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Releases: BattletechModders/CustomBundle

version 0.3.2

11 Feb 13:13

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version 0.3.2 Pre-release
Pre-release
  1. CAC: streak on ammo now should work correctly

version 0.3.1

10 Feb 13:35

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version 0.3.1 Pre-release
Pre-release
  1. CU: now zero points pathing is not forbidden by clamping.
  2. CAC: now there is the way to switch off certain to-hit modifiers

version 0.2.99

08 Feb 09:01

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version 0.2.99 Pre-release
Pre-release
  1. CU: now current move distance for clamping calculated more accurate, should prevent unwanted clamping for moving and melee
  2. CU: now manual deploy positions cache resetting properly between deploys

version 0.2.98

05 Feb 14:26

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version 0.2.98 Pre-release
Pre-release
  1. CU: now mechs in airmech modes have proper death, jump and shutdown animations
  2. CU: now now AI units unaffected by pathing should evaluate their movement much faster
  3. CU: now player can't set move destination not in hex center
  4. CU: now you can switch off jumping restriction for airmechs (DFA still forbidden to them)
  5. CU: now AI mechs should not be able to melee flying units except airmech modes
  6. CU: now move clamping working for player too not only AI
  7. CU: now there is option to set minimal jumping distance

version 0.2.97

01 Feb 09:25

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version 0.2.97 Pre-release
Pre-release
  1. CU: now while manual deploy you can't choose position outside of encounter boundary
  2. CU: now while manual deploy you can choose deploy positions by lance or by unit (holding left alt)
  3. CU: now mechs in air mech mode hovering above certain height can't jump
  4. CU: now individual unit's deploy positions showing while choosing deploy point

version 0.2.96

25 Jan 16:52

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version 0.2.96 Pre-release
Pre-release
  1. CU: now trooper squads, alternate representations and quad legs paint schemes are initializing properly
  2. CU: now hovering alternate representation can have custom hovering sound
  3. CU: now alternate representations can have additional encounter tags
  4. CAC: now per-tags modifiers (to-hit and AoE) respects units encounter tags
  5. CAC: now weapon firing order can be defined from mechbay this order is also stored in save files
  6. CAC: now critical hits to troopers are not migrating to another units in squad

version 0.2.95

04 Jan 17:14

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version 0.2.95 Pre-release
Pre-release
  1. CU: added alternate representations support
  2. CU: added turret-less quads support
  3. CAC: weapons fire modes availability now checking different. Should solve problem some weapon comes to battle broken for unknown reason

version 0.2.94

28 Nov 11:29

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version 0.2.94 Pre-release
Pre-release
  1. CU: Added quad visuals support
  2. CAC: now AlwaysIndirectVisuals: true not counted as real indirect for to-hit calculations
  3. CAC: now heat damage multiplayer for building, turrets, vehicles from WR's settings is working
  4. CAC: now melee attack animation can be setup in melee weapon mode
  5. CU: now drop slots locking based on contract's allow units count calculating correctly
  6. CU: now distance from original drop position calculated from deploy director position rather than PlayerLanceSpawnerGameLogic object position

version 0.2.93

17 Nov 18:08

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  1. CAC: Now HeatGeneratedModifier is actually used by mode and ammo
  2. CAC: Now there is option to adjust evasive pips number font size
  3. CAC: Now DFA self damage not applying twice

version 0.2.92

16 Nov 15:52

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  1. CAC: now there is option to show evasive pips count as number
  2. CU: now DeployManual is off by default