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Black Knight is now a way more dangerous opponent / lance partner :)
And the SLDF mechs more dangerous - a LOT.
I already use it in the old heat build Jammed full of Lasers, including the PPC and two LLasers and the rest of the hard points filled with Meds, ect.
 
Awesome update, which will make a lot of people happy(ier)! But my curiosity for "what's next" after 1.1 is now amped up to 11. :D

[5. More BATTLETECH!
The above is just the beginning! We'll be continuing with more free Updates after Update 1, and we'd also love to release a larger paid content Expansion or two - but right now we're staying focused on bugfixes and immediate reactions to launch feedback. With your support, we could not be more excited to continue making BATTLETECH even bigger and better. ]
 
Awesome update, which will make a lot of people happy(ier)! But my curiosity for "what's next" after 1.1 is now amped up to 11. :D

[5. More BATTLETECH!
The above is just the beginning! We'll be continuing with more free Updates after Update 1, and we'd also love to release a larger paid content Expansion or two - but right now we're staying focused on bugfixes and immediate reactions to launch feedback. With your support, we could not be more excited to continue making BATTLETECH even bigger and better. ]

I also took note of that!

This update over-delivers like hell! And they already speaking of the next one.

I see a lot of items in the list that's suggested by players from these forums.
I want to give my firstborn to these devs.....
 
This looks fantastic. However, the biggest thing I'd hoped to see addressed, "agonizingly slow response when trying to customize mech after you've accumulated a lot of salvage" does not appear to be on the list? Or did I miss it?
 
I also took note of that!

This update over-delivers like hell! And they already speaking of the next one.

I see a lot of items in the list that's suggested by players from these forums.
I want to give my firstborn to these devs.....
Bagels, yes.

Firstborn, not so much. : )
 
Kids are like pancakes anyway, the first one is always a throw-away! :D

Did they add any new types of missions? Or storyline?
Not that I caught. But then this Update was intended to address granular difficulty, speed of gameplay, connectivity, QoL, and other such issues.
 
Yea, I'm assuming 1.2 will be Linux, Localization, Tutorial Skip as well as various more bugfix, quality of life, performance & compatibility, settings, balance, UI, AI, etc changes.

But hopefully they'll be ready soon™©® to share what else is in the pipeline, namely new content like more storyline, contract types, biomes/maps, mechs, vehicles, etc.
 
AI improvements ~ time for another Solo-Campaign run. : )
You know it. :D

  • Medium 'Mech stability increased to 130 (was 100). Stability recovery increased to 1.2 (was 1.0).
  • Heavy 'Mech stability increased to 160 (was 100). Stability recovery increased to 1.4 (was 1.0).
  • Assault 'Mech stability increased to 200 (was 100). Stability recovery increased to 1.6 (was 1.0).
Except now I can't rely on knockdowns as much for salvaging an intact Atlas. Guess I have to *shudder* fight fair now.
 
3 months to balance the game and this is all you can come up with? Are you serious?

Weapon changes make no sense. PPC buff still leaves it dealing over 25% less damage per tonne than the AC5, so it's still pointless. In anycase, LRMs still out damage, out stability damage and outrange all other long range weapons AND are only weapons in the game that fire indirectly (and yes, they still deal more damage per tonne than the LL even with the buff). SRM6 gets buffed even though it was the best weapon in the game anyway. Flamer was already useless in campaign due to low ammo, and now you make it even worse.

Mech changes make no sense. Assault mech obviously already the best class, and now you DOUBLE their stability reserves AND even increase stability recovery. Knockdowns are now basically impossible. You can DFA with an assault mech and still need additional 140 stability damage to be done it before it gets knocked over now, the AI probably couldn't even manage that even with an entire lance. Same logic for heavies. 5% accuracy debuff for light mechs isn't going to make any difference to their usefulness.

Still no option to turn off the purposeful incorrect reporting of hit chances. No changes to the many over/underpriced mechs in multiplayer. No mew missions that don't just equal "Destroy all the things".

Honestly, the bug fixes and optimization are great, but if this is the best you can do just leave game design to the modding community. Roguetech is already lightyears ahead of the vanilla game.
 
Fantastic list. Looking very much forward for these changes to hit the live game. Will be a perfect time to start another campaign.

Thank you HBS for taking the feedback of your community into consideration.

And once again: Thank you for your hard work!
 
Nice list of system optimization. Would have prefer you unshackle the AI reserve ability - it's just two lines of codes. =(

Also, PLEASE add in weapon penalties for non-stock loadout like you talked about in the earlier Q&A. Finally, make random contract linkable so we can string together our own mini-campaigns.
 
Weapon penalties for non-stock loadouts? What now?