Releases: BattletechModders/CustomBundle
Releases · BattletechModders/CustomBundle
version 0.3.2
- CAC: streak on ammo now should work correctly
version 0.3.1
- CU: now zero points pathing is not forbidden by clamping.
- CAC: now there is the way to switch off certain to-hit modifiers
version 0.2.99
- CU: now current move distance for clamping calculated more accurate, should prevent unwanted clamping for moving and melee
- CU: now manual deploy positions cache resetting properly between deploys
version 0.2.98
- CU: now mechs in airmech modes have proper death, jump and shutdown animations
- CU: now now AI units unaffected by pathing should evaluate their movement much faster
- CU: now player can't set move destination not in hex center
- CU: now you can switch off jumping restriction for airmechs (DFA still forbidden to them)
- CU: now AI mechs should not be able to melee flying units except airmech modes
- CU: now move clamping working for player too not only AI
- CU: now there is option to set minimal jumping distance
version 0.2.97
- CU: now while manual deploy you can't choose position outside of encounter boundary
- CU: now while manual deploy you can choose deploy positions by lance or by unit (holding left alt)
- CU: now mechs in air mech mode hovering above certain height can't jump
- CU: now individual unit's deploy positions showing while choosing deploy point
version 0.2.96
- CU: now trooper squads, alternate representations and quad legs paint schemes are initializing properly
- CU: now hovering alternate representation can have custom hovering sound
- CU: now alternate representations can have additional encounter tags
- CAC: now per-tags modifiers (to-hit and AoE) respects units encounter tags
- CAC: now weapon firing order can be defined from mechbay this order is also stored in save files
- CAC: now critical hits to troopers are not migrating to another units in squad
version 0.2.95
- CU: added alternate representations support
- CU: added turret-less quads support
- CAC: weapons fire modes availability now checking different. Should solve problem some weapon comes to battle broken for unknown reason
version 0.2.94
- CU: Added quad visuals support
- CAC: now AlwaysIndirectVisuals: true not counted as real indirect for to-hit calculations
- CAC: now heat damage multiplayer for building, turrets, vehicles from WR's settings is working
- CAC: now melee attack animation can be setup in melee weapon mode
- CU: now drop slots locking based on contract's allow units count calculating correctly
- CU: now distance from original drop position calculated from deploy director position rather than PlayerLanceSpawnerGameLogic object position
version 0.2.93
version 0.2.92
- CAC: now there is option to show evasive pips count as number
- CU: now DeployManual is off by default