After 9 or 10 months of burnout I started feeling the itch to get back to some fun programming. Fun programming for me includes modding! I'm going to be taking it slowly but I will be starting to update Mission Control again (and other mod/tool projects) so keep an eye out for fun new things!
And with that, I'm releasing a new update for Mission Control with v1.2.0. Read the changelog for more information and I hope you enjoy it!
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