Posted November 23, 2019
![hohiro](https://images.gog.com/ed9532e65a27c00b2d0e076e5039e862d28ba592f1db100225d8bb86f507de6c_forum_avatar.jpg)
hohiro
Dreamer
Registered: Mar 2011
From Germany
![HypersomniacLive](https://images.gog.com/fc4a1abc37a5fe68e4e7fe666d87976d9900b9f928128c087fa9bbdf2e3e4bc4_forum_avatar.jpg)
HypersomniacLive
The Reluctant Voter
Registered: Sep 2011
From Vatican City
Posted December 10, 2019
high rated
Changelog for Update 1.8.1-640R (added 10 December 2019):
Thank you for playing BATTLETECH! Release 1.8.1 is now available for users on Steam and GoG. Other platforms will release as soon as possible. The main areas of improvement are: UI, visual effects, and mod support. The previously released LBX2 ammo fix has been replicated across all platforms.
UI
- Fixed an issue where the weapon hover panel didn’t update COIL damage and heat correctly
- Fixed an issue where Thumper heat did not preview correctly
- Fixed an issue that caused a black screen to occur when loading a save after going bankrupt
- Fixed an issue where entering the Main Menu after bankruptcy did not end the previous session
- Fixed an issue where a black screen could occur if the Store panel was open while loading a save file or returning to the Main Menu and then loading another save file
- The “Mechwarrior Info Panel” no longer caps at displaying three as the maximum number of injuries
Visual Effects
- Rubble is now consistently applied when destroying buildings on urban maps
- Missile trail visual effects have been restored
Mod Support
- Fixed an issue where asset bundles were failing to load
- Fixed an issue with the Mod loader merging .csv files
- The overlay for save states made with mods is now present when mods are disabled or deleted
- Fixed an issue with loading external assets
- Fixed load ordering for DynamicEnum data
- Mods that fail to load now show up in the mod list screen
- Removed mods no longer show up as loaded on the mod list screen
- Mod dependencies are now multilayer aware
- Mod loader logging is now on by default
- Note the updates to the mod support readme on our forum:
-->WIN: C:\Users\user_name\MyDocuments\MyGames\BattleTech\mods
-->LIN: /home/user_name/MyGames/BattleTech/mods
-->OSX: /Users/user_name/MyGames/BattleTech/mods
Other
Fixed an issue with Unity pathing related to Apple Notarization Fixed an issue where the AI displayed an assert toast message if the ally convoy unit had no ‘Mechs within its range Fixed a problem that prevented players from registering a new Paradox account
Known Issues
Removing a mod does not remove its entries from the MDD, players can delete the cache file manually
Roll Back
It is possible to revert to past versions of our game in case you have trouble. For more platform specific information go to our forums here.
As always, if you experience further issues please contact Customer Support at: https://support.paradoxplaza.com
Standalone installers, and those of all its DLC, updated: 1.8.0-629R ⇒ 1.8.1-640R.
Thank you for playing BATTLETECH! Release 1.8.1 is now available for users on Steam and GoG. Other platforms will release as soon as possible. The main areas of improvement are: UI, visual effects, and mod support. The previously released LBX2 ammo fix has been replicated across all platforms.
UI
- Fixed an issue where the weapon hover panel didn’t update COIL damage and heat correctly
- Fixed an issue where Thumper heat did not preview correctly
- Fixed an issue that caused a black screen to occur when loading a save after going bankrupt
- Fixed an issue where entering the Main Menu after bankruptcy did not end the previous session
- Fixed an issue where a black screen could occur if the Store panel was open while loading a save file or returning to the Main Menu and then loading another save file
- The “Mechwarrior Info Panel” no longer caps at displaying three as the maximum number of injuries
Visual Effects
- Rubble is now consistently applied when destroying buildings on urban maps
- Missile trail visual effects have been restored
Mod Support
- Fixed an issue where asset bundles were failing to load
- Fixed an issue with the Mod loader merging .csv files
- The overlay for save states made with mods is now present when mods are disabled or deleted
- Fixed an issue with loading external assets
- Fixed load ordering for DynamicEnum data
- Mods that fail to load now show up in the mod list screen
- Removed mods no longer show up as loaded on the mod list screen
- Mod dependencies are now multilayer aware
- Mod loader logging is now on by default
- Note the updates to the mod support readme on our forum:
-->WIN: C:\Users\user_name\MyDocuments\MyGames\BattleTech\mods
-->LIN: /home/user_name/MyGames/BattleTech/mods
-->OSX: /Users/user_name/MyGames/BattleTech/mods
Other
Fixed an issue with Unity pathing related to Apple Notarization Fixed an issue where the AI displayed an assert toast message if the ally convoy unit had no ‘Mechs within its range Fixed a problem that prevented players from registering a new Paradox account
Known Issues
Removing a mod does not remove its entries from the MDD, players can delete the cache file manually
Roll Back
It is possible to revert to past versions of our game in case you have trouble. For more platform specific information go to our forums here.
As always, if you experience further issues please contact Customer Support at: https://support.paradoxplaza.com
Standalone installers, and those of all its DLC, updated: 1.8.0-629R ⇒ 1.8.1-640R.
![HypersomniacLive](https://images.gog.com/fc4a1abc37a5fe68e4e7fe666d87976d9900b9f928128c087fa9bbdf2e3e4bc4_forum_avatar.jpg)
HypersomniacLive
The Reluctant Voter
Registered: Sep 2011
From Vatican City
![hohiro](https://images.gog.com/ed9532e65a27c00b2d0e076e5039e862d28ba592f1db100225d8bb86f507de6c_forum_avatar.jpg)
hohiro
Dreamer
Registered: Mar 2011
From Germany
![Meanfellah](https://images.gog.com/98fc49a4a1ae0210dadffbc532c410eec1d559f7defc64b46f39e3c9773907bc_forum_avatar.jpg)
Meanfellah
New User
Registered: Jun 2018
From Romania
Posted February 21, 2020
I have 1 question:
Is the dev team not aware of the bug that plagued multi shot from day 1 or was that the intended way for it to work from the get go?
Allow me to explain!
Each kill awards 10 resolve regardless if it's a mech, turret or vehicle kill. In the case of multi shot, the resolve is awarded only for and if a kill is made on the last target of the multi shot attack order. So, let's say you want to use multi shot for 3 targets, A, B and C, if you kill all targets you only get awarded 10 resolve instead of 30, but if you kill any other target/s and don't also kill target C, you don't get any resolve awarded for those other kills.
P.S. Please forgive me if this is not the right place to be asking this but I'm either to blind or to stupid, because I wasn't able to find a bug tracker in the forum.
Is the dev team not aware of the bug that plagued multi shot from day 1 or was that the intended way for it to work from the get go?
Allow me to explain!
Each kill awards 10 resolve regardless if it's a mech, turret or vehicle kill. In the case of multi shot, the resolve is awarded only for and if a kill is made on the last target of the multi shot attack order. So, let's say you want to use multi shot for 3 targets, A, B and C, if you kill all targets you only get awarded 10 resolve instead of 30, but if you kill any other target/s and don't also kill target C, you don't get any resolve awarded for those other kills.
P.S. Please forgive me if this is not the right place to be asking this but I'm either to blind or to stupid, because I wasn't able to find a bug tracker in the forum.
![hohiro](https://images.gog.com/ed9532e65a27c00b2d0e076e5039e862d28ba592f1db100225d8bb86f507de6c_forum_avatar.jpg)
hohiro
Dreamer
Registered: Mar 2011
From Germany
Posted February 21, 2020
![avatar](http://images.gog.com/98fc49a4a1ae0210dadffbc532c410eec1d559f7defc64b46f39e3c9773907bc_avm.jpg)
Is the dev team not aware of the bug that plagued multi shot from day 1 or was that the intended way for it to work from the get go?
Allow me to explain!
Each kill awards 10 resolve regardless if it's a mech, turret or vehicle kill. In the case of multi shot, the resolve is awarded only for and if a kill is made on the last target of the multi shot attack order. So, let's say you want to use multi shot for 3 targets, A, B and C, if you kill all targets you only get awarded 10 resolve instead of 30, but if you kill any other target/s and don't also kill target C, you don't get any resolve awarded for those other kills.
P.S. Please forgive me if this is not the right place to be asking this but I'm either to blind or to stupid, because I wasn't able to find a bug tracker in the forum.
https://forum.paradoxplaza.com/forum/index.php?forums/battletech.994/
![ERISS](https://images.gog.com/a4aa908c9307d87d6793719f3095850f61b86428218447bdb5d7739df7ebfbd7_forum_avatar.jpg)
ERISS
AftershockRelief
Registered: Dec 2008
From France
Posted March 03, 2020
high rated
BATTLETECH 1.9.1 Update Release Notes, 02/25/2020
Fixes
Fixed an issue where under certain circumstances the game did not exit cleanly after saving
Fixed an instance of a visible debug string showing in place of a percentage value in the After Action Report and during some events
The mod support readme has been updated:
WIN: C:Usersuser_nameMyDocumentsMyGamesBattleTechmods
LIN: /home/user_name/MyGames/BattleTech/mods
OSX: /Users/user_name/MyGames/BattleTech/mods
HTTPS://forum.paradoxplaza.com/forum/index.php?threads/mod-support-readme-documentation.1285684/
Fixed an issue where mod names were displayed twice in the tooltip on the mod panel
Fixed an issue where one mod was not displayed in the list of required mods in the ‘Mods are missing or not enabled’ prompt
Fixed a date issue that would have prevented Paradox accounts from being created under certain conditions
The debug console, build number widget, and combat debug options can now be evoked when using their corresponding shortcut combinations
Fixed several visual map bugs
Fixes
Fixed an issue where under certain circumstances the game did not exit cleanly after saving
Fixed an instance of a visible debug string showing in place of a percentage value in the After Action Report and during some events
The mod support readme has been updated:
WIN: C:Usersuser_nameMyDocumentsMyGamesBattleTechmods
LIN: /home/user_name/MyGames/BattleTech/mods
OSX: /Users/user_name/MyGames/BattleTech/mods
HTTPS://forum.paradoxplaza.com/forum/index.php?threads/mod-support-readme-documentation.1285684/
Fixed an issue where mod names were displayed twice in the tooltip on the mod panel
Fixed an issue where one mod was not displayed in the list of required mods in the ‘Mods are missing or not enabled’ prompt
Fixed a date issue that would have prevented Paradox accounts from being created under certain conditions
The debug console, build number widget, and combat debug options can now be evoked when using their corresponding shortcut combinations
Fixed several visual map bugs
![HypersomniacLive](https://images.gog.com/fc4a1abc37a5fe68e4e7fe666d87976d9900b9f928128c087fa9bbdf2e3e4bc4_forum_avatar.jpg)
HypersomniacLive
The Reluctant Voter
Registered: Sep 2011
From Vatican City
Posted March 03, 2020
high rated
Standalone installers, and those of all its DLC, updated (1.9.0-680R ⇒ 1.9.1-686R): 03 March 2020.
![lastjedi](https://images.gog.com/67ec2f3bd8d73b975a8e8d8905da5211ccdf1ee4505f0a8e32df1a355df3652f_forum_avatar.jpg)
lastjedi
New User
Registered: Dec 2012
From United States
![ikrananka](https://images.gog.com/d08710a489512c21503aace7cea6d65d1c3a431e3333b230ec59aa431806f326_forum_avatar.jpg)
ikrananka
Not so new !!!
Registered: Nov 2010
From Canada
Posted March 04, 2020
I'm not seeing the standalone installer download duplicates - so looks like if there were duplicates shown for download then this has been fixed.