Change Log

# HHR 1.4.8 - 2023-10-10

* LAMs should be able to use physical weapons in AirMech mode.
* Melee weapons (Fire Fists, Flails, etc) should actually fire during punch/physical attacks.

# HHR 1.4.7 - 2023-08-27

* Improved loading performance for maps with many units (e.g. three way battles and target acquisition).
* Added missing affinities for some fixed equipment.
* All weapons and ammunition that give bonus against VTOL units will now also give the same bonus against Airships.
* Airships can no longer be used in Lunar biomes.
* **Avalanche** *(Mech)* - Fixed engine.
* **BA AP Gauss (C)** *(Battle Armor Weapon)* - Damaged corrected from 5 to 15. Changed to cluster hit pattern.
* **Elemental III** *(Battle Armor)* - Minor tweaks.
* **Havoc** *(Mech)* - Fixed engine.
* **Inner Sphere Standard IS-STL / 6-man Squad** *(Battle Armor)* - Minor tweaks. Quirk fixed.
* **Lament LMT-2D** *(Mech)* - Replaced incorrect *UAV compartment* with intended *Remote Sensor Dispenser*.
* **Tail** *(Weapon)* - Damaged corrected from 12 to 24.

# HHR 1.4.6 - 2023-08-21

* Fixed issues with overheating and falling 'Mechs leading to game UI breaking.
* **Necromo Nightmare** *(Flahspoint)* - Moved spawn to *Caph* for Roguetech Online map.
* **Engine (P-SH)** - Fix for only being useable once instead of five times.
* **Bombardier BMB-12D-EC** *(Mech)* - Fixed Artemis ammunition loadout.
* **Excalibur EXC-B2b-EC** *(Mech)* - Fixed Artemis ammunition loadout.
* **Goblin EC (LRM)** *(Vehicle)* - Fixed Artemis ammunition loadout.
* **Solitaire** *(Mech)* - Added missing hands.
* **Thorn THE-N-EC** *(Mech)* - Fixed Artemis ammunition loadout.

# HHR 1.4.5 - 2023-08-12

* General Changes
* Contracts / Flashpoints
* Weapons
* Units

* Improved the displayed damage before melee attacks.
* Reinforcement lances previously called *Kill Team* has been renamed to *Strike Team* to remove confusion with *Kill Teams* support lances.
* Added new optional mod *Fresh Mechwarriors*, pilot pack with 51 pilots using realistic portraits.
* Pilots *Teatime titan* and *Blaen* can no longer pilot Battle Armor.

- Lowered required drop difficulty for many Superheavy contracts. See wiki for details.

- **Necromo Nightmare** - Flashpoint and connected contracts has been activated for a limited time.

- **Evolving Situation** *(Flashpoint)* - Fixes for first mission drop slots 5 and 6 not working.

- **Close the Gates** *(Flashpoint)* - Improved loading time of first mission.

- **i-LRM5 (CE) / i-LRM10 (CE) / i-LRM15 (CE) / i-LRM20 (CE)** - Now uses Inner Sphere Artemis ammunition when used with an Artemis attachment.

- **PPC Capacitor / Pulse Module** *(Attachment)* - No longer counts gunnery twice for jam reduction.

**Changed Units**

* **Hatamoto-Samurai HTM-60Z** - Added missing Left Hand. Corrected armor values.
* **Hunchback HBK-4X** - Added missing Omni hardpoint in Right Torso.
* **Huron Warrior 'Thunderchief'** - Corrected melee weapon to Left Arm.
* **Jupiter 2** - Added missing Artemis ammunition box.
* **Lamentor LMT-2D** - Corrected to official configuration.
* **Lamentor LMT-3C** - Corrected to official configuration.
* **Lamentor LMT-3R** - Corrected to official configuration.
* **Lamentor LMT-4RC** - Corrected to official configuration.
* **Minotaur 'MortarTaur'** - Can no longer be salvaged.
* **Sprite 'Pixel'** - Can no longer be salvaged.
* **Timber Wolf B** - Added missing heatsink.

**New Units**

* **Goth Aerospace Fighter** - New airstrike figther. 3 variants.
* **Karhu** - New official 65 ton Clan OmniMech. 7 variants.
* **Katana CRK-50003-2OS** - New unofficial variant.
* **King Crab KGC-000** - New official variant.
* **King Crab KGC-009C** - New official variant.
* **King Crab KGC-200** - New unofficial variant.
* **Kodiak II 3** - New official variant.
* **Komodo IIC** - New unofficial 75 ton Clan 'Mech. 1 variant.
* **Kuma** - New official 100 ton Clan 'Mech'. 4 variants.
* **Lament LMT-2R 'Manes'** - New official variant.
* **Lamentor** - New unofficial 60 ton Inner Sphere 'Mech. 1 variant.
* **Legionnaire** - New official 50 ton Inner Sphere 'Mech. 8 variants.
* **Liberator** - New unofficial 65 ton Clan OmniMech. 5 variants.
* **Lightray** - New official 55 ton Word of Blake 'Mech. 4 variants.
* **Linebacker X** - New unofficial variant.
* **Lobo** - New official 40 ton Clan 'Mech. 3 variants.
* **Longshot** - New official 35 ton Gladiator 'Mech. 6 variants.
* **Lu Wei Bing** - New official 85 ton Inner Sphere 'Mech. 1 variant.
* **Mist Lynx F2** - New unofficial variant.

**Turrets**

* Added missing FCS to RISC turrets.
* **Hardened LRM Turret** - 100-ton Clan turret. 5 x LRM-20.
* **Heavy LRM Turret** - 75-ton Clan turret. 4 x LRM-20.
* **Standard LRM Turret** - 55-ton Clan turret. 2 x LRM-20. 1 x LRM-10.

# HHR 1.4.4 - 2023-07-25

* General Fixes
* Combat
* New Mechs
* Other

* Fix for Pilots with debilitating injuries that never end.
* Fix for melee attacks before combat start.
* Fix for some Superheavy Contracts not generating with appropriate prefix.
* Fix for Artemis IV / V not working with Rotary LRM multi-shot modes.
* Fix for event *Fell Off the Truck* malformed text.
* Several fixes for misjump events.

- Improved fall damage logic to be more dynamic.

- Destroyed foot (-2) or gyro (-3) will now properly add malus to knockdown rolls after movement. Changed malus from destroyed hip from -1 to -2.

- Battle Armor now use melee while swarming, at half base damage.

New variants:

* Hatchetman HCT-6WW
* Hatchetman HCT-7D
* Hatamoto-Chi HTM-27T 'Daniel II'
* Hatamoto-Chi HTM-28T
* Hatamoto-Chi HTM-28Tr
* Hatamoto-Chi HTM-60T *(Unofficial)*
* Hatamoto-Chin HTM-28T 'Shin'
* Hatamoto-Godai HTM-30Z
* Hatamoto-Hi HTM-27U
* Hatamoto-Hi HTM-60U *(Unofficial)*
* Hatamoto-Hi HTM-C
* Hatamoto-Hi HTM-CM
* Hatamoto-Kaeru HTM-35K
* Hatamoto-Kaeru HTM-35X
* Hatamoto-Kaze HTM-27V2
* Hatamoto-Ku HTM-27W2
* Hatamoto-Ku HTM-60W *(Unofficial)*
* Hatamoto-Mizo HTM-27Y
* Hatamoto-Mizo HTM-60Y *(Unofficial)*
* Hatamoto-Ni HTM-56K *(Unofficial)*
* Hatamoto-Ni HTM-56K2 *(Unofficial)*
* Hatamoto-Samurai HTM-60Z *(Unofficial)*
* Hatamoto-Suna HTM-30S
* Helios HEL-7L
* Hitotsume Kozo HKZ-1FM 'Mulan'
* Hollander BZK-G2
* Huron Warrior HUR-WO-R4M
* Huron Warrior HUR-WO-R5L
* Imp IMP-3W *(Unofficial)*
* Imp IMP-4U *(Unofficial)*
* Imp IMP-4W *(Unofficial)*

New mechs:

* Aquagladius - 50 ton Gladiator 'Mech. 2 variants.
* Cudgel - 80 ton Inner Sphere 'Mech. 3 variants.
* Gallant - 70 ton Inner Sphere Mech. 3 variants.
* Gallowglas - 70 ton Inner Sphere 'Mech. 10 variants.
* Gambit - 25 ton Inner Sphere 'Mech. 2 variants.
* Garm - 35 ton Inner Sphere 'Mech. 4 variants.
* Gravedigger - 50 ton Inner Sphere 'Mech. 2 variants.
* Great Wyrm - 45 ton Clan 'Mech. 4 variants.
* Gurkha - 35 ton Inner Sphere 'Mech. 4 variants.
* Ha Otoko - 65 ton Clan 'Mech. 5 variants.
* Hachiwara - 70 ton Inner Sphere 'Mech. 4 variants.
* Havoc *(Clan)* - Unofficial 100 ton Clan OmniMech. 5 variants.
* Havoc *(Inner Sphere)* - 35 ton Inner Sphere 'Mech. 1 variant.
* HawkWolf - 80 ton Inner Sphere 'Mech. 2 variants.
* Hellstar - 95 ton Clan 'Mech. 3 variants.
* Hercules - 70 ton Inner Sphere 'Mech. 5 variants.
* Hollander III - 35 ton Inner Sphere 'Mech. 3 variants.
* Jackal - 30 ton Inner Sphere 'Mech. 4 variants.
* Jackalope - 30 ton Clan 'Mech. 4 variants.
* Juliano - 90 ton Inner Sphere 'Mech. 3 variants.
* Jupiter - 100 ton Clan 'Mech. 4 variants.

- All Kill Team mechs are now salvageable.

- **Teatime Titan** - New RTO legends Pilot. Special ability is *Agent Of Death: -15% Stability Damage Taken, -0.15 OpFor Fort Modifier when deployed (RT Online only). +55% Pilot Upkeep*.

# HHR 1.4.3 - 2023-07-19

* General Fixes
* Salvage / Economy
* Combat
* Superheavy Contracts
* Mechs
* Other Changes

* Fix for Kill Team mechs not dropping any loot.
* Fix for travel contracts sometimes triggering immediately without travel.
* Fixes for debilitating Injuries sometimes not disappearing even after surgery.
* Fix for air strikes sometimes causing a soft-lock.
* Flashpoint **Evolving Situation** (Hell's Horses) now allows 6 instead of 4 player units.

- Storage cost for equipment on the Argo has been reduced.

- The value threshold for stacked items has been increased at higher MRB ratings.

- The cost of salvaging a whole mech has been reduced, starting from Liked reputation.

- Installation cost for many high end equipment has been lowered. In some cases installation time was reduced as well.

- Repair costs for high end armor and structure has been reduced.

- Installation and repair costs for Superheavy Mechs have been reduced.

- **Sensor Lock** - Resolve cost changed from 25 to 32.

- Resolve generation bonus from Guts has been reduced from +5% to +3% per skill point.

- Resolve cost reduction from Tactics has been reduced from -2% to -1% per skill point.

- Fix for critical hit effects not working properly for some equipment.

- Fixed critical hits category for many weapons. As a result they can now take intended amount of critical hits before being destroyed, 1 hit per 2 slots in size.

- Airlifting units should now properly lose their evasion when picking up or dropping off.

- Mounted / airlifted units should match their carriers evasion even after acting.

- Players should no longer be able to tab-target mounted/swarming BA with indirect fire.

- Superheavy Hunt contracts now have a chance to target one of five special Mechs with unique improved and lootable gear.

* **Another One to Bite the Dust** - New Hunt contract at difficulty 16.
* **Iron Wall** - Corrected maximum drop weight from 1020 to 1120 tons.
* **Just Another Day** - corrected maximum drop weight from 1120 to 1220 tons.
* **ARumors** - New Hunt contract at difficulty 18.

- New Superheavy Mech bay added.
	* Note: Current Superheavy mechs are not moved to the new bay, but future ones are. To move an existing 'Mech it has to be stored/readied.

- Some 'Mechs had their DLC model switched to fallback models to prevent cases where DLC is not owned, yet the 'Mech was obtainable/spawnable.

* **Berkut** - Due to issues with mixed fixed / non-fixed gear of same type at same location all variants were updated. Store / ready them if you use them to update with fix.
* **Emperor EMP-GSR** - No longer carries a UAV Compartment.

New variants:

* Arctic Fox AF1U
* Arctic Wolf 2
* Arctic Wolf II A
* Arctic Wolf II B
* Arctic Wolf II C
* Agrotera AGT-UA
* Assassin ASN-SB
* Avatar AV1-OBLO
* Awesome AWS-8Q 'Buck'
* Awesome AWS-10KM 'Cameron'
* Awesome AWS-11M
* Awesome AWS-11R
* Awesome AWS-11V
* Awesome C
* Axman AXM-5N
* Axman AXM-6T
* Battle Cobra BTL-C-2OG
* Battle Cobra BTL-C-2OH
* Battle Cobra BTL-C-2OI
* Battle Cobra BTL-C-2OJ
* Black Hawk-KU BHKU-OA 'Albert'
* Black Hawk-KU BHKU-OG
* Black Hawk-KU BHKU-OR
* Black Hawk-KU BHKU-OU
* Black Hawk-KU BHKU-OX
* Black Lanner B
* Blackjack BJ-2r
* Brigand LDT-5
* Brigand LDT-X1
* Brigand LDT-X2
* Brigand LDT-X3
* Brigand LDT-X4
* Brigand LDT-XPR1
* Brigand LDT-XPR2
* Brigand LDT-XPR3
* Brigand LDT-XPR4
* Brigand LDT-XPR5
* Daimyo DMO-6K
* Daimyo DMO-7K
* Deimos E
* Deimos H
* Dragon DRG-5Nr
* Dragon Fire DGR-6FC2 'Gregory'
* Ebon Jaguar E
* Ebon Jaguar F
* Ebon Jaguar G
* Ebon Jaguar T
* Ebon Jaguar U
* Ebon Jaguar X
* Emperor EMP-6A-EC
* Excalibur EXC-3BK
* Fafnir FNR-5WB
* Fafnir FNR-6U
* Falcon FLC-SP2
* Falcon FLC-5PW
* Ice Ferret A1
* Ice Ferret E2
* Ice Ferret F2
* Ice Ferret W
* Ice Ferret W2
* Rifleman RFL-3N 'Sneede II'

New Mechs:

* Akuma - Official 90 ton Inner Sphere Mech. 6 variants.
* Álfar - Official 55 ton Inner Sphere Mech. 2 variants.
* Antlion - Official 45 ton Inner Sphere Mech. 1 variant.
* Arbalest - Official 25 ton Clan Mech. 3 variants.
* Arcas - Official 65 ton Clan Mech. 3 variants.
* Avalanche - Official 50 ton Inner Sphere Omnimech. 6 variants.
* Bakeneko - Official 55 ton Clan Mech. 1 variant.
* Balius - Official 65 ton Clan OmniQuad. 7 variants.
* Beowulf - Official 45 ton Inner Sphere Mech. 4 variants.
* Beowulf IIC - Official 45 ton Clan Mech. 2 variants.
* Black Watch - Official 85 ton Inner Sphere Mech. 2 variants.
* Blade - Official 35 ton Inner Sphere Mech. 5 variants.
* Blood Ferret - Unofficial 20 ton Clan Omnimech. 4 variants.
* Blood Kite - Official 85 ton Clan Mech. 2 variants
* Blood Reaper - Official 70 ton Clan Mech. 2 variants.
* Bloodhound - Official 45 ton Inner Sphere Mech. 5 variants.
* Bowman - Official 70 ton Inner Sphere Mech. 4 variants.
* Brahma - Official 85 ton Inner Sphere Mech. 3 variants.
* Buccaneer - Official 55 ton Inner Sphere Mech. 4 variants.
* Burrock - Official 75 ton Clan Mech. 2 variants.
* Cadaver - Official 30 ton Inner Sphere Mech. 2 variants.
* Canis - Official 80 ton Clan Mech. 2 variants.
* Cerberus - Official 95 ton Inner Sphere Mech. 5 variants.
* Colossus - Official 95 ton Inner Sphere Mech. 3 variants.
* Corvis - Official 40 ton Clan Mech. 2 variants.
* Crimson Hawk - Official 25 ton Clan Mech. 4 variants.
* Crimson HellKite - Unofficial 55 ton Clan Omnimech. 5 variants.
* Crimson Langur - Official 50 ton Clan Omnimech. 6 variants.
* Daedalus - Official 45 ton Inner Sphere Mech. 5 variants.
* Daikyu - Official 70 ton Inner Sphere Mech. 5 variants.
* Dasher II - Official 40 ton Clan Mech. 4 variants.
* Defiance - Official 75 ton Inner Sphere Mech. 3 variants.
* Deimos II - Official 85 ton Clan Mech. 1 variant.
* Dola - Official 30 ton Inner Sphere Mech. 3 variants.
* Duan Gung - Official 25 ton Inner Sphere Mech. 3 variants.
* Ebony - Official 25 ton Inner Sphere Mech. 5 variants.
* Eidolon - Official 55 ton Inner Sphere Mech. 1 variant.
* Eisenfaust - Official 45 ton Inner Sphere Mech. 4 variants.
* Exhumer - Official 55 ton Inner Sphere Mech. 2 variants.
* Exterminator IIC - Unofficial 65 ton Clan Mech. 1 variant.
* Eyleuka - Official 55 ton Inner Sphere Mech. 4 variants.
* Falcon Hawk - Official 35 ton Inner Sphere Mech. 3 variants.
* Falconer - Official 75 ton Inner Sphere Mech. 2 variants.
* Fennec - Official 55 ton Inner Sphere Mech. 3 variants.
* Fire Scorpion - Official 65 ton Clan Quadmech. 3 variants.
* Flashfire - Official 30 ton Solaris 7 Mech. 4 variants.

New Superheavy Mech Hunt Targets

* Arachnid 'Gaussinator'
* Emperor Crab ERC-00X
* Nuwisha X
* Stalker IV 'Rigor Mortis'
* Tercio 'Hand of God'

* Fixes to the 6 members Battle Armor squads.
* **C Rider** - Issue with incorrect armor fixed for certain squad members.
* **C Rider Devistator** - Changed from 6 to 12 rated engine core. Issue with incorrect armor fixed for certain squad members.
* **Ripper (MG) / (LPPC) / (SPL)** - Minor tweaks.
* **Royal Ripper** - Minor tweaks.

* **Booster Jet (SH-Clan)** - No longer compatible with Flywheels.

New RISC Turrets:

* Hardened PPC Turret
* Heavy PPC Turret
* Standard PPC Turret
* Light PPC Turret

# HHR 1.4.2 - 2023-07-10

* General Fixes
* Affinity
* Combat
* Contracts
* Units

* Fixed issue with loot rollup to stacks in salvage screen when disassembling 'Mechs.
* Fixed issue with missions reverting to 4v4 after a save/load.
* Fixed error when *Moonlightning* event triggers a Pirate laser without Pirate optional mod installed. Will now provide a Medium Pulse Laser instead.
* Fixes to *KFC* event chain referencing non-existent items.
* Fix for the quicsell event *Limited Offer* triggering when it shouldn't.
* More fixes for statistics bars in mechlab.

- Affinity **LAM-like** - New custom affinity for the Marauder MAD-DER. Provides +10% jump distance, +1 DFA Accuracy and +1 defense.

- Shutdown resistance per Guts point has been lowered from 1% to 0.65%. This will make ammunition such as iATM EMP have a chance to shutdown enemies even at higher difficulties.

- Three new Superheavy Conflict-type contracts added:
	* *Iron Wall* - Defend Base mission starting at difficulty 16.
	* *Just Another Day* - Escort Convoy mission starting at difficulty 18.
	* *Rocking Boulders (HARD)* - Harder version of original Rocking Boulders, starting at difficulty 20.

- Superheavy Hunt-type contracts will now provide a much lower monetary reward, but instead have more salvage. They are after all hunts for specific 'Mechs, not for money.

* General
* Assembly
* Renaming

* **Locust LCT-5M 'Quicksilver'** - Can now add oversized engine core in mech lab as intended.
* **Marauder MAD-DER** - Reworked to make it more obvious it is not a real LAM.

- **Raven 'Dagger'**  - (Previously Dagger RVN-LR) can now be assembled with other Raven variants. Previously was entirely unique.

- **Zeus** & **Zeus X** - Separated into two separate chassis groups as they are considered different 'Mechs in lore. Parts cannot be shared between the two groups.

- **Thunder Griffin** - Can no longer be assembled from standard Griffin parts as it is considered a different 'Mech in lore.

As part of an ongoing effort to make naming schema consistent across the mod, many Elite and "prototype" 'Mechs have been renamed and retagged.

As a rule of thumb canonical "hero" 'Mechs with monikers will still contain their model codes (e.g: "Black Knight BL-X-KNT 'Red Reaper'"), but RogueTech custom 'Mechs with monikers will simply just display their moniker (e.g: "Rakshasa 'Asura'" instead of "Asura MDG-X"). This brings our naming schema more in line with the canon schema and hopefully will result in a cleaner and more consistent way to identify what a custom chassis is without needing to know every single custom loadout by heart.

**Note:** due to tagging controlling number of hardpoints on units, this may result in some units re-generating with new hardpoint layouts.

**Civil War Era**

* **Dagger RVN-LR** renamed to "Raven 'Dagger'."
* **Huron Warrior HUR-WO 'Thunderchief'**  renamed to "Huron Warrior 'Thunderchief'."
* **ZEUX0003** (ZEU-9WD) renamed to "Zeus X ZEU-9WD 'ZEUX0003'."

**Clan Invasion Era**

* **Dervish DV-FR** renamed to "Dervish DV-FR 'Frenzy'."
* **Gausszilla ANH-GSZ** renamed to "Annihilator 'Gausszilla'."
* **Gausszilla ANH-GSZC** renamed to "Annihilator C 'Gausszilla'."
* **Rifleman RFL-3N-2-LK2 'Legend-Killer'**  renamed to "Rifleman II 'Legend-Killer'."
* **Zeus ZEU-X** renamed to "Zeus X ZEU-X."

**Dark Age Era**

* **Jade Hawk JHK-03 'Milagro'**  renamed to "Jade Hawk 'Milagro'."

**Jihad Era**

* **Asura MDG-X** renamed to "Rakshasa 'Asura'."
* **Spider SDR-A 'Anansi'**  renamed to "Spider 'Anansi'."
* **Zeus ZEU-X2** renamed to "Zeus X ZEU-X2."
* **Zeus ZEU-9WD 'Stacy'**  renamed to "Zeus X ZEU-9WD 'Stacy'." Variant name changed from "ZEU-9WD Stacy" to "ZEU-9WD-S" for brevity/consistency.

**Republic Era**

* **Zeus ZEU-X3** renamed to "Zeus X ZEU-X3."
* **Zeus ZEU-X4** renamed to "Zeus X ZEU-X4."

**Experimental Weapons Module**

* **Argent Leviathan KGC-AL** renamed to "King Crab 'Argent Leviathan'."
* **Clint Eastwood** renamed to "Clint 'Eastwood'."
* **Grip RVN-G** renamed to "Raven 'Grip'."

**PirateTech Module**

*Note: Looted Pirate OmniMechs will use their Inner Sphere designation instead of Clan designation where possible.*

* **ARRRRgus AGS-P** renamed to "'Arrrr'gus."
* **Awesome AWS-8BQ** renamed to "Awesome 'Barbecue'."
* **Black Cat TW-P** renamed to "Mad Cat 'Black Cat'."
* **Care Bear** renamed to "Kodiak 'Care Bear'."
* **Creep BAS-P** renamed to "Blood Asp 'Creep'."
* **Ebon Jaguar 'Cauldron Born P'**  renamed to "Cauldron-Born EBJ-P."
* **Gemji CRB-GI** renamed to "Crab 'Gemji'."
* **Hellbringer 'Loki'**  renamed to "Loki HBR-P."
* **Kraken KGC-P** renamed to "King Crab 'Kraken'."
* **Mechagodzilla ANH-GZ** renamed to "Annihilator 'Mechagodzilla'."
* **Megas HGN-732-P** renamed to "Highlander 'Megas'."
* **Nova 'Fury'**  renamed to "Black Hawk 'Fury'."
* **Neko Kage SHC-P** renamed to "Shadow Cat 'Neko Kage'."
* **PRACtitioner ANH-PRAC** renamed to "Annihilator 'PRACtitioner'."
* **Scavenger MDD-P** renamed to "Vulture 'Scavenger'."
* **Valkyrja SHD-V** renamed to "Shadow Hawk 'Valkyrja'."

**RISC Module**

* **Big Mac MSK-RSC** renamed to "Mackie 'Big Mac'."
* **Punchback HBK-POW** renamed to "Hunchback 'Punchback'."

**RogueElites Module**

* **Akuma ASNII-KU** renamed to "Assassin II 'Akuma'."
* **Athena ARC-XR** renamed to "Archer 'Athena'."
* **Archer ARC-2RF 'Flambé'**  renamed to "Archer 'Flambé'."
* **Baba Yaga AS7-DX** renamed to "Atlas IV 'Baba Yaga'."
* **Basilisk CPLT-S7** renamed to "Catapult 'Basilisk'."
* **Behemoth KGC-B** renamed to "King Crab 'Behemoth'."
* **Black Knight BL-X2-KNT 'Red Reaper'**  renamed to "Black Knight 'Red Reaper II'."
* **Black Knight BL-S7 'Gladiator'**  renamed to "Black Knight 'Gladiator'."
* **Desperado GTL-S7** renamed to "Gauntlet 'Desperado'."
* **Dirge LMT-S7** renamed to "Lament 'Dirge'."
* **Dragoon AEM-01F 'Rattler'**  renamed to "Dragoon 'Rattler'."
* **Erinya COM-ERI** renamed to "Commando 'Erinya'."
* **Eris TDR-E5** renamed to "Thunderbolt 'Eris'."
* **Ex Mortis PNT-P** renamed to "Panther 'Ex Mortis'."
* **Executionier HGN-EXb** renamed to "Highlander 'Executioner'."
* **Fafnir FNR-4A** renamed to "Fafnir FNR-4A 'Peter'." Variant name changed from "FNR-4A" to "FNR-4A-P" for consistency.
* **Geier MDD-MKIIX** renamed to "Vulture MK II 'Geier'."
* **Goblin FS7-S** renamed to "Firestarter 'Goblin'."
* **Goliath GOL-SR** renamed to "Goliath 'Steel Rain'."
* **Griffin GRF-S7 'Echidnae'**  renamed to "Griffin 'Echidnae'."
* **Guerilla BSW-S7** renamed to "Bushwacker 'Guerrilla'."
* **Gungnir MAD-S7** renamed to "Marauder 'Gungnir'."
* **Hardshell Crab CRB-27-H** renamed to "Crab 'Hardshell'."
* **Helepolis HEP-2L-BS** renamed to "Helepolis HEP-2L 'Big Steel'." (NB: This name is still incorrect and will be fixed in a future patch. Blame Das.)
* **Joermungandr LGB0F-MG** renamed to "Longbow 'Joermungandr'." Variant name changed from "LGB0F-MG" to "LGB-0F-MG" to match other Longbow variants. (NB: wow, I never noticed the joke in the model code before)
* **Kun Lun Feng FRB-S7** renamed to "Firebee 'Kun Lun Feng'."
* **Mad Cat TW-LAM** renamed to "Timber Wolf TW-LAM." This means the TW-LAM now uses all 4 possible names.
* **Mad Cat TW-S7** renamed to "Timber Wolf 'Mad Cat'."
* **Mitsurugi-Ryu NDA-RYU** renamed to "No-Dachi 'Mitsurugi-Ryu'."
* **Shadow Hawk SHD-2HC 'Here's 'Caid'**  renamed to "Shadow Hawk "Here's 'Caid"."
* **Shinigami STK-3Hb** renamed to "Stalker 'Shinigami'."
* **Slayer SHD-SX** renamed to "Shadow Hawk 'Slayer'."
* **Stalker STK-EH 'Empty Hex** renamed to "Stalker 'Empty Hex'."
* **The Bishop UM-R8Q-B** renamed to "UrbanMech 'The Bishop'."
* **Thumperilla ANH-THP** renamed to "Annihilator 'Thumperrilla'."
* **Warhammer WHM-77 'Glory'**  renamed to "Warhammer 'Glory'."
* **Wolverine WVR-7HK 'Hunter Killer'**  renamed to "Wolverine 'Hunter Killer'."

# HHR 1.4.1 - 2023-07-08

* Fix for issues with salvage screen.
* Fixed loot roll-up setting being too high for honored reputation.
* Fix for 'Mechs surviving without a head.
* Lowered volume of custom weapon audio files.
* Fixed statistics bars in mech bay.
* Corrected name of *Shootist ST-8A2*.

# HHR 1.4.0 - 2023-07-07

* General Fixes
* New Features
* Affinity
* Career
* Combat
* Contracts
* Units
* Gear
* Other

* Fixes for issues with unusual sound configurations on Linux.
* Fixes for when sound devices fail to initialize.
* Fix for mech bay weapons stripping not removing linked weapon parts.
* Fix for excessive spawn pick of RISC units in certain situations.

* Salvage 2.0
* Size Matters
* Pre-Mounted Battle Armor
* Locational Debilitating Injuries

Post-mission salvage has been majorly reworked. It is now possible to recover a complete unit - i.e. not in parts - if it's center torso was not destroyed and 45% or more of the units total structure remains.

* Only one full 'Mech can be recovered, if any.
* The gear of the 'Mech is now tracked, if it was destroyed during battle it will not be avilable as salvage, neither as a seperate pick nor as part of a 'Mech part or full 'Mech.
* The status of a possible full 'Mech salvageable can be seen in the salvage list by clicking on its icon in the list.
* Even though all 'Mechs that are recovered in a salvagable state appear as full 'Mechs in the salvage list, they can be dissasembled to parts and items as usual through a button.
* When disassembling, the produce parts of the Mech will be empty on gear. Instead, all the gear will show up seperate salvage picks in the list.
* Loot disputes are re-rolled every time when a 'Mech is disassembled to parts, meaning they can appear several times if the 'Mechs are disassmbled one-by-one.
* A button to disassemble all fully salvaged 'Mechs is also available.
* Selecting a 'Mech for full salvage will deduct further salvage slots equal to an amount based on the amount of unbroken gear in the 'Mech.
* The amount of needed salvage slots for a full 'Mech recovery is modified by the faction reputation. The better the less salvage picks are needed.
* The amount of needed salvage slots for full 'Mech recovery will be shown next the possible 'Mechs.
* Vehicles will work as previously, always disassembled to parts and gear.

For more information see this video by Blaen:
**Note**: Salvage pick values have been tweaked since the recording of the video, so don't focus too much on those.

A unit's size will now provide an attack modifier to any attack against it.
This means a smaller unit will be inherently harder to hit than a large.

The calculation is based on tonnage difference between attacker and target.

* If the Attacker is heavier, for every 15 tons of difference a -1 to hit modifier is applied to the attack.
* If the Attacker is lighter, for every 15 tons of difference a +1 to hit modifier is applied to the attack.
* The modifier can never go beyond -5 or +5.
* Units over 120 ton have their weight value set to 120 ton for the purpose of this formula.
* Buildings count as 60 ton.

Another change introduced based on this mechanic is that incoming heat will be scaled based on tonnage for 'Mechs. The larger the 'Mech, the better at dissipating heat it is due to increased surface area.
The exact formula is: 1 + <unit tons> \* -0.0025. The result is the applied modifier to any incoming heat damage.

Examples:

* A 200 ton unit will take 50% heat damage.
* A 100 ton unit will take 75% heat damage.
* A 50 ton unit will take 87.5% heat damage.
* A 20 ton unit will take 95% heat damage.

Players can now choose which unit (if any) they want their Battle Armor start as mounted on.

This is done by:

* Asssign all units a drop slot like normal.
* Once the slots are filled, Shift-click on the desired squad.
* Both it and all potential carriers will show a dark gray overlay.
* Shift-click the desired carrier unit.
* Both the squads and carriers will both change their overlay color to the same.
* If a carrier unit can carry multiple squads, all squads assigned to that carrier unit will share the same overlay color.
* To undo an assignment, simply remove the squad and carrier from their dropslots, and then add them back to their drop slots or back out of the contract screen.
* If reloading a pre-mission autosave, all assignments of squads to their carriers needs to be redone.
* If you are using manual drops, it doeesn't matter where the assigned squad is deployed, they will magically teleport to their assigned carrier unit.

For more information see this video:

* If an injury severity in a single location exceeds a given threshold, a pilot may become debilitated, which incapacitates them for the current mission.
* Pilots that are debilitated are unable to drop on contracts, until all their injuries have healed.
* If a pilot receives a debilitating injury, they are from now on assigned and tracked on a specific location of the pilot.
	+ Available locations are Head, Left Arm, Right Arm, Torso, Left Leg and Right Leg.
* This means multiple debilitating injuries simulationously are possible, and will stack total heal time.
* Each location can have multiple types of debilitating injury, e.g. broken bones or jaw, burns, etc.
* Events can trigger for each location to remove the debiliating injury through surgery or similar procedures, reducing the heal time.

- **Industrial Saftey Bypass** - New. +5% weapon heat generated, +1 Walk MP. Given to *Kiso K-3N 'Miss Isles'* .

- All career ancestry and background texts have had a quality check pass, improving and correcting them.

- Descriptive text for starting bonus gear events have been updated.

* **Taurian Concordat** - Added back to the list of ancestry options. Was previously overwritten by Rasalhague. 2 Piloting, 2 Gunnery, 2 Tactics, and 4 Guts as base stats.
* **Rasalhague** - Separated to new ancestry option. Gives 2 Piloting, 2 Gunnery, 3 Tactics and 3 Guts as base stats.

* **Circinus Federation** - Updated starting unit list, replaced *Commando COM-2D* with *Weevil WVL-L31*.
* **Marian Hegemony** - Updated starting unit list, replaced *Mongoose MON-67* with *Weevil WVL-L31*.
* **Outworld Alliance** - Updated starting unit list, replaced *Commando COM-2D* with *Weevil WVL-L31*.
* **Periphery** - Updated starting unit list, added *Weevil WVL-L31*.

- Sensors are now enabled on the first turn of combat.

- Tweaks to Rarity Based Spawner to reduce long load times in certain situations.

- Fixed Critical Effects on Omni Lower actuators.

- QS Omni Hand now properly requires Quicsell mechs to be used.

- Sensors will now lose 50% range when critically hit.

- Superheavy Contracts will now only spawn at the intended company difficulty rating. This means to spawn the harder ones, the company difficulty rating has to be at least 12 or above, sometimes quite a bit more.

- Fix for rewards not appearing for some Solaris tournament Assault Vehicle-class choices.

* Mechs
* Vehicles
* Squads
* Turrets

* Many 'Mech models have had their visual weapons locations updated to slightly better match their actual loadout.

* **Albatross** - 5 new official variants:
	+ **C** - Clan Invasion era
	+ **ALB-4Ur** - Republic era
	+ **ALB-5U** - Republic era
	+ **ALB-5W** - Jihad era
	+ **ALB-6U** - Clan Invasion era
* **Bee** - New 35 ton Inner Sphere OmniMech. RogueTech Custom design with custom Model. Comes in 6 variants:
	+ Prime - Jihad Era
	+ A - Jihad Era
	+ B - Jihad Era
	+ C - Jihad Era
	+ D - Republic Era
	+ E - Jihad Era
* **Freedom** - New 90 ton Inner Sphere 'Mech. RogueTech Custom design with custom Model. Comes in 5 variants:
	+ FREE-1A4 - Clan Invasion era
	+ FREE-1A5 - Clan Invasion era
	+ FREE-2B - Clan Invasion era
	+ FREE-2Br - Clan Invasion era
	+ FREE-2F - Clan Invasion era
* **Gnat** - New 20 ton Inner Sphere 'Mech. RogueTech Custom design with custom Model. Comes in 4 variants:
	+ GNT-2B - Jihad Era.
	+ GNT-2F - Jihad Era.
	+ GNT-3C - Jihad Era.
	+ GNT-4L - Jihad Era.
* **Jinggau** - New icon. x new official variants:
	+ JN-G7Lr - Jihad era
	+ JN-G8Ar - Jihad era
	+ JN-G9B - Clan Invasion era
	+ JN-G9CCr - Republic era.
* **Kiso K-3N 'Miss Isles'** - New 100 ton unique IndustrialMech. Custom model. Clan Invasion era
* **Liberty** - New 45 ton Inner Sphere 'Mech. RogueTech Custom design with custom Model. Comes in 4 variants:
	+ LBR-A2 - Clan Invasion era
	+ LBR-A5 - Clan Invasion era
	+ LBR-D4 - Clan Invasion era
	+ LBR-E12 - Clan Invasion era
* **Shieldmaiden** - The following variants have been updated:
	+ SHM-OA
	+ SHM-OB
	+ SHM-OD
	+ SHM-OE
* **Praetorian PRTN-2X** - New variant.
* **UberJager UJ9-P4** - New variant.
* **Weevil** - New 25 ton Periphery 'Mech. RogueTech Custom design with custom Model. Comes in 3 variants:
	+ WVL-L31 - Clan Invasion era
	+ WVL-P14 - Clan Invasion era
	+ WVL-R2 - Clan Invasion era

- QS4 variants of Bulldog, Manticore, Pegasus, Scorpion, and Vedette - Fix, added Whisper Sensors ECM QS to power Stealth-X

* **EN-LRM Carrier** - Minor fixes
* **Heavy EN-LRM Carrier** - Minor fixes
* **Heavy ER-LRM Carrier** - Minor fixes
* **Onuris** *(All)* - Available to more Clans
* **Pixiu Heavy Tank (#2)** - Minor fixes
* **Pirate UL Carrier** - Added stealth armor.
* **Ripper (L)** - New variant.
* **Skadi** *(All Quicksell Variants only)* - Given Whisper Sensors ECM QS.
* **Sleipnir Command** - Minor tweaks.
* **Vargr APC** - Minor tweaks.
* **Vargr Command** - New variant.
* **SM-1 ``Telos`` TD** - Ammo completely replaced from illegal ER-LRM with a mix of types.
* **Unnsvin Carrier Zeppelin** - Bomb Chute removed. Command Suite and 1 ton UAV Compartment added.

- All Battle Armor and Protomechs have had their inherent defense lowered by 1 due to introduction of Size Matters feature. This means some variants lost all inherent defense.

- Battle armor will now appear in shops if the era pack for them is installed.

- All Protomechs have had their critical hit recieved multipliers increased.

- *Comstar* and *Word of Blake* will now have the proper 6-unit squad size for Battle Armor.

- **Heavy Laser Turret** - New Dark Ages era 100 ton turret. Mounts 2 x Large Hyper Laser, 1 x Advanced AMS.

* Equipment
* Weapon

* **Articulated Jump Jets** *(All)* - Fixed to only be allowed in Center Torso.
* **Cockpit Armored** - New. All critical hit slots have an extra hit point, meaning they must be hit twice to trigger the critical effect malus. Takes up 1 ton of extra weight.
* **Gyro Armored** - New. All critical hit slots have an extra hit point, meaning they must be hit twice to trigger the critical effect malus. Takes up 1.5 tons of extra weight.
* **FCS FlexTech RTO** - Fixed to properly enable Artemis IV usage on all mounted launchers.
* **PPC Capacitor** - Fixed so no longer can be used together with *Heavy PPC+CAP (P)*, *PPC Computer* and other intended incompatible equipment.
* **Sensors Eng. Range** - Fixed to actually improve range of Energy weapons.
* **Superheavy Gyro LWP** - New. Reduces Brace to Fire malus by -10%. Adds 15% gyro weight. Avilable in stores and on certain 'Mechs. Credit to Pagan Horde for pointing out the need.

- Many Battle Armor missile weapon names updated to clarify tube count and ammo capacity.

* **Ammo Mines Bomb [Bay]**  *(All)* - Fixed not launching when used. Fixed projectile count of bomb.
* **Ammo Mines Bomb [Bay]** *(x2)* - Renamed to *Ammo Mines Bomb x2 [Bay]*.
* **BA Rocket 4 / 5** - Should now work correctly.
* **BA Small VSPL** - Incorrect heat generation and incorrect laser insulator bonus description removed.
* **Grenade Launcher** *(Vehicle)* - Changed hit generator from *Cluster* to *Individual*.
* **L ER Pulse (C)** - Max AP Armor Thickness changed from 20.4 to 21.6.
* **Large Pulse Laser Exostar** - Range changed from 120/240/360/480 to 120/270/390/540. Damage changed from 10 to 11. Instability damage changed from 0.5 to 0.55. Max AP Armor Thickness changed from 12 to 13.2. Clustering modifier changed from +2 to +5.
* **Large Pulse Laser** - Range changed from 120/240/360/480 to 120/270/390/540. Damage changed from 17 to 19. Instability damage changed from 0.85 to 0.9. Max AP Armor Thickness changed from 20 to 21.6. Clustering modifier changed from +2 to +3.
* **Large Pulse Laser Thunderbolt** - Damage changed from 25 to 28. Instability damage changed from 1.25 to 1.35. Max AP Armor Thickness changed from 30 to 32.4.
* **Large Pulse Laser (C)** - Damage changed from 17 to 18. Stability Damage changed from 0.85 to 0.9. Max AP Armor Thickness changed from 20.4 to 21.6.
* **Large VSPL** - Range changed from 120/240/450/480 to 120/270/450/540. Damage changed from 55 to 65.
* **Large X-Pulse** - Instability Damage changed from 2.75 to 3.
* **Rotary AP Large Bore Gauss Rifle (C)** - Damage changed from 18 to 16. Recoil changed from 1 to 0. Firing modes changed as follows:
	+ **x1** - Changed to *x2*.
	+ **x2** - Changed to *x4*.
	+ **x3** - Changed to *x6*.
	+ **x4** - Changed to *x8*. Heat Generated increased from 12 to 16.
* **Small VSPL** - Damage changed from 25 to 35.

The following weapons have new custom firing sounds, making them easier to distinguish during battles:

* Accelerated AC/20
* BFG 9000
* Helical Railgun
* Improved Railgun
* Ion Cannon
* Mass Driver
* Mauler Laser
* Naval Laser (Downsized)
* Plasma Railgun
* Railgun
* Railgun (C)
* Railgun (DS)
* Railgun (Light)
* Railgun (SR)
* SHRAC 2 / 5
* Yang artillery

- Added over 30 community sourced game tips for loading screens and pruned some non-sense.

- Many keyword (yellow text) tooltips have been improved and/or extended.

- All pilot quirks now have appropiate tooltip.

# HHR 1.3.14 - 2023-06-13

* Even more fixes for camera issues. Hopefully all camera settings should once again work properly without soft locks.
* Fix for Vehicles and Squad units not dropping components for salvage.

# HHR 1.3.13 - 2023-06-12

* More fixes for follow camera sequence when using units with alternate states (e.g. LAMs and QuadVees).
* Fixes for applying paint scheme to units with alternate states.
* Skirmish lances now can be altered from drop screen.
* **C Rider** - Fixed so they no longer can mount other units in bike mode.
* **Heavy Silver Bullet Turret** - Tweaked to not cause loading issues if not all mods are installed.
* **Hahnunah** - Minor tweaks.
* **Fury FCT-CX17** - Minor tweaks.
* **MRM Carrier G2** - Minor fixes.

# HHR 1.3.12 - 2023-06-11

* Fix for issues with abilities.
* Fix for Battle Armor not being able to mount other units.
* Fix for UAV drones sometimes having wrong pilot.
* Fix for Air Strikes being available at turn 1.
* Added new turrets:
	+ **Hardened RAC Turret** - 100 ton RISC variant, using 1 x RAC/5 and 2 x RAC/2.
	+ **Hardened SMML Turret** - 100 ton RISC variant, using 5 x Streak MML/7.
	+ **Heavy Hyper Turret** - 75 ton RISC variant, using 1 x Heavy HAG.
	+ **Heavy RAC Turret** - 75 ton RISC variant, using 2 x RAC/5.
	+ **Heavy Silver Bullet Turret** - 75 ton RISC variant, using 1 x Silver Bullet Gauss.
	+ **Heavy SMML Turret** - 75 ton RISC variant, using 3 x Streak MML/7 and 1 x Streak MML/5.
	+ **Standard RAC Turret** - 55 ton RISC variant, using 1 x RAC/5.
	+ **Standard SMML Turret** - 55 ton RISC variant, using 3 x Streak MML/5.
	+ **Standard Streak Turret** - 55 ton RISC variant, using 3 x Streak SRM/6 and 1 x Streak SRM/4.
	+ **Light SMML Turret** - 35 ton RISC variant, using 1 x Streak MML/7.
	+ **Light Streak Turret** - 35 ton RISC variant, using 2 x Streak SRM/4.

# HHR 1.3.11 - 2023-06-11

* Fix for softlock after movement for LAM and other units that can transform between modes.
* Further fixes for units passing through terrain.
* Fixed UAV Beacons not appearing in Clan shops.
* **Gullfaxi Prime** - Minor tweaks.
* **Gullfaxi 0M** - New variant of the Superheavy OmniTank.
* **Sleipnir Command** - A high end command and control APC with an unique Command Suite.

# HHR 1.3.10 - 2023-06-09

* More fixes for overlapping loaner units in lance selection screen.
* Protomech salvage parts now available in Clan shops.
* **Hippogriff HIP-2** - New SRM armed version of this heavy protomech. RT custom.

# HHR 1.3.9 - 2023-06-07

* Fixes
* Equipment
* Ammunition
* Units

* Fixed squad-based units movement so they no longer glitch through terrain.
* Fixed issues with unit selection screen for contracts with multiple loaner units.
* Fixed some ammunition not working properly against the specified unit types, e.g. SAM ammunition against VTOL.
* Fix for SAR missions being created multiple times in some situations.
* Fixed the cooldown between Solaris Seasons. It should now be 90 days.

* More Battle Armor gear renamed from prefix *PA* to *BA*.
* ProtoMech engines reduced in price to be more consistent with official cost, resulting in cheaper ProtoMechs.
	+ **ProtoMech Core 010 x5** - From 166,666 to 50,000.
	+ **ProtoMech Core 012 x5** - From 200,666 to 60,000.
	+ **ProtoMech Core 016 x5** - From 266,666 to 80,000.
	+ **ProtoMech Core 033 x5** - From 540,000 to 165,000.
	+ **ProtoMech Core 036 x5** - From 600,000 to 180,000.
	+ **ProtoMech Core 040 x5** - From 666,666 to 200,000.
	+ **ProtoMech Core 045 x5** - From 750,000 to 225,000.
	+ **ProtoMech Core 050 x5** - From 833,333 to 250,000.
	+ **ProtoMech Core 055 x5** - From 916,666 to 275,000.
	+ **ProtoMech Core 060 x5** - From 1,000,000 to 300,000.
	+ **ProtoMech Core 065 x5** - From 1,083,333 to 325,000.
	+ **ProtoMech Core 070 x5** - From 1,166,666 to 350,000.
	+ **ProtoMech Core 075 x5** - From 1,250,000 to 375,000.
	+ **ProtoMech Core 080 x5** - From 1,333,333 to 400,000.
	+ **ProtoMech Core 100 x5** - From 1,666,666 to 500,000.

* **Fusillade** *(ProtoMech)* - Max Range increased from 540 to 600.
* **LRM-1 (C) to LRM-19 (C)** *(ProtoMech)* - Max Range increased from 690 to 840.
* **SRM-1 (C) to SRM-3 (C)** *(ProtoMech)* - Max Range increased from 330 to 360.

- **iATM Fusillade HE** - Missile health changed from 3 to 5. Damage per shot modifier changed from -4 to -3.

- **iATM Fusillade Incendiary** - Missile health changed from 3 to 5. Damage per shot modifier changed from -5 to -4. Heat Damage per Shot modifier changed from 2 to 3.

- **Hardened LRM Emplacement** - New 100 ton variant using 4 x LRM-15 (CE).

- **Hardened LB-X Emplacement** - New 100 ton variant using 2 x LBX/20 (CE).

- **Hardened UAC Emplacement** - New 100 ton variant using 2 x UAC/20 (CE).

- **Heavy AC Turret** - New 75 ton variant using 2 x AC/10 (CE).

- **Heavy LRM Turret** - New 75 ton variant using 2 x LRM-20 (CE) with Artemis IV FCS.

- **Standard LB-X Turret** - New 55 ton variant using 1 x LBX/20 (CE).

- **Standard UAC Turret** - New 55 ton variant using 1 x UAC/20 (CE).

- **Light AC Turret** - New 35 ton variant using 1 x AC/5 (CE).

- **Light Laser Turret** - New 35 ton variant using 2 x Large Laser (CE).

- **Light LB-X Turret** - New 35 ton variant using 1 x LBX/2 (CE).

- **Light LRM Turret** - New 35 ton variant using 1 x LRM-10 (CE) with Artemis IV FCS.

- **Light SRM Turret** - New 35 ton variant using 2 x SRM-6 (CE).

- **Light SSRM Turret** - New 35 ton variant using 2 x Streak SRM-4 (CE).

- **Light UAC Turret** - New 35 ton variant using 1 x UAC/2 (CE).

# HHR 1.3.8 - 2023-06-04

* Hotfix for some weapons with internal ammunition having much too high ammo cost.
* **Streak SRM-2 (C-IOS) / Streak SRM-4 (C-IOS) / Streak SRM-6 (C-IOS)** - Fixed to use the correct internal ammunition type.
* **Dig Lord** - Rescaled to a more appropriate size.
* Drone Beacons available in stacks of 10 in stores instead of stacks of 5.

# HHR 1.3.7 - 2023-06-04

* Fix for AMS not working.
	+ Note: AMS will not work as it did before 1.3.6, this fix actually enables the new AMS logic which means slightly altered behavior that hasn't been fully balanced yet.
* Some minor renaming of UAV items for clarity.

# HHR 1.3.6 - 2023-06-03

**This is a very large patch, containing over a month's work. This means many minor fixes and tweaks will not be listed as it would simply be too many.**

* General Fixes
* Combat / Missions
* Items
* Units
* Other fixes

* Custom Prewarm should now work correctly again.
* Added data usage agreement dialog when starting new Online careers and during selection of Online map in installer.
* Using weapons stripping in mech bay (CTRL-click on strip button) will now also remove ammunition and weapon attachments.
* Fixed MechWarrior death reason string when killed by a melee attack.

* Combat Fixes
* Battle Armor
* Mission Fixes
* Airstrikes / Summon Unit
* Sensors / Probes Rework
* Drones / UAV

* Heat damage cap has been tweaked.
* Most positive or negative AMS Hit Chance on missiles and launchers has been changed from a flat plus / minus stat to a multiplier.
* Fix for some weapon and ammunition combinations using incorrect AOE heat and stability damage values.
* AI Units spawned in middle of battle will now start with spawn protection.
* Spawn protection will now provide 12 evasion pips instead of 6.
* All abilities should now properly cost resolve as intended.
* More fixes for headshots destroying units without cockpit in head.
* Flying units will no longer break lines of sight.
* All LAMs now start in Flight mode.
* Fixes to injures for Vehicle pilots.
* Fixed Suspicious Cargo type weapons detonating sometimes causing a machine gun noise for the rest of the contract.
* Suspicious Cargo type weapon explosions are now centered on attacking unit not on its target.

- Battle Armor squads of a size less than 6 have a defense bonus of +1 for each member less than six.

- Battle Armor defense bonus per lost member during combat is now exactly +1.

- Fix for low performance during movement when transporting other units (e.g. battle armor riding Mechs).

- Transported units can no longer hit their carrier with stray shots.

- When dismounting the transported unit should now face in a similar direction as the carrier.

- Fix for "Start Mission" button sometimes not working.

- Fixed false message about being unable to drop hover units on Lunar biomes in Drop screen if you added an ICE engine unit to the drop list.

- Ammunition use costs for weapons with internal ammo is now charged correctly.

- Spawn chances changed for units based on their tags and type. Legendary units should be much less likely to spawn. No longer increased chance for command, primitive, pirate or certain unit types to spawn.

The following changes have been introduced:

* Only duels and Solaris contracts block summon Unit abilities now.
* Duels and Solaris contracts also block any air strikes.
* *Attack Defend* contracts does not allow any air strikes.
* *Defend Base* contracts only allow player air strikes.
* *Destroy Base* contracts only allow AI air strikes.
* Overlord contract does not allow player air strikes.

As it was too easy to stack probe bonus to completely negate ECM and stealth, values on items have been brought down or replaced and combat penalties increased.

* Penalty for no sensor information increased from -5 to -6 accuracy.
* Penalty for no visuals increased from -5 to -6 accuracy.
* Firing blind (no sensor, no visual) penalty increased from -12 to -15 accuracy.

* Chassis Quirk / Equipment **Searchlight** - Reworked.
	+ Can now be turned on and off.
	+ Base accuracy debuff reduced.
	+ Will provide an increasing accuracy and spotting bonus depending on environment visibility. Bonus applies to anyone inside aura, including itself.
	+ If Environment visibility is above 85%, no bonus is given.
	+ See Item tooltip for more details.

* Chassis Quirk **Because "Science"** - +2 probe changed to +1 probe.
* Chassis Quirk **Hunter** - +1 probe changed to +1 Advanced Sensors.
* Chassis Quirk **I See You** - +1 probe removed.

* Pilot Quirk **Disgraced** - +1 probe changed to +1 Guts and -5% sensor and visual signature.

* Mech **Black Heart** - Changed affinity from *Scout* to *Focus Fire*.
* Mech **Cyclops** - Changed affinity from *Scout* to *Dreadnought*.
* Mech **Deva** - Changed affinity from *Scout* to *Brawler*.
* Mech **Doom Courser** - Changed affinity from *Scout* to *Unrelenting Flanker*.
* Mech **Gunslinger** - Changed affinity from *Scout* to *Focus Fire*.
* Mech **Hecatoncheires** - Changed affinity from *Scout* to *Dreadnought*.

Many sensors and EWS equipment have also been updated, see the Items change section.

The 1.3.6 Update has brought substantial changes to the UAV specialist slot item. These changes are important to understand since they lay the groundwork for future updates that allow deploying units dynamically during contracts.

Previously the UAV deployed a specific UAV, it was the same every time. Now there is a default UAV you can deploy every time and additional UAV you can acquire in shops.

The alternative UAV available for purchase are unlike any other item currently in Roguetech. In game terms these items are called "Beacons." Owning a beacon entitles you to deploy the unit it describes. The Beacon is not a unit, and it is not a piece of equipment that you can put on one of your units. Think of it like a ticket or IOU. It might be single use, or unlimited. The UAV Beacons are single use. Each time you deploy a non-default UAV a corresponding Beacon is expended.

* The UAV specialist slot item can now launch multiple types of drones.
* The default UAV the item launches is very basic and has unlimited uses.
* Alternate upgraded UAV are available for purchase in systems with the *Electronics* tag. (Temporarily to encourage user feedback limited quantities are available in any system with Inner Sphere level Civilization.)
* UAV Beacons are single use, buy them in stacks.
* Beacons do not need to be equipped on a mech. They just need to be in the player's inventory.
* In combat, hold Shift while clicking to place a UAV to bring up the selection menu.
* Drones are not usable in *Lunar* environments.
* **Drone Operator** *(Pilot of drones)* - Retrained from *Tactics* to *Piloting specialist*, loses *Sensor Lock*, Gains *Phantom*.

* Ammunition
* Equipment
* Quirks
* Weapons

* **Armor Piercing LAC/5 Ammo** - Name fixed to *Armor Piercing RAC/5 Ammo*.
* **Chaff LRM Ammo** - Fixed Accuracy debuff.
* **EMP iATM Ammo** - Fixed Accuracy debuff.
* **FLAK LAC/5 Ammo** - Name fixed to *FLAK RAC/5 Ammo*.
* **Haywire iNarc Ammo** - Fixed Accuracy debuff.
* **Incendiary LAC/5 Ammo** - Name fixed to *Incendiary RAC/5 Ammo*.
* **Mortar Flare** - Corrected Visibility bonus description. Added description for existing to hit bonus vs units in flare effect. Reduced sensor signature bonus to 50% to match description. Removed AOE damage of 1. Heat damage reduced from 3 to 2. Cost reduced 70 to 60 per shell.
* **Yang Artillery EMP Ammo** - Fixed Accuracy debuff.

- **Active Camouflage / Signature Damper / Spall Liner** - Added description for Armor Mod nature: One per mech, must be installed in CT.

- **BA EWS** - Probe bonus changed from +3 to +2.

- **BA Probe** - Probe bonus changed from +3 to +2.

- **Braaaaaains!** - Reworked. Now provides *Enemies within 200m receive non-stacking +1 Sensor Ping and +15% Visibility/Signature*.

- **Boosted BAP** - Probe bonus changed from +3 to +2. Advanced sensors increased from 3 to 4.

- **Combined Upper Leg Actuator** - Fixed so no longer salvageable, will instead drop *Combined Upper Leg Actuator* (see New Equipment below). If managed to salvage previously, it will only be useable on the original unit.

- **Corgi Probe Suite** - Probe bonus changed from +3 to +2.

- **FCS AMS** - Tonnage increased from 1 to 2. Added -25% AMS Hit Chance. (-15% for non-loot version)

- **Head of the Headless Horseman** - Fixed component explosion.

- **Nanofluid Damper** - Fixed to provide the recoil reduction bonus properly to all firing modes.

- **Nova CEWS (C)** - Range reduced from 210 to 180m. Probe bonus reduced from 2 to 1, advanced sensors increased from 1 to 2.

- **Nova CEWS (S)** - Range reduced from 240 to 210m. Probe bonus reduced from 2 to 1, advanced sensors increased from 2 to 3.

- **PA Controls** - Renamed to *BA Controls*.

- **PA Jump Booster** - Renamed to *BA Jump Booster*.

- **PA Jump Jets** - Renamed to *BA Jump Jets*.

- **Remote Sensor Dispenser** - Changed to provide +1 probe bonus and +2 advanced sensors only when activated.

- **Searchlight** - Reworked.
	* Can now be turned on and off.
	* Base accuracy debuff reduced.
	* Will provide an increasing accuracy and spotting bonus depending on environment visibility. Bonus applies to anyone inside aura, including itself.
	* If Environment visibility is above 85%, no bonus is given.
	* See Item tooltip for more details.

- **Sensors Ballistic Range** - Range bonus reduced from +20% to +15%

- **Sensors Improved Clan** - Price changed from 100,000 to 125,000.

- **Sensors Longscan** - Increased to 2 slots in size.

- **Sensors Missile Range** - Range bonus reduced from +20% to +15%

- **Sensors Powered** - Probe bonus changed from +2 to +1.

- **Sensors Probe** - Probe bonus changed from +2 to +1.

- **Sensors Recon** - Probe bonus removes, advanced sensors changed from 2 to 1.

- **Sensors Recon (C)** - Probe bonus removed, advanced sensors changed from 3 to 2.

- **Sensors Sniper** - Price changed from 125,000 to 150,000.

- **Seraphim Suite** - Probe bonus reduced from +3 to +2.

- **UAV** - Specialist Slot Item reworked. See entry in Combat/Missions -> Drones/UAV

- **Watchdog Suite (C)** - Range increased from 120 to 180m. Probe bonus changed from +3 to +1.

**New Equipment**

* **BA Handholds** - New, Armor Modification. Allows battle armor that can normally mount omnimechs to ride the equipped mech.
* **Combined Upper Leg Actuator** - New actuator. Provides -1% weight and -2 Stability Threshold.
* **Communications Equipment** - New unique item for new unique Warhammer. Provides Tactics, ECM and Sensors bonuses, and has an active sensor ping. Not salvageable.
* **Sensors Energy Range** - New. Energy Range +15%, Energy Minimum Range -50%, Advanced Sensors 1.
* **Sensors Identify** - New. +5 Advanced Sensors, +5% Sensor Range, +5% Sight Range. Significantly boosts chances of identifying enemy equipment.

Quirks

* **Because "Science"** *(Unit)* - +2 probe changed to +1 probe.
* **C Rider** *(Unit)*- Run speed multiplier changed from 2.5 to 3.5.
* **Disgraced** *(Pilot)* - +1 probe changed to +1 Guts and -5% sensor and visual signature.
* **Hunter** *(Unit)* - +1 probe changed to +1 Advanced Sensors.
* **I See You** *(Unit)* - +1 probe removed.
* **Searchlight** *(Unit)* - Reworked.
	+ Can now be turned on and off.
	+ Base accuracy debuff reduced.
	+ Will provide an increasing accuracy and spotting bonus depending on environment visibility. Bonus applies to anyone inside aura, including itself.
	+ If Environment visibility is above 85%, no bonus is given.
	+ See Item tooltip for more details.

- **AMS Flare** - Added ammunition capacity to description.

- **BA Laser Cutter** - Damage changed from 20±15 to 15±10. Heat damage changed from 10 to 5.

- **BA Medium VSPL** - Added missing to-hit bonuses that are characteristic of VSPL.

- **BA MRM-1** - Max range +30, gains -1 Accuracy, Weight from 0.2 to 0.1

- **BA Pop-Up Mine** - Range 30 to 45. +1 Accuracy.

- **BA Shotgun** - Recoil corrected from 1 to 2.

- **BoltOn AMS** - Ammunition now costs 5 cbills per shot.

- **Bomb FAE [WM]** - Smoke effect fixed.

- **ER M Laser Magna** - Fix. Maximum Range 420 to 480

- **Fuel Tank**
	* Damage changed from 20 to 40.
	* AOE Radius changed from 100 to 120.
	* Max Armor Thickness for Tac changed from 0 to 80.
	* Range changed from 120 to 90.
	* Description corrected.

- **Integrated Advanced Laser AMS** - Fixed so it will no longer take 2 slots in the top left armor widget.

- **Ion Cannon** - Fixed accuracy debuff.

- **MML-5 (RISC)** - Fix. Max range LRM Mode 690 to 840, SRM Mode 330 to 360

- **Sniper Cannon** - Added missing Brace to Fire debuff for Direct and Flak mode.

- **Suspicious Cargo**
	* Damage changed from 50 to 100.
	* Stability damage changed from 25 to 50.
	* AOE damage changed from 120 to 160.
	* AOE Radius changed from 100 to 120.
	* Max armor thickness for TAC changed from 0 to 200.
	* Range changed from 120 to 90.

- **Thunderbolt Missile** *(One-shot and 4-pack)* - Description now includes side torso only mounting restriction.

- **VSP Laser** *(All sizes)* - Range bonuses will no longer stack from having multiple weapons.

**New Weapons**

* **BA Grenade Launcher** - New. A light, 0.1 ton, weapon intended primarily for fighting other infantry.
* **BA Rocket 4** - New. Battle Armor version of the RL5. 0.1 ton.
* **BA Rocket 5** - New. Battle Armor version of the RL5. 0.125 ton
* **BA Small VSPL** - New. Battle Armor version of the small Variable Speed Pulse Laser
* **SRM-4 (C-OS)** - New. Clan one-shot version of the SRM-4 launcher.
* **SRM-6 (C-OS)** - New. Clan one-shot version of the SRM-6 launcher.
* **The Big Steel** - New unique artillery weapon for new Helepolis elite unit. Not salvageable.

* Battle Armor
* Drones / UAV
* Updated Mechs
* New Mechs
* Turrets
* Vehicles

* **Fenrir FNR-MG** - *New, canonical.* Each trooper is armed with 3 machine guns and a small laser.
* **Fenrir FNR-SL** - *New, canonical.* Each trooper is armed with 3 small lasers and a machine gun.
* **Fenrir FNR-VSP** - *New, canonical.* Each trooper is armed with a Small VSPL and three grenade launchers.

- **Bluejay UAV** - Refit with new drone items. Given Drone Sensors w/ 30 meter AOE Sensor Ping. Total armor 25 to 20.

- **Canary UAV** - Refit with new drone items. Given Drone Sensors w/ 30 meter AOE Sensor Ping. Total armor 25 to 20. Move 10/15 to 9/14.

- **Magpie UAV** - New. TAG, Stealth and ECM Suite.

- **Sparrowhawk UAV** - New. A micro combat drone with a BA Medium Rifle.

- **UAV** - New, This is the new default for the UAV launching specialist item.

- **Akuma ASNII-KU** - Minor tweaks.

- **Arion JJ** - Corrected hardpoint layout.

- **Banshee BNC-3S / BNC-7S** - Fixed so Left Arm has no hand, as per official specification.

- **Banshee BNC-5S 'Sawyer'** - Fixed so Left Arm has a hand, as per official specification.

- **Black Heart** - Changed affinity from *Scout* to *Focus Fire*.

- **Crusader CRD-10S-LAM / CRD-10T-LAM** - No longer assembly compatible with standard Crusaders.

- **Cyclops** - Changed affinity from *Scout* to *Dreadnought*.

- **Deva** - Changed affinity from *Scout* to *Brawler*.

- **Doom Courser** - Changed affinity from *Scout* to *Unrelenting Flanker*.

- **Eurypterid ERY-X007** - Minor tweaks.

- **Firestarter FS9-MJ** - Added missing Artemis ammunition.

- **Gunslinger** - Changed affinity from *Scout* to *Focus Fire*.

- **Hecatoncheires** - Changed affinity from *Scout* to *Dreadnought*.

- **Hunchback HBK-4X1** - Corrected to have a single Omni hardpoint in the Right Torso.

- **Marauder IIC 1 / A / LA / S / Z** - Added missing Clan tag.

- **Nightchanter Prime / A** - Fixed to use proper OmniMech equipment.

- **Phoenix Hawk IIC** - Added missing Clan tag.

- **Praetorian PRTN-2E** - Minor tweaks.

- **Pyromaniac BNC-PM** - Fixed so it has the intended Firefists.

- **Shadow Hawk SHD-5S** - Redesignated as *SHD-5SF* as to not clash with new official variant.

- **Thunderbolt TDR-F4X** - Updated to correct specification, including an ICE engine.

- **UrbanMech UM-1UL** - Movement rules to Light Mech instead of Battle Armor.

- **Amarok** - New 100 ton Clan Mech. 3 variants:
	* *1* - Official, Dark Ages era.
	* *2* - Official, Dark Ages era.
	* *3* - Official, Dark Ages era.

- **Archer ARC-2P** - Unofficial, Clan Invasion era.

- **Bane**

- *(LRM)* - Unofficial Unique, Clan Invasion era.

- *(SRM)* - Unofficial Unique, Clan Invasion era.

- **Black Knight** - 17 new Variants:
	* *BL-6-KNT 'Ian'* - Official Unique, Clan Invasion era.
	* *BL-6-KNT-K* - Unofficial, Clan Invasion era.
	* *BL-7-KNT-P* - Unofficial, Clan Invasion era.
	* *BL-6-RR* - Official Unique, Clan Invasion era.
	* *BL-7W-KNT* - Unofficial, Clan Invasion era.
	* *BL-8W-KNT* - Unofficial, Clan Invasion era.
	* *BL-10-KNT 'Ross'* - Official Unique, Clan Invasion era.
	* *BL-12-KNT* - Official, Civil War era.
	* *BL-13-KNT* - Unofficial, Civil War era.
	* *BL-15-KNT* - Unofficial, Civil War era.
	* *BL-16-KNT* - Unofficial, Civil War era.
	* *BL-18-KNT* - Official, Republic era.
	* *BLK-NT-2Y* - Official, Republic era.
	* *BLK-NT-3A* - Official, Republic era.
	* *BLK-NT-3B* - Official, Republic era.
	* *BLK-NT-4D* - Official, Republic era.
	* *BL-P-KNT 'Partisan'* - Unofficial Unique, Clan Invasion era.

- **Black Knight IIC** - New unofficial 75 ton Clan Mech. Dark Ages era. Only 1 variant.

- **Black Lanner** - 12 new Variants:
	* *'Bellonarius'* - Unofficial Unique, Clan Invasion era.
	* *E* - Official, Civil War era.
	* *F* - Official, Republic era.
	* *F2* - Unofficial, Clan Invasion era.
	* *G* - Official, Dark Ages era.
	* *G2* - Unofficial, Clan Invasion era.
	* *H* - Official, Clan Invasion era.
	* *I* - Official, Dark Ages era.
	* *J* - Official, Dark Ages era.
	* *T* - Official, Dark Ages era.
	* *S* - Unofficial, Clan Invasion era.
	* *X* - Official, Jihad era.

- **Carrion Crow** - New 40 ton Clan Omni. 5 variants:
	* *Prime* - Official, Dark Ages era.
	* *A* - Official, Dark Ages era.
	* *B* - Official, Dark Ages era.
	* *C* - Official, Dark Ages era.
	* *D* - Official, Dark Ages era.

- **Cestus** - New 65 ton IS Mech, 5 variants:
	* *CTS-6X* - Official, Clan Invasion era.
	* *CTS-6Y* - Official, Clan Invasion era.
	* *CTS-6Y-EC* - Official Early Clan variant, Clan Invasion era.
	* *CTS-6Z* - Official, Clan Invasion era.
	* *CTS-7A* - Official, Jihad era.

- **Cricket** - New 30 ton IS Mech. 2 variants:
	* *RWN-01* - Official, Dark Ages era.
	* *RWN-02* - Official, Dark Ages era.

- **Crusader** - 2 new variants:
	* *CRD-6T* - Official, Clan Invasion era.
	* *CRD-7D* - Official, Dark Ages era.

- **Dire Wolf** - 17 new variants:
	* *'Lone Wolf 2'* - Unofficial Unique, Clan Invasion era.
	* *'Prometheus'* - Official Unique, Clan Invasion era.
	* *'Sanguine Essence'* - Unofficial Unique, Clan Invasion era.
	* *'Widowmaker LRM'* - Official Unique, Clan Invasion era.
	* *'Ultraviolet'* - Unofficial Unique, Clan Invasion era.
	* *C2* - Unofficial, Clan Invasion era.
	* *D2* - Unofficial, Clan Invasion era.
	* *E* - Official, Republic era.
	* *E2* - Unofficial, Clan Invasion era.
	* *F2* - Unofficial, Clan Invasion era.
	* *F/C* - Unofficial, Clan Invasion era.
	* *F/C2* - Unofficial, Clan Invasion era.
	* *F3* - Unofficial, Clan Invasion era.
	* *T* - Official, Dark Ages era.
	* *W2* - Unofficial, Clan Invasion era.
	* *WDR* - Unofficial, Clan Invasion era.
	* *X 'Batchall'* - Unofficial, Clan Invasion era.

- **Excalibur** - New 70 ton IS mech, 8 variants:
	* *EXC-B1* - Official, Clan Invasion era.
	* *EXC-B2* - Official, Clan Invasion era.
	* *EXC-B2b* - Official, Clan Invasion era.
	* *EXC-B2b-EC* - Official Early Clan variant, Clan Invasion era.
	* *EXC-C1* - Official, Clan Invasion era.
	* *EXC-C1 'Cernunnos'* - Official Unique, Civil War era.
	* *EXC-CS* - Official, Civil War era.
	* *EXC-D1* - Official, Civil War era.

- **Fire Falcon** - New 25 ton Clan Omni, 13 variants:
	* *Prime* - Official, Clan Invasion era.
	* *A* - Official, Clan Invasion era.
	* *B* - Official, Clan Invasion era.
	* *C* - Official, Clan Invasion era.
	* *D* - Official, Clan Invasion era.
	* *E* - Official, Clan Invasion era.
	* *F* - Official, Jihad era.
	* *G* - Official, Republic era.
	* *H* - Official, Civil War era.
	* *I* - Official, Dark Ages era.
	* *L* - Official, Dark Ages era.
	* *R* - Official, Dark Ages era.
	* *T* - Official, Dark Ages era.

- **Firestorm 1** - New 50 ton Clan Mech. Official, Dark Ages era. Only 1 variant.

- **Gargoyle** - 15 new variants:
	* *'Conal'* - Official Unique, Clan Invasion era.
	* *'Kin Wolf'* - Official Unique, Clan Invasion era.
	* *D2* - Unofficial, Clan Invasion era.
	* *E2* - Unofficial, Clan Invasion era.
	* *F* - Official, Republic era.
	* *F2* - Unofficial, Clan Invasion era.
	* *G* - Official, Jihad era.
	* *G2* - Unofficial, Clan Invasion era.
	* *H2* - Unofficial, Clan Invasion era.
	* *I* - Official, Republic era.
	* *J* - Official, Dark Ages era.
	* *K* - Official, Dark Ages era.
	* *P* - Official, Republic era.
	* *T* - Official, Dark Ages era.
	* *X* - Official, Republic era.

- **Glass Spider 4** - One new variant. Official, Dark Ages era.

- **Goliath GOL-SR** - New custom Elite variant.

- **Grand Summoner E** - New official variant, Republic era.

- **Helepolis HEP-2L-BS** - New custom Elite variant.

- **Hierofalcon** - New 45 ton Clan Omni. 5 variants:
	* *Prime* - Official, Dark Ages era.
	* *A* - Official, Dark Ages era.
	* *B* - Official, Dark Ages era.
	* *C* - Official, Dark Ages era.
	* *D* - Official, Dark Ages era.

- **Horned Owl** - New 35 ton Clan mech. 7 variants:
	* *1* - Official, Clan Invasion era.
	* *2* - Official, Clan Invasion era.
	* *3* - Official, Clan Invasion era.
	* *4* - Official, Civil War era.
	* *5* - Official, Civil War era.
	* *6* - Official, Dark Ages era.
	* *7* - Official, Dark Ages era.

- **Inferno** - New 75 ton IS Omni. 5 variants:
	* *INF-NO* - Official, Dark Ages era.
	* *INF-NOA* - Official, Dark Ages era.
	* *INF-NOB* - Official, Dark Ages era.
	* *INF-NOC* - Official, Dark Ages era.
	* *INF-NOR* - Official, Dark Ages era.

- **Ion Sparrow** - New 20 ton Clan Omni. 5 variants:
	* *Prime* - Official, Dark Ages era.
	* *A* - Official, Dark Ages era.
	* *B* - Official, Dark Ages era.
	* *C* - Official, Dark Ages era.
	* *D* - Official, Dark Ages era.

- **Lightning LHN-C5** - New 70 IS Mech. Official, Dark Ages era. Only 1 variant.

- **Marauder** - 30 new variants:
	* *'Bounty Hunter III'* - Official Unique, Dark Ages era.
	* *'Red Hunter'* - Official Unique, Dark Ages era.
	* *MAD-2T* - Official, Republic era.
	* *MAD-3DR* - Unofficial, Clan Invasion era.
	* *MAD-3G* - Unofficial, Clan Invasion era.
	* *MAD-3K* - Unofficial, Clan Invasion era.
	* *MAD-3RR* - Unofficial, Clan Invasion era.
	* *MAD-3T* - Unofficial, Clan Invasion era.
	* *MAD-3W* - Unofficial, Clan Invasion era.
	* *MAD-4D* - Unofficial, Clan Invasion era.
	* *MAD-5D* - Official, Clan Invasion era.
	* *MAD-5D-DC* - Official, Clan Invasion era.
	* *MAD-5R2* - Unofficial, Clan Invasion era.
	* *MAD-5NAIS-WC* - Unofficial, Clan Invasion era.
	* *MAD-5T* - Official, Jihad era.
	* *MAD-5V* - Unofficial, Clan Invasion era.
	* *MAD-6L* - Official, Jihad era.
	* *MAD-6W* - Unofficial, Clan Invasion era.
	* *MAD-7C* - Official, Republic era.
	* *MAD-7D* - Official, Jihad era.
	* *MAD-7M* - Official, Jihad era.
	* *MAD-7R* - Official, Republic era.
	* *MAD-7S* - Official, Republic era.
	* *MAD-9D* - Official, Republic era.
	* *MAD-9M* - Official, Jihad era.
	* *MAD-9M2* - Official, Jihad era.
	* *MAD-9W* - Official, Jihad era.
	* *MAD-9W2* - Official, Jihad era.
	* *MAD-11D* - Official, Dark Ages era.
	* *MAD-SD 'Douglass'* - Official Unique, Clan Invasion era.

- **Marauder II** - 5 new variants:
	* *C* - Official Clan variant, Civil War era.
	* *MAD-4HP* - Unofficial, Civil War era.
	* *MAD-4M 'Memo'* - Unofficial Unique, Clan Invasion era.
	* *MAD-AL 'Alpha'* - Unofficial Unique, Clan Invasion era.
	* *MAD-BRB 'Barber'* - Unofficial Unique, Clan Invasion era.

- **Marauder IIC** - 9 new variants:
	* *2* - Official, Civil War era.
	* *3* - Official, Civil War era.
	* *4* - Official, Jihad era.
	* *5* - Official, Jihad era.
	* *6* - Official, Jihad era.
	* *7* - Official, Republic era.
	* *8* - Official, Clan Invasion era.
	* *9* - Official, Clan Invasion era.
	* *10* - Official, Dark Ages era.

- **Nova** - 15 new variants:
	* *E2* - Unofficial, Clan Invasion era.
	* *F2* - Unofficial, Clan Invasion era.
	* *G* - Official, Republic era.
	* *G2* - Unofficial, Clan Invasion era.
	* *I* - Official, Republic era.
	* *J* - Official, Republic era.
	* *K* - Official, Dark Ages era.
	* *L* - Official, Dark Ages era.
	* *NVA-BK 'Breaker'* - Unofficial Unique, Clan Invasion era.
	* *NVA-SF* - Official Unique, Clan Invasion era.
	* *P1* - Unofficial, Clan Invasion era.
	* *R* - Official, Dark Ages era.
	* *T* - Official, Dark Ages era.
	* *U* - Official, Jihad era.
	* *X* - Official, Dark Ages era.

- **Ostscout IIC** - New 35 ton Clan Mech. Official, Civil War era. Only 1 variant.

- **Ostsol** - 4 new variants:
	* *C* - Official, Dark Ages era.
	* *OTL-8E* - Official, Dark Ages era.
	* *OTL-8E3* - Official, Dark Ages era.
	* *OTL-8F* - Official, Dark Ages era.

- **Pack Hunter 5** - New official variant, Dark Ages era.

- **Phoenix Hawk** - 26 new variants:
	* *C* - Official, Clan Invasion era.
	* *C 2* - Official, Dark Ages era.
	* *PXH-1C (C)* - Unofficial, Clan Invasion era.
	* *PXH-1GD* - Unofficial, Clan Invasion era.
	* *PXH-1K* - Official, Clan Invasion era.
	* *PXH-1Kk* - Official, Clan Invasion era.
	* *PXH-1KR* - Official, Clan Invasion era.
	* *PXH-1P* - Unofficial, Clan Invasion era.
	* *PXH-1R* - Unofficial, Clan Invasion era.
	* *PXH-2K* - Official, Clan Invasion era.
	* *PXH-3M 'Kuroi Kiri'* - Official Unique, Clan Invasion era.
	* *PXH-3M 'Roc'* - Official Unique, Clan Invasion era.
	* *PXH-3PL* - Official, Civil War era.
	* *PXH-4L* - Official, Civil War era.
	* *PXH-4L 'Sante'* - Official Unique, Jihad era.
	* *PXH-4M* - Official, Republic era.
	* *PXH-4W* - Official, Jihad era.
	* *PXH-5L* - Official, Jihad era.
	* *PXH-6D* - Official, Civil War era.
	* *PXH-7CS* - Official, Civil War era.
	* *PXH-7K* - Official, Jihad era.
	* *PXH-7KJ 'Jasmine'* - Official Unique, Dark Ages era.
	* *PXH-7S* - Official, Civil War era.
	* *PXH-8CS* - Official, Jihad era.
	* *PXH-9* - Official, Dark Ages era.
	* *PXH-KB 'Kobold'* - Unofficial Unique, Clan Invasion era.

- **Phoenix Hawk IIC** - 9 new variants:
	* *2* - Official, Clan Invasion era.
	* *3* - Official, Civil War era.
	* *4* - Official, Civil War era.
	* *5* - Official, Jihad era.
	* *6* - Official, Jihad era.
	* *7* - Official, Jihad era.
	* *8* - Official, Republic era.
	* *9* - Official, Clan Invasion era.
	* *10* - Official, Dark Ages era.

- **Phoenix Hawk L PXH-11K** - New 35 ton IS Mech. Official, Republic era. Only 1 variant.

- **Piranha 5** - New official variant, Dark Ages era.

- **Rampage** - New 85 ton IS Mech, 4 variants:
	* *RMP-2G* - Official, Clan Invasion era.
	* *RMP-4G* - Official, Clan Invasion era.
	* *RMP-4G 'Benboudaoud'* - Official Unique, Clan Invasion era.
	* *RMP-5G* - Official, Clan Invasion era.

- **Rawhide RWD-R1** - New 55 ton IS Mech. Official, Dark Ages era. Only 1 variant.

- **Scorpion SCP-1X** - New custom Elite variant.

- **Scourge** - New 55 ton IS Mech. 3 variants:

- *SCG-WD1* - Official, Dark Ages era.

- *SCG-WF1* - Official, Dark Ages era.

- *SCG-WX1* - Official Unique, Dark Ages era.

- **Sentinel** - 4 new variants:
	* **STN-6EX** - Unofficial, Civil War era.
	* **STN-6K** - Unofficial, Civil War era.
	* **STN-6S** - Official, Dark Ages era.
	* **STN-7K** - Unofficial, Civil War era.

- **Shadow Hawk** - 23 new variants:
	* *C* - Official, Clan Invasion era.
	* *SHD-1P* - Official, Clan Invasion era.
	* *SHD-2D2* - Official, Clan Invasion era.
	* *SHD-2GD* - Unofficial, Clan Invasion era.
	* *SHD-2HR* - Unofficial, Clan Invasion era.
	* *SHD-2P* - Unofficial, Clan Invasion era.
	* *SHD-3K* - Official, Jihad era.
	* *SHD-4H* - Official, Republic era.
	* *SHD-5D* - Official, Civil War era.
	* *SHD-5D 'Sandy'* - Official Unique, Jihad era.
	* *SHD-5R* - Official, Republic era.
	* *SHD-5S* - Official, Clan Invasion era.
	* *SHD-5S2* - Unofficial, Clan Invasion era.
	* *SHD-7CS* - Official, Civil War era.
	* *SHD-7H* - Official, Republic era.
	* *SHD-7M* - Official, Civil War era.
	* *SHD-8L* - Official, Jihad era.
	* *SHD-9D* - Official, Jihad era.
	* *SHD-11CS* - Official, Jihad era.
	* *SHD-11CS2* - Official, Jihad era.
	* *SHD-12C* - Official, Jihad era.
	* *SHD-GD 'Grey Death'* - Unofficial Unique, Clan Invasion era.
	* *SHD-SS 'Scattershot'* - Unofficial Unique, Clan Invasion era.

- **Spartan** - New 80t IS mech, 5 variants:
	* *C* - Official Clan variant, Clan invasion era.
	* *SPT-N1* - Official, Clan invasion era.
	* *SPT-N2* - Official, Clan invasion era.
	* *SPT-N3* - Official, Civil War era.
	* *SPT-NF* - Official, Clan invasion era.

- **Stinger** - 15 new variants:
	* *C* - Official, Clan Invasion era.
	* *C 2* - Official, Clan Invasion era.
	* *STG-3GD* - Unofficial, Clan Invasion era.
	* *STG-3RR* - Unofficial, Clan Invasion era.
	* *STG-4G* - Official, Jihad era.
	* *STG-5R* - Official, Civil War era.
	* *STG-5T* - Official, Jihad era.
	* *STG-6G* - Official, Republic era.
	* *STG-6L* - Official, Civil War era.
	* *STG-6M* - Official, Republic era.
	* *STG-6R* - Official, Republic era.
	* *STG-6S* - Official, Jihad era.
	* *STG-7S* - Official, Jihad era.
	* *STG-M1 'First Modification'* - Unofficial, Clan Invasion era.
	* *STG-M2 'Second Modification'* - Unofficial, Clan Invasion era.

- **Storm Wolf** - New 50 ton Clan Omni. 5 variants:
	* *Prime* - Official, Dark Ages era.
	* *A* - Official, Dark Ages era.
	* *B* - Official, Dark Ages era.
	* *C* - Official, Dark Ages era.
	* *D* - Official, Dark Ages era.

- **Summoner** - 17 new variants:
	* *'Coelocanth'* - Unofficial Unique, Clan Invasion era.
	* *E2* - Unofficial, Clan Invasion era.
	* *F2* - Unofficial, Clan Invasion era.
	* *F3* - Unofficial, Clan Invasion era.
	* *G2* - Unofficial, Clan Invasion era.
	* *H2* - Unofficial, Clan Invasion era.
	* *I2* - Unofficial, Clan Invasion era.
	* *J2* - Unofficial, Clan Invasion era.
	* *'Lienet'* - Unofficial Unique, Clan Invasion era.
	* *MC/A* - Unofficial, Clan Invasion era.
	* *MC/J* - Unofficial, Clan Invasion era.
	* *MC/W* - Unofficial, Clan Invasion era.
	* *O* - Unofficial, Clan Invasion era.
	* *P1* - Unofficial, Clan Invasion era.
	* *P2* - Unofficial, Clan Invasion era.
	* *P3* - Unofficial, Clan Invasion era.
	* *T* - Official, Dark Ages era.

- **Supernova** - 4 new variants:
	* *1* - Official, Clan Invasion era.
	* *2* - Official, Civil War era.
	* *3* - Official, Civil War era.
	* *5* - Official, Dark Ages era.

- **Thresher** - New 60 ton Clan Mech. 3 variants:
	* *1* - Official, Clan Invasion era.
	* *2* - Official, Clan Invasion era.
	* *'Edward'* - Official Unique, Clan Invasion era.

- **Thresher Mk II 1** - New 60 ton Clan Mech. Official, Dark Ages era. Only 1 variant.

- **Thug** - 6 new variants:
	* *'Marita'* - Official Unique, Clan Invasion era.
	* *THG-11E 'Reich'* - Official Unique, Civil War era.
	* *THG-11E2* - Unofficial, Clan Invasion era.
	* *THG-13M* - Unofficial, Civil War era.
	* *THG-13U* - Official, Dark Ages era.
	* *THG-14M* - Unofficial, Civil War era.

- **Thunderbolt** - 27 new variants:
	* *C* - Official, Clan Invasion era.
	* *C 2* - Official, Clan Invasion era.
	* *TDR-5G* - Unofficial, Clan Invasion era.
	* *TDR-5Sb2* - Official, Clan Invasion era.
	* *TDR-5Sd* - Official, Clan Invasion era.
	* *TDR-5SR* - Unofficial, Clan Invasion era.
	* *TDR-7S* - Official, Republic era.
	* *TDR-8M* - Official, Clan Invasion era.
	* *TDR-9M* - Official, Civil War era.
	* *TDR-9NAIS* - Official, Civil War era.
	* *TDR-9Nr* - Official, Jihad era.
	* *TDR-9S* - Official, Clan Invasion era.
	* *TDR-9SE* - Official, Clan Invasion era.
	* *TDR-9T* - Official, Republic era.
	* *TDR-9W* - Official, Clan Invasion era.
	* *TDR-9WDR* - Unofficial, Clan Invasion era.
	* *TDR-10M* - Official, Republic era.
	* *TDR-10M 'Ilyena'* - Official Unique, Republic era.
	* *TDR-10M 'Salazar'* - Official Unique, Republic era.
	* *TDR-10S* - Official, Republic era.
	* *TDR-10SE* - Official, Civil War era.
	* *TDR-11S* - Official, Jihad era.
	* *TDR-11SE* - Official, Jihad era.
	* *TDR-12R* - Official, Republic era.
	* *TDR-60-RLA* - Official, Jihad era.
	* *TDR-F4V* - Unofficial, Clan Invasion era.
	* *TDR-F4W* - Unofficial, Clan Invasion era.

- **Thunderbolt IIA TDR-IIA** - New 90 ton IS Mech. Unofficial, Dark Ages era. Only one variant.

- **Turkina** - 6 new variants:
	* *M* - Official, Clan Invasion era.
	* *MC/A* - Unofficial, Clan Invasion era.
	* *MC/J* - Unofficial, Clan Invasion era.
	* *MC/W* - Unofficial, Clan Invasion era.
	* *T* - Official, Dark Ages era.
	* *X-B* - Unofficial, Clan Invasion era.

- **Vapor Eagle** - 4 new variants:
	* *4* - Official, Civil War era.
	* *5* - Official, Clan Invasion era.
	* *6* - Official, Clan Invasion era.
	* *7* - Official, Dark Ages era.

- **War Crow** - New 70 ton Clan Omni. 4 variants:
	* *Prime* - Official, Dark Ages era.
	* *A* - Official, Dark Ages era.
	* *B* - Official, Dark Ages era.
	* *C* - Official, Dark Ages era.

- **Warhammer** - 18 new variants:
	* *C* - Official, Clan Invasion era.
	* *C 2* - Official, Clan Invasion era.
	* *C 3* - Official, Clan Invasion era.
	* *WHD-10CT* - Official, Republic era.
	* *WHM-6DR* - Unofficial, Clan Invasion era.
	* *WHM-6G* - Official, Clan Invasion era.
	* *WHM-6K 'Olesko'* - Official Unique, Clan Invasion era.
	* *WHM-6RR* - Unofficial, Clan Invasion era.
	* *WHM-6W* - Unofficial, Clan Invasion era.
	* *WHM-6W3* - Unofficial, Clan Invasion era.
	* *WHM-6X* - Unofficial, Clan Invasion era.
	* *WHM-7D* - Official, Clan Invasion era.
	* *WHM-7K2* - Unofficial, Clan Invasion era.
	* *WHM-9S* - Official, Civil War era.
	* *WHM-11T* - Official, Republic era.
	* *WHM-12S* - Unofficial, Civil War era.
	* *WHM-TD* - Unofficial, Clan Invasion era.
	* *WHM-X7-2* - Official Unique, Jihad era.

- **Wasp** - 16 new variants:
	* *WSP-1A3* - Unofficial, Clan Invasion era.
	* *WSP-1AR* - Unofficial, Clan Invasion era.
	* *WSP-2K* - Unofficial, Clan Invasion era.
	* *WSP-3A* - Official, Republic era.
	* *WSP-3K* - Official, Republic era.
	* *WSP-3L* - Official, Civil War era.
	* *WSP-3P* - Official, Republic era.
	* *WSP-3W* - Official, Clan Invasion era.
	* *WSP-3S* - Official, Civil War era.
	* *WSP-4W* - Official, Civil War era.
	* *WSP-4W2* - Unofficial, Clan Invasion era.
	* *WSP-5A* - Official, Republic era.
	* *WSP-7MAF* - Official, Jihad era.
	* *WSP-8T* - Official, Jihad era.
	* *WSP-M1 'First Modification'* - Unofficial, Clan Invasion era.
	* *WSP-M2 'Second Modification'* - Unofficial, Clan Invasion era.

New 35t turrets:

* Light LBX Turret
* Light MML Turret
* Light SRM Turret (QS)
* Light ULRR Turret (QS)

New 55t turrets:

* Standard LBX Turret
* Standard MML Turret
* Standard RAC Turret
* Standard SMRM Turret
* Standard SRM Turret (QS)
* Standard UAC Turret

New 75t turrets:

* Heavy ATM Turret
* Heavy LBX Turret
* Heavy MARS Turret
* Heavy MML Turret
* Heavy RAC Turret
* Heavy Shillelagh Turret
* Heavy SMRM Turret

New 100t turrets:

* Hardened ATM Turret
* Hardened LBX Turret
* Hardened MML Turret
* Hardened RAC Turret

- **A-11 Lightning Bolt** - Switched from Medium to Light mechbay sorting.

- **AC/20 Carrier Mk.2** - Renamed to *AC/20 Carrier (F)*.

- **Asshur Recon / Spotter** - Minor tweaks.

- **Beagle Hover Scout** - Minor tweaks.

- **Beagle Scout (C3i) / (LRRP)** - Minor tweaks.

- **Centipede Scout Car / (SRM) / (TAG) / Commando** - Minor tweaks.

- **Cestrus Hover Tank** - Renamed to *Cestrus HVT*. Given FTL ammo.

- **Cizin HCV / (Support)** - Minor tweaks.

- **Cobra ARV / II ARV** - Minor tweaks.

- **Condor CND-CV64** - Minor tweaks.

- **Ferret HVT** *(All)* - New descriptions.

- **Ferret (TAG) / VTOL** - Minor tweaks.

- **Gallant** *(All variants)* - Minor tweaks.

- **Goblin (LRM)** - Given FTL ammo

- **Hawk Moth (LG) / (S) / (TBM) / (UA)** - Fly height increased from 45 to 75.

- **Heavy TBM/15-LRM/20 Carrier** - Given FTL ammo

- **Hetzer (LRM)** - Given FTL ammo

- **Hunter HNT-3R / HNT-3RS / HNT-3RE / HNT-3RT / HNT-3RSk** - Minor tweaks

- **Kamisori IFV** *(All)*- Minor tweaks.

- **Kokou / ER / XL** - Minor tweaks.

- **Laser Carrier Mk.2** - Renamed to *MPL Carrier*, minor tweaks.

- **LBX/20 Carrier** - Minor tweaks.

- **Light Rocket Carrier** - Minor tweaks.

- **Lightning HCV** - Extraneous turret location removed. (Base model with M.Pulse and SRM-4.)

- **LTV-4 Hover Tank** - Minor tweaks.

- **LTV-5 Hover Tank** - Minor tweaks.

- **LTV-6 Hover Tank** - Minor tweaks.

- **Merkava IX** - Given FTL ammo

- **Mithras** - Minor tweaks.

- **Myrmidon Medium Tank / (AP) / (Plasma) / 'Tate'** - Minor tweaks.

- **Nacon Armored Scout** - Minor tweaks.

- **Neith Scout Vehicle** - Minor tweaks.

- **Odin Scout Tank** - Minor tweaks.

- **Rhino FST (EC)** - Given FTL ammo

- **Skanda LT / Spotter** - Minor tweaks.

- **Sky Warden** - Replaced sensor suite with inapplicable bonus.

- **Sturmfeur / (SRM)** - Given FTL ammo

- **Swift Wind** - Minor tweaks.

- **Thumper TAV-0** - Minor tweaks.

- **Tufana** - Given FTL ammo

- **UrbanTank UT-M38** - Given FTL ammo

- **Urbantol UV-R60L** - New icon by DarkKhaos

- **Vachir Qorchi** - Nuke variant's 3D model changed to correct one.

- **Vespa / Mk.II** - Minor tweaks.

- **Vurbie UV-R60** - New icon by DarkKhaos

- **Wheeled Scout / (Sensors)** - Minor tweaks.

**New Vehicles**

* **Carrier G2 *-* New, RT Custom.** LRM, SRM, MRM and Mortar Variants. Gen 2 60 ton Carriers, Civil War Upgrades with slightly reduced firepower but all their weapons in a Turret.
* **Cornerstone CTD-151** - *New, RT custom*, a variant of the previously released CTD-150.
* **Greater Demon** - *New, RT custom.* A Superheavy tank inspired by the venerable Demon MBT. Two variants.
* **Gullfaxi** - *New, RT custom.* The second project by the design team that made the Gulltoppr for Clan Wolf in Exile and the Lyran Commonwealth.
* **Small Bertha** - *New, RT custom.* Pirate SH tank.
* **Wraith 'Massacre'** - *New, RT Custom.* Superheavy hover craft.

**Rescaled Models**

* Augustus
* Axel (All)
* Brunel Dump Truck
* Gulltoppr (All)
* Hahnunah
* Heavy Wheeled APC (All)
* Moltke (All)
* Parti-Kill - Also New Icon by DarkKhaos.
* Patton (All)
* Ranger VV (All)
* Rommel (All)
* Wheeled APC (All)

* Abilities
* Contracts / Flashpoints
* Pilots
* Shops

* **Field Command** - Replaced +1 Probe with +2 Sensors Check.
* **Sensor Lock** - Description improved to list remove of Stealth on target and effect decrease by target's movement.

- Added new bonus event for completing Search and Rescue contracts.

- *Destroy Base* contracts - Bonus pay for destroying buildings reduced, base pay for contract type increased so it's clearer up front how much these contracts pay.

- **Chapter 1 Verse 76 IV** *(FP)* - Fixed incorrect objective text.

- **Derelict III** *(FP)* - Changed one of the provided units.

- **Flying Tigers** - Will no longer generate with Lunar biome, making it impossible to complete.

- **Grand Theft Auto** - Tweaks to convoy units.

- **Second Try** *(FP)* - Fix for missing loot box at end of flashpoint.

- **Test Drive** *(FP)* - Fixed consecetuive deployments information.

- **The Raid** *(FP)* - Fix for missing loot box at end of flashpoint.

The following MechWarriors can no longer pilot Battle Armor:

* Alekto
* High-Khan Fiona Kerensky
* Jelly Roll
* Julimarie
* Kamea
* Rieper
* St. Burt

* **Cargo Vroom** - Unit deployed by special ability changed to Ferret 3 "Polecat" Hovertank.
* **Das** - Fixes to voice pack.
* **Jamie** - Can no longer be used with *FCS Pyro*.
* **McDookie** - Pilot upkeep increased from +15% to +75%.
* **Rime Lynn** - New RTO Legends pilot. Special ability *IlChi Overdrive*: +0.5 MedTech. +0.5 MechTech. +1 Walk Move Point. -10% Panic Chance for Lancemates. +85% Pilot Upkeep
* **The Iron Khan** - New RTO Legends pilot. Special ability *Iron Hearted Khan*: +1 MechTech. +1 Health. -5% Damage Taken. +80% Pilot Upkeep.

- Changes to availability of *Battle Armor* items in Shops:
	* Faction Shops likelihood of stocking squad types specific to the faction increased.
	* Clan partial salvage can sometimes be found in the Inner Sphere and vice versa.
	* Later era weapons and partial salvage added to shops with era pack install.

# HHR 1.3.5 - 2023-04-29

* Affinities
* Combat
* Contracts
* Weapons
* Units
* Other fixes

* Several vehicle quirks had no linked 40 mission affinity, this has been fixed:
	+ Agile - Now linked to Alacrity: +1 Evasion Generated
	+ Enhanced FPE - Now linked to "Resilience": 40% Crit Resistance
	+ Improved Communications - Now linked to "High Command": -10% Lance Resolve Costs
	+ Missile Jammer - Now linked to "Can't Touch This": +1 Defense
	+ Quick Off the Line - Now linked to "Can't Touch This": +1 Defense
	+ QuikSell - Now linked to "WITNESS ME!": +1 All Pilot Skills
	+ Slippery Customer - Now linked to "Nothing to See Here": +2 Local ECM, -10% Signature
	+ Technical - Now linked to "Obvious Controls": +1 All Pilot Skills
	+ Thermal Sight - Now linked to "I See You": +1 Sensors/Probe Detection, +10% Sensors Range

* **Anti Mech Tactics** - Fixed to work as intended.
* **Hunter** - Sensor range changed from +5% to +10% and Vision Range changed from +5% to +10%. This is a correction of the values being unintentionally swapped.
* **Skilled Sensor Operator** - Changed from 80 to 60 missions required.
* **Weapons Bay Mastery** - New affinity for Quirk *Accurate Weapon - Bomb Bay*. Requires 40 missions and provides +1 Accuracy and -25% Minimum Range for [Bay] Weapons.
* **Wing Mounted Mastery** - New affinity for Quirk *Accurate Weapon - Wingmounted*. Requires 40 missions and provides -25% Minimum Range and +25% Critical Hit chance for Wing Mounted Weapons.

- End of Turn heat effects (e.g. hot weather) will now not occur twice when out of combat.

- Turrets will no longer get their passive status effects incorrectly applied for a total of three times, resulting in very long range and very accurate shots.

- Enemy Tanks should no longer start in a state where they are unable to move.

- Removed incorrect *Totem* unit classification on several units. As a result this will reduce amount of RICS UrbanMechs as assassination target at lower difficulties.

- General spawn chance for *Totem* units has been reduced by 40%.

- Fixed mission load failure due to wrong ID on a turret.

- Minor dialog fixes in several Escort contracts.

- Added a harder second version of contract *Ammunition Convoy*.

- Reduced cooldown of *Flying Tigers* contract from 70 to 60 days. Shared with all *Test Drive*-type contracts.

- Added brief event following Ammunition Convoy type escorts missions for the ammo box reward to be less confusing.

- Removed chance for *Suspicious Cargo* and *Nukes* not to explode due to the new second chance mechanic.

- Weapons and Fire Modes with no inherent Jam Chance will now properly reduce any dynamically assigned jam chance during a mission based on MechWarrior's Gunnery skill.

* **RISC Silver Bullet Gauss** - This weapon was a bit too strong due to high total damage combined with a decent TAC chance and tight clustering. It has now been changed in the following ways to bring it more in line with its intent:
	+ Projectiles per Shot changed from 10 to 6.
	+ Damage per Projectile changed from 10 to 10 - 20 (variable).
	+ AoE Damage per Projectile changed from 20 to 25.
	+ Total Average Possible Damage per Shot changed from 300 to 240 as a result.
	+ Heat Damage and AP Damage have been adjusted accordingly.
	+ AP Max Armor Thickness changed from 300 to 270.
* **Rotary AC/20 RISC** - Brace to Fire knockdown chance in *x1* mode corrected from 70% to 7%.
* **Sniper Rifle** - Added +100% critical hit chance. Changed AP Max Armor Thickness from 120 to 290.
* **Thunderbolt 20 NEMP ammunition** - When Thermobolts were reduce in strength a few patches ago we forgot to do the same with the NEMP. On top of this, the ammunition also had effects that were not listed, making it very overpowered. As a result the following changes have been done:
	+ Cost per Shot changed from 900 to 4,500.
	+ Target Cooling Reduction changed from -20 to -10. This stat was also not listed in the tooltip, and has now been added.
	+ Target Heat Generation from weapons changed from +50% to +5%.

- IS Standard Battle Armor added to Inner Sphere system shops. Two squads on Major systems and one on Minor systems.

- A wide selection of random Battle Armor parts will now appear in stores, representing individual suits found in markets and salvage yards. This will make it much easier to assemble rare variants.

- Power Armor **Elemental TOAD** *(Micro Laser variant)* added to *Clan Elemental* starting unit list and shops.

* Mech **Eagle** *(ALL)* - Fixed incorrect model id resulting in mech not being usable.
* Vehicle **SRM Carrier** - Minor tweaks.
* Vehicle **Trident APC** *(ALL)* - Minor fixes.

- Fix for adding more than 13 Movement or Jump capacity breaking mechlab.

- More **Das** voice pack fixes.

- Fix for the *BA1100N* event to actually give a *BA1100N*.

- Fixes to *Wherethafuqawe* event chain.

# HHR 1.3.4 - 2023-04-25

**IMPORTANT:** As there is currently issues with status effects and Custom Prewarm, we strongly recommend turning it off until the problems have been resolved.

* Important Fixes
* Units
* Other fixes

* Performance improvements to timeline (i.e. as each day passes).
* Fixed issue with torso mounted cockpits and head destruction.
* Fix for contracts initialized from events.
* Fix for SAR contracts sometimes not completing correctly.
* Fix for resolve sometimes not generating correctly during combat.

* Mechs
* Turrets
* Vehicles

* **Arion 'Jumping Jack'** - New RT Custom 35 ton QuadVee using unique leg actuators. Dark Ages era.
* **Black Knight BL-X2-KNT 'Red Reaper'** - Weapons flipped sides.
* **Eagle** - New 25 ton official Mech. Comes in 3 variants:
* EGL-1M - Clan Invasion era.
* EGL-2M - Clan Invasion era.
* EGL-3M - Jihad era.

Added the following new turrets:

* Light Chemlaser Turret - 35 tons, 6 x Medium Chemical Lasers, Periphery / Pirates, Clan Invasion era.
* Standard Chemlaser Turret - 55 tons, 5 x Large Chemical Lasers, Periphery / Pirates, Clan Invasion era.
* Heavy Mortar Turret - 75 tons, 3 x Mortar/6, Inner Sphere / Periphery / Pirates, Clan Invasion Era.
* Hardened Mortar Turret - 100 tons, 4 x Mortar/6, Inner Sphere / Periphery / Pirates, Clan Invasion Era.
* Standard Plasma Turret - 55 tons, 2 x Plasma Cannon, Inner Sphere, Jihad era.
* Heavy Plasma Turret - 75 tons, 3 x Plasma Cannon, Inner Sphere, Jihad era.

- UAV flying height reduced from 180 to 150.

* **Harasser (2875)** - Ammo changed to Standard flamer.
* **Karnov (Up)** - Renamed to *Karnov Transport*.
* **Light Flamer Carrier** - Refit, 10 flamers to 8, more armor.
* **SRM Carrier** - Ammo tweaks
* **Trident TTT-151** - Minor Fixes
* **Trident TTT-155** - Minor Fixes

* Combat
* Equipment
* Pilots
* Weapons
* Misc changes

* Fixed old bug which caused all turrets above Difficulty 15 to be Artillery.
* Totem units should now not appear for wrong factions.

- **Armor** *(Standard)* - Cost changed from 1,000 to 25,000.

- **FCS Standard (C)** - Cost changed from 100,000 to 85,000.

- **FCS Standard SLDF** - Cost changed from 125,000 to 85,000.

- **Sensors (C)** - Cost changed from 100,000 to 85,000.

- **Sensors SLDF** - Cost changed from 125,000 to 80,000.

- **Burtonias** - New RTO Legends pilot. +30 Affinity in Heavy Mechs, +20 Affinity for all lance mates in Heavy Mechs, +70% Pilot Upkeep

- **Das** - More tweaks to voice pack.

- **Streak MRM** are no longer compatible with Advanced Missile Guidance systems.

- **TAG** and **Narc** target effects should now properly not stack with each other.

* **Droppable Thumper Shell** - Added AOE damage information to tooltip. Range changed from 60/120/180/240 to 60/90/120/180.

- Fixes to *Kraken Good Time* event chain.

- All variants of the Mech **Eagle** added to *Free Worlds League* shops.

- *Trident APC* added to **BA Platoon** start lists, a durable light APC that caries supplies to rearm the troops it carries.

# HHR 1.3.3 - 2023-04-19

* Important Fixes
* Heat Cap
* Item Fixes
* Unit Fixes
* Other Fixes

* Weird targeting lines fixed.
* Fix for C3 networks.
* UAV weapons will now be fired as properly.

The heat cap is the way diminishing returns are handled when hitting a target with repeated heat weapons.
Previously it was set up manually per weapon, which was error prone and inconsistent.
This has now been replaced by a global modifier, ensuring consistency and easier approximations for players.
The Heat cap formula will now for all heat damage sources (e.g. direct weapons hits, AoE, minefields) look like this:

Heat Applied = <base heat damage> x (1 - (<current target heat> / <heat cap threshold>))

The threshold is currently set to 150, but this might be tweaked in the future.

* Battle Armor doesn't track heat, a few of their weapons had heat generation accidentally. It has been removed.
	+ BA Flamer
	+ BA ER Micro Laser
	+ BA ER Small Laser (Clan)
* **BA Shotgun** - Fix for damage value not displaying correctly. Hit type changed to Cluster. Description added for Recoil of 2. Price Reduced.
* **Superheavy Ferro-Alloy** - Can no longer be combined with HarJel or CASE.
* **Tracks** *(QuadVee)* - Will not drop as salvage anymore. As it was never intended to be salvagable, just sell any copy in storage. Price changed from 0 to 600,000.

- **Navi** - Is now salvageable.

- **Project Sectarian** - Equipment updates.

- **Cornerstone CTD-150** - Tiny armor fix.

Pilot Das voice pack was updated.

# HHR 1.3.2 - 2023-04-18

* Critical fix for QuadVees. If you already have one, store and ready it.

# HHR 1.3.1 - 2023-04-18

* Key Fixes
* Combat Fixes
* Item Fixes
* Unit Fixes

* Fixed issue with game softlocking during event resolution selection.
* Fixed the new jam instead of misfire feature, it should now be 10% chance at most (at max Guts) to downgrade a misfire.
* AI Airstrikes should no longer target neutral targets, such as buildings.
* *Search And Rescue* **Escort** contracts have been rolled back to the 1.2.6 version due to blocking bugs with completion.
* QuadVees can now be dropped in both Mech and Vehicle slots as intended.
* Fixed so QuadMechs and 200 ton Superheavy are not immune to Brace to Fire meachanic.

- Accuracy tooltip should no longer show unnecesary entries.

- Added missing icon for *Volcanic Eruption* weather.

- Reduced floatie / Combat Log spam when using weapons that apply soft heat cap.

- Removed unnecessary 'Unique' prefix on many float / Combat Log messages.

- Fixed selling of empty mech parts.

- **Long Tom Thermobaric ammo** - Fixed tooltip not showing correct damage.

- **Carronade** - Tooltip has been shortened, to not list the same Brace to Fire information so many times.

- Tooltip Critical Hit information for Leg actuators has been corrected.

- **Cornerstone CTD-150** - Minor fixes.

- **Highlander HGN-732-BW** - Fixed invalid loadout.

- **Mite MTE-12C** - Corrected tagging as Light unit again.

- **Pwwka S-PW-1LAM / S-PW-2LAM** - Reclassified as medium threat, making it less likely to spawn at lower difficulties.

# HHR 1.3.0 - 2023-04-17

**Information:** As the state of the HHR releases have now reached a point of maturity where most intended major features have been added, the focus of HHR 1.3.0 will be on addressing balance issues or parts of RogueTech that are not in line with the vision of the team. This means a considerable amount of changes have been made, in form of both raw stat values as well as new game mechanics.

Expect more changes to be added in upcoming patches as fine-tuning of the balance, but the goal is to not do this amount of sweeping changes through RogueTech until the next Save Break - which currently has not even entered planning stages.

**Note: Due to the length of this Change Log entry (it's almost 1,500 lines long) a new concept is being trialed. All the information is now grouped in *Tabs* and *Sub-tabs* for easier access to only the information each reader is interested in.**

Feel free to leave feedback on how this look works out, especially if it is not rendering correctly.

## Key Changes

* Status Effects
* Brace to Fire Changes
* Resolve Generation
* Mech Assembly from Parts
* Superheavy Contracts
* Second chance on misfire/failure (New mechanic)
* Other Significant Changes

* What are they and how do they work?
* The Issue
* Queue of Effects (New Mechanic)
* List of Corrected Status Effects

*Status Effects* in RogueTech are commonly called bonuses and maluses, they are a way to provide modifications of statistics both dynamically and statically.
All *Status Effects* have several basic criteria defined, letting the game know when and how to apply them:

* *Duration* - Can either be infinite or tick based, where a tick can be a unit's activation, movement, end of the round, etc.
* *Stack Limit* - How many times the same *Status Effect* can be applied. Either infinite or a number. Can be shared between *Status Effects*, see below.
* *Trigger* - What causes the *Status Effect* to be available. Examples are permanent effects, activation of an ability, a hit by a weapon's fire, etc.
* *Target* - Who the Status Effect applies to. Possible values include such as the source of the *Stauts Effect* itself, all lance units, all enemies, etc.
* *Statistic* - The actual value modified and by what amount, examples are +1 Accuracy or -25% heat damage received.

The *Stack Limit* can be used to prevent a specific *Statistic* from being stacked so high through bonuses that it trivializes parts of the game. This is normally done by defining a non-infinite value of a specific *Status Effect*'s *Stack Limit*, with each repeated application of that *Status Effect* counting towards the limit. There is also a possibility of several *Status Effects* sharing a common *Stack Limit*, and each time any of the *Status Effects* are applied they count towards this limit.

Even if there is a non-infinite *Stack Limit* for a *Statistic*, this does not mean that all *Status Effects*sources modifying that *Statistic* are limited to specified number of stacks, only those *Status Effects* part of the limited *Stack Limit*. Other *Status Effects* can still modify the *Statistic* freely, or even have separate *Stack Limits* towards the same *Statistic*.

**Note:** Order of application of *Status Effects* matter. They work after a simple "first come - first serve" pattern, meaning even if a stronger Status Effect is applied after the limit is reached, it will not replace a weaker, already active one.

Due to misunderstandings on how stacking of *Status Effects* work and should be configured (and to some degree copy-paste sloppiness), a large number of *Status Effects* within RogueTech were not configured correctly. This meant several Abilities, Quirks, and permanent or temporary *Status Effects* were not working at all or applied incorrectly.

To address this issue the team went through most of the *Status Effects* (there are almost **20,000** distinct definitions within RogueTech), fixing issues as they were found. A very large number of them have now been updated, resulting in many effects now actually applying their modifications of *Statistics* correctly. This might result in a noticeable change in gameplay, and as a result, there is a high likelihood that future patches will need to address balancing concerns or other issues that were not present previously.

Some of the most important fixed *Status Effects* include:

* **Sensor Lock** - incorrectly used to last for 12 activations instead of 12 movement hexes.
* The signature debuff after firing weapons, used to last up to 24 activations instead of 24 movement hexes.
* TAG and Narc effects not stacking or lasting as intended.
* Damage Reduction effects from high-end armor, such as Ferro Carbide and Ferro Carbide Lamellor having a stack limit of 1 shared with other sources of DR, meaning it often was not applied.
* Mech Warrior *Lady Alekto'*s buff to SRM missile accuracy clashed with similar bonuses from FCS and other targeting systems.
* Many AI-specific traits and buffs were never applied.

Up until now, if a *Stack Limit* was reached - shared or just for a single *Status Effect* - all subsequent of the *Status Effect* were simply ignored. This meant in many situations the amount of active *Status Effects* might be lower than the *Stack Limit*, since if one active *Status Effect* got deactivated the game did not know to apply any of the previous extra ones. The only exception to this was *Status Effects* from *Auras*, as they are dynamically re-calculated with each movement of the unit.

This behaviour is now changed through a new mechanic, a queue of pending *Status Effects*. Any *Status Effect* that is unable to be applied due to the *Stack Limit* being reached will now be kept in the queue, so that if a previously active *Status Effect* goes inactive for some reason, the first pending effect in the queue can take its place dynamically.
Any *Status Effect* pending activation in the queue will still have its *Duration* decreased by standard means unless it was defined as infinite. This means a *Status Effect* might expire before it gets a chance to be applied, depending on the *Duration* of the already active *Status Effects*.

As this all might sound quite complicated, some basic examples will be provided below. The effects mentioned might not exist in the game, they are only for demonstrative purposes, and the order of application will be greatly simplified to keep it understandable.

Example 1
A Unit has three different *Status Effects* applying a bonus to initiative, all with a shared *Stack Limit* of **2** and applied in the following order:

1. A MechWarrior trait providing +1 to Initative. The effect is permanent.
2. A component on the Unit providing a +1 to Initative. The effect is permanent.
3. Another Unit in the same Lance providing a +2 to Initative for all Lance members. The effect is permanent.

Since the order of application matters, at the start of the mission the Unit will have a combined **+2** to Initiative from *Status Effects* 1 and 2. *Status Effect* 3 will be inactive but pending in the queue of effects.

However, at some point during the battle, the component providing Status Effect 2 gets destroyed by stray fire from an "ally".

The following changes will then be made:

* *Status Effect* 2's modification of Initiative will be removed, leaving it at **+1**.
* The *Stack Limit* is no longer met, and the game checks for any pending *Status Effects* in the queue.
* *Status Effect* 3 is found, and will now be applied to the Unit. Its **+2** bonus to Initiative is applied.
* The Unit now has a total bonus of **+3** to Initiative, resulting in a net gain. Order of application matters.

Example 2
A Unit mounts four copies of the same weapon, a Laser that debuffs any target hit with a +5% increased sensor signature. This effect has a *Duration* of **2 rounds** and *Stack Limit* of 3. The effect will be called **Laser Effect**. These weapons and their effects will be called **Laser 1** to **Laser 4** in this example.
The Unit also mounts a PPC, providing a similar +5% sensor signature debuff called **PPC effect** with a *Duration* of 1 round, but not sharing a *Stack Limit* with the four lasers.

The Unit enters combat against an enemy.

**Round 1**

* **Lasers 1** and **2** hit, applying their debuffs. The **Laser Effect** is currently at 2 stacks, below its limit of 3, each active effect providing a +5% increased sensor signature debuff.
* The **PPC** also hits, but since it does not share a *Stack Limit*, it does not affect **Laser Effect's** stack limit.
* The enemies total debuff is at **+15%** increased sensor signature, with the following effects:
	+ **Active**: **Laser Effect** from Laser 1, duration left 2 rounds.
	+ **Active**: **Laser Effect** from Laser 2, duration left 2 rounds.
	+ **Active**: **PPC Effect** from PPC, duration left 1 round.

**Round 2**

* All four **Lasers** hit, attempting to apply their debuffs. The **Laser Effect** from **Laser 1** is applied first, and the **Stack Limit** is now met.
* The **PPC** misses. Its previously applied effect expires.
* The enemies total debuff is at **+15%** increased sensor signature.
	+ **Active**: **Laser Effect** from Laser 1, duration left 1 round.
	+ **Active**: **Laser Effect** from Laser 2, duration left 1 round.
	+ **Active**: **Laser Effect** from Laser 1, duration left 2 rounds.
	+ **Pending**: **Laser Effect** from Laser 2, duration left 2 rounds.
	+ **Pending**: **Laser Effect** from Laser 3, duration left 2 rounds.
	+ **Pending**: **Laser Effect** from Laser 4, duration left 2 rounds.

**Round 3**

* The Unit scores no hits this round.
* The enemies total debuff is at **+15%** increased sensor signature.
	+ **Active**: **Laser Effect** from Laser 1, duration left 1 rounds.
	+ **Active**: **Laser Effect** from Laser 2, duration left 1 rounds.
	+ **Active**: **Laser Effect** from Laser 3, duration left 1 rounds.
	+ **Pending**: **Laser Effect** from Laser 4, duration left 1 rounds.

**Round 4**

* The Unit only hits with the PPC this round. No active **Laser Effect** stacks remain on the target.
* The enemies total debuff is at **+5%** increased sensor signature.
	+ **Active**: **PPC Effect** from PPC, duration left 1 round.

The following status effects were incorrectly configured as stack limited when they should be unlimited, and as a result, could in some situations not be applied correctly. They have now been corrected and will now always be applied correctly.

Since the list of fixed Status Effects is very long, there might be changes missing from this list due to oversight.

Affinities
* Defender of the Word - Critical Hit resistance and damage reduction.
* Hardened Plates *(All versions)* - Damage Reduction.
* Juggernaut - Critical hit resistance.
* Missile Defense / Missile Defender - Missile Damage taken reduction.
* Physical Weapon Mastery - Improved Physical Weapon hit chance.
* Resilience - Critical hit resistance.
* Weapons Master - Improved Physical Weapon hit chance.
* Unyielding - Reduced Stability damage taken.

Equipment
* Articulated Jump Jets (All Sizes) - Increased Difficulty to Hit and Increased Walk Speed.
* Artillery Heavy Gyro - Decreased Stability Damage Taken and Increased Unsteady Threshold.
* Athena FCS - All Missile Range effects.
* Ballistic Reinforced *(Armor)* - Ballistic and Missile Damage Reduction.
* BC Missile - Improved Missile Accuracy.
* BC Range - All Range effects.
* BC Sniper - All Range effects.
* Blessed Gyro - Increased Unsteady Threshold.
* Cased Reactive Plating - Increased Energy Damage Taken and Decreased Ballistic and Missile Damage Taken.
* Centrospheric Flywheel / + / + + - Decreased Max Stability Threshold, Increased Walk Speed.
* Chameleon LPS (C) - Decreased Damage Taken.
* Claws *(Actuator)* - Physical Weapon to hit chance.
* Compact Actuator X3 QS / X4 QS - Reduced Physical Weapon Hit Chance, Reduced Punch Hit Chance.
* Contraband FCS - Increased Heat Generated from Weapons.
* Coolant *(Vehicle)* - Increased AP vulnerability.
* Endo Bone Claws *(Actuator)* - To hit effects.
* Engine I.C. XL QS - Decreased Walk Speed, Decreased Heat Generated.
* Engine Light S-LAM - Increased Heat Generation from Weapons.
* Engine Ultralight / (S) - Increased Heat Generation from Weapons.
* Exchanger / + / + + / (C) - Reduced heat generation.
* Drive Train - Increased Initiative.
* FCS Artemis II / III - Missile accuracy bonus.
* FCS Ballistic Range - Ballistic Range effects.
* FCS Energy Range - Energy Range effects.
* FCS Fury - Increased PPC Damage Per Shot and Increased Heat Generated from PPC.
* FCS Glory - PPC Range effects.
* FCS Heat (S) - Decreased heat generation from weapons.
* FCS Improved TC - All Range effects.
* FCS PPC - PPC Minimum Range and Reduced Jam Chance.
* FCS Rattler - Decreased Autocannon Min Range.
* Ferro-Carbide (C) - Damage Reduction.
* Ferro-Carbide Lamellor (C) - Damage Reduction.
* Ferro-Carbide Shell (S) - Damage Reduction, Increased Sensor Signature.
* Ferro-Lamellor (C) - Damage Reduction.
* Fuel Cell Engine / Fuel Cell (P) - Reduced Heat Generated by Weapons.
* Glazed (C) *(Armor)* - Decreased Energy Damage, Increased Ballistic and Missile damage taken.
* Gyro Compact - Lowered stability threshold.
* Gyro Dreadnought - Decreased Damage Taken.
* Gyro Heavy Duty - Reduction of Stability Damage Taken and Increased Unsteady Threshold.
* Gyro LAM QS - Increased Stability Damage Taken and Increased Unsteady Threshold.
* Gyro Melee / + + - Harder to hit with Melee attack.
* Gyro Stab - Reduction of Stability Damage Taken and Increased Unsteady Threshold.
* Gyro Stab + + - Reduction of Stability Damage Taken.
* Gyro UL - Lowered Unsteady Threshold and Increased Stability Damage Taken.
* Gyro XL / XXL - Increased Unsteady Threshold.
* Hardened / Hardened (C) *(Armor)* - Walk Speed reduction.
* Heat Resistant *(Armor)* - Decreased Ballistic and Missile Damage Taken.
* Hotseat Cockpit - Increased Injury risk on ejection.
* Hover Propulsion System - Reduced Melee Hit Chance Against.
* Howler MKII FCS - Increased SRM Short Range.
* I.C. Engine - Walk speed reduction and reduced heat generation by weapons.
* LAM Aluminium Armor - Decreased Heat Generated and Increased Cooling.
* LAM Lamellor - Incoming damage reduction.
* Laser Heat Sink Kit (C) - Increased Sensor Signature.
* Lower Melee *(Actuator)* - Physical Weapon and Punch to hit chance.
* Lower Melee Punch *(Actuator)* - Punch to hit chance.
* Lower Melee Weapon*(Actuator)* - Physical Weapon to hit chance.
* Omni Compact Gyro - Increased Unsteady Threshold.
* Omni Dreadnought Gyro - Decreased Damage Taken.
* Omni Heavy Gyro - Decreased Stability Damage Taken and Increased Unsteady Threshold.
* Omni Savage Gyro - Decreased Stability Damage Taken and Increased Unsteady Threshold.
* Omni UL Gyro - Increased Stability Damage Taken and Increased Unsteady Threshold.
* Omni XL Gyro / XXL Gyro - Increased Unsteady Threshold.
* Quad MWS - Improved Physical Weapon Hit Chance.
* Partial Wing System *(All Variants)* - Increased Cooling and Increased Jump Distance.
* Pirate FCS - Increased Heat Generation by weapons.
* Power Armor (Various Gear) - Increased Walk Speed.
* PPC Computer - Increased PPC Damage Per shot and Increased PPC Heat Generated.
* Prototype XL *(Engine)* - Decreased Cooling and Increased Heat Generation from Weapons.
* Ravager Claws - Improved Physical Weapon Hit Chance.
* Reactive Plating *(Armor)* - Decreased Ballistic and Missile Damage Taken.
* Reaper Claws - Improved Physical Weapon Hit Chance.
* Reflective Coating *(Armor)* - Decreased Energy Damage, Increased Ballistic and Missile damage taken.
* Royal Sink Kit (D) - Decreased Heat Generated from Weapons.
* Small Cockpit / Advanced - Increased Injury risk.
* Speed Of the Dead Legs - Lowered stability threshold.
* Speedy Leg Actuator Replacement QS - Decreased Unsteady Threshold.
* Spiked Armor - Decreased walk speed and reduced critical hit taken chance.
* Spiked Helmet - Increased Injury risk on ejection.
* Stabilized UL Gyro - Increased Unsteady Threshold and Max Stability Threshold.
* Superheavy Chameleon LPS (C) - Decreased Damage Taken.
* Superheavy Frame *(All Sizes)* - Decreased Stability Damage Taken.
* Superheavy Gyro *(All Variants)* - Increased Unsteady Threshold.
* Toothed Claws *(Actuator)* - Improved Punch Hit Chance and Reduced Physical Weapon Hit Chance.
* Tricorne - Increased Injury risk on ejection.
* Widowmaker Kit (D) - Decreased Heat Generated from Weapons.

Pilots
* Brave (Trait) - Stability damage taken reduction.
* Corrine - Stability damage taken reduction.
* Dark Khaos - Increased Evasive pips gained.
* Dependable (Trait) - Stability damage taken reduction.
* Disgraced (Trait) - All effects.
* Drunk (Trait) - Stability damage taken reduction.
* Klutz (Trait) - - Stability damage taken reduction.
* Jamie - Stability damage taken reduction.
* Lady Alekto - Accuracy bonus to SRM missiles.

Quirks
* Advanced Missile TTS - Improved Missile Accuracy.
* Corgi Squad - Aura: Decreased Enemies Initiative, Decreased Enemies Base Resolve Generation per Round.
* Experimental Jumper - Increased Energy Heat Generated.
* Main Battle Tank - Decreased Damage Taken, Decreased Receive Critical Hit Chance, Decreased AP Damage.
* Protected Actuators / Protected Mechanisms - Decreased Receive Critical Hit Chance.
* Quicksell Clan Mech - Increased Energy Heat Generated.
* Stiletto Squad - Improved Missile Accuracy.
* Stubble Wings - Increased Jump Distance.
* Technical - Increased Receive Critical Hit Chance.
* Urbie Squad - All Range effects.
* Way of the Samurai - Improved Physical Weapon and Punch Hit Chance.

Weapons
* Chainsaw - Reduced Physical Weapon Hit Chance.
* Cutlass - Improved Physical Weapon Hit Chance.
* Energy Axe - Improved Physical Weapon Hit Chance.
* Energy Sword - Improved Physical Weapon Hit Chance.
* Gauss Fingers QS - Increased Target Cooling.
* Hand Held Chainsaw - Improved Physical Weapon Hit Chance.
* Hand Held Chainsword - Improved Physical Weapon Hit Chance.
* Hand Held Flail - Reduced Physical Weapon Hit Chance.
* Hand Held Titan Saw - Improved Physical Weapon Hit Chance.
* Hatchet (All Variants) - Improved Physical Weapon Hit Chance.
* Heavy Chainsaw - Improved Punch Hit Chance.
* HVAC/10 LM (P) - Decreased Unsteady Threshold.
* Kaiju Claws - Improved Charge Hit Chance.
* Katana - Improved Physical Weapon Hit Chance.
* Locust Stick - Reduced Physical Weapon Hit Chance.
* Long Sword - Improved Physical Weapon Hit Chance.
* Mace (All Variants) - Reduced Physical Weapon Hit Chance.
* Pole Planter - Reduced Physical Weapon Hit Chance.
* Ogre Cudgel - Reduced Physical Weapon Hit Chance.
* Shield (All Variants) - Decreased Jump Distance when Shield is in active mode.
* Sword (All Variants) - Improved Physical Weapon Hit Chance.
* Tail - Improved Physical Weapon Hit Chance.
* Tail (Xenorauder) - Improved Punch Hit Chance.
* Vibro Blade - Improved Physical Weapon Hit Chance.
* Vibro Sword (All Variants) - Improved Physical Weapon Hit Chance.

* Summary
* Artillery Changes
* Other Weapons Changes
* Equipment Changes

Brace to Fire is a game mechanic that has been part of RogueTech for some time, it is the risk for a unit to get knocked down when firing very large weapons. The risk of a knockdown on failure depends on the type and amount of weapons fired, each weapon has a specific risk listed in its tooltip.

* The risk can go over 100%, there is no hard limit of a maximum risk value.
* Using **Brace** the round before reduces the risk by -100%, meaning that if the combined risk of all fired weapons is over 100% there still is a risk a knockdown might occur even after bracing.
* This mechanic only affects 'Mechs.

After analysing how the mechanic has worked over the past months, the conclusion is that it ended up splitting 'Mechs into two categories. Those that can use large weapons due to immunity (Quads), risk mitigation from quirks/gear or those with high base resistance (Superheavys), and those that can't - with the first category showing much higher battlefield impact in both damage and control as the large weapons they could field are amongst the strongest in RogueTech. As this was not the intended result, the mechanic has gone through some rework.

**Changes:**

* There are no immune Mechs anymore, they will all be vulnerable to knockdown on failed Brace to Fire rolls.
	+ Quad Mechs now have a bonus -30% failure risk instead of full immunity. Entering their special *Siege Mode* will add another -25% multiplicative mitigation. Since this is the only multiplicative effect on the value, this means this will be applied after all other modifiers.
	+ 200-ton Superheavy Mechs now follow the same rules as other Superheavys.
* Superheavy Mechs have had their inherent failure risk mitigation significantly lowered.
* Destruction of leg actuators will now add a +25% increased failure risk per part, up to +100% on full leg destruction.
* Mech Components, Quirks and similar sources providing failure risk mitigation have had their values increased as compensation.
* Many weapons have had their increase of failure risk raised, as they were often too low to be meaningful.
	+ All weapons which previously had only one or a few firing modes with increased failure risk, will now have an increased failure risk tied to all firing modes.
	+ All pirate Autocannons are excluded from any changes to increase of failure risk listed above.

**For further information see the Brace to Fire wiki page and for details of all changes use the tabs above.**

**Note:** The Long Tom Cannon and Sniper Cannon had each other's Brace to Fire values previously, which means they get slightly different changes.

1) Applied after all other modifiers, multiplicatively.

Generating enough Resolve to constantly use abilities and still have a large surplus was too easy, especially by combining Lance-wide stacking effects. To reduce the strength of this, all flat Lance-wide Resolve bonuses have been decreased to **+1**, and now stack to a maximum of 3 times, and all pilot Quirks that gave such an effect have been changed.

Some tweaks have also been made to sources of flat non-Lance resolve bonuses per round.

* Pilot Quirk *Command* now gives a non-stacking Lance-wide 33% reduction to panic risk, replacing the resolve bonus.
* Pilot Quirk *Inspiring Prescence* has been changed to provide a Lance-wide **+1 Guts** instead of the resolve bonus.
* Unit Quirk *Pirate Shanties* is the only one to retain a +2 effect, where +1 of it is still limited by the stack limit of 3, and the remaining +1 is guaranteed to always apply.

A long-standing issue has been the ability to repeatedly disassamble and reassemble 'Mechs from parts until the best or most valuable outcome is achieved. To prevent this, the way disassembling Mechs has been updated.

When assembling a Mech from all salvaged or bought parts it still works as usual. But when disassembling a Chassis (i.e. breaking a stored Mech down to parts), the parts returned will now be empty, meaning they contain no non-fixed gear and will not have any equipment in them on reassembly with other Mech parts. If some of the mech parts used for reassembly are bought or salvaged, any gear in those parts can still be recovered by Yang as per usual.

This can be seen in the Storage screen as the first number of the parts counters, the numbers now mean **amount of empty parts**/**total amount of parts**/**amount needed to assemble a unit**.

Enough testing of Superheavy contracts has now been done by players that most issues have been ironed out. The increased generation ratio of such contracts has now been removed, making them less likely to spawn instead of normal contracts.

The difficulty of many superheavy contracts has been tweaked or corrected based on the gathered information.

A new feature has been introduced allowing a second roll in case of a misfire or activation failure of a component (e.g. Superchargers, Jet Boosters). Now when a misfire or failure is triggered, a second roll will be done with a small chance to downgrade the misfire/failure to *just* a jam or disable.

The chance to pass the second roll is based on the MechWarriors Guts skill, that is the amount of guts bought by XP. This means any guts from other sources do nothing. Each point of Guts gives a 1% chance, with the maximum chance being 10%.

* A new unit type has been added, the QuadVee - a Quad that can convert into a vehicle. The QuadVee can fill both Mech and Vehicle drop slots.
* Thunderbolts have long flown under the radar for some time as being too strong, as they in the past were both made lighter and to do more damage at the same time. Damage has now been reduced to make them more in line with their weight.
	+ Thermobolt ammunition for Thunderbolts was far too strong at disabling targets and has now had a significant nerf. They can still overheat targets easily, but will require more hits than just one or two.
* Battle Armor weapons and equipment have been adjusted both in price and ammo count.
* TAG weapons and Narc beacons have been fixed to work as intended.
	+ The targeting buff from a TAG now lasts for 8 hexes of movement of the target. If it does not move, the effect never drops off.
	+ Narc effects will now last until the end of the round, no longer punishing units with a slower initiative by missing out on the last round.
* Fixed Missile guidance systems - quirk **Advanced Missile TTS**, and **Howler** and **Athena** FCS - are no longer allowed to be used with Thunderbolt weapons. It was an oversight when restrictions for more advanced weapons were added.
* Indirect Fire accuracy bonuses will now not stack beyond +3, as this is the difference between direct and indirect fire.
* Armor Piercing ammunition for several autocannon types had too low AP maximum thickness set, this has now been increased.
* Many LAM/VTOL and Clan weapons have had their price and cost per shot adjusted.
* Several Clan Lasers have had their ranges adjusted.

## Detailed Changes

* General Changes
* Item Stat Changes
* Item Price Changes
* Unit Changes
* TAG / Narc
* Armor Piercing Changes
* Battle Armor Changes

* Abilities
* Affinities
* Careers
* Combat
* Contracts
* Events
* Pilots
* Quirks
* Shops

* **First Aid** - 50% bonus to panic saves will now be applied at units activation, not end of the round.
* **Sensor Lock** - Duration of all effects was incorrectly defined as rounds instead of movement Hexes by the target.
	+ Increased Sensor Signature duration is now 12 hexes of movement.
	+ Increased Visibility Signature duration is now 8 hexes of movement.
	+ Stealth Suppression duration is now 6 hexes of movement.

- **Coordination** - +2 Lance resolve per round changed to +1 Lance resolve per round (maximum of 3 stacks from various sources) and +1 Lance Tactics.

- **First of its Kind** - Fixed broken Accuracy effect.

- **Speed Demon** - Name corrected from previously used *Evasive* to prevent confusion due to two affinities with the same name.

- **Twin Minds** - Base resolve per round changed from +5 to +3.

- **Clan Hell's Horses** - Several units have been added to starting unit lists, especially for the 3081 map.

- Effect from having more MechWarriors than beds in the barracks will now properly apply -2 accuracy to all MechWarriors.

- QuadMechs can now be punched.

- Fix for combat camera sometimes getting stuck.

- Fix for VTOL and LAMs moving inside or on buildings.

- Fix for units under VTOLs or LAMs not being targetable.

- Critical Hits on weapons that were supposed to lower accuracy were not working, now fixed.

- The duration of debuffs from firing weapons were incorrectly applied as rounds instead of hexes moved after firing.
	* Signature Increase duration is now 24 hexes of movement.
	* Stealth Supression duration is now 12 hexes of movement.

- Vehicle Engines crits have been tweaked:
	* First engine critical hit will reduce Cruise and Flank Speed by 50%.
	* Second engine critical hit will reduce Cruise and Flank Speed by 99%.

- Several terrain types have had their modifiers tweaked as follows
	* Burned Forest: Stability Damage multiplier changed from +15% to +10%. Signature Modifier changed from -30% to -10%.
	* Burning Forest: Stability Damage multiplier changed from +30% to +10%. Visibility and Signature Modifier changed from -50% to -60%.
	* Forest: Stability Damage multiplier changed from +30% to +10%.

- AI has received a slight sensor boost so it can see players more often, instead of just standing around confused.

- AI will now handle warm weather effects better.

- Standard Solo and Duo duels have had their chance to appear slightly increased at difficulty 8 and above, to prevent predominantly Superheavy Duels spawning.

- Several *Ambush Convoy* and *Capture Escort* contracts have been tweaked.

- Corrected Salvage Potential in Elite Duel contracts.

- All Superheavy Lances have been reworked to match the intended difficulty.

- Fixed Superheavy Contracts generated with NoFaction causing a RepMe in some cases.

- **Superheavy Manufacturing Facility** - Will now have proper prefix in contract lists to mark it as a Superheavy Contract.

- **We Are Better Than You** - Will now have a proper prefix in contract lists to mark it as a Superheavy Contract.

Search and Rescue
* The chance of triggering a SAR mission on pilot ejection changed from 50% to 40%.
	+ In friendly territory the chance was changed from 75% to 80%.
* All Salvage has been removed and flat bonus c-bills rewards only. Extra loot box pick added.
* SAR Escort Contracts:
	+ Primary blocking force lance template changed from Battle to Cavalry.
	+ Ambush lance added while the convoy is en route.
	+ Hunter lance after convoy arrives at pickup point removed.
	+ Moving to a player extraction point is no longer a primary objective;
	+ Mission ends after the pilot extracts.

- **Clobberin Time** - The event has been improved with more outcomes and issues fixed.

- **MRB Assessment (Epsilon)** - Should not keep reoccuring now.

- Bubbles - Indirect accuracy bonus will now only stack up to 3 times globally. The Pilot's effect counts as two separate stacks of +1.

- **Command** *(Trait)* - Reworked to now be *+1 Ini, +1 Resolve per round, +1 Tactics, +25% Panic Saves to allies within 5 hex radius. Does not stack. Violet Circle. +1 Morale. +20% Pilot Upkeep*.

- **Das** - Voice pack added.

- **Julimarie** - New RTO Legends pilot. +4 Heat Sinking, +1 Ballistic Accuracy, +0.1 Employer Fort Modifier when deployed (RT Online only). +65% Pilot Upkeep.
	* Note: This Pilot can not be dropped at the same time as other RTO Legends with skills that boost the RT Online map.

- **Pagan** - Voice pack adjustments.

- **Trex** - +1 Lance resolve replaced by +1 Lance Guts.

- **Pirate Shanties** - The Lance resolve bonus has been changed from +3 to +2 and split into two parts of +1 each. The first part only stacks up 3 times globally. The second part will always apply.

- **Quad Mech** - Entering *Siege Mode* enables a further reduction of Brace to Fire failure risk by 25% of the final value after applying all other modifiers.

- **Searchlight** - The +2 Sensor Ping no longer stacks with similar effects.

- **Superheavy Prototype** - Was missing an affinity, will now give *Big Bad* (-1 Lance Resolve Per Round for All Enemies).

- *Cossack C-SK1* has been added to the St.Ives faction shop.

- *Kyudo KY2-D-02* has been added to the Terran Hegemony faction shop.

* General Ammunition
* Thermobolts
* Equipment
* Weapons

* **FASCAM (Bomb)** - Damage increased from 1 to 2. AoE Damage was removed.
* **FASCAM-I (Bomb)** - Damage increased from 1 to 2. AoE Damage was removed.
* **Ammo Banana LRM** - Instability changed from 415 to 69. Cost per Ammo changed from 69420 to 1337420.
* **Ammo LongTom Thermobaric** - All AP stats have been removed. Damage changed from 180 to 160.
* **Ammo LRM Narc** - Reworked, no longer provides the Narc beacon effect. Applies a 2% Sensor Signature and Visibility increase per hit, unlimited stacks for two activations.
* **Ammo LRM Sensors** - Increased sensor and visual signature and sensor ping will now last for 2 activations of the target. Damage increased from 0 to 1.
* **Ammo MTR Inferno** - Removed flat reduction to target cooling.
* **Ammo Rocket Sensors** - Increased sensor and visual signature and sensor ping will now last for 2 activations of the target. Damage increased from 0 to 1.
* **Ammo Thunderbolt 5 HE** - Cost per Ammo changed from 65 to 200.
* **Ammo Thunderbolt 10 HE** - AoE Damage changed from 40 to 33. AoE stability damage changed from 20 to 18.
* **Ammo Thunderbolt 15 HE** - AoE Damage changed from 55 to 48. AoE stability damage changed from 25 to 27.5.
* **Ammo Thunderbolt 20 HE** - AoE Damage changed from 72 to 63. AoE stability damage changed from 30 to 36.

Thermobolt ammunition was far too strong, especially due to its unlimited stacking debuff to the target's cooling capacity, which also bypassed the Heat SoftCap.

The heat effects have been reduced in general and the cooling debuff completely removed, but instead, the other damage values and area of effect range have been tweaked.

* All Movement boosting equipment for superheavy Mechs should now be mutually exclusive: Flywheel, Nitro, Jump Jets/LAM, Pirate Engine, and Speedy Actuators.

* **Actuator Enhancement System (Arms)** - Removed duplicate +1 Physical Weapon Accuracy.
* **Adv. Command Mod / Adv. Command Mod Mk II** - Lance Resolve bonus changed from +2 to +1, stacks up to 3 times globally.
* **BC Indirect** - Indirect accuracy bonus will now only stack up to 3 times globally. Battle Computer effect counts as two separate stacks of +1.
* **BC Range** - Can not be used with BC Sniper.
* **BC Sniper** - Can not be used with BC Range.
* **Braaaaains!** *(Sensor)* - The Sensor bonus is now correctly stack limited with other similar effects.
* **Cockpit Interface** - Fixed to prevent death on Head location destruction.
* **Command Console / (Armored) / Command Suite**
	+ Indirect accuracy bonus to Allies inside Aura will now only stack up to 3 times globally.
	+ Lance resolve bonus to all Lance units will now only stack up to 3 times globally.
* **CoolShot / CoolShot (C)** - Corrected to start increasing fail chance on the second round.
* **Curse Of The Seidkona** - The increased bleeding rate of enemies will now last as long as the enemy units are in the Aura.
* **Emergency Coolant System** *(All Sizes)* - Corrected to start increasing fail chance on the second round.
* **Extreme Chassis Cooling System** - Corrected to start increasing fail chance on the second round.
* **FCS Indirect** - Indirect accuracy bonus will now only stack up to 3 times globally. FCS effect counts as two separate stacks of +1.
* **FCS Indirect 2** - Indirect accuracy bonus will now only stack up to 3 times globally. FCS effect counts as three separate stacks of +1.
* **FCS Katyusha** - Indirect accuracy bonus will now only stack up to 3 times globally. FCS effect counts as two separate stacks of +1.
* **FCS Recoil QS** - Fixed broken -1 accuracy effect.
* **Jet Booster** - Corrected to start increasing fail chance on the second round.
* **Micro Structure** - New structure type for UAVs. Provides -90% visibility and signature, +2 defense.
* **Prototype C3** - Lance resolve bonus to all Lance units will now only stack up to 3 times globally.
* **Radical Heat Sink Kit** *(All Variants)* - Corrected to start increasing fail chance on the second round.
* **Ravage Claws** *(Actuator)* - Removed incorrect Punch extra hits effect.
* **Searchlight** - The +2 Sensor Ping no longer stacks with similar effects.
* **Sensors with Searchlight** - The +2 Sensor Ping no longer stacks with similar effects.
* **Skinwalker Cockpit Interface** - Fixed to prevent death on Head location destruction.

- **Beholder** - Lance Resolve bonus changed from +2 to +1, stacks up to 3 times globally.

- **Bomb Inf Mines [WM] / x2 /x3 / x4 / x5** - Tooltip updated to include more minefield statistics.

- **ER Micro Laser (C) / Array (C)** - Removed incorrect +1 accuracy bonus.

- **ER Small Laser (C)** - Range changed from 100 / 200 / 300 / 400 to 90 / 180 / 300 / 360

- **Heavy Plasma Cannon (S)** - Added the missing Heat Soft Cap. Every hit will reduce future heat damage to the same target by 15% for 1 round and stacks up to 45 times globally. Fixed the Increased Target Heat Generation from Weapons effect.

- **Long Sword** - Renamed to *Syberian Vibrosword*.

- **Mech Lance 9T** - Damage per hex moved changed from 0.5 to 0.3333.

- **PALASMA**
	* Added the missing Heat Soft Cap. Every hit will reduce future heat damage to the same target by 10% for 1 round, and stacks up to 45 times globally.
	* Added Increased Heat Generation of +15% for the Target on hit.

- **Plasma Cannon** - Added the missing Heat Soft Cap. Every hit will reduce future heat damage to the same target by 8% for 1 round, and stacks up to 45 times globally.

- **Plasma Cannon (C)** - Added the missing Heat Soft Cap. Every hit will reduce future heat damage to the same target by 12% for 1 round, and stacks up to 45 times globally.

- **Plasma Cannon (P)** - Added the missing Heat Soft Cap. Every hit will reduce future heat damage to the same target by 20% for 1 round, and stacks up to 45 times globally.

- **Plasma Cannon (Prototype)** - Heat Soft Cap change from 5% per hit to 27% per hit. Every hit will reduce future heat damage to the same target by 20% for 1 round, and stacks up to 45 times globally.

- **Plasma Carbine**
	* Added the missing Heat Soft Cap. Every hit will reduce future heat damage to the same target by 15% for 1 round, and stacks up to 45 times globally.
	* Added Increased Heat Generation of +15% for the Target on hit.

- **Plasma Railgun** - This weapon was too strong on the heat side and with the other changes done to heat attacks this release it had to be brought down quite a bit.
	* Base Direct Heat Damage changed from 75 to 50.
	* Base AoE Heat Damage changed from 40 to 20.
	* AOE Firing Mode: AoE Heat Damage bonus changed from 50 to 25.
	* Target Increased Heat Generation of Weapons changed from +80% to +30%.

- **Plasma Rifle** - Heat Soft Cap factor changed from 4% reduction to 5% per hit. Every hit will reduce future heat damage to the same target by 20% for 1 round, and stacks up to 45 times globally.

- **Rotary AC/10 (C)** - Jam Chance for x2 firing mode changed from 80% to 8%.

- **Scatter Plas** - Added the missing Heat Soft Cap. Every hit will reduce future heat damage to the same target by 3% for 1 round, and stacks up to 45 times globally. Fixed the Increased Target Heat Generation from Weapons effect.

- **Thunderbolt 10** - Damage changed from 60 to 55.

- **Thunderbolt 15** - Damage changed from 90 to 80.

- **Thunderbolt 20** - Damage changed from 120 to 105.

- **Thunderbolt 30 (P)** - Damage changed from 55 to 50.
	* x3 Mode: Spread Range of 35 has been replaced by Min / Max Miss Radius of 20 / 100.
	* x6 Mode: Spread Range of 95 has been replaced by Min / Max Miss Radius of 45 / 145.

* LAM / VTOL Ammunition
* LAM / VTOL Weapons
* IS Weapons
* Clan Weapons

* Mechs
* QuadVees
* Vehicles

* Lots of fixed descriptions.
* Many Mechs have had their prices adjusted due to all other price changes, they will not be listed here.

* **Alligator CYA-L8R** - Minor tweaks.
* **C Rider Devistator** *(Flashpoint unit)* - Updated with more armor to use all available tonnage.
* **Cossack** - Changed to custom model.
* **Eurypterid ERY-X007** - Replaced incorrect Omni Gyro with standard.
* **Highlander HGN-732-BW** - Loadout changed.
* **Jotunn** - New Icon.
* **Omen** - New custom model.
* **Scuti** - New Icon.
* **Serket SKT-5R / SKT-5T** - Replaced incorrect Omni Gyro with standard.
* **Stalker STK-QSK** - Was incorrectly converted to standard hardpoints in the past. They have been changed back to Omni hard points.

QuadVees have now been added to RogueTech. They are a creation by Clan Hell's Horses to bypass the limit of Mechs allowed in trials. Since it could be transformed to look like a Vehicle, they argued the QuadVee could also be used against Vehicle limits instead of Mechs.

In RogueTech, the QuadVee retains the transformation capability between Mech and vehicle form. However, the QuadVees still count as Mechs while in vehicle form during missions - they are after all still a Mech - which means they still suffer from heat in vehicle form.
Since the QuadVee is based on a QuadMech they also have a fixed Turret in the Center Torso, providing -1 Recoil to all torso locations and a -25% Brace to Fire failure reduction. They do however not have the *Siege Mode* of standard QuadMechs.

**Note:** Due to its dual form, QuadVees requires its piloting MechWarrior to have both Mech and Vehicle skills.

A new flashpoint, **Evolving Situation** has been introduced to make the QuadVee more available. If you want to try them out, go play it.

The QuadVee vehicle form provides the following benefits:

* +1 Accuracy
* +1 Evasion Pips ignored
* -1 recoil
* -20% Min Scatter Radius
* -30% Max Scatter Radius
* 360-degree firing arc
* +20% Unsteady Threshold
* +20% Max Stability
* -99% Stability Damage taken

The following QuadVee units have been added:

* Algea Prime
* Algea A
* Algea B
* Algea C
* Arion 1
* Boreas Prime
* Boreas A
* Boreas B
* Boreas C
* Boreas D
* Boreas R 'Amirault'
* Cyllaros 1
* Harpagos 1

Many vehicles have had their prices adjusted due to all other price changes, they will not be listed here.

* **Cornerstone** - New, RT Custom. 150 Ton SH. The Cornerstone project was intended to produce a defense tank around which other units could rally.
* **Heavy LRM Carrier** - Minor tweaks to ammo loadout.
* **Karnov (MG)** - Minor tweaks.
* **Karnov (Upgrade)** - Renamed to *Karnov (Up)*.
* **Object 1024 (Nuke)** - Ammo tweaks.
* **Otter** - Fly height reduced from 45 to 25 meters.
* **Paladin ASV (Nuke)** - Ammo tweaks.
* **Singijeon FSV** - Ammo tweaks.
* **Sky Warden** - Weight class corrected to Medium.
* **UrbanTank** *(All)* - Model rescaled.
* **UrbanTank UT-202R** - Minor tweaks.
* **Warthog VTOL** *(ALL)* - Fly height reduced from 45 to 25 meters for better use of cover by this slow "tank."
* **Warthog HOG-HAG** - Minor tweaks.
* **Warthog HOG-RC2** - New. RT Custom. RAC/2 carrying version of the hard-to-kill flier.
* **Warthog HOG-AGR** - New. RT Custom. Silver Bullet Gauss carrying version of the hard-to-kill flier.
* **Warthog HOG-U2** - Minor tweaks.

* TAG
* Narc

All TAG weapons were using incorrect status effects, resulting in the benefits lasting between 5 and 12 activations instead of Hex movement as intended.

The table below shows all TAGs, and their new duration of amount of hexes moved by the TAG'd unit. This means if the unit never moves, the effect stays indefinitely.

TAG effects will no longer stack with each other (a few did previously), and also will not stack with Narc beacon effects.

All Narc beacon-based weapons were using incorrect status effects, resulting in any unit activating after the Narced unit on the last turn of the effect would lose out on it. The effects will now end at the end of the specified amount of rounds, instead of the target unit's activation.

**Other changes**

* The Sensor Ping effect from Narc beacons no longer stacks.
* Narc beacon effects do not stack with TAG effects.
* **Ammo iNarc Haywire** - Sensor Ping effect duration has been corrected to 4. Evasive Pips Gained debuff will now only last for 2 rounds as intended, and stack up to 6 times.
* **Ammo iNarc Shoot and Sit** - Status effect corrected so Target stability damage taken increase is applied.

Some historical armor piercing values were set incorrectly. While adjusting these some more work on normalizing other AP values was also performed.

* Summary
* Weapon Changes
* Price Changes

A significant rework of Battle Armor Items has been done, they're now cheaper and better.
The price of BA Jumpjets was cut by 66%. Price of many of their weapons and items have been reduced, some slightly and others significantly. It should now be easier to purchase Battle Armor or maintain existing squads.

Many BA weapons were upgraded, and lasers and missile packs now have the full range of their mech-scale counterparts.
All of the weapons unique to Battle armor have also received fixes, tweaks and improvements. 90% of these changes are direct Tabletop rules compliance. A few are to match RogueTech's balance concerns.

In the first iteration of Battle Armor, all weapons were given unlimited ammo for simplicity, while weapons that were added afterwards have limited shots. This lead to some large inconsistencies that are now being corrected.

**By selecting one of the tabs above, full details of all changes can be seen.**

* **BA David Gauss**
	+ Damage changed from 6 to 5.
	+ Medium range changed from 180 to 150.
	+ Recoil changed from 2 to 0.
	+ Removed Distance based damage.
	+ Ammo per cost changed from 50 to 12.
	+ Starting Ammo Capacity changed from 10 to 15.
* **BA ER Medium Laser** - Ammo per cost changed from 150 to 50.
* **BA ER Micro Laser (C)**
	+ Ammo per cost changed from 50 to 7.
	+ Heat Generated changed from 0 to 4.
	+ Evasive Pips Ignored changed from 1 to 0.
	+ Accuracy changed from +1 to 0.
	+ Added double damage against squads.
	+ Added +5 accuracy against Power Armor and Protomechs.
* **BA ER S. Laser**
	+ Damage changed from 16 to 15.
	+ Ranges changed from 60 / 120 / 180 / 240 to 90 / 180 / 270 / 360.
	+ Ammo per cost changed from 75 to 25.
* **BA ER S Laser (C)**
	+ Heat Generated changed from 0 to 8.
	+ Ranges changed from 75 / 150 / 225 / 300 to 90 / 180 / 300 / 360.
	+ Ammo per cost changed from 75 to 25.
* **BA Flamer**
	+ Damage changed from 4 to 10.
	+ Heat Damage changed from 0 to 10.
	+ Damage Distance variance changed from 0.45 to 0.4.
	+ Overheated damage bonus changed from +40% to +35%.
	+ Ranges changed from 30 / 70 / 110 / 150 to 60 / 90 / 120 / 180.
	+ Ammo per cost changed from 50 to 12.
	+ Starting Ammo Capacity changed from 0 to 20.
	+ Heat Generated changed from 0 to 9.
	+ Added +5 Accuracy bonus against Protomechs.
* **BA Flamer (C)** - Changed to match *BA Flamer*, that will eventually replace it. Will not be obtainable.
* **BA Harpoon**
	+ Harpoon status effect (Decrease Target Unsteady Threshold) will only stack up to 6 times.
	+ Starting Ammo Capacity changed from 0 to 15.
* **BA Heavy Gauss**
	+ Recoil changed from 1 to 2.
	+ Starting Ammo Capacity changed from 10 to 8.
	+ AP Max Armor Thickness changed from 45 to 200.
* **BA Heavy Mortar**
	+ Damage changed from 6 to 10.
	+ AoE Damage changed from 10 to 5.
	+ AP Max Armor Thickness changed from 24 to 60.
	+ Starting Ammo capacity changed from 0 to 20.
	+ Ranges changed from 160 / 210 / 260 / 330 to 120 / 240 / 360 / 480.
	+ Min Range changed from 0 to 30.
	+ Cost per Ammo changed from 250 to 40.
* **BA Heavy Plasma Rifle**
	+ Damage changed from 7 to 14.
	+ Long Range changed from 200 to 210.
	+ Max Range changed from 260 to 300.
	+ Cost per Ammo changed from 175 to 2.
	+ Heat Softcap changed from 0.97 to 0.94 per hit.
	+ Heat Debuff to target will now last 1 round and has a maximum of 5 stacks, shared with other Plasma weapons.
* **BA Heavy Rifle / (C)**
	+ Damage changed from 10 to 15.
	+ Cost per Ammo changed from 50 to 40.
	+ Ranges changed from 100 / 150 / 200 / 300 to 90 / 150 / 210 / 300
	+ Recoil changed from 1 to 0.
	+ AP Max Armor Thickness changed from 40 to 75.
	+ Added double damage against squads.
* **BA Heavy RL2**
	+ Heat Generated from 3 to 0.
	+ Ranges changed from 100 / 200 / 300 / 400 to 120 / 210 / 360 / 420
* **BA HMG (C)**
	+ Ranges changed from 60 / 90 / 120 / 150 to 90 / 120 / 150 / 240
	+ Starting Ammo capacity changed from 0 to 200.
	+ Cost per Ammo changed from 10 to 15.
* **BA I-SRM (C)** - Missile Health changed from 2 to 4.
* **BA King David Gauss**
	+ Starting Ammo Capacity changed from 10 to 15.
	+ Max Range changed from 390 to 420.
* **BA Laser (C)** - Changed to match *BA Small Laser*, that will eventually replace it. Will not be obtainable.
* **BA Light Rifle / (C)**
	+ Cost per Ammo changed from 50 to 20.
	+ Ranges changed from 100 / 150 / 200 / 250 to 60 / 120 / 180 / 240
	+ Recoil changed from 1 to 0.
	+ AP Max Armor Thickness changed from 40 to 50.
	+ Added double damage against squads.
* **BA LMG**
	+ Starting Ammo capacity changed from 0 to 200.
	+ Ranges changed from 90 / 120 / 150 / 180 to 120 / 150 / 180 / 300
* **BA LRM-2** - Max Range changed from 690 to 840.
* **BA LRM (C)** (All Variants)
	+ Min Range changed from 180 to 0.
	+ Max Range changed from 690 to 840.
* **BA LRM-3**
	+ Min Range changed from 0 to 180
	+ Max Range changed from 690 to 840
	+ Heat Generated changed from 9 to 0
* **BA Magshot**
	+ Ranges changed from 60 / 150 / 210 / 300 to 90 / 180 / 270 / 360.
	+ Ammo per cost changed from 50 to 40.
* **BA Magshot (C)**
	+ Max Range changed from 330 to 360.
	+ Starting Ammo capacity changed from 10 to 20.
	+ Heat Generated changed from 5 to 0.
* **BA Medium Laser**
	+ Recoil changed from 1 to 0.
	+ Max Range changed from 330 to 360.
	+ Ammo per cost changed from 150 to 50.
* **BA Medium Pulse Laser (C)**
	+ Clustering modifier changed from 2 to 1.
	+ Ranges changed from 120 / 240 / 360 / 480 to 90 / 210 / 330 / 420
	+ AP Critical Chance Mult changed from 0.024 to 0.025.
	+ Ammo per cost changed from 25 to 50.
* **BA Medium Rifle**
	+ Damage changed from 13 to 15.
	+ Cost per Ammo changed from 75 to 30.
	+ Ranges changed from 100 / 150 / 200 / 250 to 60 / 120 / 180 / 240
	+ Recoil changed from 1 to 0.
	+ AP Max Armor Thickness changed from 52 to 75.
	+ Added double damage against squads.
* **BA Medium VSPL**
	+ Damage changed from 35 to 45.
	+ Damage Distance variance changed from 0.7 to 0.6.
	+ Ranges changed from 60 / 120 / 240 / 360 to 90 / 180 / 300 / 180.
	+ Recoil changed from 1 to 0
	+ Ammo per cost changed from 150 to 50.
	+ AP Max Armor Thickness changes from 42 to 54.
	+ AP Critical Chance Mult changed from 0.07 to 0.09.
* **BA MG**
	+ Starting Ammo capacity changed from 0 to 200.
	+ Ranges changed from 60 / 90 / 120 / 150 to 90 / 120 / 150 / 240
* **BA MG (C)**
	+ Starting Ammo capacity changed from 0 to 200.
	+ Ranges changed from 60 / 90 / 120 / 150 to 90 / 120 / 150 / 240
	+ Ammo per cost changed from 5 to 10.
* **BA Mortar**
	+ Damage changed from 4 to 10.
	+ Heat Generated changed from 4 to 0.
	+ AoE Range changed from 30 to 45.
	+ AoE Damage changed from 6 to 5.
	+ AoE Stability Damage changed from 1 to 2.
	+ AP Max Armor Thickness changed from 16 to 60.
	+ Starting Ammo capacity changed from 0 to 20.
	+ Ranges changed from 160 / 210 / 260 / 330 to 90 / 180 / 270 / 360.
	+ Min Range changed from 0 to 30.
	+ Added Mine Clearing Radius of 8
	+ Cost per Ammo changed from 150 to 30.
* **BA Plasma Rifle**
	+ Long Range changed from 160 to 180.
	+ Damage changed from 5 to 10.
	+ Starting Ammo capacity changed from 8 to 20.
	+ Cost per Ammo changed from 125 to 1.
	+ Heat Softcap changed from 0.96 to 0.95 per hit.
	+ Heat Debuff to target will now last 1 round and has a maximum of 5 stacks, shared with other weapons.
* **BA PPC**
	+ Ranges changed from 90 / 160 / 210 / 280 to 90 / 180 / 270 / 360.
	+ Cost per Ammo changed from 75 to 15.
* **BA Pop-Up Mine**
	+ Cost per Ammo changed from 200 to 15,000.
	+ AP Max Armor Thickness changes from 125 to 375.
	+ AP Critical Chance Mult changed from 1.5 to 3.
* **BA Pulse Laser**
	+ AP Critical Chance Mult changed from 0.012 to 0.01.
	+ Shots when fired changed from 3 to 4.
	+ Ranges changed from 30 / 75 / 110 / 150 to 30 / 90 / 120 / 180.
* **BA S Pulse Laser (C)**
	+ Clustering modifier changed from 2 to 1.
	+ Ranges changed from 75 / 150 / 225 / 300 to 90 / 150 / 210 / 300.
* **BA Shotgun**
	+ Max Range changed from 160 to 180.
	+ Starting Ammo capacity changed from 0 to 8.
* **BA Small Laser**
	+ Ranges changed from 30 / 75 / 110 / 150 to 60 / 120 / 180 / 240.
	+ Ammo per cost changed from 75 to 25.
* **BA SRM (All variants)** - Ranges changed from 60 / 120 / 180 / 240 to 90 / 180 / 270 / 360.

# HHR 1.2.6 - 2023-04-05

**IMPORTANT:** This update is critical for anyone that has HHR 1.2 or never installed, if it is not installed there is a risk your save will be corrupt

## General

* Fixed critical bugs with IDs not matching filenames.

## Contracts

* Fixed some Superheavy Contracts not getting correct prefix.
* Fix for vehicles something dying as soon as mission starts.

## Events

* Fix for Second MRB Assessment (Omega) reappearing.

## Equipment

* **Cockpit RISC** - Price changed from 0 to 90,000.
* **SLIC Suite** - Price changed from 770,000 to 750,000.

## Mechs

* **Exterminator** - Model rescaled.
* **Highlander HGN-732b** - Changed to official specification.
* **Highlander HGN-732 'Colleen'** - New official Clan Invasion era unique variant.
* **Highlander HGN-732 'Jorgensson'** - New official Succession Wars era unique variant.
* **Highlander HGN-732b 'Willie'** - New unoffical Roguetech Custom Elite variant.

## Pilots

* Fix for pilot abilities such as Air Strike sometimes doing nothing.

## Vehicles

The following RISC vehicles were unable to spawn and have been fixed. Some might still require Risky Business Flashpoint completed before they spawn.

* Baras 0A MBT / 0B MBT / 0C MBT / 0D MBT / 0E MBT / 0F MBT
* Fujin 0B / 0C / 0D / 0E / 0F
* Gremlin 0A / 0B / 0C / 0D
* Kobold 0A / 0B / 0C
* Pirate Wraith
* Wraith 'CouGaR' / 'Doubletap' / 'Hammer' / 'HUG5' / 'LiGeR' / 'Outrider' / 'SAW' / 'Switchblade' / (AIV) / (PPC) / (R-MML) / (RISC) / (S-MRM) / (TBM) / IFV

The following RISC vehicles now requires finishing Risky Business Flashpoint to spawn:

* Fujin 0A
* Kobold 0D / 0E / 0F

## Weapon

* **Droppable Thumper Shell / x2** - Accuracy changed from -1 to -2.

## Older Releases

Changelogs for older releases can be found in the Change Log Archive