This is the final release of Mission Control by me, CWolf. It was a hard decision to make but after two and a half great years modding BattleTech - I've decided it's time for me to move on. Thank you all for the support and I'm glad you've enjoyed what Mission Control grew into. It's not without its faults but I'm very proud of the work I accomplished here.
Keep enjoying BattleTech and destroying your way through the Inner Sphere! Take care - it's been a pleasure. Signing off.
This allows modders to make use of any custom contract type such as Blackout, Solo Duel and Duo Duel in flashpoints.
Flashpoints & Normal Contracts: Per contract MC feature overrides
This allows modders to specify specific settings (e.g. 2 enemy and 1 ally Additional Lances) per specific contract
Supports both MissionControl/config/Contracts and MissionControl/config/Flashpoints folders for file management for big modpacks. By default only Contracts is used for both.
User & Modpack Settings Overrides
Modpacks can create a settings.modpack.json and players can create a settings.user.json settings file to ease upgrading MC versions.
Load order is settings.json then settings.modpack.json then settings.user.json. With the last values overriding earlier.
Reward Screen Softlock: Fixed a situation where if the player restarted a mission, and the previous attempt had an enemy Additional Lance, when the contract was completed the reward screen would soft lock due to dirty contract data for objectives
Contracts Screen Infinite Load: Fixed another bad vanilla method situation where, in rare situations, the contracts screen would get stuck on the loading screen due to limited selection of biomes/factions/contract types/contracts.
Dynamic Withdraw: Feature was running in situations it shouldn't.
This release fixes a vanilla infinite contracts screen issue relating to original HBS code and restrictive contracts involving lack of faction selection and system restrictions, and a quick skirmish bug.
For upgrade instructions, see below the changelog.
Contracts: Fixed infinite loading screen when faction and system restrictions conflicted with some contract types and contracts (Thanks a lot for the help Pode, Granner and Quiller with debugging this)
Skirmish: Fixed map loading exception when allies dropped with you
This release fixes lots of very important bugs and adds some enhancements to Mission Control. One very important late addition to the patch is that the ally lance Follow AI has been fixed. If you've previously disabled them or not used them because how useless they were - it's time to try them again!
Please take the time to read through the changelog as there's some very good fixes in this patch! Enjoy!
For upgrade instructions, see below the changelog.
Dynamic Withdraw: Reduced the maximum distance the extraction zone can appear from the player lance from ~17 hexes (400 meters) to 12 hexes (288 meters).
Blackout: Decreased event phase 2 turret event trigger wait from 3 rounds to 2 rounds
Blackout: Story Map 7 - Changed event phase 1 ambush camera position from medium to high to better see the droppods arrive
Blackout: Changed the trigger condition for event phase 1 from the whole lance to requiring only 2 lance members
Blackout: Changed contract balance
Assassinate: Assassination target's extraction zone will now always spawn at least 20 hexes (480 meters) away from the target's spawn position
Contracts: Fixed a broken vanilla contract generation method causing custom contract type contract spam
Loading: Fixed MDD SQL error caused by encounter loading which resulted in a frequent black screen on load to main menu for players on HDD drives instead of SSDs.
Blackout: Blackout specific ally lance dialogue didn't play
Blackout: Fixed issue where contracts wouldn't end correctly if the player destroyed the ambush lance before the friendly turrets activated
Blackout: Fixed event phase 2 invading lance not having a random spawn rule set up correctly
Blackout: Story Map 7 - Fixed orientation of event phase 1 invading lance
Blackout: Story Map 7 - Fixed orientation of event phase 2 ambush lance
Additional Lances: Contracts will now not autocomplete when AL lances are still active (except for those specified in the config.
By default DefendBase and FireMission
Additional Lances: Finally fixed comma based locales causing the AL reward to be 100 times expected amount
Logs: RecomputePathing exceptions will no longer appear after a contract has loaded
Solo / Duo Duel: Various spelling mistakes and dialogue tweaks (thanks @CargoVroom)
New Result: TriggerResultAtRandom allows you to specify multiple children results and one will be selected at random when this TriggerResultAtRandom result is triggered
New Result: IgnoreChunks allows you to specify multiple chunk guids. When this result is triggered it will iterate over all chunks specified and set the Chunk to Completed and any objectives as Ignored
This release adds a new custom contract type, 9 new contracts, expands duel contract type biome support and lots of quality of life features and bug fixes.
1.0.0 has been a big release for me. I feel with the maturity of Mission Control it warrants the 1.0.0 versioning. This release contained over 24% of the commits in the entire mod and you'll see why below in the changelog. A huge amount of effort has been put into opening up the contract type system to allow other modders to create new and interesting contract types for the whole community to enjoy. Hopefully people will take advantage of this.
Thanks for staying with me on this journey over the years (first release was on the 18th November 2018 with the first code saved on the 11th September 2018). I know there's still issues with the spawner but I feel, as whole, Mission Control has greatly improved the BattleTech experience. I hope you all feel the same way.
Enjoy and please let me know what you think of Blackout, the new contract type.
For upgrade instructions, see below the changelog.
Heavily expanded the custom contract type builder (check API docs on MC's website)
Contract Types: Added new custom contract type
Blackout - A point of interest of your employer has gone dark and they're sending you in to investigate. A low intel situation with different situations each time you play.
Contains new non-vanilla map logic.
Includes new ally chatter specific to Blackout
Contracts: Added 3 contracts for Blackout
Dug in Deep
Heavy Static
Unknown Cause
Contracts: Added 3 contracts for Solo Duel
All Eyes On
Challenge Accepted
Cornered Revenge
Contracts: Added 3 contracts for Duo Duel
At High Noon
Last Minute Replacements
Yearly Tussle
Maps: Added 4 maps/biomes to Blackout
frostyslopes map on tundra biome
mountainhold map on lunar biome
story2 map on badlands biome
story7 map on lowlands biome
Maps: Added 3 more maps/biomes to Solo Duel and Duo Duel
deathvalley map on desert biome
story3 map on lunar craters biome
story6 map on frozen poles biome
AI: Follow AI - Added alternative pathfinding for 'Follow Player' AI
Configurable in settings.json with the new Alternative being the new default with Original being the v0.4.6 version
Additional Lances: Alternative spawn calculation system
Off by default
Variable enemy/ally lance drops based on player drop skulls/difficulty level
Additional Lances: Option to indepedently disable allies and/or enemy lances
settings.json as DisableAllies and DisableEnemies
Additional Lances: Option to disabe/enable objective markers under certain conditions.
This allows the AL objective to be hidden to make the contract more unpredicable.
settings.json as HideObjective and ForceDisplayOfHiddenObjectiveIfPrimary
Additional Lances: Added a MRB influence for lance selection
For example, MRB_Level:4 to spawn specific lances for MRB level 4
Or, MRB_Rating:200:300, to spawn when MRB rating is between 200 and 300
AI: Follow AI - Fixed broken vanilla method call.
NeutralToAll units (and maybe others) were being identified as enemies for 'Follow AI' pathfinding. This might have caused some situations where the allies stopped following the player.
Random Spawns: Exposed the boundary 'buffer' zone
This is where a lance is allowed to spawn (beyond X and within Y distance) when using the SpawnLanceAtEdgeBounadry spawner profile.
settings.json under the SpawnLanceAtEdgeBoundary section
Extended Lances: Added a system to skip extending a lance by exclude tags
Skip if they have a set tag under their lance lanceExcludedTagSet in the contract override JSON
settings.json as SkipWhenExcludeTagsContain
Extended Lances: Added a system to skip extending a lance by tags
Skip if they have a set tag under their lance lanceTagSet in the contract override JSON
settings.json as SkipWhenTaggedWithAny and SkipWhenTaggedWithAll
Extended Boundaries: Increased the boundary size for SimpleBattle and mapGeneral_desertDam_aDes map
Additional Lances: ExcludeContractTypes didn't work correctly and was using the wrong setting. It was picking up the ExtendedLances one instead.
Additional Lances: Comma based decimal locales caused rewards to be much higher than intended
Random Spawns: Fixed one cause of Defend Base and Destroy Base sometimes spawning you in the wrong location, or in the enemy base
Random Spawns: Added a set distance the player must spawn beyond on Destroy Base (roughly 16 hexes away)
Contract Types: Custom contract types weren't being picked up for ExcludeContractTypes or IncludeContractTypes settings
Droppods: Fixed a vanilla bug where droppod animations and effects sometimes weren't synced up in position to the actual drop pod and landing mech/vehicle