![]() Updated difficulty settings to match new defaultsįixed an issue where certain sounds on Urban maps would persist after save/loadįixed an issue where player ‘Mechs could not melee units cloaked within an ECM field Increased MechWarrior XP per mission from 400 to 500 Increased the starting morale from 25 to 28 Increased the starting cbills from 980k to 1000k Increased the frequency of non-weapon rare items in salvage Increased payout in c-bills for contracts Re-balanced the Attack/Defend encounter typeįixed many small grammar and translation errorsīalance adjustments to the Kamea story campaign: Many small map polish fixes - closing seams, grounding assets, clipping corrections, etc.įixed a bug where an event may reference a random star system rather than the currently orbited one Updated lance role tags for a number of ‘Mechs (such as “tank”, “sniper”, “scout”, etc.) Improved AI’s ability to avoid a potential ECM exploitĮCM carriers will now work harder at keeping their allies cloakedįurther pathing fixes for several missions where the AI could become stuck Several libraries for Ubuntu Linux users are now installed along with the game by default Stock lances in skirmish mode are no longer duplicated in the dropdown when the budget is unlimited ![]() The Packrat now moves as a light wheeled vehicle Updated the Hatchetman HCT-3X faction so that it is part of more lore relevant enemy lancesįixed an issue where the ‘Double Agent’ Flashpoint awarded the wrong faction reputation Спасибо.įixed a formatting problem with the json for the PNT-9R You only need to survive for 10 rounds.Автор/Разработчик: Harebrained Schemes / Paradox Interactive You do not need to destroy all enemy units. You will need to do this every 2-3 rounds, as sometimes the AI will break away and resume attacking buildings (doesn't happen all the time, but it DOES happen) Once an enemy unit has been attacked by one of your units, it will ignore the base and go for your mechs, so you can "tag" up to 3 units at a time with a Multi-shot pilot to protect the base. They will disappear after the mission, so feel free to be reckless with them. You are provided a temporary Hatchetman + a temporary Mechwarrior with Bulwark and Sure Footing. Option B - +/++/+++ stuff, mech parts, etc. Option A - +/++/+++ stuff, mech parts, etc. Option B - Choose to drop after Sentry Team Alpha has left the field (1st Part 4v8 Escort w/ AWS-8Q spawn, 2nd Part 4v8/4v12 Defend Base + Temporary use of Hatchetman) ![]() Option A - Drop during Sentry Team Alpha's Patrol Window (1st part 4v6 Escort, 2nd Part 4v8/4v12 Defend Base + Temporary use of Hatchetman) ![]()
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