, SSRM2 and SRM2 both Clan and IS versions are now loaded with half-tons of ammo, these can be reloaded but extra tons for them cannot be purchased.
- IS and Clan LBX2s now 2.5 tons from 3
- IS SSRM2 now 2 tons from 3
- IS SRM2 now 1.5 tons from 2
- Atlas F and G use XL engines
- The Shadowcat now has fixed ImprovedJumpjets at the weight and cost of StandardJumpJets
- The Raven now has C3 built in for free.
- The two fixed lasers on the Avatar now count at 50% tonnage
- Avar and Sparrowhawk now allowed heavier weapons
- Swapped out Air_SSRMs on Vtols to ground version SSRMs

--- GAMEPLAY CHANGES ---

- Air_LRMs HP increased against LAMS, matched explosion pressure with their ground counterparts
- Reduced cluster bombs from 25 to 15 and condensed their damage.
- Slight explosion radius increase for HE and LG bombs.
- Air_SRMs now fire in a quick burst like their ground counterparts
- Air_SSRMs fire rate decreased by ~66%
- HVAC2 burst size doubled, slightly increased their clipsize.
- Increased Long range LT fire rate to match standard range.
- Increased Light kinetic modifier against VTOL and Light/medium ASFs to 2.0x from 1.75x
- Increased Light Kinetic modifier against Tanks to 1.15x
- Increased Light Kinetic modifier against Tank Interal Structure to 1.3x
- UAC5/ AC2 / AC5 convered to Light kinetic modifier for AA purposes.
- Air versions of Gauss, Hgauss and iHgauss have all had their charge times reduced and normalized to 1 second.
- Air Lightgauss no longer requies a charge and fires a bit faster than the ground version.
- UAC2 and Clan UAC2 damage increased from 9 to 13
- IS LPL heat ~12% heat reduction
- Increased Lock on time for ATM [STD] to 1/1.3/1.6/2 seconds respectively for the ATM3/6/9/12 from 1/1/1/1 seconds
- Increased Lock on time for ATM [ER] to 1/1.2/1.4/1.6 seconds respectively for the ATM3/6/9/12 from 1/1/1/1 seconds
- Doubled Burst ROF on the UAC5, Halved bursts until overheat from 6 to 3.
- Increased turn rate on Tbolts
- All Aircraft based guided missiles lock time normalized to 1 second regardless of type or launcher size.
- Slight reduction to heat generation from using afterburners on ASF
- Bomb prices reduced and normalized to 2000 per ton for all three types
- Reduced MXPL heat by 13%
- Reduced Air_MRM explosion radius by ~30%
- Small and Medium Lasers both standard, ER, and Clan ER, damage per shot increased by 9% (to bring them closer to correct damage ratios when compared to the Large Lasers per CBT)
- HVAC10 max range to 950m from 900m.
- UAC10 Max range to 650m from 600m.
- Increased projectile speed, increased ROF, and decreased time to overheat on the UAC10.
- Tightened the spread on the LBX2/LBX10/LBX20 to match LBX5 spread at their stated max ranges.



--- GAMEFLOW CHANGES ---

- Maximum return for selling an asset reduced from 70% to 50%.
- Increased the cost of Medium ASF Fighters.
- Partisan heavy tank moved to forward spawn bases to provide in field AA
- XP requirements for top ranks increased { Rank 9 (98k Cbills) : 38.4k-> 46k XP}
{ Rank 10 (105k Cbills) : 46.4k-> 60k XP}
{ Rank 11 (113k Cbills) : 54.4k-> 72k XP}
{ Rank 12 (128k Cbills) : 67.2k-> 91k XP}

- Warhammer Base Chassis cost decreased by 3k
- Rifleman Base Chassis cost decreased by 4k
- Madcat Base Chassis cost increased by 5k
- Novacat Base Chassis cost decreased by 3k
- Modified Chevalier chassis cost and tweaked variants to increase average cost per variant


- Tier system for Cbill modifier updates: { Solitaire tier 1->2 }
{ Regulator tier 4 }
{ Madcat tier 6->7 }
{ Novacat tier 6->5 }
{ Rommel tier 4}
{ Thanatos tier 5->6 }
{ Argus tier 5 }
{ Cauldron-Born tier 5 }

- Ticket Values for some assets tweaked : { Solitaire 1->2 } { Sparrowhawk 4->2 }
{ Owens 2->3 } { Avar 5->4 }
{ Madcat 12->13 } { Hephaestus 1->2 }
{ Novacat 11->10 } { Epona 8->7 }
{ Catapult 8->7 } { Regulator 7 }
{ Rifleman 8->7 } { Rommel 7 }
{ Warhammer 9->8 } { Cauldron-Born 10 }
{ Argus 8 }
{ MKII 13->14 }
{ BloodAsp 15->16 }
{ Atlas 13->14 }
{ Fafnir 15->16 }

--- MAP UPDATES ---

- New map: TC Oasis
- TC Wildlands: redesigned the F5 base, it should not be possible to suppress the mechbay from safe enemy positions anymore; increased the draw distance on the background vegetation a bit
- TC ValleyForge update: Improved architecture; airfields added; added more sounds
- TC ThunderRift: VTOLs! fixed a mechtrap
- TC Altay: attempt to increase performance by adjusting light sources, fixed the pit under D3 base
- TC Bogs: attempt to increase performance by toning down particle effects
- TC Dustbowl: fixed mechtraps
- TC Deathvalley: added base weights to minimap, new meteor impact sound
- TC IvoryTower: removed curbs from airfields to help takeoffs
- TC Inferno: changed the structures near the airfields to help takeoffs

--- AUDIO CHANGES ---

- Explosion sounds improved
- HVAC 2 new sound
- new AC and HAG impact sounds
- Large Pulse Laser firing sound improved
- LRM impact sounds improved
- Weapon and run sound volumes overall slightly reduced
- New weapon sounds for HAG, Thumper and Heavy PPC
- PPC and ER PPC have improved sounds
- New sound for critical explosion
- Ground UAC2, all air UACs, all RACs switched to performance saving loops with drop-off tails
- Correct spin up and spin down now playing for all RACs
- Mobile Long Tom improved with new deploy, impact and shell whine sounds.
- Overheat/low charge alarm when a rapid fire weapon is about to stop firing
- Signal beeps for when rapid fire weapons are ready again.
- New ICE engine sounds for Demolisher, Partisan and Mobile Long Tom.
- New fusion engine sound for Chevalier
- New hovercraft engine sound for Regulator
- New meteor impact sound for TC Deathvalley
- Ducan Fisher voice clips updated with stadium PA effect.

--- VISUAL EFFECTS CHANGES ---

- All vehicle projectiles now play surface appropriate impact effects
- All impact effects heavily optimized for performance
- Minor optimizations to critical explosion effect to reduce performance impact
 
This project is still alive and kicking. They just released 0.10.0.

http://mechlivinglegends.net/

-----------------------------------------
--------- KNOWN ISSUES - 0.10.0 ---------
-----------------------------------------

------ 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.
- 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)

---- 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.

-------- HUD ----------

- Certain HUD elements might overlap other UI elements.
- BA SRM ammo counter does not update when SRMs are not selected

------ CONTROLS -------

- DirectInput Joystick support has been removed due to instability. You can continue using your joystick by following this guide: https://wiki.mechlivinglegends.net/index.php/Joystick_Setup

-----------------------------------------
------------- VERSION 0.10.0 ------------
-----------------------------------------

------ BUG FIXES ------

- Battle Armor damage modifiers are correctly working now, this means machine guns do the correct amount of damage to Battle Armor
- Fixed SA and LMS game mode kills being always logged as teamkills when sv_logKills is set to 1
- Fixed an issue where the vehicle turrets (AMS were unaffected) would fire when the left mouse button is pressed
- Fixed 3rd person view being available in the APC passenger seat
- Fixed Rusalka showing outdated paperdoll
- Fixed Anubis cockpit hitbox not following the torso as it moves
- Fixed Thor and Loki not exploding and going critical on destruction
- Fixed Osiris explosion
- Fixed Chevalier turret speed

---- GAME SYSTEMS -----

- e_clouds setting has been locked to 1 for gameplay reasons
- Rangefinder max distance doubled to 3000m
- Both server and client will print the MWLL version and revision at startup in the log now
- The C-Bill donation system now prevents you from being able to donate money to a dead player, and will also show a warning on the screen.
- A log message will warn you when you try to change your name in a server where player renaming is disabled

------ GAMEPLAY -------

- ASF and VTOL ejector seats now actually push you out like actual ejector seats

- We continued our work on the BA. This iteration allows us to balance the health, armor, regeneration and damage modifiers for each single BA now.
- BA now have inertia, instant strafing is no longer possible
- BA jumpjets use a new performance curve, jump setting side to side and forward more responsive,
- BA jumpjets refuel delay reduced from 1.5 to 1 second
- BA jumpjets max fuel slightly increased
- Decreased air resistance and floatiness
- BA SRM ammo is now limited to 8 in the players inventory + 1 loaded in each tubes (10 total)
- BA grenades have been removed
- Stocked BA SRM ammo will be removed when entering in a vehicle driver seat (APC is excluded from this)

- Weapon changes
- Flamer: heat damage slightly reduced

- New weapons:
- Light Machine Gun (replaces Bear AC)
- Medium Machine Gun (replaces BA AC2)
- Medium Grenade Launcher
- Medium Recoilless Rifle
- BA pulse laser

- Rework of the vehicle interaction system
- Exiting from any vehicle driver's seat is not possible anymore while the vehicle's engine is running and when the related league mode option is disabled
- There are 2 ways to leave a vehicle now: hatch escape and ejection sequence. Ejection sequence is available only on vehicles that come with an ejection seat. The ejection seat can only be used once.
- Vehicles that come with an ejection systes are: Mechs, ASFs and VTOLs
- Vehicles that DO NOT come with an ejection system are: Tracked and wheeled tanks, Hovercraft, APCs and Long Toms
- By pressing the interaction ("F" by default) key while the engine is running, the ejection system will be activated, if present and not already used.
- If the ejection system has already been used or it is not available, a new sequence is triggered in order to exit the vehicle: the hatch escape.
- Hatch escape can be done anytime (unless league mode prevents it - in that case the vehicle would have to be shut down before), but unlike the ejection is not instant and needs 3.5 seconds in order to be completed. In this sequence, the vehicle will start the shutdown sequence and all the controls will be locked.
- Shutting down will force the asset to stop, and lock all the controls for the whole duration of the sequence, which is 3 seconds
- Shutting down during a jump is not possible anymore

- We reworked the heat punishment system, in order to make the whole system easier to deal with. Note that these set of changes are not meant to make the gameplay easier, but to give the auto-shutdown meaning which just used to be a net negative by taking control from the player and still taking all the damage from the heat incurred.
- We distinguish 4 different heat levels: safe, danger and overheat and off scale
- In the safe zone (below the yellow line), the mech will never shutdown nor will take any heat damage
- Reaching the danger zone (between the yellow and the orange line) only heatsinks will take heat damage. If shutdown override is not engaged, heatsinks will gain a heat damage resistance bonus. It will also make the vehicle visible to enemy radars at any range (heat spike radar penalty)
- Reaching the overheat zone (over the red line) will cause overheat damage, and applies a different set of penalties. They will be removed 4 seconds after leaving the red line
- Max speed cut to 45%
- Weapons, jump jets and MASC / boost are disabled
- Override will NOT prevent the movement penalties from being applied (weapon lock will be removed if you engage override)
- If the vehicle takes more than 17.5% of heat damage to its main compoment (center torso / hull), it will start the auto-shutdown sequence.
- As soon as the shutdown sequence kicks in, the vehicle will gain a 65% protection against heat damage.
- After an auto-shutdown the vehicle won't be able to power up for 8 seconds.
- As flying assets don't have an auto shutdown system, they won't be protected by this security system.
- The shutdown override can be enabled at any time (default: H key), but once enabled it stays active for 60 seconds and cannot be disengaged manually, meaning that it has to be engaged manually every 60 seconds.
- Vehicle and the heatsinks will always take full damage from overheating when override is active, which can be fatal in the red zone.
- Single heatsinks will sustain much more heat damage than double heatsinks
- When reaching the off scale point (900 degrees) the vehicle will immediately shut down.

- Selling vehicles is not possible anymore in LastManStanding and SolarisArena game modes
- Mounted turrets now will focus the currently selected target, if it's shootable, rather than engaging the closest one

------ NEW ASSETS ------

- New Goblin 45 ton tracked tank with a single infantry bay. The bay has no spawn ability
- New slimmer torso and new arms for the Vulture as well as a new cockpit interior

-------- ASSETS --------

- Tier changes:
Mithras: 2, Osiris: 2, Solitaire: 4, Avar: 5

- Ticket changes:
Chimera: 4, Regulator: 5, Goblin 5: (new)

- Hephaestus got an infantry bay without spawning ability
- Sparrowhawk armor rules changed to avoid overly vulnerable bomber variants
- Fafnir armor redistributed to center, left and right torso
- Mithras reworked to half track, engine power increased and lateral friction decreased to improve acceleration
- APC passengers are shielded from damage
- Cauldron Born armor redistributed to side torsos (small amount)
- Shadowcat base chassis cost reduced by 2k
- Novacat Armor redistributed to arms (small amount)
- Partisan tank sized up to actually being 80 tons, long barrel support added
- Raven size significantly reduced especially the beak, hitboxes reworked, head hitbox size decreased
- Laser-AMS repositioned on the Awesome and on the Thanatos
- Huitzilopochtli mass box tweaked to alleviate sliding
- Ryoken hitboxes reworked, long barrels removed so that the torso is more vulnerable from the sides
- Rifleman build rules tweak, LAMS count at half weight for Rifleman, extra tonnage gained converted to armor
- Thumper Rommel moved from tank build class to artillery build class
- Global increase for energy and kinetic modifiers against ASF.
- Different numbers per size/strength of planes still.
- Generally, smaller and harder to hit planes got larger increases than larger, slower planes.
- Increased kinetic-air and kinetic on Vtols
- Chimera - JJs and iJJs cost one ton less on the chimera since it sits at the bottom end of the medium class.
- VTOL radar detection ranged changed to active 1200m and passive 700m
- Morrigu breaking power reduced to prevent violent breaking
- Daishi, Warhawk external holder hitboxes bloat decreased
- Reduced light-kinetic modifier against hovercraft from 1.5 to 1.3
- Cougar base chassis cost reduced by 4.3k
- Puma base chassis cost reduced by 350
- Vulture Armor redistributed from arms to torso (small amount)
- VTOLs damage modifiers reduced from 1.1 -> 1 (energy); 2.05 -> 1.9 (lightkinetic); 1.4 -> 1.2 (kinetic); 1.75 -> 1.2 (heavykinetic)
- Solitaire armor reduced by half a ton to remove the extra rmor it recieved from its unhittable(bugged) cockpit.
- Solitaire Backtorso armor reduced to bring it in line with the max allowed percentage present on all other mechs (0.7->0.6)

Variant tweaks by asset

- Ares Prime
- Argus C
- Avatar D, F
- Atlas B
- Awesome A, B
- Blood Asp A, D, F
- Blacklanner E, G
- Bushwacker G
- Cauldron Born B
- Chevalier D
- Chimera B, G, E
- Cougar A
- Daishi A, B, C, G
- Demolisher Prime, C
- Donar C
- Epona A, C
- Fafnir A, C, D, E, F
- Harasser G
- Hawkmoth C
- Hephaestus A
- Hollander C
- Huitzilopochtli Prime
- Loki A
- Madcat Prime, D, F
- Madcat MKII A, F, G
- Masakari E
- Mithras C, D
- Morrigu Prime
- Novacat B
- Osiris B, E
- Partisan E
- Puma G
- Raven E
- Regulator Prime, A, B, C, D
- Rifleman Prime
- Rommel C
- Ryoken A
- Shadowcat B
- Solitaire G
- Sulla G
- Thor Prime
- Uller Prime, G
- Visigoth F
- Vulture Prime, C
- Xerxes A, G

------ WEAPON CHANGES ------

- ATM-Standard lockon time to 0.9/1.2/1.5/1.8 from 1/1.3/1.6/2.0 seconds
- UAC/10 overheat time decreased to match UAC/20 DPS
- UAC/10 price increased by 2k
- Removed impulse recoil from UAC5 to help hovercraft handling

- Machine gun:
- Damage increased from 2 to 3.5
- Overheat time reduced to 8 from 12
- Spread halved
- Damage dropoff increased from 300m to 1.9 damage at 1600m

- MRMs
- Increased recycle time of MRM20/30/40 to match LRM10/15/20 timings.
- Firerate slowed down to 1200 rpm to hopefully alliviate some hit detection issues
- Normalized firing pattern among the sizes

- ERPPC: price decreased to 8k from 9k cbills

- Thumper:
- Reduced ROF to 9 from 10
- Ammo per ton reduced to 8 from 15
- Price increased by 7k

- HAG: Spread lowered (havled on the HAG/20)
- Sped up recharge time on the HAG/30 by one second
- Sped up recharge time on the HAG/20 by two seconds.

- RAC/5:
- Spread tightened to RAC2 levels.
- Damage fall off now begins at 650 instead of 500.

- AC/5: moved to high explosive ammo
- Clan LRM 15: decreased to 5.5 tons from 6.
- Clan LRM 20: decreased to 7 tons from 8.
- Heavy Gauss (Air): charge time increased from 1 to 1.5 seconds
- Clan UAC2 price increased by 200

---- NEW EQUIPMENT ----

- New Point-Defense-System turret that shoots Battle Armors exclusively (mounted on Goblin and other tanks)

---- AUDIO CHANGES ----

- Betty sound "Shutting Down" is played on all the vehicles now
- New additions to the sound system to curb volume bloat with the exception of automatic weapons for technical reasons
- EQ filter removed from Clan assault mech run sound to get rid of distorted hum when many of them are close together
- Added pressure wave crackle to ASF engine sound
- Added new victory and defeat transmission for Innersphere. Clan transmissions get more variations
- Group fired weapons of the same type have a very subtle chorus effect applied to distinguish them from chain fired or single weapons in a group
- Bass boost for HVAC10, HAG30, 40 and Large, ER Large, Heavy Large and Large Pulse Lasers
- All Laser impacts can be now distinguished by weapon type and weapon class, works best when Laser fire sound is not audible
- Rear Firing Laser has a firing sound
- The manpack PPC has a charge sound indicating readiness

---- VFX CHANGES ----

Damaged turrets no longer create a trail of flames hanging in midair when moving.

-------- HUD ----------

- Small update to the map view in the ASF / VTOL HUDs
- Added SRM ammo counter to the BA HUD

------ NEW MAPS -------

- New map: TC_Palisades
- New map: TC_Outskirts
- New map: added TC_StoneRose as official map

----- MAP CHANGES -----

- TC_ValleyForge:
- Changed the location of the forward factories,
- New base weight: 0.25

- TC_Dune:
- Layout changed
- adjusted structures near repair bays
- new minimap added

- TC_ThunderRift: Mechtraps removed
- TC_Bogs: Changed position of some objects
- TC_Dustbowl: Tweaked day/night cycle to be more visible at night
- TC_Inferno: Factories in side bases are now hardened against criticals

------- Extras -------

- New Shatter camo available in Special category
- New Ghostbear Alpha camo available in Special category
 
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