24 post(s) tagged with "changelog"

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Release v1.1.2

This release fixes broken skirmish and broken mechlab due to MC v1.1.0 changes.

Bug Fixes

  • Skirmish: Fixed broken skirmish due to lack of testing after contract specific overrides were introduced
  • Mechlab: Fixed broken mechlab due to asset bundle work for save game fixes.

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 as part of a modpack, let the modpack authors update MC for you (using the below guide)
  • If you're using MC without a modpack but you've made some of your own changes to the configs, or you're a modpack author:
    • Copy into your Mods/MissionControl folder
      • MissionControl.dll
      • MissionControl.pdb
      • mod.json

Release v1.1.1

This release fixes a broken Additional Player Units / Bigger Drops integration in MC v1.1.0.

Bug Fixes

  • Bigger Drops: Fixed broken integration from MC v1.1.0.

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 as part of a modpack, let the modpack authors update MC for you (using the below guide)
  • If you're using MC without a modpack but you've made some of your own changes to the configs, or you're a modpack author:
    • Copy into your Mods/MissionControl folder
      • MissionControl.dll
      • MissionControl.pdb
      • mod.json

Release v1.1.0

This release focuses on better Flashpoint support, better configurability of MC and various features and bug fixes.

This upgrade has some breaking configuration changes. For upgrade instructions, see below the changelog.

Tracked by Milestone - v1.1.0

Major Features

  • Flashpoints: Custom contract type support
    • 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.

Minor Features

  • Limited Save Support: Added limited save recovery for loading combat saves that would get stuck loading due to MC issues
    • Loading a combat save is not supported. This is to help players on ironman mode who saved, loaded and now are stuck with a broken save. DO NOT DO IT.
    • Fixed an issue where Additional Lances spawned in the map wouldn't load.
    • MC will load the contract but all MC features are disabled. Try to finish the contract, or withdraw.
  • Flashpoints: Bigger Drop Support: Allow turning on additional player mechs for flashpoints without the other MC features

Changes

  • Follow AI: Changed default follow behaviour to LanceOrder instead of HeaviestMech
    • This means the AI will follow your player slot #1 mech. If that dies it follows slot #2, and so on.
  • Escort Convoy: Hunter lance is now limited to spawn to be within 13 and 20 hexes of the extraction zone.
    • Previously it spawned anywhere beyond around 8 hexes so could spawn the other end of the map or a bit too close.
  • Blackout: Phase 2 invading lance spawned too close to the buildings they were trying to destroy
    • Lance now spawns between 13 and 20 hexes away instead of between 8 and 16
  • Settings: Renamed some settings to be clearer. See the upgrade instructions for more details.

Bug Fixes

  • 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.

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 as part of a modpack, let the modpack authors update MC for you (using the below guide)
  • If you're using MC without a modpack but you've made some of your own changes to the configs, or you're a modpack author:
    • Copy into your Mods/MissionControl folder
      • MissionControl.dll
      • MissionControl.pdb
      • mod.json
      • config/Contracts folder
      • Edit settings.json with the following:

Change DisableIfFlashpointContract property to EnableFlashpointOverrides and set to 'false'

Readability change and, if enabled, looks at the EnableForFlashpoints value in each feature section of the settings.

"EnableFlashpointOverrides": false,

Add EnableAdditionalPlayerMechsForFlashpoints property

Allows for enabling the additional player mechs (e.g. Bigger Drop support) in Flashpoints without enabling all the other MC features.

"EnableAdditionalPlayerMechsForFlashpoints": false,

Change HotDrop section to HotDropProtection

Readability change to prevent people thinking this section controls 'hot drops' when it only controls the protection when a hot drop occurs.

"HotDropProtection": {

Add EnableForFlashpoints for each major feature section

This is only taken into account if EnableFlashpointOverrides is true.

Add to:

  • RandomSpawns
  • HotDropProtection
  • AdditionalLances
  • ExtendedLances
  • ExtendedBoundaries
  • DynamicWithdraw
"EnableForFlashpoints": true,

Remove DisableIfFlashpointContract from AdditionalLances section

Delete it.

Reverse the positive/negative sign for the two below skull DropWeightInfluence settings

This is a readability change to fix the non-intuitive set up from previous versions.

"EnemySpawnInfluencePerHalfSkullBelow": -0.1,
"AllySpawnInfluencePerHalfSkullBelow": 0.1

Change Target under FollowPlayer section to LanceOrder

"AI": {
"FollowPlayer": {
"Pathfinding": "Alternative",
"Target": "LanceOrder",

Release v1.0.5

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.

Tracked by Milestone - v1.0.5

Bug Fixes

  • 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

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 as part of a modpack, let the modpack authors update MC for you (using the below guide)
  • If you're using MC without a modpack but you've made some of your own changes to the configs, or you're a modpack author:
    • Copy into your Mods/MissionControl folder
      • MissionControl.dll
      • mod.json

Release v1.0.4

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.

Tracked by Milestone - v1.0.4

Minor Features

  • Additional Lances: AL lances are now taken into account before the contract autocompletes.
    • If you want to exclude a contract from this behaviour you can specify it in the settings.json under ExcludeFromAutocomplete
  • Bigger Drops: Support for maxNumberOfPlayerUnits higher than 4 added
    • Allow Bigger Drops to restrict a contract to, for example, 5 or 6 units

Changes

  • 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

Bug Fixes

  • AI: Follow AI - Fixed broken pathfinding to player
    • No more useless allies! Woooo!
  • Contracts: Fixed a broken vanilla contract generation method causing infinite contract screen loads
  • 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)

Custom Contract Type Builder

  • 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

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 as part of a modpack, let the modpack authors update MC for you (using the below guide)
  • If you're using MC without a modpack but you've made some of your own changes to the configs, or you're a modpack author:
    • Copy into your Mods/MissionControl folder
      • MissionControl.dll
      • mod.json
      • contractTypeBuilds/Blackout folder
      • dialogue folder
      • overrides/contracts/blackout folder
      • overrides/contracts/soloduel/SoloDuel/SoloDuel_AllEyesOn.json
      • overrides/contracts/soloduel/SoloDuel/SoloDuel_ChallengeAccepted.json
      • overrides/contracts/soloduel/SoloDuel/SoloDuel_CorneredRevenge.json

Replace the settings.json section IsPrimaryObjectiveIn

"IsPrimaryObjectiveIn": ["SimpleBattle", "CaptureBase"],

Add to the settings.json section AdditionalLances

"ExcludeFromAutocomplete": ["DefendBase", "FireMission"],

Modify the settings.json value for MaxDistanceForZone

"MaxDistanceForZone": 288,

Add to the settings.json section FollowPlayer under AI

"TimeToWaitForPathfinding": 60,
"TicksToWaitForPathfinding": 20

Release v1.0.3

This release fixes a small but important bug in one Blackout contract.

For upgrade instructions, see below the changelog.

Tracked by Milestone - v1.0.3

Bug Fixes

  • Blackout: Unknown Cause didn't spawn an occupying lance in one of the second event phase events

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 as part of a modpack, let the modpack authors update MC for you (using the below guide)
  • If you're using MC without a modpack but you've made some of your own changes to the configs, or you're a modpack author:
    • Copy into your Mods/MissionControl folder
      • mod.json
      • overrides/contracts/blackout/Blackout_UnknownCause.json

Release v1.0.2

This release fixes mainly around Blackout contract type bugs and solo/duo duel contract type balances.

Bug Fixes

  • Blackout: Contracts Heavy Static and Unknown Cause would sometimes not complete successfully
  • Blackout: Fixed Dynamic Withdraw feature not working
  • Blackout: Various dialogue fixes (Thanks @NickAragua and Cargo)
  • Solo/Duo Duel: Fixed issue with vehicles spawning
  • Solo Duel: Fixed OpFor selection being too strong/weak
  • Additional Lances: Yet another attempt to fix the locale reward issue being 100 times higher than it should
  • Additional Lances: Reworked DropWeightInfluence to be more inline with the proposal by the RT team
  • Extended Lances: Fixed difficulty modifications being processed too late

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 as part of a modpack, let the modpack authors update MC for you (using the below guide)
  • If you're using MC without a modpack but you've made some of your own changes to the configs, or you're a modpack author:
    • Copy into your Mods/MissionControl folder
      • MissionControl.dll
      • mod.json
      • contractTypeBuilds/Blackout/common.jsonc
      • overrides/contracts folder and overwrite all

Replace settings.json section DropWeightInfluence with

"DropWeightInfluence": {
"Enable": false,
"EnemySpawnInfluencePerHalfSkullAbove": 0.1,
"AllySpawnInfluencePerHalfSkullAbove": -0.1,
"EnemySpawnInfluencePerHalfSkullBelow": 0.1,
"AllySpawnInfluencePerHalfSkullBelow": -0.1
},

Release v1.0.0

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.

Major Features

  • 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
    • settings.json under DropWeightInfluence

Minor Features

  • 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

Changes

  • Solo/Duo Duels: Enforced weight limits on all contracts lower than difficulty 8
  • Solo/Duo Duels: Prevented vehicles from spawning

Bug Fixes

  • 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

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 as part of a modpack, let the modpack authors update MC for you (using the below guide)
  • If you're using MC without a modpack but you've made some of your own changes to the configs, or you're a modpack author:
    • Delete from your MissionControl folder
      • contractTypeBuilds folder
    • Copy into your Mods/MissionControl folder:
      • MissionControl.dll
      • mod.json
      • contractTypeBuilds folder
      • dialogue/AllyDrop.json
      • overrides/cast
      • overrides/contracts/blackout folder
      • overrides/contracts/soloduel folder
      • overrides/contracts/duoduel folder
      • overrides/enums folder
      • overrides/encounterLayers folder
    • Edit settings.json with the following:

Add to AdditionalLances section

"HideObjective": true,
"ShowObjectiveOnLanceDetected": true,
"AlwaysDisplayHiddenObjectiveIfPrimary": false,
"MatchAllyLanceCountToEnemy": false,
"DropWeightInfluence": {
"Enable": false,
"GlobalEnemyChanceToSpawn": 0.05,
"GlobalAllyChanceToSpawn": 0.8,
"EnemySpawnInfluencePerHalfSkull": 0.1,
"AllySpawnInfluencePerHalfSkull": -0.1
},
"DisableAllies": false,
"DisableEnemies": false

Add to ExtendedLances section

"SkipWhenTaggedWithAny": ["lance_type_solo"],
"SkipWhenTaggedWithAll": [],
"SkipWhenExcludeTagsContain": ["no_extended_lance"],

Add to ExtendedBoundaries/Overrides section

{
"MapId": "mapGeneral_desertDam_aDes",
"ContractTypeName": "SimpleBattle",
"IncreaseBoundarySizeByPercentage": 0.55
}

Add to AI/FollowPlayer section

"Pathfinding": "Alternative",

Add to the top level

"Spawners": {
"SpawnLanceAtEdgeBoundary": {
"MinBuffer": 100,
"MaxBuffer": 200
}
}

Release v0.4.6

This release adds BT 1.9 support.

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

Major Features

  • Added BT 1.9 support

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

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

Release v0.2.3

This release focuses on bug fixing and stabilising Mission Control (as it's well known for its long loads and patchy spawn points).

Improvements

  • Map load times are much faster, even in a worst case situation.

Bugs Fixed

  • Fixed infinite load screen wait bugs
  • Fixed unit spawns that didn't allow a unit to move
  • Fixed units spawning on buildings (urban maps highlighted this bug)
  • Fixed 'Follow Player' AI - Between BTv1.4 and BTv1.6.2 a tag was changed that broke this AI

Release v0.2.0

This is the full release version of v0.2.0. Like the pre-release it fully supports v1.3 and Flashpoints.

Major Features

  • Extended Lances - Increase the size of a faction's lances allowing for clan stars (5 mechs) and reinforced lances / comstar demi-lances (6 mechs). Works for vanilla spawns and Mission Control spawns.
  • Additional Lances Faction Rep - Allow faction reputation range to select which lance to use
  • Additional Lances Elite Lances - Allow elite lances to be selected if allied or enemy with a faction
  • Flashpoint options - Allow for disabling Mission Control entirely, or just disabling only Additional Lances for FPs
  • Additional Lances Skull Lance Difficulty - Added a full initial set of lances to fit different difficulty levels
  • Ally Lance Combat Dialogue - Added more dialogue than the sample amount in v0.2.0a
  • Additional Lances Tonnage Restrictions - Ability to disable Additional Lances on various tonnage rules
  • BT v1.3 / FP Support
  • Ally Lance Combat Dialogue - Unique dialogue per contract type and MC contract type variations if you have an ally lance dropping with you.
  • Additional Lances Skull Lance Difficulty - Additional Lances now take into account skull difficulty when selecting lances to drop into a contract.
  • Additional Lances in Battle are Primary Objectives - This makes a lot of sense for a Battle as the contract sometimes would end seemingly at random when the original targets were destroyed.
  • Hot Drop Safety Features - When dropping into close proximity of enemies hot drop safety features will take effect. In the settings.json you can modify these. It supports auto-guard, auto-evasion and an option to include the enemies in this protection mode too.

Minor Features

  • Added damaged lances to the Additional Lances selection
  • Added more pilot names for combat dialogue
  • Added more pilot portraits for combat dialogue
  • Added option to turn ally drop combat dialogue off

Changes

  • Changed the Additional Lance keys from all uppercase to upper snake case.
  • Tweaked the path finder checks for spawning to make it slightly more lenient on sloped spawns

Bugs Fixed

  • Skirmish would crash if ally combat dialogue referenced 'Commander' string replacement as no Commander exists like in the Sim Game
  • Contract Loading Freezes - A few contract loading freezes were fixed
  • Contract Loading Loops - A few contract loading loop issues were fixed
  • Contract Loading Times Improved - Contract loading times are drastically improved
  • Random Spawns Fallback Fixes - Fallbacks weren't always activated correctly and when they were used sometimes the lance orientation was incorrect.

Release v0.1.0

This is the initial release for Mission Control.

Major Features

  • Random spawns based on contract type
  • Additional lances. Enemy and ally lances will spawn based on contract type, biome type, percentage chances, maximum limits and lance configs.
  • New AI - Follow Lance for allies on some contract type variations
  • Quick Skirmish - New menu item on the main menu that uses last used skirmish lance for a singleplayer fight
  • Mod Support - Allow other modders to submit their encounter rulesets for use in MC.