Release v0.4.5

This release focuses on fixing bugs introduced by v0.4.4.

Tracked by Milestone - v0.4.5

Upgrade Instructions

  • If you're using MC without a modpack and none of your own changes, just delete the MC folder and move the new one into your mods folder
  • If you're using MC without a modpack but you've made some of your own changes to the configs:
    • Just copy the new MissionControl.dll and mod.json into your Mods/MissionControl folder
  • If you're using MC as part of a modpack, let the modpack authors update MC for you

Changes

  • Additional Lances: Reduced the lance reward from 150% to 75%.

Bugs Fixed

  • Original Flashpoints: MC runs for original flashpoints regardless of the settings.json option. This doesn't affect Heavy Metal flashpoints.

Release v0.4.4

This release focuses on fixing critical bugs introduced by v0.4.3. Mainly fixing the broken campaign, flashpoints and skirmish.

Tracked by Milestone - v0.4.4

For detailed documentation, visit the Mission Control Website.

Upgrade Instructions

  • If you're using MC without a modpack and none of your own changes, just delete the MC folder and move the new one into your mods folder
  • If you're using MC without a modpack but you've made some of your own changes to the configs:
    • Just copy the new MissionControl.dll, cast/Portraits.json and mod.json into your Mods/MissionControl folder
  • If you're using MC as part of a modpack, let the modpack authors update MC for you

Bugs Fixed

  • Campaign / Flashpoints: MC breaks regions logic in campaign and flashpoints. This resulted in completely broken logic in the contracts.
  • Skirmish: MC completely broke the loading of Skirmish
  • Additional Lances: Portrait config was not set to use the new portraits introduced in v0.4.3

Release v0.4.3

This release is part 2 of a big drive to reduce bugs in Mission Control. It fixes some long standing bugs and annoyances players have.

This turned out to be a much bigger release than I had intended and brings in 27 bug fixes, gameplay balances and minor features.

Tracked by Milestone - v0.4.3

Upgrade Instructions

  • If you're using MC without a modpack and none of your own changes, just delete the MC folder and move the new one into your mods folder
  • If you're using MC without a modpack but you've made some of your own changes to the configs:
    • Back up your old MC folder
    • Move your old MC folder out of your mod folder
    • Move the new MC folder into your mod folder
    • Manually make the changes back
    • If you prefer the old balance of lances, copy your entire config/AdditionalLances folder back to the new MC mod folder
  • If you're using MC as part of a modpack, let the modpack authors update MC for you

Minor Features

  • Additional Lances: Added an option (MatchAllyLanceCountToEnemy) to 'match' ally lance count to the rolled enemy lance count. This is off by default but can be turned on in the settings.json.
  • Additional Lances: Added an option (IsPrimaryObjectiveIn) in the settings.json to specify if the enemy AL lance(s) should be a primary objective or not.
  • Additional Lances: Added better friendly lance portraits (Thanks @17783 / Spectre)
  • UI: Added an update notification. When a new version of MC is released the Main Menu will show a notification. This can be disabled in the settings.json.
  • AI: Follow Player - Exposed TargetZoneRadius setting in the settings.json. This specifies the target zone the following mech will try to enter before not following anymore. If this zone is left, they will try to follow again.

Changes

  • Load Times: Decreased on average between 30% - 50%
  • Additional Lances: Lower tonnage lances can now spawn for higher difficulty contracts (since v0.4.2 only the same class of lance [e.g. heavy, assault] would spawn for the difficulty level).
  • Additional Lances: Reduced max lances to 1. MC is just too brutal at times. This can be edited back under the configs MissionControl/config/AdditionalLances/ if you want it harder again.
  • Additional Lances: Substantially increased bonus payout from 20% to 150%. This is to try and offset the huge Company cost to fighting extra lances like the repairs, new mechs and pilot recruitment costs.
  • Extended Boundaries: Increase specific boundary size for contract type & map combinations
    • Capture Base with mapGeneral_frigidSteppes_iTnd
    • Capture Base with mapGeneral_icyOutpost_iGlc
    • Simple Battle with mapGeneral_highPeak_iGlc
    • Fire Mission (all of them)
  • Extended Boundaries: Increase default boundary increase from 20% to 30%
  • Rescue: Added a minimum distance to objective check for the player lance spawn
  • Hot Drop Protection: Changed evasion pips from 4 to 6 (effectively a change from 40% to 60% evasion) if the starting drop is within enemy detection range
  • AI: Follow AI - Reduced 'should sprint' range from 200 to 120 units. This means the following unit should keep up better with the player mechs

Bugs Fixed

  • Random Spawns: Fixed issue where mechs wouldn't be able to move after spawning (stuck in one place from spawn)
  • Random Spawns: Fixed issue where mechs would spawn in rocks or buildings
  • Random Spawns: Fixed a few issues that could cause long loads
  • Random Spawns: Fixed the Array out of Bounds errors when testing for valid spawn points
  • Random Spawns: Fixed issue where the map 'plot' (point of interest) could not be found to orientate spawns on for the map mapGeneral_gridLock_uTech (and possibly others who shared the same map set up)
  • Random Spawns: Fixed issue where the pathfinder mechs would trigger any Region they entered causing an error
  • Extended Boundaries: Setting the sub-override IncreaseBoundarySizeByPercentage was not read. This is a similar issue as v0.4.2 but for the contract type & map Overrides section instead.
  • Extended Boundaries: Customised size position can be wrong causing key points outside of boundary (same bug as in v0.4.2). Should be properly fixed now.
  • Localisation: Fixed a possible issue with locales that don't use period / fullstop for their decimal place. An error would occur when loading a map with an Additional Lance reward
  • Additional Lances: Fixed issue where if the player restarted a contract 3 or more times then no more AL lances would spawn (friendly or enemy)
  • Additional Lances: Fixed issue where Heavy Metal campaign contracts would allow Mission Control to run (and Bigger Drops). There's a setting (DisableIfFlashpointContract) in the settings.json to allow for MC to run in flashpoints but it's off by default.

Release v0.4.2

This release is part 1 of 2 for a big drive to reduce bugs in Mission Control.

Tracked by Milestone - v0.4.2

Upgrade Instructions

  • If you're using MC without a modpack and none of your own changes, just delete the MC folder and move the new one into your mods folder
  • If you're using MC without a modpack but you've made some of your own changes to the configs:
    • Back up your old MC folder
    • Move your old MC folder out of your mod folder
    • Move the new MC folder into your mod folder
    • Manually make the changes back
    • If you prefer the old balance of lances, copy your entire config/AdditionalLances folder back to the new MC mod folder
  • If you're using MC as part of a modpack, let the modpack authors update MC for you

Changes

  • Balanced Additional Lances for every difficulty level.
    • No enemy lances on very low difficulty contracts
    • Lances that appear should now be lower than your lance level so to not overload players
    • Higher levels are roughly the same as before
    • Default fallback lance is now a light lance instead of a range between light up to assault
    • Removed example MC lance configs that did nothing but resulted in using the fallback. This could lead to a case where a 1/2 skull contract would give you two enemy assault lances (yikes! sorry guys!)
  • AI: Follow AI can now be configured.
    • Can decide the follow logic (HeaviestMech or LanceOrder)
    • Can decide when to stop using this AI (OnEnemyDetected, OnEnemyVisible, WhenNotNeeded [previous default])
    • Can decide how far away from the target the AI should only sprint to catch up

Bugs Fixed

  • Additional Lances: Units used to sometimes spawn inside each other. This was harmless for player units in player units but issues could occur with allies and enemies. If droppods were involved there was often a mess on the floor afterwards and a dead mech
  • Story / Restoration contracts: MC was running for Restoration contracts since v0.4.0. This has now been prevented and is a similar fix that went in for Story contracts in v0.4.1.
  • Extended Boundaries: Setting IncreaseBoundarySizeByPercentage was not read. This meant there was no way to manually change the boundary size.
  • Extended Boundaries: Custom sizes, including the default of 20% increase, caused some contracts to have extraction points and other important locations to fall outside the boundary.
  • AI: Follow AI has been improved. Now, the Follow AI no longer runs when a condition is met (defaults to OnEnemyDetected). This means the allied units will actually fight instead of ignore combat.
  • AI: Various contract types were missing Follow AI for important reasons. This could sometimes cause the AI to do nothing. This was reworked to allow the AI to run in all contract types.
  • Encounters: Fixed the cause of SaveSpawnPositions errors

Known Issues

  • It's possible the changes to the AI have also affected the friendly convoy escort missions. If you see weird behaviour there please report it to me

Release v0.4.0

This release brings in custom contract types with reuse of story map support.

Tracked by Milestone - v0.4.0

Major Features

  • Added a system to build contract types at runtime
  • Added custom contract types
    • Solo Duel - A 1v1 fight in the arena showcased in the story mission ‘Showdown’
    • Duo Duel - A 2v2 fight in the arena showcased in the story mission ‘Showdown’
  • Added 3 contracts for Solo Duel
    • A Taste for War
    • Life Lesson
    • Proxy War
  • Added 3 contracts for Duo Duel
    • Double Trouble
    • Festive Couple
    • Words Hurt

Minor Features

  • Unknown contract type fallback ruleset - If an unknown countract type is encountered, a fallback contract type ruleset will be applied so access to the full MC featureset will still work for that contract type
  • Added IncludeContractTypes and ExcludeContractTypes to RandomSpawns, HotDrop, AdditionalLances, ExtendedLances, ExtendedBoundaries and DynamicWithdraw settings.json options

Bugs Fixed

  • AI - Friendly turrets will no longer get the 'Follow Heaviest Mech' AI applied to them. This was causing issues where turrets wouldn't fire on the enemy if the player's heaviest mech was too far away. The turrets wanted to sprint after the player.
  • Additional Lance Dialogue - Fixed spelling mistake

Welcome

Hi everyone. Since Mission Control has been in development (June 2018) it's been steadily growing in features. I felt that it had outgrown simple github README.md pages so I've decided to set up a more usable resource for modders and gamers.

Check out the Documentation to read about Mission Control's reasoning, features, tutorials and more.

Don't forget to join my Discord server if you're interested in providing feedback or suggesting features, like new custom contract types.

Also, if you fancy supporting my efforts to bring new content and experiences to BattleTech - feel free to support me by Buying me a Coffee.

Release v0.3.2

This release brings in BT 1.8 compatibility and some features and bugfixes. Sadly, I haven't been able to fix the spawn and load issues yet but I am working on it.

Tracked by Milestone - v0.3.2

Major Features

  • Added BattleTech 1.8 support
  • Additional Lances: Added contract rewards for destroying Additional Lance enemy lances.
    • Read the AL documentation for the RewardsPerLance section. Default is 20% contract value reward.
  • Extended Boundaries: Provided more control on the size of the encounter boundaries
  • Added ability to prevent specific Additional Lance lance configs from autofilling with Extended Lance autofill

Minor Features

  • Random Spawns: Provided a setting to turn off random spawns for the original map spawns (Additional Lances and Extended Lances will still spawn according to their spawn profile even with this turned to false)

Bugs Fixed

  • Quick Skirmish: Launching into a Quick Skirmish is now fixed. Thanks KMiSSioN
  • Quick Skmirish: Completing a Quick Skirmish fight is now fixed.

Release v0.3.1

BT 1.7 forced me to release early to bring in BT 1.7 support. Mainly adds support for this, plus some additional features and minor bug fixes. Any remaining v0.3.1 milestone items are pushed to v0.3.2.

Major Features

  • Added BattleTech 1.7 support
  • Added 'Battle+ / Three-Way' contract type support

Minor Features

  • Additional Lances: Support added for mult-folder support under the MC/lances directory
  • Additional Lances: Support madlibs for lance and unit tags for MC/lances configs

Improvements

  • Random Spawns: Made the search algorithm more efficient. It might help with load times a little.

Bugs Fixed

  • Random Spawns: Caught an error that occurs in the pathfinder when the nodes are out of index

Release v0.3.0

This release adds major and minor features, improvements, and bug fixes.

Major Features

  • Extended Boundaries - Increases the map size to the maximum possible. Sometimes up to four times the size.
  • Dynamic Withdraw - When withdrawing, a dynamic extraction zone is created that you must get your lance to before you can escape the mission
  • Added 'Attack Defend' contract type support
  • Added 'Fire Mission' contract type support

Minor Features

  • Extended Lances: Allowed for specifying a difficulty modifier to the faction to allow for individual lance selection tweaks
  • Extended Lances: Added Better Base Defence compatibility

Improvements

  • Map loading times are improved again
  • Prevented turret lances from being influenced by Extended Lances
  • Reduced the amount of bad lance spawns where you're stuck on a hill / mountain but can move a little bit

Bugs Fixed

  • Fixed infinite load screen caused by Extended Lances
  • Fixed Extended Lances adding bad spawns for the additional lance units
  • Fixed a bug where Extended Lances couldn't handle a bad contract json usecase