Change Log Archive

# HHR 1.2.4 - 2023-04-03

* Fix for some blackout missions allowing dropping with wrong unit count causing a fatal error.
* Fix for Scuti Superheavy Mech causing crashes.
* Superheavy pilots are now less likely to randomly eject.
* **Emperor EMP-GSR** - Some tweaks.

# HHR 1.2.3 - 2023-04-02

* Tonnage limits on duels has been fixed.
* **Heavy Rotary Rifle** - Price corrected from 18,000 to 180,000.
* **Chameleon LPS** - Price corrected from 100 to 900,000.
* **Chameleon LPS (S)** - Price corrected from 100 to 1,200,000.
* Some minor tweaks to Superheavy Hunt target's loadouts to make them more interesting.
* Superheavy Duel opponents have been tweaked.

# HHR 1.2.2 - 2023-04-02

* Removed April Fool's prank.
* Fix for being able to mount Plasma Railguns in arms.
* Fixed limit of one Nitro Specialist equipment.

# HHR 1.2.1 - 2023-04-01

* Hotfix for Vehicle weapons UI going AWOL during combat.
* The change in drop value difficulty was a bit too much and has been reduced by 50% to 13,500,000 per difficulty rating (half-skull).
* Corrected so *Mothball* Superheavy Mech doesn't spawn in multiples.

# HHR 1.2.0 - 2023-04-01

## Superheavy Contracts (NEW FEATURE)

**NOTE:** This feature is only enabled if the optional module *Superheavys* is selected during installation of RogueTech.

Generation and game play with contracts where Superheavy units can appear has been majorly reworked. Instead of just rare missions that appear at higher difficulties there now is a full system for these contracts, which seperates them from standard contracts.

Highlights are:

* New Argo upgrades allows unlocking Superheavy contracts, without them no Superheavy Contract will ever generate.
* These contracts are often **considerably** harder than standard contracts at the same difficulty, so only attempt them if prepared for rough fights.
* Superheavy Mechs have been divided into five tiers to allow better difficulty balancing of Superheavy Contracts.
* Many new superheavy Contracts have been added.
* There are three new distinct categories of Superheavy contracts, shown by their new prefixes in the Combat Command screen in the Argo.
	+ **Challenge** - These are superheavy versions of duels, requiring players to also use superheavy units (except for some exceptions). Normal duels can never generate superheavy units.
	+ **Conflict** - Standard contracts, but with superheavy lances. At least one superheavy unit will always be present, but the higher difficulty the more superheavy and harder units will appear.
	+ **Hunt** - Considerably harder Superheavy Contracts. Allows hunting for very rare Mech's that are not available otherwise.
* The harder Superheavy contracts raises the max drop tonnage, to a total of 1220 tons at the highest level. Number of drop slots is **not** increased.
* Existing Superheavy Flashpoints have been kept mostly as is, and do **not** require the Argo upgrades to generate.
* More contracts and flashpoints will be added over time.

**Important:**

* The first upgrade in the chain of new Argo upgrades for *MRB Console* to enable Superheavy contracts can not be granted retroactively, but is free to build.
* Any Superheavy missions done prior to this update **does not** count towards the requirement of 10 completed to build the third *MRB Console* upgrade.

More extensive information of this feature can be found on the Superheavy Contracts wiki page, and more information about Superheavy Mechs here.

## General

* Fixed possible issue with terrain effects generated from flares.
* Limit for amount of items per compensation stack at salvage disputes has been increased to 8.
* Several tweaks to AI tags of units to improve their behavior.
* **Concrete Jungle** install option has been moved to under *Optionals* section.
* Drop value per difficulty increase has been adjusted slightly, since a lot of things have changed cost without it being properly adjusted for a long time.

## Argo

* Many Argo upgrades had their names, tooltips and details enhanced, making it more clear what their purpose is.
* *Drop Information* - The subcategory has been moved to *Combat & Deployment* category.
* **MRB Console** - New subcategory in *Command & Control* category. Has no impact unless *Superheavys* mod is installed.
	+ Any existing saves will not have the *Alpha* upgrade, as it is not possible to grant new upgrades retroactively. But as it costs 0 c-bills and takes 1 day to build, this should not cause issues.

## Contracts

* All standard duel contracts now limit each dropped unit to a maximum weight of 100 tons. For heavier units use the new *Challenge* Superheavy duel contracts.
* All existing contracts that could spawn Superheavy units (except flashpoints) have been reworked to fit in with the new Superheavy Contracts feature.
* Removed incorrect very small chance for Gladiator missions to generate a Superheavy unit.

## Equipment

* Required handheld weight capacity for specialist item has been made more clear, no longer will *%* and *T*(on) be used together.

* **Centrospheric Flywheel** - New specalist equipment. Increases movement speed based on tonnage of Mech. Superheavy Mechs only. Can be found on many existing Superheavy Mechs, not sold in stores.
* **Cooling Jacket** - Tooltip fixed, no longer incorrectly claims the heat reduction is for weapons in its location only.
* **Exsecratio Armor** - Sensor Stealth Signature changed from -25% to -40%. Price corrected from 0 to 12,000,000.
* **Ferro-Carbide Shell (S)** - Heat Resistance increased from 20% to 30%. Added missing +1 Health and +50 Head armor to tooltip.
* **Sanctus Armor** - Price corrected from 0 to 7,000,000.
* **Stabilized Housing** - Added -15% Jam Reduction in location.
* **Superheavy Chameleon LPS (C)** - Price corrected from 100 to 9,000,000.
* **Superheavy Stealth Armor** - Was slightly too weak, the following buffs have been applied.
	+ *Sensor Stealth Signature* Reduction raised from 15% to 20%
	+ *Sensors Check Penalty* raised from 1 to 2.
	+ *Reduced Visibility* when active raised from -5% to -8%.
	+ *Reduced Sensor Signature* when active raised from -5% to -8%.
	+ *Heat Generated modifier* when active lowered from +10% to +8%.
	+ *Heat Generated* when active lowered from +9 to +6.
* **Superheavy Stealth Armor (C)** - Was slightly too weak, the following buffs have been applied.
	+ *Sensor Stealth Signature* Reduction raised from 20% to 30%
	+ *Reduced Visibility* when active raised from -8% to -10%.
	+ *Reduced Sensor Signature* when active raised from -8% to -10%.
	+ *Heat Generated* when active raised from +5 to +6.
* **Weapon Mount Recoil** - The Jam reduction was too strong, meaning placing any weapon with Jam not in arms clearly suboptimal in most cases. As a result the Jam Chance modifier has been changed from -30% to -15%.

The following items have been added to more shops and loot lists to make them more available

* Artemis IV
* Artemis V
* Laser Insulator
* Laser Pulse Module
* Nano-Fluid Damper
* PPC Capacitor
* Stabilized Housing

Many specialist items were at price points that did not match their performance. This has been adjusted in the following items:

* **Advanced Optics MK1** - Price changed from 300,000 to 900,000.
* **Advanced Optics MK2** - Price changed from 400,000 to 1,200,000.
* **Advanced Optics MK3** - Price changed from 500,000 to 1,500,000.
* **Advanced Zoom MK1** - Price changed from 200,000 to 300,000.
* **Advanced Zoom MK2** - Price changed from 300,000 to 400,000.
* **Advanced Zoom MK3** - Price changed from 400,000 to 500,000.
* **CoolShot** - Price changed from 810,000 to 610,000.
* **CoolShot (C)** - Price changed from 910,000 to 810,000.
* **Exchanger** - Price changed from 360,000 to 1,080,000.
* **Exchanger (C)** - Price changed from 720,000 to 2,160,000.
* **Exchanger +** - Price changed from 540,000 to 1,620,000.
* **Exchanger + +** - Price changed from 720,000 to 2,160,000.
* **Heat Bank** - Price changed from 160,000 to 320,000.
* **Heat Bank (C)** - Price changed from 870,000 to 1,740,000.
* **Heat Bank +** - Price changed from 320,000 to 640,000.
* **Heat Bank + +** - Price changed from 470,000 to 940,000.
* **IFF Jammer MK1** - Price changed from 150,000 to 200,000.
* **IFF Jammer MK2** - Price changed from 200,000 to 250,000.
* **IFF Jammer MK3** - Price changed from 250,000 to 300,000.
* **Thermal Vision MK1** - Price changed from 50,000 to 75,000.
* **Thermal Vision MK2** - Price changed from 100,000 to 125,000.
* **Thermal Vision MK3** - Price changed from 150,000 to 175,000.
* **UAV** - Price changed from 100,000 to 250,000.

## Mechs

* **Archer ARC-2RF 'Flambé'** - New elite variant *(RogueTech Custom)*
* **Bruin** - New custom model.
* **Eris TDR-E5** - Tweaked to only spawn in appropiate eras.
* **Hazard** - New custom model.
* **Ion Raptor** - New custom model.
* **Nightstar NSR-9SL** - New elite variant *(RogueTech Custom)*
* **Pillager** - New custom model.
* **Screamer SCR-2X-LAM** - New custom model.
* **Shadow Hawk SHD-2HC 'Here's 'Caid'** - New elite variant *(RogueTech Custom)*
* **Sneed RFL-3M** - New custom model.
* **Thunderbolt TDR-GSR** - New elite variant *(RogueTech Custom)*

### Superheavys

* Superheavy Mechs have been reduced slightly in scale.
* Many Superheavy Mechs have had their faction tags tweaked to cover faction holes.

The following Superheavy Mechs have been tweaked due to other changes in this patch:

* Black Rose BRO-3R
* Caracara X
* Charybdis 7
* Emperor Crab *(All)*
* Headsman X
* King Dragon DRG-24K
* Leviathan LVT-C
* Manx *(All)*
* Nuwisha Z
* Orca OC-1X
* Sobek *(All)*
* Stone Giant *(All)*
* Subjugator 4
* Thunderstone *(All)*
* Tiamat FNR-SH
* Tian Xie Zuo B

The following new Superheavy Mechs have been introduced to ensure all factions have enough units.

* **Arachnid** - 1 new variant.
* **DevastatUrb** - 2 new variants.
* **Imp II** - 4 new variants.
* **Jotunn** - New 175 ton Clan Omni. Seven variants. Custom model.
* **Manx MNX-1449** - New experimental variant.
* **Moozilla** - 2 new variants.
* **Nuwisha** - 3 new variants.
* **Praetorian** - New 175 ton Star League era Superheavy. Six variants.
* **Scuti** - New 195 ton Star League era Superheavy. Four variants.
* **Serket** - 4 new variants.
* **Shieldmaiden** - 2 new variants.
* **Subjugator** - 2 new variants.
* **Tercio** - 4 new variants.
* **Thunderstone** - 2 new variants.
* **UrbanKing** - 2 new variants.
* **Urbiestator** - 2 new variants.

## Pilots

* **Capt. Jack** - Fix for special pilot quirk *Pirate WiFi* never triggering its positive outcome.

## Unit Decorators

* Weapons not generating Unit Decorators have been fixed.
* Fixed Unit Decorators not generating from Quirks with probes.
* Serpahim Networks units now correctly generate a C3i decorator.
* A new Unit Decorator has been added to the *ECM* group.
	+ **S** - Unit has Self EWS, i.e. does not buff allies.

## Vehicles

* **? ? ?** *(If you know, you know)* - Fixed limited firing arc despite having turret.
* **Cascatelle TB-ML** - Minor fixes.
* **Sherpa Armored Truck** - Added one more Machine Gun.
* **Tarantula 4X4L** - Ammo tweaked.
* **Winston Mk.5** - Minor fixes.
* **UrbanTank UT-1020** - Minor fixes.
* **UrbanTank UT-202R** - Minor fixes.

## Weapons

* **Droppable Thumper Shell** - Fix for missed shots landing hundreds of meters away. Range increased.
* **Accelerated AC/20** - New Star League era Superheavy weapon. Found on the *Scuti* superheavy.

### Railguns

Many railguns were too strong for the required weight and slots. The following adjustments have been made:

* **Plasma Railgun** - Slots changed from 16 to 18. Cost increased from 4,460,000 to 6,460,000.
* **Helical Railgun** - Fixed incorrect Recoil from +16 to +12. Knockdown on Fire chance increased from 50% to 55%, 35% to 40% in Sniper mode.
* **Railgun (C)** - Slots changed from 15 to 18. Recoil changed from +6 to +8. Knockdown on Fire chance increased from 40% to 50%.
* **Railgun (Light)** - Slots changed from 12 to 15. Recoil changed from +4 to +5. Knockdown on Fire chance increased from 35% to 40%.
* **Railgun** - Slots changed from 15 to 18. Recoil changed from +5 to +8. Knockdown on Fire chance increased from 40% to 50%.
* **Railgun Improved** - Slots changed from 15 to 18. Recoil changed from +5 to +7. Knockdown on Fire chance increased from 45% to 50%, 30% to 35% in Sniper mode.

# HHR 1.1.19 - 2023-03-31

* Another fix for pilots strafe abilities

# HHR 1.1.18 - 2023-03-31

* Hotfix for pilots summon/strafe abilities.

# HHR 1.1.17 - 2023-03-30

## General

* Updates to Russian localization.
* Fixed tooltip for storage costs on equipment and weapons incorrectly claiming it was per unit, when it is per weight.
* Fixed LAM weapons and ammo not appearing in inventory tabs properly. Weapons are in the *Specialist* tab, and ammo under *Etc* with Thunderbolt and Arrow missiles.
* Another attempt at fixing UAV units incorrectly appearing as salvage after missions.

## Combat

* First attempt at adding Circle-Strafe behavior to VTOL AI.
* Fix for AI being unable to use Deploy abilities, such as the UAV.
* Fix for rounding issues around resolve preventing use of skills even though pilot has enough resolve. (Actually added now)
* Search and Rescue recoveries no longer triggered by duels, tournaments or gladiator missions.
* Fixes for soft locks after air strikes.

## Contracts

* Escort Search and Rescue contracts enabled again.
* Added fallback options for missing vehicles based on motive system during contract generation. This should reduce chances for Thomas the Tank Engine (REP-ME) appearing.
* Protomechs, Battle Armor and Mech Squads will no longer appear in duels or solo lances.
* Protomech increased spawn chance compensation changed to only affect standard protomechs, not legendary and elites.
* Demolisher lances were re-enabled.
* **Special Delivery** - Flashpoint contracts will now generate on set biomes only to prevent scenarios where VTOLs are spawned in restricted biomes.

## Equipment

* Improvements to Weapon Attachment functionality.
* UAV (Specialist Slot Item) - Default deployed drone given a variant name: Bluejay - It's BA SRM replaced with Droppable Thumper Shell.
* Battle Computers have long been a bit on the cheaper side. The following price changes have therefore been introduced:
	+ **Clustering** - 110,000 to 100,000
	+ **Gunnery** - 90,000 to 100,000
	+ **Guts** - 90,000 to 100,000
	+ **Headshot** - 200,000 to 1,000,000
	+ **Heat** - 100,000 to 110,000
	+ **Indirect** - 100,000 to 110,000
	+ **Piloting** - 90,000 to 100,000
	+ **Recoil** - 100,000 to 110,000
	+ **Tactics** - 90,000 to 100,000

* Several unique items were missing proper costs, leading to drop difficulty not being adjusted correctly. More will be changed in coming updates.
	+ **BA1100N** - Price changed from 500,000 to 100,000.
	+ **Cockpit Hotseat +** - Price changed from 110,000 to 777,777.
	+ **FCS Energy** - Price changed from 50,000 to 100,000.
	+ **Sensors Transband** - Price changed from 0 to 750,000.

* **Ferro-Carbide Lamellor (C)** - This armor was much too strong and has been been brought down a bit.
	+ Heat Resistance changed from 35% to 30%.
	+ Damage Reduction changed from 30% to 20%.
	+ Structure bonus changed from +20% to +10%.
	+ Armor bonus changed from +25% to +15%.
* **LAM Bomber Systems** *(Unique Variant)* - Fixed linking to wrong right torso equipment.

## Mechs

* **Blackjack BJ-1B** - New variant. Battlefield Refit. *(Clan Invasion Era - Roguetech Custom)*
* **Cockatrice CKTR-Bomber** - Bomb loadout changed, AI tweaked to favor DFA less since it's a bomber. Model resized.
* **Kyudo** - New 45 ton mech. Four variants.
	+ KY2-D-01 - Primitive variant. *(Age of War era - Official)*
	+ KY2-D-02 - *(Star League era - Official)*
	+ KY2-D-03 - *(Dark Ages era - Official)*
	+ KY2-D-SPD - *(Elite - Roguetech Custom)*
* **Longbow LGB-14C2** - Description fixed.
* **Stalker STK-EH 'Empty Hex'** - New elite variant *(RogueTech Custom)*
* **UrbanMech UM-SNK** - New elite variant *(RogueTech Custom)*
* **Wolverine WVR-7HK 'Hunter Killer'** - New elite variant *(RogueTech Custom)*

## Vehicles

* Generic 10 ton APC (Wheeled/Tracked/Hover) - Chassis Affinity changed from *Agile* to *Section 8*.
* Rescaled models for **Ifrit**, **Seth**, **Warthog**, **Lindwyrm**, **Firewyrm**, **Sky Warden**, **Cobra**, **Cascatelle**, **Igor**, **Roc**
* **Micro** *(Vehicle Trait)* - *Defense* bonus (for Drones) changed from +1 to +2

### New Vehicles

* **Sherpa Armored Truck** - Two variants, one Age of War era ICE variant and one Fusion engine variant.
* **Skyraider Vanguard** - A faster variant of the Fuel Cell powered Assault weight VTOL bomber. RT Custom.
* **Urbantank UT-420L** - SRM4, LRM20, ER Large Laser. RT Custom.
* **Urbantank UT-1020** - AC10, MRM20, Med Laser. Wears a previously unused model variant. RT Custom.
* **Urbantank UT-202R** - AC20, Med Laser, Rockets. RT Custom.
* **Warrior S9B** - A refit of the stealth S9 Vtol swapping the Extended LRM10 for an Enhanced LRM10 with Artemis. RT Custom.

### Updated Vehicles

* The following slower VTOL have had their bomb load adjusted to account for the drag mechanic introduced in HHR 1.0
	+ Cascatelle PL-ML
	+ Cascatelle WT-FB
	+ Cascatelle HV-GS
	+ Cascatelle LR-MI
	+ Cascatelle ML-RS
	+ Cascatelle PR-RK
	+ Igor (AC/10)
	+ Igor (Bomber)
	+ Igor (L-Gauss)
	+ Igor (Art.LRM)
	+ Igor (LRM)
	+ Igor (PPC)
	+ Igor (TBM)
	+ Igor (LAC/5)
	+ ROC-LBX/20
	+ Warthog HOG-X20
	+ Warthog HOG-U10
	+ Warthog HOG-HAG

* **Cavalry AH1-LRM** - Received QuadMissile pod.
* **Demolisher 2000** - Back to 125 tons, fixing math error in chassis weight calculation.
* **Durga** *(All)* - Fix for unit marker in battle appearing far above it.
* **Gulltoppr Mortar** - Tweaked ammo.
* **Igor** *(All)* - Given 1 Flare AMS.
* **Kali** *(All)* - Fix for unit marker in battle appearing far above it.
* **Oracle ACMV** - Model swapped to a new one by IonRaptor with import and texture by Transient74
* **ROC-INTB** - Bomb load significantly reconfigured.
* **Teppô Tenmaku ASV** - Minor upgrades.
* **Urban Tank (AC)** - Renamed to *Urbantank UT-10L*.
* **Urban Tank (Thumper)** - Renamed to *Urbantank UT-TL*.
* **Urban Tank (LRM)** - Renamed to *Urbantank UT-M38*.
* **Warrior H7B** - Received some HE Bombs for it's CAS role.
* **Warrior S9** - Received a Phoenix missile rack. Factions updated.
* **Warrior VTOLs** *(Various)* - minor fixes, several moved from Medium to Low threat bracket.
* **Winston Mk.5** - Minor fixes.

## Weapons

* **Adv. AMS (P)** - Double Protomech and Battle Armor damage modifier has been removed. Will now only do the intended +200%.
* **Droppable Thumper Shell** *(NEW)* - UAV exclusive weapon. Exactly what it says on the tin. A single Thumper Artillery shell the UAV can stop holding onto.
* **Disco Laser** - Price changed from 200,000 to 225,000
* **Disco Pistol** - Price changed from 120,000 to 450,000
* **HandHeld MML3** - Price changed from 200,000 to 90,000
* **HandHeld MML5** - Price changed from 200,000 to 150,000
* **HandHeld MML7** - Price changed from 200,000 to 210,000
* **HandHeld MML9** - Price changed from 200,000 to 250,000
* **Light Rifle** - Stability damage changed from 8 to 7.5
* **Light Rotary Rifle** - Stability damage changed from 8 to 7.5
* **Ultra Light Rifle** - Stability damage changed from 8 to 5
* **Ultra Light Rotary Rifle** - Stability damage changed from 8 to 5

# HHR 1.1.16 - 2023-03-20

## Contracts

* Removed chance of dedicated combat vehicles from friendly convoys, all units will have transport capacity or be support vehicles, unless the mission details dictates otherwise.
* **Search and Rescue** - *Capture Escort* contract type has been disabled due to causing issues with map loads.

## Pilots

* **Pagan Horde** - New custom voice pack.

## Equipment

* **FCS Glory** - New unique SLDF FCS used on *Warhammer WHM-77 'Glory*. For PPC type weapons: +3 Accuracy, -1 Recoil, -15% heat generated, -20% minimum range, -10% Jam Chance, +25% crit, night vision. Not salvageable.

## Factions

* **Amaris Empire** - Tweaks to starting list and shops.

## Mechs

* **Atlas AS7-LH 'Corporal'** - New variant. *(Elite - Apocryphal)*
* **Catapult CPLT-GSR** - New variant. *(Elite - Apocryphal)*
* **Highlander HGN-732-BW** - Removed SLDF Royals designation. Tweaked hardpoint layout.
* **Jackrabbit** - New 25 ton light 'Mech. Three variants.
	+ JKR-8T - Official Star League era variant.
	+ JKR-9R 'Joker' - Official Star League era variant.
	+ JKR-9W - Official Jihad era variant.
* **Nexus / Nexus II** - Switched to new model.
* **Star Python** - Switched to new model.
* **Victor VTR-GSR** - New variant. *(Elite - Apocryphal)*
* **Warhammer WHM-77 'Glory'** - New variant. *(Elite - Apocryphal)*
* **Yinghuochong** - New 35 ton light 'Mech. Dark Age era. Two official variants.
	+ YHC-3E
	+ YHC-3Y

## Vehicles

* Fixed tagging on many transport vehicles so they will spawn in convoys.
* Fixed tagging on many misc vehicles so they spawn at appropriate rarity.
* **Aeron Skirmish** - Cargo Compartment removed.
* **Asshur (ALL)** - Model scale corrected.
* **Cargo Truck** - Model scale corrected.
* **Ceratops (ALL)** - Minor tweaks.
* **Cizin (ALL)** - Model scale corrected.
* **Demolisher 2000** - Minor fixes.
* **Gurzil Fire Support Tank** - Ammo load out adjusted.
* **Obj. 842 'Boondoggle'** - Minor fixes.
* **Savannah (ALL)** - Model scale corrected.
* **Sortek (ALL)** - Model scale corrected.

## Weapons

* **AA Arrow [WM]** - Removed accidental 1 Through Armor Damage.

# HHR 1.1.15 - 2023-03-19

* Fixed Logan X negative price. Quicsell up to their usual shenanigans.

# HHR 1.1.14 - 2023-03-19

* Added missing changes to 'Mech chassis costs.

# HHR 1.1.13 - 2023-03-19

* Fix for Search and Rescue Escort contracts failing to start after loading a save in some cases.
* Final pass at 'Mech chassis prices.
* **The Overlord dropship** - Should now be near impossible to miss. It is that big after all.
	+ The cost formula previously used actually made 'Mechs with more hardpoints cheaper than those with less, so the price will increase a bit more for 'Mechs with many hardpoints.
	+ Superheavies were incorrectly using assault class as price base. Expect considerable chassis price increase.
* **Micro-Alloyed Ferro-Fibrous Armor** - Removed incorrect self-repair from linked parts.
* **UAV** - Affinity changed to *Speed Demon* (+3 Max Evasion). Removed Remote Sensor Missile.
* **Remote Sensor Missile** - Renamed to *Bolt On Remote Sensors*. Missing Bolt On visibility malus added.
* Corrected sight and signature malus on many *Bolt On* items, or incorrect description of same.
	+ **Bolt On LAA Missile x2** - Changed sight and signature from +9% to +3%.
	+ **Bolt On Rocket 5 X2** - Fixed description.
	+ **Bolt On I-ROCKET 10 X3** - Fixed description.
	+ **Bolt On I-ROCKET 10 X5** - Changed sight and signature from +6% to +10%.
	+ **Bolt On Tandem Rocket 10 X2** - Changed sight and signature from +1% to +4%.
	+ **Bolt On Tandem Rocket 10 X3** - Fixed description.
	+ **Bolt On Tandem Rocket 10** - Changed sight and signature from +1% to +2%.
	+ **Bolt On Rocket 10 X2** - Fixed description.
	+ **Bolt On Tandem Rocket 15 X5** - Changed sight and signature from +9% to +15%.
	+ **Bolt On Tandem Rocket 15** - Changed sight and signature from +1% to +3%.
	+ **Bolt On I-Rocket 20 X5** - Changed sight and signature from +12% to +20%.
	+ **Bolt On Tandem Rocket 20 X4** - Changed sight and signature from +12% to +16%.
	+ **Bolt On Tandem Rocket 20 X5** - Changed sight and signature from +12% to +20%.
	+ **Bolt On Thunderbolt 2-Pack** - Changed sight and signature from +6% to +4%.

# HHR 1.1.10 - 2023-03-18

## New features

* **Overcrowding** - If more pilots are hired than bunks are available in the barracks (possible through some events), the pilots will get annoyed. A random debuff will be selected for each pilot every time they are deployed until the overcrowding situation has been resolved.

## General Fixes

* Using *Maximize Armor* in Mech Lab should now actually maximize armor if enough tonnage is free.
* Possible fix for UAV appearing as salvage after mission.

## Ammunition

* Added missing standard ammo descriptions and explosion warnings to many LAM/VTOL [BAY] ammo boxes.
* **Ammo LRM Chaff / [HALF]** - Added missing 75% AMS resist description.

## Combat

* Fix for rounding issues around resolve preventing use of skills even though pilot has enough resolve.
* Fix for resupply not working as intended in certain scenarios.
* Weapons fired after kick should now hit other locations than just legs.
* VTOLs can no longer appear on lunar maps.

## Contract

* Fixes and tweaks to Solaris 7 rewards. Slight tweaks to Solaris 7 lances.
* More fixes for Search and Rescue missions.
* **Pony Express** - Fixes to mission briefing.
* **Succeeded Colony I** - Fixes for spawned AI lances.

## Equipment

* **FCS Rattler** - New fixed unique item for *Dragoon AEM-01F 'Rattler'.* For autocannons: +2 Accuracy, -1 recoil, -10% heat generate, -30% minimum range, -20% jam chance, +25% crit.
* **Hardened Ferro-Fibrous** - Tooltip updated to reflect explosion on destruction.
* **LAM BA Refit** - Updated description to make it clearer that this item allows BA bays to be equipped but does not in itself allow BA to be carried.
* **Recoilless Ballistic Mount** - New fixed unique item for *Dragoon AEM-01F 'Rattler'.* +2 Accuracy and -1 recoil at installed location.

## Mechs

* **Black Knight BLK-NT-GSR** - New variant. *(Elite - Apocryphal)*
* **Crab CRB-GSR** - New variant. *(Elite - Apocryphal)*
* **Dragoon AEM-01F 'Rattler'** - New variant. *(Legendary - Apocryphal)*
* **Emperor EMP-GSR** - New variant. *(Elite - Apocryphal)*
* **Exterminator** - Switched to custom model.
	+ EXT-4A - New official Succession Wars era variant.
	+ EXT-4C - New official Star League era variant.
	+ EXT-4D - Updated to match official loadout.
	+ EXT-4Db - Updated to match official loadout.
	+ EXT-4Db-EC - New official Succession Wars era variant. *(Early Clan tech)*
	+ EXT-4DX - New official Star League era variant.
	+ EXT-5E - New official Clan Invasion era variant.
	+ EXT-5F - New official Jihad era variant.
	+ EXT-6CS - New official Jihad era variant.
	+ EXT-7X - New official Dark Age era variant.
* **Highlander HGN-732-BW** - Tweaks to AI behaviour.
* **Phoenix** - New icon.
* **Phoenix Hawk PHX-SHIV** - More armor added to fix unused weight.
* **Stag** - Switched to custom model.

## Pilot

* **Cargo** - Vehicle dropped by special ability changed from *Ferret 'The Dook'* to *Ferret 'Catsnake'.*
* **Jinxed** pilot trait - Jam chance changed to only affect weapons that already have jam chance by 1% (multiplicative).

## Shops

* Corrected incorrect chassis base price on many mechs. As a result some buy and sell values might change slightly.
* **Amaris Empire** faction shop - Added Exterminator EXT-4D
* **Comstar** faction shop - Added Exterminator EXT-4C, EXT-4D, EXT-4Db, EXT-5E
* **SLDF** faction shop - Added Exterminator EXT-4D, EXT-4Db
* **Word of Blake** faction shop - Added Exterminator EXT-4C, EXT-4D, EXT-4Db, EXT-5E

## Vehicles

* *All VBIED units* - Changed from *Legendary* to *Rare* status. AI adjusted to make them worry less about self damage.
* **Demolisher 2000** - New custom 125 ton superheavy vehicle.
* **Mockingbird VTOLs (All)** - Minor loadout tweaks. Store and ready to update.
* **Karkadann** - Switched to more appropiate model.
* **King Harald II** - Switched to more appropiate model.
* **Metal Storm** - Switched to more appropiate model.
* **Obj. 842 'Boondoggle'** - New custom 125 ton superheavy vehicle.
* **Object 1024** - Switched to more appropiate model. Loadout tweaked. Store and ready to update.
* **Parti-Kill** - Switched to more appropiate model.
* **Project Sectarian** - New custom 130 ton superheavy vehicle.
* **Singijeon FSV** - Loadout tweaked. Store and ready to update.
* **Vachir Qorchi** - Switched to more appropiate model. Loadout tweaked. Store and ready to update.

## Weapon

* **Advanced Laser AMS (C)** - Fixed switched activation counts in tooltip.
* **Bomb Bay** / **Missile Bay** - Description updated to clearly state they use Bay Ammunition without inadvertently suggesting they can use subtypes they cannot.
* **Bomb Daisy Cutter [WM]** - Cost changed from 66 000 to 165 000. Cost per shot changed from 4 600 to 11 500.
* **Bomb MOAB [WM]** - Cost changed from 105 000 to 346 500. Cost per shot changed from 10 500 to 26 250.
* **Disco Pistol** - Fixes to mirror the *Disco Laser*.
* **Improved Rotary LRM15 (RTO)** - Fixed *x3* mode to fire intended amount of missiles.
* **Internal Weapons Bay** - Renamed to *Weapons Bay*. Description updated to explicitly mention it has multiple fire modes, since some players reported confusion switching between bombs and missiles.
* **Vulcan Gun-Pod [WM]** - Added missing bonus description for *Through Armor Damage*.

# HHR 1.1.9 - 2023-03-12

* Hotfix to fix issue with missing difficulty rating (skulls).
* Tweaks to 'Jinxed' trait for AI pilots stacking very high on high difficulty levels.

# HHR 1.1.8 - 2023-03-12

## Major Fixes

* **Search and Rescue Contracts** - Fixes to prevent duplicate pilots/contracts and failure to start missions in certain biomes.
	+ **NOTE**: If loading a pre-mission save where previous bugged SAR missions were accepted, it may be necessary to click *"Launch Mission"* in Argo screen to clear the button. Nothing will happen, and the real SAR mission will then be present in Command Center and can be launched normally.
* **Environmental Design Masks** - Fixed issue with weather bonuses and maluses that were supposed to only apply to one weapons category - e.g. ``Energy`` - actually applying to all weapons.
* **Unit Decorators** - Fixed missing and incorrect unit decorators.
	+ Full guide now available at Unit Decorators.
* Possible Fix for *UAV* parts received as salvage if the unit was destroyed under certain conditions.

AI
--

* Attempt to address vehicles skipping movement.
* New VTOL AI again, they were maybe a little too dedicated to flanking.

## Ammunition

* **Inferno Bombs [Bay]** - Description updated and corrected.

## Contracts

* Tweaks to spawn pools for most contracts.
	+ QuadMechs now less likely to spawn.
	+ Command units, units with only one variant and APC are more likely to spawn.
* Full lances of *RISC* and *Elite* units will be much rarer in very low skull contracts.
* **Search and Rescue Contracts**
	+ Names of generated SAR contracts will no longer be obfuscated.
	+ Salvage Potential in SAR contracts changed from 2 back to 1 as intended.
	+ *Escort Type* - Contracts re-enabled. Token gift for saving second APC in reduced from 5 Random Common Items and 2 ammo to 1 Random Common Item and 2 ammo. Difficulty for third enemy lance slightly lowered.
	+ *Rescue Type* - Contract expiration time corrected from 14 to 15 days.
* **High Tide** - Fix for friendly turrets not spawning.
* **Retaliation** - Fix for friendly turrets not spawning.

## Events

* **Wherethafuqawe** event chain - Fix for *Fu Capacitor* requiring wrong items.

## Equipment

* **Actuator Enhancement System** *(All)* - Removed *Battle Computer* restriction.
* Following vehicle-only basic equipment has been renamed to avoid confusion.
	+ **FCS Standard** - Renamed to *FCS Vehicle Std.*.
	+ **FCS Standard 2** - Renamed to *FCS Vehicle Std. 2*.
	+ **FCS Standard (C)** - Renamed to *FCS Vehicle Std. (C)*.
	+ **Sensors Basic** - Renamed to *Sensors Vehicle Basic*.
	+ **Sensors Basic (C)** - Renamed to *Sensors Vehicle Basic (C)*.

## Mechs

* **C Rider Devistator** - Fix for being severely underweight.
* **Cicada CDA-GSR** - New mech. *(Elite - Apocryphal)*
* **Highlander HGN-732-BW** - New mech. *(Elite - Apocryphal)*
* **Phoenix Hawk PXH-SHIV** - New mech. *(Apocryphal)*
* **Vulcan VL-GSR** - New mech. *(Elite - Apocryphal)*

* Corrected incorrect and excessive hardpoint layouts in the following 'Mechs:
	+ Annhiliator 'Kuro Shi'
	+ Annihilator ANH-RC
	+ Assassin ASN-GSR
	+ Atlas IIC 'Obsidian Skull'
	+ Atlas III AS7-D2
	+ Atlas III AS7-D3
	+ Aurora GST-10A
	+ Baba Yaga AS7-DX
	+ Behemoth KGC-B
	+ Big Mac MSK-RSC
	+ Black Knight BL-11-KNT
	+ Black Knight BL-S7 'Gladiator'
	+ Bombard BMB-1X
	+ Bushwacker BSW-XR
	+ Care Bear
	+ Cicada CDA-GSR
	+ Clint Eastwood
	+ Dervish DV-8D2 'Lightbringer'
	+ Dervish DV-FR
	+ Dirge LMT-S7
	+ Doom Turtle
	+ Enforcer III ENF-7X 'MUSE COMPACT'
	+ Erinya COM-ERI
	+ Eris TDR-E5
	+ Ex Mortis PNT-P
	+ Executionier HGN-EXb
	+ Griffin GRF-S
	+ Griffin GRF-S7 'Echidnae'
	+ Guerilla BSW-S7
	+ Gungnir MAD-S7
	+ Götterdämmerung GTD-20S
	+ Hardshell Crab CRB-27-H
	+ Hatchetman HCT-RX
	+ Hatchetman HCT-S7
	+ Hellspawn HSN-7S
	+ Highlander HGN-641-X-2
	+ Highlander HGN-732-BW
	+ Hoplite HOP-4X
	+ Incubus II 'Hunter'
	+ Jenner IIC 'Ventilator'
	+ Joermungandr LGB0F-MG
	+ King Crab KGC-RSC
	+ Kraken KGC-P
	+ Lady Killer MCII-M
	+ Lament LMT-3L
	+ Lament LMT-3M
	+ Lament LMT-5D
	+ Mad Cat Mk II 'Angrboda'
	+ Marauder II 'Bounty Hunter'
	+ Marauder II MAD-P
	+ Marauder MAD-DER
	+ Marauder MAD-GSR
	+ Marauder MAD-PX
	+ Matar DN-RSC
	+ Matar SHP-P
	+ Mechagodzilla ANH-GZ
	+ Megas HGN-732-P
	+ Orion ON1-PR 'Protector'
	+ PRACtitioner ANH-PRAC
	+ Panther PNT-GSR
	+ Quasimodo QSM-RSC
	+ Rifleman III C
	+ Rifleman RFL-3N-2-LK2 'Legend-Killer'
	+ Ryoken II Ryo-II-S
	+ Sha Yu SYU-S7
	+ Shinigami STK-3Hb
	+ Shrike 'Black Rose'
	+ Slayer SHD-SX
	+ Starslayer STY-GSR
	+ Stone Rhino STR-X
	+ Stone Rhino STRN-R
	+ The Bishop UM-R8Q-B
	+ Thunder Griffin
	+ Timber Wolf RC
	+ UrbanMech UM-R666
	+ UrbanMech UM-RISC
	+ UrbanMech UM-RISC-II
	+ UrbanMech UM-RISC-III
	+ UrbanMech UM-RISC-IV
	+ Vindicator VND-RSC
	+ Vulcan VL-GSR
	+ Warhammer DFN-3A
	+ Warhammer WHM-66
	+ Warhammer WHM-BW 'Black Widow'
	+ Warhammer WHM-X
	+ Whitworth WTH-GSR
	+ Wolfhound WLF-RX
	+ Wolverine WVR-7M 'Victor'
	+ Wraith TR2-P 'Pocahontas'
	+ Wraith TR2-X 'Alexander'
	+ Zeus ZEU-C

## Pilots

* Button added for retraining a pilot in the barracks instead on having to rely on the hidden shortcut.
* **Jinxed** *(Trait)* - Reworked. Now increases critical hit chance (both cause and receive) and jam chance for all units on the battlefield.

## Vehicles

* **Ballista C3i** - New, RT Custom. Word of Blake upgrade of the Ballista SPG with a fusion engine and C3i Computer.
* **Charybdis LT** - Update/Fix. Electronics revised to include NOVA CEWS to its Stealth Armor is legal. FCS and Sensors switched to ones applicable to loadout.
* **Charybdis RG** - Update/Fix. Electronics revised to include NOVA CEWS to its Stealth Armor is legal.
* **Flintlock (3059)** - UAC/2 model, minor fixes.
* **Navi** - Categorized as *Legendary*.
* **Pirate Ferret** - Moved to High Threat spawn bracket.
* **Pitbull PIT-C10** - Update. Generic FCS upgraded to FCS Autocannon.
* **Pitbull PIT-C3** - New, RT Custom. Based on the PPC model, sacrificing that version's unusually heavy armor to mount a C3 Slave and Active Probe.
* **Pitbull PIT-C3M** - New, RT Custom. Based on the PPC model, sacrificing that version's unusually heavy armor to carry a C3 Master.
* **Pitbull PIT-UC2** - Update. Systems upgraded to FCS Autocannon and Improved Sensors.
* **Unnsvin (All)** - Acceleration slightly increased, equipment updates. **Store and ready to update.**

## Weapons

* **Anti-Air Arrow [WM]** - Carry weight used corrected from 1 to 0.5 tons.
* **AP Gauss Rifle Battery** - Projectiles fired in tooltip corrected from 5 to 3.
* **Bomb Inferno [WM]** *(All)* - Fire chance per terrain cell changed from 75% to 65%. Fire Duration Without Forest increased from 2 to 3 turns. Description Updated.
* **Disco Pistol** - New handheld weapon added.
* **Grenade Gun** - Ammo count in tooltip corrected from 15 to 10.
* **PPC Ceres Smasher** - Corrected *FI Off* mode tooltip to no longer claim the weapon misfires instead of jamming.
* **Heavy Flamer** - 1 ton 2 Slot version. Renamed to *Heavy Flamer (Vehicle)*. *This item is semi-deprecated; is now converted to the other **Heavy Flamer** when salvaged.*
* **Heavy Flamer** - 1.5 Ton 1 Slot version. Damage falloff improved from 33 to 40%. Damage bonus vs overheated targets decreased from 40% to 35%. Cost halved to 11250.

### Gauss Weapons stability damage standardization

All Gauss weapons have been standardized to do Stability damage that is 25% of their standard Damage value per projectile.

# HHR 1.1.7 - 2023-03-06

* Another attempt to fix RogueWar client issue.

# HHR 1.1.5 - 2023-03-06

* Improved logging of RogueWar client to catch an issue with reporting missions.
* Added two new elite mechs.
	+ **Assassin ASN-GSR** - New mech. *(Elite - Apocryphal)*
	+ **Maruder MAD-GSR** - New mech. *(Elite - Apocryphal)*

# HHR 1.1.4 - 2023-03-05

* Disabled CaptureEscort as a possible Search and Rescue contracts for now due to them causing issues

# HHR 1.1.3 - 2023-03-05

* Hotfix to fix issues with pilots dying.

# HHR 1.1.2 - 2023-03-05

## Ammunition

* **Thunderbolt Missile HE (ALL)** - Minor description fixes
* **LBX HE shells (ALL)** - Minor description fixes

Many explosive weapons VFX changed or rescaled, including but not limited to:

* **MOAB and Daisy Cutter** - Explosion VFX swapped to 'Flash' type
* **Inferno Bombs (All)** - Explosion VFX Swapped to same as inferno arty.
* Different explosion VFX types for *Shaped/Guided* arty than *HE/STD* types.

Inferno ammunition has had a rebalance and standardization pass, resulting in the following changes.

* **Ammo ArrowIV Inferno**
	+ Removed direct heat damage.
	+ AoE damage changed from 30 to 40.
	+ AoE Stability damage changed from 5 to 10.
	+ Incoming heat multiplier changed from 0.5 to 0.65.
	+ Terrain fire chance changed from 75% to 50%, but increased in strength.
	+ Impact visual effect reduced in size.
* **Ammo LongTom Inferno**
	+ Removed direct heat damage.
	+ AoE damage changed from 50 to 65.
	+ AoE heat damage changed from 60 to 65.
	+ AoE Stability damage changed from 10 to 15.
	+ Incoming heat multiplier changed from 0.6 to 0.5.
	+ Terrain fire chance changed from 75% to 50%, but increased in strength.
	+ New impact visual effect.
* **Ammo Sniper Inferno**
	+ Removed direct heat damage.
	+ AoE damage changed from 30 to 40.
	+ AoE Stability damage changed from 5 to 10.
	+ Terrain fire chance changed from 75% to 50%, but increased in strength.
	+ New impact visual effect.
* **Ammo Thumper Inferno**
	+ Removed direct heat damage.
	+ AoE damage changed from 20 to 25.
	+ AoE Stability damage changed from 5 to 6.25.
	+ Incoming heat multiplier changed from 0.7 to 0.75.
	+ Terrain fire chance changed from 75% to 50%, but increased in strength. Duration reduced from 4 to 3.
	+ New impact visual effect.

## Combat

* Another fix for kick attacks hitting non-leg locations.

## Contracts

* Added three new *Blackout* contracts.
	+ Absent Witness
	+ A Minor Royal Pain
	+ Prepared Grounds
* **Search and Rescue** - More work on making the missions more interesting. More changes likely to come in future patches.
	+ Ejections on friendly territory are now less likely to spawn a SAR mission, recovering the pilot immediately instead.
	+ Re-added tweaked *Pilot Rescue* as escort missions are not available on all systems.
		- Player unit limit removed, but *MUST* deploy 2+ units in Medium version and 3+ in Hard version.
		- Secondary objective location enabled on Easy version.
		- Fog of War starts in *"Unknown"* state instead of the default *"Surveyed"*.
	+ *Pilot Extraction* escort contracts
		- Expiration time corrected to 15 days from 14.
		- Six player units allowed.
		- Two blocking lances (One is a hardwired Support Lance).
		- Midway Ambush Lance Removed.
		- One Hunter Lance.
		- Never additional Support Lances.
		- Second APC now spawns in Hard version.
		- +1 Difficulty Rating to Convoy Lance.
		- Extracting Both APC now gives a minor loot box from the grateful friends your pilot made in custody.

## Equipment

* **Gripy Hand** - Renamed to *Grippy Hand*.

## Mech

* **Panther PNT-GSR** - New mech. *(Elite - Apocryphal)*
* **Stalker STK-GSR** - *(Elite - Apocryphal)*
* **Starslayer STY-GSR** - *(Elite - Apocryphal)*
* **Whitworth WTH-GSR** - *(Elite - Apocryphal)*

## Vehicles

* **Chariot CHAR-2HT** - Fix. Now tagged as Primitive vehicle.
* **Flintlock (3059)** - New, RT Custom. Upgrade of the fusion version with twin UAC/2 and a light PPC, with a Guardian ECM.

## Weapon

* **Arrow IV Missile [WM]** - Tooltip clarified regarding AOE damage conversion.
* **Arrow IV OS** - Tooltip corrected to correct AOE damage conversion of 80% from 90%.
* **Laser Pistol** - Tooltip corrected to no longer list it as a melee weapon.
* **RISC Silver Bullet Gauss** - Sound and visual effects updated.

# HHR 1.1.1 - 2023-03-01

## Major Fixes

* Fix for issue with assembling vehicles.
* Fix for hit table on kick attacks.

## Combat

* **Bombs (Most)** - Small increase to falling speed to speed up animation.
* **Bombs (Minelayer)** - Small decrease in falling speed. ;)
* **Smoke Shells** - Sticky effect from being in smoke increased from -25% vision to -50% to match that of being in smoke radius.

## Contracts

* **Hearts and Minds** *(Flashpoint)* - Removed drop tonnage limits.
* *Search and Rescue* - Chance to trigger SAR contract on player pilot ejection lowered from 75% to 50%. Removed player unit deployment limit of 4.

## Mechs

* **Bushwacker 'Gauntlet 2'** - Changed to *BSW-GTL2* in Mech grids to make easier to distinguish from *Bushwacker Gauntlet*.
* **Xanthos XNS-01-A** - Downgraded to Inner Sphere weapons to match description.

## Vehicles

* **Ifrit 'Daraba'** - Legendary status revoked. Will spawn more frequently and be easier to build.
* **Ifrit 'Jahim'** - Bomb load tweaked.
* **Ifrit 'Malak'** - Given "Rare" spawning tag.

# HHR 1.1.0 - 2023-02-28

## Major Changes

* More fixes for weapon attachments.
* Updated several mods to improve stability during initial ModTek loading.
* Localization updates for Russian language.
* Cleanup of some obsolete files, should not affect players.

## New Install Option

* **Eventualities** - New mod containing various events created by Dark Khaos.
	+ *Kraken Good Time* - Pilot events loosely based on Squid Game.
	+ *Lets Taco About This* - Tacos. And More tacos.
	+ *Wherethafuqawe* - Very extensive series of heavily branching events, based on travelling between Star Systems and Pirates and exploring the galaxy.

AI
--

* Vehicles should now ram less.
* Tweaks to AI weighing of sprinting before firing.
* Fixed many AI pilots missing traits/features, making them easier than intended.
* New AI configuration for VTOLs and Airship.

## Affinities

* **Main Battle Tank** *(Quirk)* - Changed affinity from *Can't Touch This* to *Hull Down (+1 Defense, -5% Visibility)*.

## Ammunition

* **Air Burst Mortar Ammo** - Removed accidental hidden +20% damage bonus. Now gets +5/+5/+5/+5 bonus accuracy against VTOL, Airship, PowerArmor and Protomechs, was +4/0/+10/+10.
* **Railgun Ammo** - Actually changed capacity to 3 shots as intended in previous patch.

## Careers

* **Brads and Bulls** - Starting units list tweaked:
	+ Added Light Mechs *Brigand LDT-1*, *Battke Hawk BH-K305*, *Blazing Inferno* (Unique *Commando*)
	+ Increased chance to get *Bradford M2 IFV*, *Bulldog BMT-1*, *Bulldog BMT-ERL*
* Added Light Vehicle *Sneaky Techie (M)* to several starting unit lists.

## Combat

* The self-damage from *Charging* attacks will now increase based on distance travelled.
* Fix for melee attacks able to hit unintended locations.

## Contracts

* **All Quiet On The Western Front** - Difficulty slightly lowered.
* **Maginot Line** - New harder version of *All Quiet On The Western Front* at difficulty 6.
* **Search and Rescue** - Contracts have been reworked to prevent flying or very fast unit cheese strategies. Now uses *Escort* mission type, get the pilot to the designed extraction area to complete the mission.

## Decorators

More tweaks to unit decorators:

* Sensor Quirks will no longer generate an incorrect active probe decorator.
* Changed decorator backgrounds to be less detailed and more distinct in shape for easier recognition.
	+ *Circle* - Active Probes
	+ *Hexagon* - C3
	+ *Rhomb* - ECM
	+ *Shield* - Stealth

## Equipment

* Weights adjusted for low rating engines as gyro weight was not properly included.
	+ *10 / 15 / 20 / 25*  - New weight set to 1.5 tons.
	+ *30 / 35* - New weight set to 2 tons.
	+ *12 / 36* - Marked as deprecated due to odd rating.

## Mechs

* Following OmniMechs had slight tweaks to their hardpoint types to balance them properly.
	+ Adder TC / 'Keagle'
	+ Black Lanner D
	+ Fire Moth F / H
	+ Gauntlet GTL-1OB
	+ Kit Fox C / C-EWR
	+ Mist Lynx A / F / G / P
	+ Nova Prime / H
	+ Viper F
* Following Mechs had their hardpoints changed to Omni as intended by their quirk. This means hardpoint layout might have changed.
	+ Crossbow
	+ Catapult CPLT-H2
	+ Dragoon
	+ Mercury
	+ O-Bakemono
	+ Valkyrie II VLK-II-2A
* Following Mechs had their hardpoints count reduce as they had too many:
	+ Akuma ASNII-KU
	+ Arctic Wolf 'Storm Wolf'
	+ Catapult III CPLT-R1 to R7
	+ Desperado GTL-S7
	+ Gauntlet GTL-RSC
	+ Geier MDD-MKIIX
	+ LUNA *(a.k.a. Savage Coyote L)*
	+ Mad Cat TW-S7
	+ Nova Cat 'Mirax'
	+ Owens OW-RSC
	+ Vulture MK II (All variants)

* **BattleMaster BLR-1GB** - Changed to canon location of weapons.
* **BattleMaster BLR-1GBc** - Changed to canon location of weapons.
* **Catapult CPLT-H2** - Quirk changed from *Modular Weapons* to *Accurate Weapon - Missiles*. Switched one hardpoint to missiles instead of energy.
* **Preta** - Fix for incorrect model prefab.

## Pilots

* Fixed several contract assigned player pilots (i.e. fixed) having wrong traits.

UI
--

* Fix for issue when pressing load lance layout button several times in succession.

## Vehicles

* **J.Edgar (LAC)** - Rockets switched for Rocket Pack.
* **J.Edgar (M-RE)** - Minor armor tweak.
* **Light Flamer Carrier** - Model scaled down in size.
* **Po II (Gauss)** - Minor fixes.
* **Savior Repair Vehicle** - New icon.
* **Sneaky Techie (M)** - New. 15 Ton truck that somehow has stealth armor. RT Custom.
* **Teppô Tenmaku ASV** - Added missing affinity of *Artillerist (-5% Min Scatter and -10% Max Scatter Radius, +1 Ballistic Accuracy, -1 Ballistic Recoil)*. Minor other fixes.
* **Unnsvin (all)** - Model sized scaled up. Minor tweaks, store and ready.
* **Unnsvin Gun Zeppelin** - New. LBX AC/2 sniper. RT Custom.

## Weapons

* Fixed jam chance based on recoil for the following weapons as it was 100x too high previously.
	+ AC/5 (P)
	+ AC/10 (P)
	+ AC/10 Spikey (P)
	+ AC/10 BB5X
	+ AC/20 Devil's
	+ BFG 9000
	+ HandHeld Rotary AC/2 (P)
	+ Harpoon
	+ Heavy Bolter
	+ Heavy SB GR (C)
	+ LBX AC/10 (P)
	+ M. Heavy Laser (P)
	+ Prototype Gauss Rifle
	+ Prototype HGR
	+ Tesla Rifle

* **BA Shotgun** - Renamed from incorrect *Light Rifle*.
* **Rotary AP Large Bore Gauss Rifle (C)** - Added missing +10 accuracy against Protomechs.
* **RATAGTAGTAG** - Fixed tooltip, incorrectly stated +11 to sensor checks on hit, actual value is +3.
* **Remote Sensor Missile** - Replaced incorrect Spread Range stat with Radius 15 to 60 meter.
* **Streak SRM-2 (IOS) / Streak SRM-4 (IOS) / Streak SRM-6 (IOS)** - No longer incorrectly uses external ammo boxes.
* **Ultra-Light Naval PPC** - Tooltip clarified to show that the risk for knockdown on fire only occurs in *Boosted* firing mode.

## Weather

* *Clear Night* - Fix for Night Vision overlay not being applied properly.

# HHR 1.0.13 - 2023-02-21

## Major Changes

* Another attempt at fixing *Weapon Attachments*.
* New Mech Bay tooltips now uses *Default* firing mode instead of highest damage. Calculations accuracy has been improved.
* Critical effects on weapons are enabled again.
* Called Shot and Vigilance now is useable by airlifted units carried externally.
* Fixes for issues with the custom Water Map.
* Fixes for CustomVoices.
* Fixes for vehicles always getting all parts recovered upon destruction.
* Fixes for Search and Rescue contracts.

## Abilities

* **Sensor Lock** - Updated tooltip to match the changed removed evasion pips from last patch of 2.
* **UAV** - Now compatible with other EWS.

## Ammunition

* **Ammo MTR Airburst [Half]** - Updated tooltip to list the bonus against Squads and Airships.
* **Ammo RAPLBGR Gauss** - Fixed incorrect ammo count in tooltip, now states 32 correctly.
* **Ammo RAPLBGR Gauss [Half]** - Fixed incorrect ammo count in tooltip, now states 16 correctly.

## Equipment

* **Morrigan C3i** - Fixed Boosted C3 Slave effect.
* **Sensor Sentinel** - Fixed Boosted C3 Slave effect.
* **Solaris Games Championship** - Changed to only appear in *Solaris 7* planet shop.

## Mech

* **Black Python 5** - New variant. *(Clan Invasion era)*
* **Blood Asp** - 4 new variants:
	+ I *(Jihad era - Official)*
	+ T *(Dark Ages era - Official)*
	+ U *(Civil War era - Apocryphal)*
	+ X *(Civil War era - Apocryphal)*
* **Incubus II** *(All Variants)* - Variant names made distinct in Mech grid.
* **JagerMech** *(65 ton)* - 7 new variants:
	+ JM6-ACE *(Clan Invasion era - Apocryphal)*
	+ JM6-DGr *(Clan Invasion era - Official)*
	+ JM6-SR *(Clan Invasion era - Apocryphal)*
	+ JM6-TD *(Clan Invasion era - Apocryphal)*
	+ JM6-U *(Clan Invasion era - Apocryphal)*
	+ JM8-HK *(Clan Invasion era - Apocryphal)*
	+ JM8-KH *(Clan Invasion era - Apocryphal)*
* **JagerMech** *(70 ton)* - New Mech, 7 variants:
	+ JM7-C3BS *(Jihad era - Official)*
	+ JM7-A *(Clan Invasion era - Apocryphal)*
	+ JM7-D *(Clan Invasion era - Official)*
	+ JM7-DD *(Dark Ages era - Official)*
	+ JM7-G *(Jihad era - Official)*
	+ JM7-J *(Clan Invasion era - Apocryphal)*
	+ JM7-W *(Clan Invasion era - Apocryphal)*
* **JagerMech IIC** *(65 ton)* - New Mech. *(Clan Invasion Era - Apocryphal)*
* **JagerMech IIC** *(100 ton)* - New Mech, 2 variants:
	+ IIC 1 *(Clan Invasion era - Apocryphal)*
	+ IIC 2 *(Clan Invasion era - Apocryphal)*
* **JagerMech III** - New Mech, 2 variants:
	+ JMG-D3 *(Clan Invasion era - Official)*
	+ JMG-D4 *(Jihad era - Official)*
* **Viper** - New 70 ton Inner Sphere Mech. Do not confuse with clan 40 ton Omni also called *Viper*. 5 variants:
	+ VP-1 *(Star League era - Official)*
	+ VP-5 *(Succession Wars era - Official)*
	+ VP-7 *(Dark Ages era - Official)*
	+ VP-8 *(Dark Ages era - Official)*
	+ VP-9 *(Dark Ages era - Official)*
* **White Raven** - New 75 ton Mech. 2 variants:
	+ 1 *(Republic era - Official)*
	+ 2 *(Dark Ages era - Official)*

## Pilots

* **MiG** - Updates to custom voice pack.
* **Svelte** - New custom voice pack.

## Unit Decorators

* Icons currently are not optimal, will be improved. For new use color to distinguish.
* A maximum of three icons will be shown, with *Probe* category being culled if all four are present.
* Hovering the mouse pointer over the icon shows the tooltip of the equipment providing the bonus.
* If icons are on the same row, they are from the same equipment. If they are on separate rows they are from different equipment.

### Categories

* C3 systems (Updated) - Orange
	+ *BM* - Has *Boosted C3 Master* equipment
	+ *BS* - Has *Boosted C3 Slave* equipment
	+ *M* - Has *C3 Master* equipment
	+ *S* - Has *C3 Slave* equipment
	+ *I* - Has *C3i* equipment
	+ *IM* - Has equipment compatible with both *C3 Master* and *C3i*.
	+ *IS* - Has equipment compatible with both *C3 Slave* and *C3i*.
	+ *N* - Has *Nova CEWS* equipment
	+ *X* - Has *XenoLink* equipment.
* Stealth Armor (Updated) - Purple
	+ *C* - Chameleon Light Polarization Shield
	+ *M* - Mimetic Armor
	+ *MS*  - Combined Mimetic and Stealth Armor
	+ *R* - Carapace-style stealth
	+ *S* - Stealth.
* ECM - Green
	+ *A*  - Angel ECM - Can be switched between ECM and ECCM. Blocks boosted C3.
	+ *E* - Active ECM - Can be switched between ECM and ECCM. Blocks C3.
	+ *P* - Persistent ECM - Always On.
	+ *W* - Electronic Warfare System - Can be switched between ECM and ECCM. Blocks C3.
* Probe - Red
	+ *A*  - Active Probe.
	+ *E*  - Electronic Warfare System Probe.
	+ *S* - Active Probe with area of effect Sensor Lock

## Vehicles

* **J.Edgar (XP)** - New variant. X-Pulse. Canonical.
* **J.Edgar (LAC)** - New variant. LAC/5. Canonical.
* **J.Edgar (Chem)** - New variant. Mixtech. Clan Medium Chemlasers, IS SRM-4, MGs. Canonical.
* **J.Edgar (LPPC)** - New variant. Light PPC, Targeting Computer. Canonical.
* **J.Edgar (M-RE)** - New variant. Re-Engineered laser and Bloodhound Probe. RT Custom.
* **Schreck (All)** - Quirk changed to *Narrow/Low Profile* (Except for Salvaged Schreck, Schreck II-X, and the pirate "Shrek II")
* **Schrek AC Carrier** - Renamed to *Schrek AC*.
* **Schrek Command Tank** - Renamed to *Schrek Command*.
* **Schrek Laser Carrier** - Renamed to *Schrek LL*.
* **Schrek Laser Carrier (ER)** - Renamed to *Schrek ERLL*.
* **Schrek LGR Carrier** - Renamed to *Schrek LGR*.
* **Schrek LGR-S** - New variant. Light Gauss Rifles and Stealth Armor. Canonical.
* **Schrek LBX** - New variant. Two LBX/10 Autocannons, one PPC, and Hardened Armor. Canonical.
* **Schrek Lothian** - New variant. Locally produced variant by the periphery nation mixing high and low tech. Canonical.
* **Schrek (LPPC)** - Renamed to *Schrek LPPC*.
* **Schrek Plasma Carrier** - Renamed to *Schrek Plasma*.
* **Schrek PPC Carrier** - Renamed to *Schrek PPC*.
* **Schrek PPC Carrier (MG)** - Renamed to *Schrek PPC (MG)*.
* **Schrek PPC Carrier (UA)** - Renamed to *Schrek PPC (UA)*.
* **Schrek PPC (XL)** - New variant. XL engine enabling higher speed. Canonical.
* **Schrek Snub Carrier** - Renamed to *Schrek Snub*.
* **Teppô ASV** - Equipment corrected. Quick changed to Improved FPE. Trailer removed from 3d Model.
* **Teppô Tenmaku ASV** - New variant. Teppo vehicle + Command Center trailer. Canonical.

## Weapons

* **Hand ER Large Laser (C)** - Damage changed from 35 to 40. Jam Chance changed from 20% to 15%.
* **Machine Guns (All Arrays)** - Fix for missing heat and armor piercing multipliers.
* **RISC MML (ALL)** - Maximum range in LRM mode changed from 690 to 840
* **Rotary AC/10 RISC** - Damage changed from 56 to 55. Armor penetration slightly reduced. Range changed from 180/360/510/570 to 150/300/450/600.
* **Rotary AC/20 RISC** - Armor penetration slightly reduced.
* **Streak SRM - Improved One Shot** - Added missing sizes, mainly for some official units.
	+ Streak SRM-2 (IOS)
	+ Streak SRM-4 (IOS)
	+ Streak SRM-6 (IOS)
	+ Streak SRM-2 (C-IOS)
	+ Streak SRM-6 (C-IOS)
* **Suspicious Cargo / Fission Reactor / Fuel Tank** - Tweaks. Moooor boom.
* **VSPL Lasers (ALL)** - Removed incorrect text about damage/heat and movement from description.

# HHR 1.0.12 - 2023-02-18

## Major Changes

* Fix for *Weapon Attachments* not working as intended during missions.
* Fix for bonus/malus to hit prone 'Mechs not being calculated as intended.
* Mech Lab:
	+ Weapon tooltip will now list damage, heat, range accurately according to default firing mode, including all bonuses from other equipment and similar factors.
	+ Weapon tooltip will now show a list of all currently attached Weapon Attachments.
* Airstrike strafes should now properly adapt to terrain height, not ending up in situations where it can't fire on any targets due to altitude.

## Abilities

* Fix for exploit that allowed firing base abilities for free in certain situations.
* **Sensor Lock** - Changed removed evasion pips from 1 to 2. If targeted unit is immune to sensor lock no evasion pips will be removed as before.

AI
--

* AI should now focus buildings less on defend base missions.

## Ammunition

* **Ammo LBX/20 CLUSTER [DOUBLE]** - Corrected to carry 12 rounds instead of 10.
* **Ammo LBX/20 SLUG [DOUBLE]** - Corrected to carry 12 rounds instead of 10.
* **Ammo LRM [DBL]** - Corrected to carry 300 rounds instead of 270.
* **Ammo TBM-5 x3 [Bay]** - Renamed to *Ammo TBM-5 x4 [Bay]* to correctly reflect it has 4 internal shots.

## Equipment

More Unit decorators added in two groups, C3 and Stealth.

* C3 systems:
	+ *M* - Has *C3 Master* equipment
	+ *S* - Has *C3 Slave* equipment
	+ *I* - Has *C3i* equipment
	+ *N* - Has *Nova CEWS* equipment
	+ *C3* - Has equipment compatible with several types of networks, e.g. *C3 Slave* and *C3i*.
* Stealth:
	+ *C* - Chameleon Light Polarization Shield
	+ *M* - Mimetic Armor
	+ *R* - Carapace-style stealth
	+ *S* - Stealth.
	+ *SM*  - Combined Stealth and Mimetic Armor

* **Assisted Targeting Mainframe** - New Lifesupport replacement for King Dragon. *+100m vision, +1 Tactics, MultiTracker*
* **Sensors SLDF** - Tooltip corrected to list the actual bonus of +4% to both Sensors and Vision.

## Flashpoint

* **Derelict** - Some tweaks to displayed texts and units. Loot pool updated.

## Mech

* **Doom Turtle** - Changed to use new *Great Turtle* custom model.
* **Dragoon** - New 70 ton Starleague era 'Mech. Comes in 5 variants:
	+ AEM-01 *(Starleague era)*
	+ AEM-02 *(Starleague era)*
	+ AEM-03 *(Starleague era)*
	+ AEM-04 *(Starleague era)*
	+ AEM-05C *(Dark Ages era - Unique)*
* **Gauntlet GTL-10B** - Hardpoint fixes.
* **Great Turtle** - New 100 ton Inner Sphere 'Mech with custom model. Comes in two variants:
	+ GTR-1 *(Civil War era)*
	+ GTR-2 *(Jihad era)*
* **Grizzly** - Rescaled to no longer look like the Slenderman.
* **King Dragon** - New 130 ton Draconis Combine Superheavy 'Mech with custom model. Available in 9 variants:
	+ DRG-22E - Export version, available to all great houses.
	+ DRG-22K
	+ DRG-23K
	+ DRG-23K2
	+ DRG-23K-DC - Command version.
	+ DRG-23N
	+ DRG-24J - Jump Jet version.
	+ DRG-24K
	+ DRG-2XX - RISC variant.
* **Ymir** - Model was scaled up to a more appropriate size.

## Pilots

* **Operator(UAV Pilot)** - Increased *Resolve* generation so the UAV skills can be used more often.

## Quirk

* **Well Balanced** - New quirk for King Dragon 'Mech. *Entrenched efter walking, -5% Stability Damage Taken, +10% Walk Speed.*

## Shops

* Superheavy 'Mech parts are no longer available in shops.
	+ *Superheavy Manufacturing* planets now have higher chance of Superheavy equipment appearing.
	+ More Superheavy specific contracts and flashpoints will be added over the next releases to provide ways to farm parts.
* **Amaris Empire** - Added new *Dragoon* mech to faction store.

## Vehicles

* **Ceratops (ALL)** - Minor Fixes
	+ **CT80-Ni** *(C3i)* - RAC/5 swapped to UAC/5 due to weight miscalculation.
* **Aeron (ALL)** - Actually swapped 3D model to new one by OnlyQ. Minor fixes.
	+ **Aeron Hunter** - New variant. Bombast laser and targeting computer.
* **Ontos H.E.A.T.** - New variant. Hostile Environment Assault Tank variant of the Ontos, with custom variant model. Canonical.

## Weapons

* **Artillery (ALL)** - Weapons with FLAK mode can use it against Airship type enemies.
* **Bolt On LAA Missile x2** - Fixed 2x Mode, Visibility Malus increased from 7% to 9%.
* **Gauss Rifle (P)** - Evasion Pips ignored changed from 1 to 2
* **Heavy MRM-45** - Heat generated changed from 67 to 45.
* **Heavy MRM-60** - Heat generated changed from 90 to 60.
* **Ryuujin Superheavy Flamer** - New superheavy flamer. Can be looted from certain King Dragon variants.
* **Yang Artillery** - Can now be salvaged.

# HHR 1.0.11 - 2023-02-15

* Weapon Critical Effects have been disabled again. They were turned off for a very long time due to misconfiguration, and once properly turned on they actually caused a series of issues that needs to be resolved.
* Prone mechs are now harder to hit from distance instead of easier (-1 at 1 hex, +2 at 2+ hexes).

## Flashpoints

* **Solaris 7** - Now only requires 10 reputation to gain access to *Medium*, *Heavy* and *Assault* mech brackets.
* **Solaris 7** - Now gives a small consolidation prize upon loss after reaching later rounds.

## Mechs

* **Conjurer 6** - Re-tagged according to now released official factions list.
* **Hellcat 1** - Re-tagged according to now released official factions list.
* **Hoplite HOP-5C** - Re-tagged according to now released official factions list.
* **Vulcan VT-7T** - Moved from Dark Ages to Republic era, re-tagged according to now released official factions list.

## Vehicles

* ~~**Aeron** - New custom model.~~ Coming soon!
* **Aeron Skirmish** - New variant.
* **Burke Defense Tank (EC)** - Tweaked armor values.
* **Demon EC (PPC)** - Tweaked armor values.
* **Ceratops** - New advanced Inner Sphere 80-ton fire support vehicle. RT Custom. Several variants:
	+ CT80-Ni *(C3i)*
	+ CT80-NM *(C3 Master)*
	+ CT80-NS *(C3 Slave)*
	+ CT80-SO *(Stealth)*
* **Ferret 'Wardancer'** - Slight tweak to ammunition loadout.
* **LRM Carrier (C)** - Moved from Dark Ages to Republic era, re-tagged according to now released official factions list.
* **Onuris (All variants)** - Re-tagged according to now released official factions list.
* **Pike FSV (LBX) / (Plasma)** - Re-tagged according to now released official factions list.
* **SRM Carrier (C)** - Moved from Dark Ages to Republic era, re-tagged according to now released official factions list.
* **UAV** - The stats of the launched unit has been tweaked:
	+ **Drone Systems** - New unique item, provides *+1 Evasion Pips Ignored, +2 Max Evasion, +50% Sensors, +50% Sight*. If destroyed, the UAV is rendered inoperable and blows up. Replaces VTOL Cockpit.
	+ **Micro** *(Trait)* - Added +1 defense.

# HHR 1.0.9 - 2023-02-12

* Fix for unable to load saves with previously corrupt Search and Rescue mission
* Fix for flashpoint 'Mechs with too many hardpoints
* **Excavator Claw** - Fix for not working as intended with melee weapons.

# HHR 1.0.7 - 2023-02-11

## Major Changes

* **Unit Decorators** - New feature showing important gear as an icon on units in Mech Bay overview and Lance Select screens. For now only lists C3 and C3i, more to come.
* **Salvage** - Very common and generic items should once again be rolled up into stacks. More tweaks on which items will and will not be stacked. No stack will be higher than 5 in count. Might be tweaked further in future if needed.
* Fix for softlock when weather has Lightning Storm as custom effect.

## Ammunition

* **Inferno Bombs** *(All)* - Chance of Fire per hex reduced from 90% to 75% to match Inferno Artillery shells.
* **FASCAM BOMB**
	+ *On direct hit by the bomb*: Damage changed from 10 to 5. Instability changed from 5 to 0.
	+ *Per mine*: Heat generated per explosion changed from 5 to 0.

## Attachments

* **Laser Insulator** - Should now be properly fixed.
* **Nano-fluid Damper** - Changed the UI mode name to be more clear that the damper is attached and functioning, a *(D)* will now be shown after the shot selection.

## Contracts

* **Rogue Elites module** - Contracts that are Challenges issued by elite enemies delayed until slightly later in careers.

## Equipment

* **Turret Mount** *(QuadMech fixed item)* - Renamed to *Quad Turret*.
* **Turret Mount** (Spinal Mount) - Renamed to *Spinal Mount*.
* **Tank Turret** - Re-categorized. With changes above should make finding and differentiating these items easier on the wiki.
* **VTOL Chin Turret** - Changed Accuracy from +2 to +1, instead gains -1 Recoil in Location.

## Flashpoints

* **Headhunting** - Fixes for broken reward lists.

## Mechs

* **Atlas AS8-K / AS8-KE** - Fluff text fixes.
* **Banzai BZN-X** - 90 ton Inner Sphere melee Assault. Only one variant.
* **Clint** - Following new variants:
	+ CLNT-2-GD *(Apocryphal)*
	+ CLNT-3-4T
* **Eurypterid ERY-x007** - Rebuilt due to Heavy MRM changes.
* **Gùn GN-SQD** - Injuries should now be applied properly as per squad rules.
* **Javelin** - 9 new variants:
	+ JVN-10NR *(Apocryphal)*
	+ JVN-11C *(Apocryphal)*
	+ JVN-11DS *(Apocryphal)*
	+ JVN-11D 'Farrell' *(HeroMech)*
	+ JVN-11K *(Apocryphal)*
	+ JVN-11P
	+ JVN-11U *(Apocryphal)*
	+ JVN-12N
	+ JVN-HT *(Apocryphal HeroMech)*
* **Leilourium I-LEM-OF** - Rebuilt due to Heavy MRM changes.
* **Pillager** - New 100 ton Inner Sphere 'Mech with the following 8 variants:
	+ PLG-1N
	+ PLG-3Z
	+ PLG-3Z-EC *(Apocryphal Early Clan)*
	+ PLG-4X *(Elite)*
	+ PLG-4Z
	+ PLG-5L
	+ PLG-5Z
	+ PLG-6Z
* **Phoenix Hawk LAM PHX-HK2** - Fix for incorrect weapon location.
* **Shogun** - 85 ton Inner Sphere 'Mech with the following variants:
	+ C
	+ C 2
	+ C 3
	+ SHG-2E
	+ SHG-2F
	+ SHG-2F 'Trisha' *(HeroMech)*
	+ SHG-2H
	+ SHG-2TT *(Apocryphal)*
	+ SHG-4F *(Apocryphal)*
	+ SHG-4W *(Apocryphal)*
* **Sprite 'Pixel'** - Injuries should now be applied properly as per squad rules.
* **Texihuitl** *(All)* - All variants rebuilt due to Heavy MRM changes.
* **UrbanMech UM-1UL** - Injuries should now be applied properly as per squad rules.
* **Wasp LAM WSP-QSK** - Fixed double engine issue.
* **Warlock** *(All)* - All variants rebuilt due to Heavy MRM changes.

## Pilots

* The following pilots were supposed to have the *Command* trait, but it was missing due to a typo. This has now been corrected.
	+ Gunnhild
	+ Harpy
	+ Thyra
	+ Vala

## Vehicles

* Wheeled Vehicle move bonus in Urban environments reduced from +15% to +5%.

* **Burke Defense Tank (EC)** - New apocryphal Early Clan variant.
* **Demon EC (PPC)** - New apocryphal Early Clan variant.
* **Pirate Ferret** - Slightly nerfed at community demand if you can believe it.
* **Skadi VTOL** *(ALL)* - Rescaled model so it's not so smol.
* **Unnsvin Carrier Zeppelin** - +1 BA Capacity, Gained 4 HE Bombs, Gained more resupply boxes and minor gear.
* **Unnsvin Bomber Zeppelin** - New variant. Medium lasers of the original retained, all internal capacity filled with 21 tons of Bombs.
* **Vedette G7X** - Minor fixes.

## Weapons

* **Battle Armor** - All BA weapons have had their *Armor Piercing* stats adjusted.
* **Critical Hits** - Tooltip information for minimum range reduction per critical hit fixed, they all said *Short Range* incorrectly.

* **Ares FST** - Description of several versions fixed.
* **BA Rifle (C) / BA Heavy Rifle (C)** - Removed incorrect reduced damage vs armor listed in the description.
* **Bolt on Light AA Missile x2** - Corrected range from 0 to 1200 meters.
* **Bomb Mine Inferno [WM]** *(All)* - Fix. Mine heat damage returned from 10 to 1, as it was prior to 1.0.4. AOE heat per mine remains at 2.
* **ER L Laser Blankenburg**  - Incorrect price changed from 22 000 to 220 000.
* **Heavy MRM** - Reworked to make them feel more Superheavy-like. All Mechs that used them have been rebuilt.
	+ 10/20/30/40-tube variants made obsolete, sell if you have one.
	+ **Heavy MRM-45** - 45 tubes, 8 slots and 20 tons. 13.5% jam chance.
	+ **Heavy MRM-60** - 60 tubes, 10 slots and 27 tons. 18% jam chance.
	+ Slightly more Armor Penetration to reflect the increased volley sizes.

# HHR 1.0.6 - 2023-02-08

* Fixes for softlocks after flying unit movement
* Fixes for flying units having wrong height over buildings
* AA Factor should now act as expected when multiple sources modify it

# HHR 1.0.5 - 2023-02-08

* Hotfix with possible fix for softlocks
* Airlifted units should no longer get damaged if they get flown over a building that gets destroyed
* Disable abilities for BA being carried inside vehicles without firing ports (like it shoulda been from the start)

# HHR 1.0.4 - 2023-02-07

## Major Changes

* Custom Prewarm will no longer corrupt projectile colors
* AI should no longer eject weapons during spawn protection, e.g. Wing Mounted weapons on VTOLs.
* AMS jamming from previous battles should be cleared properly.
* Unit must now have at least two possible move positions before enforcing movement after shooting when using *Ace Pilot*.
* Fix for changes to key bindings not saving between restarts.
* Fixes to Mac start script.
* Disputed Salvage will no longer include generic items at extremely high counts (2 Billion +).

## Affinites

* **Speed Demon** - Nerfed from +5 Max Evasion to +3 Max Evasion.

## Ammunition

* All Ammunition Box explosion values are now based on the actual statistics of the ammunitions damage potentinal. Inert ammo (Gauss and Plasma) does not explode as before. All Ammunition Boxes with explosions now lists the values in their tooltips.
	+ A few exceptions exist, such as Suspicious Cargo, where the calculated values don't make sense.
* **Arrow IV Guided** - Accuracy and Direct Fire Accuracy both reduced from +2 to +1 since it no longer requires Artemis FCS.
* **LRM Hydra** - . Ammo count reduced from 120 to 80.
* **LRM Hydra [HALF]** - . Ammo count reduced from 60 to 40.
* **LRM Hydra Cased** - Explosion protection reduced from 100% to 75%.
* **Helical Railgun** - Cost per shot fired reduced from 15000 to 6000. Cost of ammo box increased from 40000 to 45000.
* **Plasma Railgun** - Cost per shot fired increased from 5000 to 9500. Cost of ammo box increased from 30000 to 57000.
* **Railgun** - Changed from 4 to 3 per box. Cost per shot fired increased from 2500 to 7500. Cost of ammo box increased from 40000 to 45000.

## Career

* Minor Tweaks to *Technicals* rarity in start lists.
* **Bradfords and Bulldogs** - *Dump Truck* and *Resupply Truck* removed. Med/Light Mech Added (All with "B" names), Second Battle Armor added.
* **The Dumps** - Pirate Light Mech/Vehicle removed. The Brunels, Technicals, and reload truck are enough for you.

## Combat

* Area of Effect Weapons/Amunnition, Mines and **Attack Ground** ability will no longer trigger resolve gain or loss.
* Damage Reduction will now also work on AoE attacks.
* Damage Reduction from all sources will now be multiplicative, changing some items from additive.
* Fixed increased jam chance from recoil for relevant weapons.
* Fixes to total damage tooltips.
* Fixed damage increase from weather effects not being applied.
* Fixed critical hit count and effects not working as intended for all weapons. Also some fixes for turrets and vehicles, more to come.
* Rare and Unique Tech will no longer be combined together into multiple units for one pick during salvage.
* Vehicles are now twice as likely to receive Through Armor Criticals when taking a qualifying hit.

## Contracts

* **Flying Tigers** - Some tweaks. New Alternate version added.

## Equipment

* **C.A.S.E.** items and equipment including **C.A.S.E.** protection now also limits the maximum amount of heat or stability damage that can come from any individual internal explosions. See each items tooltip for more information.
* **Laser Insulator** - Will now actually decrease heat generated instead of increasing it.
* **Nanofluid Damper** - Will now correctly increase heat by 3% instead of 103%.
* **Pain Shunt Appointment (Commander)** - Fixed description to now actually describe what it does.
* **Quad Turret** - Turned out to be far too strong, has been nerfed from +3 Accuracy in all torsos to +1 Accuracy and -1 Recoil in all torsos.
* **Suspicious Quicsell leaflet** - Changed price from 10000000 to 10. Unbelievable Flash Sale, get it now!
* **Upper Recoil QS** - Was far too strong. Nerfed from -1 recoil at all locations to -1 Recoil, -1 Accuracy +2% Jam Chance to all weapons at same location.
* **Vehicle Motive Systems (All)** - Slot counts adjusted so they survive the correct number of critical hits.
* **VTOL Cockpit** - Actually removed the +1 Tactics this time. +2 Initiative Reduced to +1. Sight/Sensor bonus reduced from +100% to +50%.

## Flashpoints

* Updated loot lists for several Flashpoints to make them more worth the spent effort.
* **Solaris 7** - Fixes and tweaks to improve in-game experience.

## Mechs

* Bunch of new Mech icons.
* **Atlas AS7-D-CE** - New Early Clan variant. *(Apocryphal)*
* **Crab CRB-27-EC** - New Early Clan variant. *(Apocryphal)*
* **Hunchback HBK-4G-EC** - New Early Clan variant. *(Apocryphal)*
* **Marauder MAD-2R-CE** - New Early Clan variant. *(Apocryphal)*
* **Orion ON1-K-CE** - New Early Clan variant. *(Apocryphal)*
* **Roadrunner** - Made even smaller. Meep Meep.
* **Striker** - New 80 ton Mech in 5 variants:
	+ STC-2C
	+ STC-2C-CE *(Early Clan - Apocryphal)*
	+ STC-2D
	+ STC-2L
	+ STC-2S
* **Urbanmech UM-R60-CE** - New Early Clan variant. *(Apocryphal)*
* **Victor VTR-9B-CE** - New Early Clan variant. *(Apocryphal)*
* **Wolverine WVR-6R-CE** - New Early Clan variant. *(Apocryphal)*
* **Vulcan VL-2T-CE** - New Early Clan variant. *(Apocryphal)*

## Pilot

* **Cargo Vroom** - Pilot for the *Ferret* hovertank spawned from the unique skill can now use skills and abilities properly.
* **Das** - Unique skill *Always Blamed* changed to give following effect: *+2 Initiative, -1 Defense. +1 Walk Move Point and +25% run multiplier when in unit with Supercharger equiped. +30% Upkeep*
* **PlateGlassArmour** - Unique skill changed to *Contract Negotiator (+5% CBills when deployed to the battlefield, -1 total health")*. Tweaks to voice pack.

## Other

* Updated some item bonus descriptions to make it clearer when they are referring to melee weapons like axes and swords rather than melee in general.
* Many minor fixes and typo corrections.

## Quirk

* **Legend Killer** - Added missing x2 AA factor.

## Turrets

* Turrets now should be able to use attachments

## Vehicles

* Vehicles are properly aligned to terrain again
* Many vehicles had descriptions updated and/or costs adjusted.
* **Alacorn (RISC)** - Fix, cannons moved to turret from front, required adjustments made.
* '**Black Jacket' YJ-69** - Illegal Stealth armor replaced with Reactive Plate.
* **Cavalry Infiltrator** - Updated equipment, store and ready.
* **Cobra Transport VTOL (EC)** - New Early Clan variant.
* **Fury II EC** - Minor fixes
* **Goblin EC** - Minor fixes
* **Goblin EC (LRM) / (SRM)** - New Early Clan variants.
* **Heavy MML Carrier** - Updated equipment, store and ready.
* **Manticore MBT (XL)** - New variant.
* **M.A.S.H. Truck** *(AMS)* - New variant.
* **Nidhogg RISC** - 1 AMS Mk2 removed, 1 ton of AMS ammo added.
* **Nightshade EC** - Minor fixes
* **Pegasus PG-X** - Fix: Medium Pulse Lasers changed to X-Pulse
* **Pegasus PG-3XP** - Fix: Medium Pulse Lasers changed to X-Pulse
* **Puma PAT-007** - Updated equipment, store and ready.
* **Savannah Master (Reflective)** - New variant.

## Weapons

* All Weapon internal explosions (**not** *Misfire*) values are now based on the actual statistics of the weapon and amount of loaded ammunition for the next shot (if any). All affected Weapons now lists the explosion values in their tooltips.
	+ A few exceptions exist, such as TSEMP and Tasers, where the calculated values don't make sense.
* Renamed base firing mode for weapons from *B* to *BASE*. When using attachments, remember to check your firing mode as *BASE* means attachment not enabled.
* Fixed many Wingmount Bombs having extra projectiles.
* Fixed damage and/or range stats display for following WingMounts:
	+ AAiATM Missiles
	+ AGM-10 Missiles
	+ Light AA Missiles
	+ Phoenix Missiles
	+ Quad-Missiles
	+ Pulse Laser Pod
	+ Cluster Bombs
	+ Guided Bombs
	+ Mine Bombs
	+ Inferno Mine Bombs

* **A-POD / B-PDO / M-POD** - Added new hardpoint using versions to Clan and Solaris 7 shops.
* **Bolt On LAA Missile x2** - Fix for missing damage stats resulting in 0 damage attacks.

# HHR 1.0.3 - 2023-02-01

## Major Fixes

* **Custom Prewarm** incompatibility with RT fixed.
* Fix for handheld melee weapons not applying during melee attacks.

## Affinity

* **Aerial Acrobat** - VTOL Cockpit affinity Max Evasive Pips from +3 to +5
* **Agile** - Added as chassis affinity for *Gundam LAM*.
* **Twin Minds** - New affinity for *Ettin* superheavy. *+100% Resolve Generation, +100% Resolve cost, +50 Max Resolve, +5 Base Resolve per round*
* **Speed Demon** - New affinity for very fast units. *+5 Max Evasion*. The following VTOL chassis affinity switched from Evasive to Speed Demon:
	+ Crow
	+ Cyrano
	+ Ferret
	+ Karnov
	+ Kestrel
	+ Marten
	+ Ripper
	+ Sprint
	+ Vector
	+ Vespa

## Ammunition

* **Ammo LBX/5 CLUSTER** *(Half)* - Renamed to *Ammo LBX/5 CLUSTER [Half]*. Tooltip ammo count corrected from 120 to 10.
* **Ammo LBX/5 SLUG** *(Half)* - Renamed to *Ammo LBX/5 SLUG [Half]*.
* **Ammo AAA Missile [Bay]** - Damage corrected from 20 to 100 as intended.
* **Ammo Quad-Missile [Bay]** - Should now display as 25x4 in combat instead of just 25.

## Career

* More updates to starting lists for 3081 map.
* New Career starts can now only get one RTO Legend or RT Crew special pilot.

## Equipment

* **Engine** *(Standard)* - Cost change from 800 000 to 400 000.
* **Engine Fuel Cell** - Cost change from 550 000 to 250 000.
* **Engine I.C.** - Cost change from 250 000 to 125 000.
* **Engine Light (QSC)** - Corrected storage cost.
* **Engine Light QSX** - Corrected storage cost.
* **LAM Engine** *(Standard)* - Cost change from 0 to 600 000.
* **VTOL Cockpit** - Removed +1 Tactics and -20% Resolve Cost. Added +1 Evasion +2 Max Evasion Cap.
* **VTOL Jet Booster** - Max evasion Pips changed from +1 to +2

## Flashpoints

* **Arano Restoration Story** - Missions will no longer trigger *Search and Rescue* missions on pilot loss to prevent flashpoint only factions as contract target.
* **Birth of a Legend** - Fix for mission *Thunder Rift* not loading.
* **Solaris 7** - Missions will no longer trigger *Search and Rescue* missions on pilot loss to prevent flashpoint only factions as contract target.
* **Succeeded Colony** - Tweaks to enemy forces to prevent Thomas the Tank Engine appearing.
* **The Raid** - Changed Mechs that might not be part of installation to core Mechs to prevent Thomas the Tank Engine appearing.

## Mechs

* Fixes for bad hardpoint layouts due to whole locations taken by fixed equipment. Some Mechs might move hardpoints due to this, invalidating your custom builds.
* **BattleMaster IIC** - New icon.
* **Bombardier BMB-12D-EC** - New early clan tech variant.
* **Elemental III** *(Flamer)* - New variant.
* **Elemental TOAD** *(ERM)* - New variant using ER Micro lasers.
* **Ettin** - New 180 ton pirate superheavy. Has two heads. Why? Because pirates.
	+ ETN-B1G
	+ ETN-B2B
	+ ETN-C3
	+ ETN-CHO
	+ ETN-DX
* **Fa Shih FS-1SG** - New variant using Light Gauss Rifles.
* **Fa Shih FS-1SP** - New variant using Plasma.
* **Hatchetman HCT-8S** - Removed incorrect duplicate engine side torsos.
* **Hellcat** / **Hellcat-P** - New icon.
* **Marauder MAD-BH-R** - Gyro and Engine made fixed to fix issue with repairs due to center torso fixed weapon.
* **Screamer SCR-1X-LAM** - Tweaked loadout.
* **Sentinel STN-3L-EC** - New early clan tech variant.
* **Shadow Hawk SHD-2Hb-EC** - New early clan tech variant.
* **Shieldmaiden SHM-OC** - New Command variant.
* **Texihuitl TEX-R6** - New variant using Heavy MRM 10 launchers.
* **Thorn THE-N-EC** - New early clan tech variant.
* **Warlord** - New icon.

## Vehicle

* **Fury FCT-II-EC** - New early clan tech variant.
* **Goblin (EC)** - New early clan tech variant.
* **Nightshade (EC)** - New early clan tech variant.
* **Cavalry Infiltrator** - Advanced Stealth BA Carrier variant of the popular attack helicopter platform. Davion exclusive.

## Weapons

* **Huge Pulse Laser** - Base heat increased from 50 to 75. Firing mode *Alpha* heat increased from 100 to 150. Now *Superheavy only* weapon.
* **Bomb Mines x3 [WM] -** Ammo count corrected from 2 to 3.
* **Bomb Guided [WM]** - Ammo count corrected on all rack sizes.

# HHR 1.0.2 - 2023-01-30

## Major Bug Fixes

* Possible fix for crash to desktop issues caused by Unity game engine bug.
* Fix for Wartech IIC (offline map) UI freeze when accepting flareup contracts.
* Fix for killing the Overlord main body before its turrets preventing mission objective from completing

## Affinity

* **Aerial Acrobat** - New affinity for VTOLs. *+1 Evasion Pips, +3 Max Evasion Pips*.
* Fixed *Zhukov (WoB)* Chassis Affinity
* Fixed *Ranger VV2* Chassis Affinity

## Ammunition

* **Ammo AGM-10 [Bay] / Ammo AGM-10 x2 [Bay]**  - Fixed missing Streak and No AA descriptions. No stat changes
* **Thunder** - Clarified description to not include *anti-personal* mines.

## Career

* Fix for getting double Cavalry VTOL.
* Updated 3081 map to disable factions that did not exist during that timeline:
	+ Castile
	+ ComStar
	+ Elysia
	+ Society
	+ Oberon
	+ Valkyrate
* Tweaks to 3081 map starting lists.

## Contracts

* Fix for incorrectly using the new 2765 map factions for Clan trials.
* Fixed Mechs spawning on turret bases in some Defend Base contracts.
* Fixed bug preventing higher difficulty AA turrets spawning in higher skull Target Acquisition contracts.

## Equipment

* Fixed incorrect max evasion for ultralight squad engines.
* Melee actuators carry weight bonus will now only affect the mounted arm.
* **Compact Actuator X4 QS** - Disables ability to carry handheld weapons with mounted arm.
* **Crew Compartment** - Sized increased from 2 to 5 slots.
* **Dual Cockpit** - New fixed item on some SLDF BattleMaster 'Mechs. *Max Resolve +10%, Resolve Cost -5%*
* **FCS AMS** - Cleaned up bonus description.
* **Industrial Structure** - Removed negative cost.
* **Vehicle Stealth** *(RO variant)* - Renamed to *Vehicle Adv. Stealth*. Improved bonus description to include actual stealth statistics. Price increased.
* **Vehicle Stealth** *(Generic variant)* - Renamed to *Vehicle Stealth Armor*.
* **Vehicular DNI** - Removed incorrect Resolve bonus from bonus description.
* **VTOL Propulsion** - Moved evasion bonuses to affinity *Aerial Acrobat*.

## Flashpoint

* **Succeeded Colony** - New flashpoint. Inspired by Gundam.

## Mechs

* **Aegis Point Defense Suit** *(Battle Armor)* - Will no longer Swarm enemies due to having no attack weapons.
* **BattleMaster** - New variants:
	+ BLR-1C *(Apocryphal)*
	+ BLR-1C2 *(SLDF Royals - Apocryphal)*
	+ BLR-1Gd
	+ BLR-1GHE 'HellSlinger' *(Unique)*
	+ BLR-1GR *(Apocryphal)*
	+ BLR-1GT *(Apocryphal)*
	+ BLR-1HD *(Apocryphal)*
	+ BLR-1K *(Apocryphal)*
	+ BLR-1J *(Apocryphal)*
	+ BLR-1M *(MW5)*
	+ BLR-1P *(MW5)*
	+ BLR-2C
	+ BLR-2C2 *(SLDF Royals - Apocryphal)*
	+ BLR-3C *(Apocryphal)*
	+ BLR-3M 'Rogers' *(Unique)*
	+ BLR-3NC (C) *(Apocryphal)*
	+ BLR-3S
	+ BLR-3W (C) *(Apocryphal)*
	+ BLR-4S
	+ BLR-4S (Calvin) *(Unique)*
	+ BLR-4S (Calvin II) *(Unique)*
	+ BLR-5M
	+ BLR-5R *(Apocryphal)*
	+ BLR-6C
	+ BLR-6G
	+ BLR-6R
	+ BLR-6X
	+ BLR-10K *(Apocryphal)*
	+ BLR-10S
	+ BLR-10S2
	+ BLR-K3
	+ BLR-K4
	+ BLR-M3
	+ BLR-CM
	+ BLR-IID *(Apocryphal)*
	+ BLR-TD *(Apocryphal)*
	+ BattleMaster C
	+ BattleMaster C 2
	+ BattleMaster C 3
* **BattleMaster IIC** - New 90 ton Chassis. *(Apocryphal)*
* **Conjurer 6** - New variant.
* **Griffin GRF-3RG** - New variant, used by Lyran Royal Guards.
* **Grizzly 1** - Changed to official loadout.
* **Grizzly 2 / 3** - Two new variants.
* **Hellcat** - New 50 ton 'Mech.
* **Hellcat-P** - New 50 ton prototype 'Mech.
* **Highlander IIC 4** - New variant.
* **Hoplite HOP-5C** - New variant.
* **Hoplite HOP-5W** - New variant. *(Apocryphal)*
* **Inner Sphere Standard IS-MTR** *(Battle Armor)* - Will no longer Swarm enemies due to having AoE weapons.
* **Inner Sphere Standard IS-TAG** *(Battle Armor)* - Will no longer Swarm enemies due to having AoE weapons.
* **Phalanx PX-C** *(Battle Armor)* - Will no longer Swarm enemies due to having AoE weapons.
* **Sneed RFL-3M** - Loadout tweaks.
* **Vulcan VT-7T** - New variant.
* **Warlord** - New 80/75 ton chassis. Downsized and renamed BattleMaster in practice. Five variants:
	+ BLR-2D *(80 ton)*
	+ BLR-2Dr *(80 ton)*
	+ BLR-2E *(75 ton)*
	+ BLR-2G *(80 ton)*
	+ BLR-2XC *(75 ton Prototype)*
* **Whithworth** - 3 new variants:
	+ WTH-1R *(Apocryphal)*
	+ WTH-1SR *(Apocryphal)*
	+ WTH-2H

### Quicsell

* Some Hardpoint changes to various Quicsell mechs.
* **Banshee BNC-QS3** - Tweaked loadout.
* **BattleMaster BLR-QS2 / BLR-QS4** - Tweaked loadout.
* **Black Knight BL-QS2 / BL-QS3** - Tweaked loadout.
* **BusterHauler** - Added new icons and descriptions.
* **Charger CGR-QS1** - Tweaked loadout.
* **Commando COM-QS2** - Tweaked loadout.
* **Grasshopper GHR-QS1 / GHR-QS3 / GHR-QS4** - Tweaked loadout.
* **Highlander HGN-QS2 / HGN-QS4** - Tweaked loadout.
* **Panther PNT-QS1 / PNT-QS2** - Tweaked loadout.
* **Quickdraw QKD-QS3** - Tweaked loadout.
* **Thunderbolt TDR-QS1 / TDR-QS2** - Tweaked loadout.
* **Trebuchet TBT-QS2 / TBT-QS3** - Tweaked loadout.
* **Valkyrie VLK-QS3** - Tweaked loadout.
* **Vindicator VND-QS1** - Tweaked loadout.
* **Wasp WSP-QS2 / WSP-QS4** - Tweaked loadout.
* **Wolverine WVR-QS3** - Tweaked loadout.

## Pilots

* Pilots will no longer lose their portrait when rescued in a Search and Rescue mission.
* Pilot recovery state handled properly on reload to before pilot was lost.
* **MiG** - Tweaks to custom voices.
* **Jelly Roll** - Tweaks to custom voices.

## Vehicles

* Fix for weapons not being displayed in tooltips.
* Fix for 0 cost vehicles in online shops.
* **Glaive MT** - Tweaks to armor and engine. Store and ready to update.
* **Harasser (2821)** - Replaced 1 ton of generic LRM ammo with SAM.
* **Kirov** - Minor tweaks.
* **Kruger Combat Car** - Renamed to *Kruger CC*.
* **Kruger Combat Car (Original)** - Renamed to *Kruger CC (OG)*.
* **Sprint VTOL** - Quirk changed from *Quick Off the Line* to *Improved Comms*.
* **UAV** - Considerably increased Resolve generation. Will now be able to use Sensor Lock ability faster and more often.
* **Vali Support Vehicle** - New vehicle in two variants.

#### Difficulty Bracket changes

* **Hunter HNT-3RT** - Moved from low to medium difficulty bracket.
* **Hunter HNT-3RO** - Moved from low to high difficulty bracket.
* **Mantis VTOL** - Moved from generic to advanced technology bracket.
* **Pegasus PG-1C** - Moved from medium to high difficulty bracket.
* **Plainsman HVT (LRM)** - Moved from high to medium difficulty bracket.
* **Panzerhaubitze 2000** - Moved from high to medium difficulty bracket.

## Weapons

* Fix for handheld melee weapons not triggering during melee attacks.
* Area of Effect Damage tooltip added clarification that units further from impact takes less damage.
* **A-POD / B-POD / M-POD** *(Non-Handheld)* - Fixed to not require specialist slot in same location. Now uses Support hardpoint as intended.
* **Advanced Laser AMS (C)** - Fixed to add missing *AMS damage*.
* **ER PPC** - Changed Mine Clerance radius from 1 to 2 hexes to match tooltip.
* **Gauss Rifle Norse Storm** - +5 dmg +5 AOE, +5 AOE Range. Improved Armor Penetration.
* **Grenade** *(Handheld)* - Reduced Mine Clearance radius from 4 to 2 hexes.
* **HMG (C)** - Renamed to *MG Heavy (C)*.
* **LMG (C)** - Renamed to *MG Light (C)*.
* **MRM-5 (P)** - Fixed listed in-game damage to the correct 6x5.
* **PPZ** - Heat 45 to 40, PPC Debuff strength 3 to 4.

# HHR 1.0.1 - 2023-01-24

## Major Bug Fixes

* Custom Prewarm mod should now be fixed. It can be re-enabled in the main menu in-game options, the **Use cache** entry under the *Mods* section.
* Fix for *Armor Piercing* ammunition attacks not doing any damage.
* Fix for *Custom Voices* not work as intended.
* Another attempt at fixing *Weapon Attachments* for vehicles if they have more than one.
* A bug causing the **LAM** start to not work on the 2765 map has been fixed.
* **Search and Rescue** contracts should now longer generate invalid ally lances causing Thomas the Tank Engine.

## Minor Tweaks

### Ammunition

* **LBX SLUG** - Incorrect Range bonus description changed to the actual values.
* **LRM ER** - Range bonus changed from +90/+130/+190/+200 to +60/+130/+190/+250 (now is +30% at all ranges as the tooltip stated). Minimum range changed from 90 to 50 m.
* **LRM Hydra** - Incorrect Range bonus description changed from -33% to the actual -30%.
* **MRM Kinetic Kill** - Range bonus changed from +90/+120/+150/+270/ to +30/+50/+120/+150.
* **SRM Deadfire** - Incorrect Range bonus description changed from -30% to the actual -33%.
* **TBM Kinetic Kill** - Incorrect Range bonus description changed to the actual values.

### Contracts

* Search and Rescue contracts will no longer disappear as month end triggers.

### Mechs

Due to a small error in the hardpoint generation tool, many 'Mechs (non-omni) had one hardpoint too few. The missing hardpoints have now been added.

Furthermore, some 'Mechs with Quirks or Affinities that benefited a certain hardpoint type were missing most or all hardpoints of that type. As this has been adjusted now, the affected 'Mechs might have a slightly different hardpoint layout compared to before. As this might present a sudden need
for unplanned refitting of said 'Mech, we present an offer of a complimentary cookie as compensation. Contact our PR department for more details.

* **BusterHauler** - New 50 ton Quicsell IndustrialMech.

### Pilots

* Inspired will now properly trigger when a pilot reaches 50 Resolve.
* **MiG** - Fixes for custom voicepack.
* **PlateGlassArmour** - New RT Crew pilot with custom voice pack. Unique skill: **Independant Trade** *(-1 Random Salvage and +100,000 CBills when deployed to the battlefield.)*

### Shops

* Full Stone Giant Superheavy 'Mechs will no longer show up in stores, only parts as intended.

### Vehicles

* **Glaive** - Minor Fixes
* **Kirov** - 1 more Protective Padding to make weight.
* **Onuris VTOL (All)** - Fixes and tweaks, given bombs. Store and ready to refit.
* **Pisces (All)** - Fluff fix. Non-notable

### Weapons

* **PPC Defiance** - Range decreased from 210/420/630/840 to 210/390/570/750

### Other

* Fixed tooltip for *Argo* morale meter and pilot *High* / *Low Spirits* to reflect **Resolve** changes in HHR.

# HHR 1.0.0.3 - 2023-01-23

### Critical Fixes

* Updated **ModTek** to handle installations without the *Performance Fixes* mod.
* Fix for Weapon Attachments on vehicles breaking if more than one.

### Career Starts

* Improved some of the new career starts to give more than 4 units.

### Resolve

After monitoring the first day of play it was made obvious that stacking Lance Resolve generation buffs was much easier than intended. The changes will be listed in respective section below.

### Affinities

* **Coordination** - Lance Resolve per Round changed from +5 to +2
* **Big Bad** - Effect changed to -1 Lance Resolve per Round for all Enemies.
* **High Command** - Effect changed to -10% Lance Ability Resolve Cost.

### Pilot Quirks

* **Commander** - Lance Resolve per Round changed from +3 to +1.
* **Inspiring Presence** - Lance Resolve per Round changed from +3 to +1.
* **Jinxed** - *+1 Evasion Gained & Max Evasion* changed to *2 Evasion Gained & +3 Max Evasion*
* **3rd Star League Founder** - +3 Lance Resolve per Round changed to +3 Self Resolve per Round.

### Equipment

* **Adv. Command Mod** - Lance Resolve per Round changed from +3 to +1.
* **Adv. Command Mod Mk II** - Lance Resolve per Round changed from +5 to +2.
* **Command Cockpit (C)** - +5 Lance Resolve per Round changed to +5 Self Resolve per Round.
* **Command Console** / **Command Console (Armored)** - Lance Resolve per Round changed from +3 to +1.
* **ECM (P)** - Enemy Lance Resolve per Round changed from -3 to -1. (-4 to -2 for Unique variant)
* **Prototype C3** - Lance Resolve per Round changed from +3 to +1.

### Unit Quirks

* **Command Mech** - Effect changed to -10% Lance Ability Resolve Cost.
* **Corgi Squad** - Enemy Lance Resolve per Round changed from -3 to -1.
* **Distracting** - Enemy Lance Resolve per Round changed from -5 to -2.
* **Monolithic** *(Vehicle Trait)* - Enemy Lance Resolve per Round changed from -5 to -1.
* **Pirate Shanties** - Lance Resolve per Round changed from +3 to +1. Enemy Lance Resolve per Round changed from -3 to -1.
* **ROAR!** - Enemy Lance Resolve per Round changed from -5 to -2.

### Mechs

* **Rattlesnake / Rattlesnake II** - New custom model.
* New custom models for *Eris* and *Hel* mechs.
* **Freeman COM-2D** - Changed handheld to bolton to free the Freeman's hand.
* **Hel** - Now incompatible for assembly with *Eris* parts. As a side effect any affinity for *Hel* will be reset.
* **Mite MTE-12C** - Replaced affinity *High Command* with *Hunter* (+1 Probe, +10% Sight, +5% Sensors)
* **Sling** - Switched to *Scrapper* affinity quirk due to variants without missiles.
* **Sling SLG-1H** - Switched to quirk *Accurate Weapon - Energy* due to no missiles.

### Vehicles

* Added missing Superheavy Movement modifier tag on nuke carrier variants of SH tanks.
* **Guarded** *(Vehicle Trait)* - Removed *Entrenched* after move.

* **APCs** - 10 and 20 ton wheeled APC switched to BTR model, 10 and 20 ton tracked APC switch to BMP model.
* **Burro II CT** - Switched to box truck model instead of dump bed.
* **Glaive** - New 45 ton Tank, with custom model.
* **Kirov** - Gained Coms Gear 1 Ton, Protective Padding.
* **Onuris AV (Prime)** - Added missing Plasma ammunition.
* **Oracle ACMV** - Slight tweak to gear, store and ready to update.
* **Pike Support Vehicle (LBX)** - Renamed to *Pike FSV (LBX)*. Slight tweak, store and ready to update.
* **Pike Support Vehicle (Plasma)** - Renamed to *Pike FSV (Plasma)*. Slight tweak, store and ready to update.
* **Skadi VTOLs** - Moved to high bracket for lance generation.
* **Teppô ASV** - Switched to its own custom model.
* **Unnsvin Carrier Zeppelin** - Slight tweak, store and ready to update.
* **Yashas** - Changed to its own custom model.

### Weapons

* Dropped handhelds will now be properly restored after battle.
* **Lances** - Switched to new mechanic - hex moved exponent instead of evasive pips exponent, this makes them work as intended - they will actually deal increased damage when charging.
* **MML** - *SRM* ammo will no longer allow indirect fire when using an *Artemis* attachment.
* **Bolt On Light AA Missile Rack** - Renamed to *Bolt On LAA Missile x2*. Changed to match the WingMount and Bomb bay versions.
* **Light AA Missile [WM]** - Range corrected.

# HHR 1.0.0.2 - 2023-01-23

* Critical fix to ModTek causing issues on clean install.

### Starts

* Fixed *Royal Mechs* start, take two.
* Removed Warhammer LAM from starting lists, simply too strong.
* Some fixes to new Starleague Era map starting lists not giving vehicles.
* Tweaks to *Quicsell* starting lists, reducing chance of too strong starting lance.

### Contracts

* Search and Rescue contracts will not generate ally lances as this caused Thomas the Tank Engine to show up.
* Fix for new **Scramble** contract causing issues in lance selection.
* **Flying Tigers** will now provide a pilot for the VTOL again.

### Events

* Fix for events sometimes showing broken text referencing the removed Holly SRM.

### Equipment

* **Laser AMS QS** - Activations per turn reduced from 5 to 3.

### Units

* **Bushwacker BSW-X2** - Replaced *MagPulse* LRM ammo with *FTL*.
* **LRM Carrier (C)** - Small fix.
* **SRM Carrier (C)** - Small fix.
* **Eurus MBT (All variants)** - Added missing Omni vehicle trait.
* **Onuris (All variants)** - Minor fixes.

# HHR 1.0.0.1 - 2023-01-22

* Fixes issue with Royal Mechs start.
* Fixes issue with Stormcrow SCR-QSC unable to mount specialist or handheld items.
* Tweaks to UAV drone.
* New Vehicles:
	+ LRM Carrier (C)
	+ SRM Carrier (C)
	+ Onuris AV (Prime) / (A) / (B) / (C) / (D) / (E) / (F)
	+ Pike Support Vehicle (LBX) / (Plasma)
* **Galleon GAL-300** - Armor tweaks.

# HHR 1.0 - 2023-01-22

 \*\*\*\* THIS IS A SAVE BREAKING RELEASE. IF YOU WANT TO CONTINUE ON AN OLD SAVE: DO NOT UPGRADE.\*\*\*\*
\*\*\*\*
THERE IS NO WAY TO REVERT THE VERSION ONCE UPGRADED. YOU HAVE BEEN WARNED. \*\*\*

## Important Notes

* This is a huge update, and even though the crew has tried to test it extensively there will be bugs that slipped through. Make sure to report them on Discord. You can expect frequent patches during the immediate post-release period.

* The size of the release also means this changelog will not be as detailed as previous ones, it is simply impossible. Practically every unit has been changed in some way, so only new units will be listed. The changelog will however list all major changes and link to other pages with more details if they exist. More information might be added over time.

* The mod is a labour of love of the crew, created for ourselves and shared to other players as secondary goal. This means the features and balancing changes might not be as you'd want it. If you have constructive feedback we are interested, but if you just want to complain about something not being to your liking, keep it to yourself.

## Tutorial Resources

Community member Blaen has helped us with providing some preview videos running through some of the largest changes in the release, these videos can be found here:

* HHR Mechlab Preview: [1]
* Skirmish Mechbay Preview: [2]
* HHR Gyros, Actuators and SH Weapons Preview: [3]
* LAMs and in Game Preview [4]

## Major Feature Changes

* **Handhelds and Specialist slots rework**
* **Mechbay Update**
* **New 2765 Map - Star League Era**
* **Resolve per Pilot**
* **LAM and VTOL weapons rework**
* **AMS Overhaul**
* **Weapon Attachments & Armor Mods**

### Handhelds and Specialist slots rework

Handheld and Specialist equipment have now been split to two separate categories on the 'Mech.

* Specialist items are now mounted at the top of each side torso, while handhelds are mounted in each arm.
* Using a non-melee handheld will prevent any weapon in that arm from firing until the handheld is dropped.
	+ To drop a handheld, the same action as dropping ammunition is done, simply SHIFT-click the item in the weapons list.
	+ Dropped handhelds will be recovered at the end of the mission.

#### Combat Changes

All physical Weapons were also reworked as part of the larger Handheld rework. Their damage is now more based on the attacker *Chassis Tonnage* and less fixed damage.

This will make melee builds for heavier 'Mechs and reduce the damage potential of smaller 'Mechs by stacking modifiers.

The main trait of each Melee weapon class is now:

* **Maces** - Highest damage per attacker tonnage.
* **Swords** - Lower damage per attacker tonnage, higher fixed damage.
* **Hatchet** - Middle ground between *Maces* and *Swords*.
* **Vibroswords** - Similar to *Swords*. Has an active mode that adds more fixed damage instead of percentage bonus.

As part of these changes Punch Stability damage has been reduced from 0.5 per attacker Chassis Tonnage to 0.25.

### Mechbay Update

The Argo Mechbay has been reworked to be more clear.

* *Quirk*, *Armor* and *Structure* is now shown in a separate widget in the upper left corner.
* The hardpoint icons have been improved, including a new **Omni** icon and two new Hardpoint types: **Wingmounted** and **Internal Bomb Bay**.
* Advanced information have been added to some tooltips:
	+ The tooltip shown when hovering over the *weight* of the 'Mech now shows Armor and Structure weights and modifiers.
	+ The tooltip of the *Engine* now also properly shows the actual weight of the Gyro.
	+ The tooltip of the *handheld carry capacity* shows a more detailed breakdown of each hand and limits.
* The *Heat Efficiency* meter has been improved to support Laser Heatsinks. Its tooltip has been made more detailed showing at what phase heat is generated and sunk, and what the net delta is.
* The Armor modifiers (+ / - buttons) now support holding ALT to step for values of 25. SHIFT still moves a single point and CTRL moves max or min. The *Max Armor* button has also been improved to be more consistent.
* Sorting of Equipment has been improved. Some categories are still a bit messy, this will be fixed post-release.

 **KNOWN ISSUE**: The mechlab will currently show as a weapon using multiple slots if a location has both Omni and standard hardpoints. This is just a visual bug, and the validation once modifications of the 'Mech are done will work as intended.

#### Skirmish Mechbay

The Skirmish Mechbay has been greatly optimized and now allows an ingame way to quickly load up any 'Mech and experiment with builds. The Mechbay can be accessed from the game's initial main menu, Skirmish -> Mech Bay.

* Before entering the Mechbay a new screen is shown which allows filtering the data by several options such as era, weight class, etc.
* The free text field on this screen allows filtering on chassis name, specific unit tags, tonnage and many other parameters.

### New 2765 Map - Star League Era

A new Map is available, representing the 2765 Star League era.

* The map will be used for Season 4 in Roguetech Online. It is selectable as an option for singleplayer installs.
* Factions have been updated to match the proper factions during the era, adding the following:
	+ Amaris Empire
	+ Rim Worlds Republic
	+ SLDF
	+ Terran Hegemony
* Starting units while using the map have been changed to the era appropriate ones.
* Stores and RTO factory goods have been changed to match the technology level of the map.
* A number of starts have been disabled since there are no units of that type during the era.

### Resolve per Pilot

Due to a rising amount of available modifiers it has for some time been too easy to generate resolve and use skills extensively. For this reason and to create more tactical gameplay resolve is now generated per pilot instead as a common company pool.

* Many of each pilot's actions will generate *Resolve* for them, e.g. hitting an enemy with majority of fired shots, killing an enemy, making an enemy fall over.
	+ Performing badly can in turn lower a pilot's *Resolve*, such as hitting friendly 'Mechs or missing all or most of the fired shots.
* Base *Resolve* gained at each round start is based off the **Argo** *Morale*, and will go negative if your *Morale* is low.
* All pilot abilities now cost *Resolve*, the tooltip of each ability will show the amount. Mech or equipment abilities are still free.
* Some of the pilot base skills will now give increased *Resolve* generation or reduced ability cost:
	+ Each skill point in **Guts** will increase *Resolve* generation by 5%.
	+ Each skill point in **Tactics** will reduce the cost of *Resolve* based abilities by 2%.
	+ The modifiers are only generated by the pilot skills, *not* by the **Guts *or*** *Tactics'* values directly. Adding further **Guts** or **Tactics** through other means does therefore not affect the *Resolve* generation or ability costs.
* Equipment can now have modifiers that improve *Resolve* generation for the whole lance, for just that pilot or reduce the cost for just that pilot.

**Important**: All cost and generation values might be tweaked depending on feedback and results after release.

More details can be found on the Resolve page.

### LAM and VTOL weapons rework

#### Bombs

The way Land Air Mechs carry and use bombs has changed. Previously the bombs were in ammo boxes that used *Carry Weight* instead of *Tonnage*, and dropped from a weapon that occupied a *Specialist Slot*.
VTOL had their own system of bombs based on tabletop rules that was unique to them.

As this was confusing and inefficient, all previous LAM and VTOL specific weapons have now been replaced with new versions that can be used by both types of units. Players can salvage bombs, missiles, and gun pods from a downed VTOL and put them on their LAMs!

**Key Point**: There are now two special categories of Aircraft Weapons: Wing Mounted and Internal Bomb Bays. All LAM and VTOLs can use both types simultaneously.

##### Wing Mounted

* Each weapon is self contained, like a rocket launcher, bolt-on, or Handheld. This means no external Ammunition Boxes are needed.
* *Wing Mounted* weapons use up the mech's *Carry Weight* but do not require *Tonnage*.
* *Wing Mounted* weapons use special Torso hardpoints, designated with a clawed wing icon, that only LAM and VTOL have.
* *Wing Mounted* weapons cause aerodynamic drag which **slows** the LAM or VTOL, reducing its movement range.
* *Wing Mounted* weapons also slightly increase the unit's sensor profile.
* The penalties to drag and sensor profile can be removed by Ejecting the weapon.
	+ The penalty remains even if the weapon is empty. You must eject it.
* Wing Mounted gear is the easier option to augment a traditional mech build.

##### Internal Bomb Bays

* Each *Internal Bomb Bay* is represented as a weapon that uses a specific hardpoint type for LAMs and VTOLs. The hardpoint icon looks like three small bombs.
* All air units have two hardpoints for *Internal Bomb Bays*, for LAMs one in each Side Torso and for VTOLs both in the front. *Internal Bomb Bays* weigh 0 tons but require slots.
* The full capability *Internal Bomb Bay* takes 2 slots, variant bays trade capability for smaller size.
* Like conventional weapons *Internal Bomb Bay* weapons use Ammunition boxes, generally containing 1-2 shots per ton.
* Because everything is internal, *Internal Bomb Bays* and their munitions cause no drag or increased sensor signature.
* Internal bays offers greater maximum capacities for dedicated bombers with no loss in maneuverability.

##### LAM changes

* LAMs lost the 360 firing arc while flying.
* Instead a new concept is introduced, **Bomb Tossing** - bombs now have max range influenced by *Evasion Pips Gained*.
* The *Cockatrice* LAM is immune to bomb drag, marked by its unique flight system.

#### LAM and VTOL Weapons

##### New

* **Bomb Bay** - weapon for dropping only bombs from the bay. 1 slot.
* **Internal Weapons Bay** - weapon suite for dropping bombs and missiles from the bay. 2 slots.
* **Missile Bay** - weapon for dropping only missiles from the bay. 1 slot.
* **Lg Chem Laser [WM]** - similar to the regular Large Chemical Laser.
* **Medium Chem Laser [WM]** - similar to the regular Medium Chemical Laser.
* **MedPulse Pod [WM]** - pulse weapon with accuracy bonuses similar to the Vulcan.
* **Phoenix Missile x3 [WM]** - Wing Mount version of the preexisting LAM weapon.
* **Vulcan Gun-Pod [WM]** - weapon that replaces the Vulcan ammo type from old LAM system.

##### Wingmounted versions

* **AA iATM Rack [WM]** - iATM missiles. 12 tubes, 3 shots
* **AA Rocket 25 [WM]** - Anti-Air Rockets, 25 per shot. 1 shot.
* **AGM-10 Missile x1 [WM]** - Air-to-Ground missile. Exists in 1 to 2 missile variants.
* **Anti-Air Arrow [WM]** - Air-to-Air Arrow missile. 1 shot.
* **Arrow IV Missile [WM]** - Has 3 firing modes, Artillery, Direct and FLAK. 1 shot.
* **Bomb Cluster [WM]** - Cluster bomb. Exists in 1 to 5 bombs variants.
* **Bomb Daisy Cutter [WM]** - Good old Daisy Cutter, wing mounted version.
* **Bomb FAE [WM]** - Fuel Air Explosive bomb. Exists in 1 to 2 bombs variants.
* **Bomb Guided [WM]** - Guided bomb. Exists in 1 to 5 bombs variants.
* **Bomb HE [WM]** - High Explosive bomb. Exists in 1 to 5 bombs variants.
* **Bomb Inferno [WM]** - Inferno bomb. Exists in 1 to 5 bombs variants.
* **Bomb Inf Mines [WM]** - Inferno Mines bomb. Exists in 1 to 5 bombs variants.
* **Bomb Mines [WM]** - Mines bomb. Exists in 1 to 5 bombs variants.
* **Bomb MOAB [WM]** - Mother of all Bombs.
* **Firecracker Rockets QS [WM]** - Rockets, 25 per shot. 1 shot. Requires *Quicsell Customs* mod.
* **LAA Missile [WM]** - Light Anti-Air missile. Exists in 1 to 2 missile variants.
* **NARC Lancher [WM]** - 10 shots.
* **Quad Missile [WM]** - Four fire-and-forget missiles. 1 shot.
* **Quad Missile Pod [WM]** - Four fire-and-forget missiles. 4 shots.
* **Rocket 15 [WM]** - Rockets, 15 per shot. 1 shot.
* **Rocket 15 Pod [WM]** - Rockets, 15 per shot. 4 shots.
* **TAG [WM]** - Unlimited shots.

##### Existing LAM and VTOL Weapon Changes

* **AA iATM Rack** - +1 Evasion ignored.
* **AGM** - All previously existing items from different authors merged. Now only half a ton each, parity with Light AA Missile for ground targets.
* **Bomb Rack** - Can now all only drop 1 bomb per attack.
* **Cluster Bomb** - Gains +1 accuracy and bonus dmg vs squads
* **Guided Bomb** - AOE dmg 25 to 15. AOE Radius 50 to 60
* **Light AA** - Range greatly increased.
* **MOAB** - AOE dmg 500 to 400 relative matching nerf to daisy cutter from a while ago
* **Phoenix missile** - No longer Streak, lower damage, longer range. More shots per ton/rack than specialized AGM or AA missiles.

**Note**: 'Rocket' type weapons did not get **Internal Bomb Bay** ammo. Only guided missiles did.

#### LAM Battle Armor Carry

* To mount any Battle Armor pod you must first equip the **LAM BA Refit** Specialist Slot item.
* *Wing Mounted* Battle Armor pods are available in 1 to 3 BA capacity. They occupy 1 slot. They cause drag and are not ejectable.
* An internal mount pod exists. Has capacity for 1 BA, weighs 4 tons and occupies 2 slots.

### AMS Overhaul

The crew has felt for a long time that certain AMS have been too powerful in player hands, allowing for gaining easy advantage over long range enemies during the first rounds of a mission. AMS have as a result been overhauled, making them more equivalent and in line with what the crew envisioned.

* Machingun / Laser modes removed from nearly all AMS. This mode proved to be a big problem for AI units as it often used this mode with little success instead of intercepting enemy missiles.
* All AMS now have a specific limit to the number of times they can activate per round.
* The changes and new goal for each AMS is as follows:
	+ **Adv. AMS** - good generalist, but no special modes, slight nerf.
	+ **Adv. AMS (P)** - good ammo economy, but higher fire modes lose some ammo efficiency, slight accuracy nerf.
	+ **Adv. LAMS (C)** - no longer covers allies, single activation mode or sustain mode, best self protection in the game.
	+ **AMS** *(IS)* - choose between multi-activation in *Solo* mode or coverage of friendlies in *Lance* mode.
	+ **AMS (C)** - excellent at single activation self-defense, *Burst* mode fires twice the shots but uses 4x the ammo.
	+ **AMS (P)** - new to pirates near you, quite high damage per shot, but poor accuracy and the inability to use normal ammo.
	+ **AMS Flare** - no change, good, cheap, low shot count self-defense.
	+ **AMS MK2** - half way between **AMS (IS)** and **Adv. AMS** in a small size package, but ammo inefficient.
	+ **AMS Sensors** - range specialized, coverage of friendlies with a boosted range mode for massive coverage but a chance to jam.
	+ **BoltOn AMS** - no change, cheap and doesn't take up weapon hardpoints, but not very good.
	+ **Disco AMS** - no alt-modes, but the base mode gained some accuracy.
	+ **Integrated LAMS** - heat efficient LAMS covering friendlies, but no exceptional stats and no special modes.
	+ **LAMS (IS)** - similar to basic **AMS** *(IS)* for modes, but trades heat efficiency for no ammo use.
	+ **LAMS (C)** - similar to basic **AMS (C)**, but comes with a double damage mode that looses some accuracy, quite hot.
	+ **LAMS (P)** - extremely strong shots, but poor accuracy, extreme heat coupled with the inability to turn off.
	+ **LAMS (QS)** - no change, accurate but low shot count, and very hot per shot.
	+ **SRM6 Counter Missile** - lowered heat per shot, extreme range but uses one SRM tube per shot.

For more information on how the AMS compare see [AMS\_Comparison].

### Weapon Attachments & Armor Mods

To enable more build diversity a number of weapon improvements have been converted into actual attachments. In a similar fashion several new Armor Mod have been created to replace some previous equipment.

#### Weapon Attachments

* *Attachments* are connected to a weapon by placing it in the same location on the 'Mech.
* If more than one weapon exists a small cogwheel icon on the *Attachment* can be used to choose which weapon to attach to.
* Each *Attachment* have requirements for which weapons are compatible, see its tooltip.
* Each compatible weapon can have multiple different types of *Attachments* unless specified otherwise, but never more than one of the same.
* *Attachments* will either add new Firing Modes in combat or modify existing ones.
	+ If destroyed, the new firing modes or the bonus of existing firing mode will be removed.
* More *Attachments* might get added in the future if needs are found.

**Apollo MRM** - New MRM specific attachment.

* Adds new firing mode enabling use of *Apollo* or *Hunter-Killer* ammunition.
* +2 Evasion Pips Ignored, +2 Accuracy, -1 Damage, -25% range with Hunter-Killer.
* 1 ton / 1 slot.
* Compatible with MRM and Heavy MRM launchers.
* Other ammunition can still be fired by switching to standard firing mode.

**Artemis IV** - Replaces previous *Artemis IV FCS* and battle computer.

* Adds new firing mode enabling use of *Artemis* ammunition.
* +2 Evasion Pips Ignored, +1 Accuracy, -2 Indirect Accuracy (LRM/NLRM), Clustering (SRM-ammo), +2 Clustering.
* 1 ton / 1 slot.
* Compatible with SRM/MML/LRM/Enhanced LRM launchers.
* Can not be used together with *Artemis V* attachment.
* Other ammunition can still be fired by switching to standard firing mode.

**Artemis V** - Replaces previous *Artemis V FCS* and battle computer

* Adds new firing mode enabling use of *Artemis* ammunition.
* +3 Evasion Pips Ignored, +1 Accuracy, -2 Indirect Accuracy (LRM/NLRM), Clustering (SRM-ammo), +2.5 Clustering.
* 1.5 ton / 2 slots.
* Compatible with SRM/MML/LRM/Enhanced LRM launchers.
* Can not be used together with *Artemis IV* attachment.
* Other ammunition can still be fired by switching to standard firing mode.

**Laser Insulator** - Replaces previous Laser Insulator equipment.

* Modifies existing firing modes.
* -3 Heat Generated, -12% Heat Generated
* 0.5 ton / 1 slot.
* Heat Generated can never go below 1 heat.
* Compatible with all lasers.

**Laser Pulse Module** - Replaces previous Laser Pulse Module equipment.

* Adds new firing mode, converting the weapon to fire 3 pulse shots instead of a single shot.
* +1 Accuracy, +1 Evasion Pips Ignored, -67% Damage per shot, +6 Heat per shot.
* 1 ton / 1 slot.
* Compatible with all standard and Inner Sphere lasers.

**Nano-Fluid Damper** - New attachment reducing recoil.

* Modifies existing firing modes.
* Not allowed in Arms.
* -2 Recoil (AC/UAC/Gauss), -1 Recoil per shot from 3rd shot (RAC) +3% Heat per shot (from 3rd shot for RAC), 10% chance of Misfire.
* 1 ton / 1 slot.
* Compatible with all Gauss rifles and Auto Cannons.

**PPC Capacitor** - Replaces previous PPC Capacitor equipment and many weapons which included a standard Capacitor.

* Adds new firing mode.
* +25 Damage, +30% Heat, 15% chance of Misfire.
* 1 ton / 1 slot.
* Compatible with all Non-Experimental PPC.

**Stabilized Housing** - Recoil Damper, an attachment that can link to all weapons in same location.

* Modifies existing firing modes.
* Only allowed in Torsos.
* -1 Recoil to all weapons in same location.
* 1 slot. Weight is based on 1% of chassis Tonnage.

#### Armor Mods

**Active Camouflage**

* Provides activatable Mimetic Enhancements to any Stealth armor.
* 1 slot per location except Head.
* Requires Stealth Armor and ECM or EW.
* Increases heat generation when active.

**Signature Damper**

* Provides activatable Stealth Enhancements to any Mimetic armor.
* 1 slot per location except Head.
* Requires Stealth Armor and ECM or EW.
* Increases heat generation when active.

**Spall Liner**

* Provides better protection to Torso locations.
* 1 slot per Torso location.
* -33% Through Armor Critical modifier, -33% Through Armor Damage modifier, -5% Damage Taken, +10% Armor Weight

## General Changes

The following section will go through most of the other general changes this release includes, grouped by related areas. The list will not be complete as there is so much changed that something is likely to have been forgotten.

### Starmap

* **Holy Fuchida** - All star systems on the Starmap are now routable. Ever wanted to visit Saggina? Well now you can. Over 1500 new jump points have been added allowing you to travel all over the deep periphery.
* **Kearny Physics** - All the jumpships have run out of whatever they have been juicing their engines with, max jump range reduced from 50 LY to the canonical 30 LY.
* **Flashpoints should now not spawn on unpopulated planets.**

### Gameplay

* **Evasion** - Evasion has been made granular to lower the gain from stacking Evasion Ignore to very high levels. It is now easier to gain Evasion pips and the maximum limit is higher, but each evasion pip gained results in a lower accuracy reduction than before.
* **Ejection** - If a pilot is ejected during a mission, there is now a chance a Search and Recovery mission will be generated to retrieve them. This mission will not provide any direct money, reputation or loot, but can have secondary objectives generating some income.
	+ Small and Hotseat cockpits now give a chance for injury on the ejected pilot.
	+ Ejecting pilots will now result in an increasing reduction of RTO influence at mission end.

### Contracts

* **Scramble** - New contract. Limited to 400 player tons and a skirmish sized enemy force. Similar to 'An Urgent Matter'.
* **Urban Maps** - Urban map transformers no longer delete half the armor of your entire lance from half way across the map when destroyed.
* **Training Day** - Units can no longer be Battle Armor.
* **Flying Tigers** - New version of the contract where the mission is lost if the VTOL dies. Can no longer be cheesed to get a free VTOL.

### Careers

Three new Company Types have been added:

* **Bradfords & Bulldogs** - Gives you what it says on the tin, plus Battle Armor, and other things that begin with B.
* **The Dumps** - You load sixteen tons and what do you get? Another day older and deeper in debt.
* **Quicsell** - Gives you One QS1-4 Tank/ Mech for up to a total 4 Mechs or Tanks. You also get One QSK/QSC Mech (Quicksell Kustom or Quicksell Clan Mech) or the new Queenbee LAM.

Changed Company Types:

* **BA Platoon** - +1 BA +1 APC for a total of 4 of each. **Not available on the new Online Map**
* **Comguard** - 3 new lists added for more variety. Now Gives an augmented lance of 4 mechs 2 vehicles.
* **Primitive Tanks** - Tweaks to lists, 7th unit list added: random 20 ton apc.
* **Primitive Mechs** - Tweaks to lists, 7th unit list added: random 20 ton apc.

#### RTO

A new RTO status panel has been added for online careers. This panel will show your registration status and let's you easily copy your career ID. Short introductory video here [5]

### Events

* Variable Quicsell event that includes multiple possible triggers and multiple versions based on how far you are into the game. Awards Quicsell units.
* A certain event about inflatable things will now actually give the specified item.
* Tacos.

### Pilots

* **Trait *Kurita*** - Changed to +5% Resolve Generation.
* **MiG** - New custom voice pack provided by MiG themselves.
* **Sweet Papa Jelly Roll** - New RTO Legend pilot.
	+ *Taco Time!* - +20% Lance Resolve Generation. +25% Pilot Upkeep.
* **ilKhan Tobias Rieper** - New RTO Legend pilot
	+ *Ranger's Edge* - -6% Heat Generated. +1 Walk Move Point. +2 Flat Gain points when deployed (RT Online only). +45% Pilot Upkeep.
	+ *Hidden Hope Fulfilled* - +0.5 Clustering. -10% Jam Chance Multi. +1 Initiative. +25% Upkeep
* Affinities are now displayed color coded in tooltips.

### Stores

* Complete Superheavy mechs can no longer be bought from stores. Parts can still be found on select planets.

### Mechs

* Almost all mechs have been manually rebuilt for adaptation to the new handheld and components framework.
	+ Any official Battletech 'Mech should now be as close to the official record sheets as we can make them.
	+ Our custom 'Mechs were rebuilt while trying to preserve their previous role and strengths. But due to other changes some might be quite different now.
* All 'Mechs had their hardpoints remapped, they should now have hardpoints that align more to what their quirk and affinities give bonuses to and no more spare hardpoints should appear in locations where there is no space left due to fixed equipment.
* Most superheavy 'Mechs have been rebuilt from scratch up due to the Superheavy weapons rework.

#### New Variants

* **Arctic Wolf** A / J
* **Assassin** ASN-25 / ASN-26 / ASN-27 / ASN-30 'Alice' / ASN-40 / ASN-109 / ASN-DD 'DarkDeath'
* **Behemoth** BHN-6H
* **Blue Flame** BLF-43
* **Caesar** CES-3KH / CES-5D / CES-5R / CES-6S
* **Cataphract** CTF-5LL
* **Chameleon** CLN-5C / CLN-8V / CLN-9V / TRC-4C
* **Charger** CGR-1A1R / CGR-1A2 / CGR-1P5 / CGR-1X1 / CGR-3Kr / CGR-9ZJ / CGR-SB 'Challenger' / C
* **Cicada** CDA-2G / CDA-4A
* **Clint** CLNT-P3
* **Dervish** DV-11DK / DV-6MRU / DV-6M 'Mauck' / Dervish DV-6Mr / Dervish DV-7S / Dervish DV-8D2 'Lightbringer' / DV-FR
* **Devastator** DVS-10 / DVS-11 / DVS-2-EC
* **Ebon Jaguar** A
* **Firefly** FFL-5A
* **Firestarter** FS9-C / FS9-FS 'Firestorm' / FS9-HR / FS9-KH / FS9-M3 / FS9-M4 / FS9-MA / FS9-MJ / FS9-MW / FS9-N 'Mirage II' / FS9-P / FS9-PP
* **Firestarter (Omni)** FS9-OF-P / FS9-OH
* **Flea** FLE-14B / FLE-14N / FLE-15W / FLE-17W / FLE-21 / FLE-4W / 'Romeo 5000'
* **Grasshopper** GHR-P
* **Griffin** C
* **Gunslinger** GUN-3ERD
* **Hellfire** HLF-3
* **Royal Hermes** HER-1Sb
* **Hermes** HER-4K / HER-4M / HER-4S / HER-4WB
* **Hoplite** C
* **Incubus II** 'Hunter'
* **Jaguar** X
* **Locust** LCT-1VM
* **Mad Cat** Mk II 3
* **Maelstrom** 'Redback'
* **Merlin** MLN-1B 'Potter' / MLN-1Cr / MLN-1M / MLN-1P / C
* **Mongoose** MON-66GX 'Gunslinger' / MON-68K
* **Orion** ON1-P
* **Penetrator** PTR-8D
* **Phantom** G / I / J / K / L / R / T / TT
* **Pouncer** G / I / T / W / X 'Batchall' / X
* **Quickdraw** QKD-4GR / QKD-4P / QKD-5K2 / QKD-5Mr / QKD-5P / QKD-6KH / QKD-8K 'Death Incarnate' / QKD-8K / QKD-8P / QKD-8X / QKD-9G / QKD-9M / QKD-C / QKD-IV4 'IV-Four' / QKD-SC 'Scrapper'
* **Quickdraw** IIC
* **Sasquatch** SQS-TH-001 / SQS-TH-003
* **Scorpion** SCP-11Q / SCP-1NWR
* **Shootist** ST-8A2
* **Spector** SPR-6F / SPR-7L / SPR-8L
* **Starslayer** STY-4C
* **Stormcrow** 'Warhound'
* **UrbanMech** UM-R60T / VND-1AA 'Avenging Angel' / VND-1KH / VND-1RR / VND-2C (C) / VND-2V / VND-3Lr / VND-4L / VND-5L / VND-7L
* **Wraith** TR2 / TR3 / TR5

#### New Chassis

* **Bishamon** BSN-3K / BSN-4K / BSN-5KC - 45 ton Quad
* **Hermes II** HER-2M 'Mercury' / HER-2S / HER-2SR / HER-4K 'Hermes III' / HER-4KR / HER-5C / HER-5ME 'Mercury Elite' / HER-5S / HER-5SA / HER-5Sr / HER-6D / HER-7A / HER-7S - 40 ton, heavy scout from Starleague Era
* **Koto** KT-2A / KT-3A / KT-4A / KT-P2 - 25 ton Gladiator 'Mech
* **Naga II** Prime / A / C / H / W - 80 ton Clan Omni
* **Nightsky** NGS-4S / NGS-4T / NGS-5S / NGS-5T / NGS-6S / NGS-6T / NGS-7F / NGS-7S - 50 ton Inner Sphere melee Mech
* **Prometheus** PTS-01 - 75 ton Gladiator 'Mech
* **Sagittaire** SGT-10X / SGT-14D / SGT-9D - 95 ton, Lyran Commonwealth / Federated Suns
* **Stalking Spider** 1 / 2 / 3 - 50 ton Clan Quad
* **Stalking Spider II** - 45 ton Clan Quad
* **Tarantula** ZPH-1 / ZPH-2A / ZPH-2C / ZPH-3A / ZPH-4A / ZPH-5A - 25 ton Quad

#### New Superheavies

* **Texihuitl** TEX-R5 - New variant
* **Warlock** WLK-2B / WLK-3A / WLK-3B - 110 ton, Inner Sphere Great Houses + Republic
* **Tercio** 1 / 2 / 3 / 4 / 5 / S - 185 ton, Castille / Clan Goliath Scorpion

#### New LAM

* **Gui Guisui** GGI-A1 / GGI-A2 - 25 ton, Capellan Confederation
* **Shadow Hawk LAM** SHD-X3 - New variant
* **Warhammer** WHM-LAM-1A / WHM-LAM-1B / WHM-LAM-1C - 55 ton, Comstar/Word of Blake + Republic
* **Warhammer IIC** WHM-LAM-IIC - 70 ton, Jade Falcon

#### Ultra Light

Ultra Lights are a new concept in Roguetech, they are very light (10-15 ton) 'Mechs that instead of alone run in a squad of 2-4 of the same 'Mech. Think Protomech but very small 'Mechs instead. For now only a few models exist, more might get added in the future.

* **Corgi** CRG-CA / CRG-CB - 4 x 10 ton. Part of *Quicksell Custsoms* mod.
* **Roadrunner** RD-1R - 2 x 15 ton
* **Stiletto** STL-7D - 2 x 15 ton, not related to the other 'Mech chassis with same name.

#### Quicsell

* **Stinger LAM STG-QSK** - 30 ton, Quicsell variant of existing LAM.
* **QueenBee LAM QNB-A** - 35 ton, new LAM - part of starter lists if mod is installed.
* **Warhammer LAM WHM-LAM-QSK** - 55 ton, Quicsell variant of new LAM.
* **Stormcrow SCR-QSC** - 55 ton, Quicsell copy of Clan 'Mech.
* **Timber Cat TC-QSC** - 75 ton, Quicsell copy of Clan 'Mech.
* **Incorgnito ICO-QSK** - 30 ton, Quicsell Kustoms version of the Anubis.
* All previous -QSC models have been renamed to -QSK (QuickSell Kustoms). QSC is now the Clan copy line.

### Vehicles

#### AI

* Tweaked tanks to be less scared of being in melee range, and VTOLs to maybe want to shoot more then zoom and not worry about their rear quite so much.
* Ifrit, Nidhogg, Seth, Warthog - moved those units not already there to highest threat spawning bracket.

#### Cost

* Vehicle prices rescaled - Was previously c-bill cost of core and engine type items, now uses Tabletop calculations.
* ICE powered vehicles in shops are significantly cheaper, they are accessible at career start and available to players with more cash as an expendable commodity.
* VTOL 30 tons and under cost reduced up to 50%.
* Vehicles with large fusion engines, especially XL sometimes more expensive.

#### VTOL changes

* VTOL Evasive mods now +1 gained, +3 to cap.
* VTOL sight and sensor boosts moved to Cockpit component.
* **VTOL Rotor** location (Turret if it was a tank) no longer has large armor and structure multipliers, it has location specific damage reduction, more closely matching TT rules.
* **VTOL Armored Motive System** is now +25% armor in location, closer to bonus for ground vehicles.
* **Navi VTOL** - Delay between "Hey Listen" TAG shots shortened from intolerable to annoying.

#### Standard Vehicle Changes

* **Galleon GAL-300 (AC/2)** - Renamed GAL-202 due to new canonical -300 variant.
* **J-27** and **J-37 Transport** trucks now carry more resupply boxes.
* '*Large Laser Igor* - rebuilt lower tech and a lot cheaper with standard engine, two standard lasers and two chem lasers.
* Fixed a bunch of Carriers having inapplicable affinity.
* Fixed **Puma PAT-008** not having Heavy FF Armor.

#### New Vehicles

* **Eurus MBT** - Hell's Horses omni monstrosity. Official Battletech unit.
* **Firewrym** - Heavy VTOL. Fast Clan strike craft themed around missiles with energy backup. Roguetech Custom.
* **Harris Hawk** - Light VTOL. 15 ton skirmisher based around a 5 ton internal bomb bay. Roguetech Custom.
* **Lindwyrm** - Heavy VTOL. Budget Nidhogg, or a heavier slower Ifrit, depending on perspective. Roguetech Custom.
* **Minnow' *- 40 ton VTOL. Roguetech Custom. Part of* Quicsell Customs** mod
* **Pitbull** - Heavy Tank. Roguetech Custom.
* **Shiv** - Light VTOL. Fast, an unerringly accurate with its small but punchy loadout. Roguetech Custom.
* **Telvache** - VTOL. New durable and well armed Clan BA transport. Roguetech Custom.

#### New Variants

* **Bulldog** - ERLL, LB-X, Chemical, Plasma variants.
* **Cobra Combat VTOL** - The old troop transport vtol has been refit to carry bombs in it's substantial bay.
* **Condor** - Fusion, Clan, LAC variants.
* **Demolisher** - Supercharger and Reinforced variants.
* **Dragoon (RISC)** - RISC variant of the 30 ton VTOL.
* **Galleon** - GAL-300 variant.
* **Igor (Bomber)** - Bomber with deep internal bays, and wing mounted laser pods.
* **J.Edgar (RISC)** - RISC variant of the classic raider Hover.
* **Kukri 2** - Minor refits and rearmed with cluster bombs to focus on tank and infantry hunting.
* **Maxim** - Escort variant.
* **Mockingbird 2** and **3** - New variants of the reliable basic tech light VTOL with SRM and PPC.
* **Pegasus** - X-Pulse & MRM variants.
* **ROC-INTB** - Bomber
* **Seax APC** - SSRM and TAG variants.
* **Skulker** - C variant.
* **Skyraider (Gunboat)** - Gunship with heavier lasers and a smaller bay than the original Bomber.
* **Sturmfeur** - Cell, Heavy Gauss, Steiner, Support variants.
* **Warrior** - H7F variant.
* **Whirlwind** - AAA, Scout, IFV variants.

### Quirks

* **Advanced Missile TTS** - New Quirk. +2 Missile Accuracy. +25% Missile Crit Chance. +1 Evasion Pips ignored for Missiles. Enables breaching shot. Can not be combined with Missile weapon attachments, FCS, Battle Computers, Streak or (i)ATMs.
* **Command Mech** - Now provides +3 base Resolve generation for all lance members.
* **Defensive Duties** - New Quirk. -5% AMS Heat Generated and Jam Chance. -5% Damage Taken. +5% Armor and Structure points.
* **Distracting** - Now provides -5 enemy base Resolve generation in Aura range.
* **Divine Fortress** - Replaced Resolve bonus with reduction of Resolve cost of abilities by -15%.
* **Pirate Shanties** - Now provides -3 enemy base Resolve generation in Aura range and +3 lance base Resolve generation.
* **ROAR!** - Now provides -5 enemy base Resolve generation in Aura range.
* **Rugged** - Incorrect tooltip fixed: +5% to +10% Structure points.

### Equipment

#### Shields

Shields have been totally reworked. They now have a passive and active mode that can be switched between as desired. All shields requires a Lower Arm and uses Carry Capacity matching their weight.

**Passive Mode**

* Protects the mounted Arm. Shields over 6 tons also protects the adjacent Side Torso.
* Reduces accuracy for any weapons in the mounted Arm or side torso.

**Active Mode**

* Adds protection for Head and Center Torso. Shields over 6 tons also protects the opposite Side Torso.
* Any weapons in the protected locations can not be fired.
* All other weapons have reduced accuracy.
* 'Mech is unable to sprint or jump.

#### Armor / Structure

* *Armor* and *Structure* repair and installation cost and time have been rebalanced.
* **Anti-Penetrative Ablation Armor** - Added +33% Armor Weight. Was always there, just not part of bonus description.
* **Ferro-Fibrous (C)** - Armor weight factor changed from -12% to -17% to be in line with TT.
* **Ferro-Lamellor (C)** - -12% armor points changed to +14% armor weight.
* **Hardened Ferro-Fibrous** - Base weight changed from 1 to 7 ton - +40% armor weight increase remains. Reserved slots decreased from 18 to 14.
* **Hardened Industrial** - Tooltip fixed to actual values: +80% Armor points and +60% Armor weight.
* **Heavy Ferro-Fibrous (C)** - Armor weight factor changed from -20% to -25% to be in line with TT.
* **Protective Padding** - Changed to only provide bonus to installed location. 10% crit resist. 10% through armor damage resist. Limit 1 per location.
* **Spall Liner** - The unique RISC armor, not to be confused with the general Armor. Added Through Armor Damage modifier -50% and Through Armor Crit Chance -50%.

#### Cockpit

* **Cockpit Interfaces** - Unable to eject.
* **Cockpit Interface (Assassin)**  - Increased provided Gyro Stability from +40 to +50. Tonnage changed from 3 to 2.
* **Cockpit Hotseat** - +75% Injury Chance on ejection.
* **Cockpit Small** - +35% Injury Chance on ejection.
* **Cockpit Small Advanced** - +20% Injury Chance on ejection.
* **Cockpit Small Industrial** - +50% Injury Chance on ejection.
* **Command Cockpit (C)** - Now provides +5 base Resolve generation to all Lance members.
* **Command Console / (Armored)** - Now provides +3 base Resolve generation to all Lance members.
* **Comms Suite / + / + + / + + +** - Increases Resolve generation by 3/6/9/12%.
* **Primitive Cockpit** - Increases Resolve cost of Pilot abilities by 20%.
* **Solaris Cage** - Added Level 1 ECM Shield. Added -40% bleed rate reduction.
* **Spiked Helmet (P)** - +10% Injury Chance on ejection.
* **Torso Mount Cockpit** - Weight changed from 4 to 2 tons. Unable to eject.
* **Adv. Torso Mount Cockpit** - Unable to eject.
* **Tricorne** - +15% Injury Chance on ejection.
* **Howler MKII FCS** - Now counts as a built in Artemis IV attachment for all SRM launchers.
* **FCS Akuma** - Added +25% Physical Weapon Instability Damage multiplier, +25% Punch Instability Multiplier.
* **FCS Athena** - Now counts as a built in Apollo attachment for all MRM launchers. Added +1 Evasion Ignore for missiles.
* **FCS Bomber** - New FCS. +1 Wing Mounted and Internal Bomb Bay accuracy.
* **FCS Jam** - Jam chance reduction increased from -30% to -33%, added +1 Gunnery skill.
* **FCS ScanOptics** - Removed +25% Critical chance increase.
* **Distille** - Now provides +5% increased Resolve generation.
* **Fuzzy Dice** - Now provides +3% increased Resolve generation.
* **Prototype C3 (Sensors)** - Now provides +3 base Resolve generation to all Lance members.
* **Sensors Totem** - Now reduces pilot ability Resolve cost by -5%.

#### Gyros

* The weight of all Gyros are now based of the engine core's rating instead of Structure weight.
	+ The actual weight is still calculated as part of the engine in the Mech Bay. The engine tooltip displays the modified Gyro weight.
	+ This fixes the weird case where very light gyros sometimes actually caused engine weight to drop below the actual gyro weight, thus creating a micro blackhole in your engine and magically hiding stuff there.
	+ Most gyros now have TT gyro weight.
* **Gyro XXL / Omni Gyro XXL** - Changed from 4 to 2 slots in Center Torso.

#### Quicsell

* **Quirk QuikSell** - Crits taken and panic chance malus reduced from 50% to 33%.
* **Quicsell** versions of LAM Turbines and equipment. Mostly just worse than stock ones.
	+ Turbines are heavier, one more slot and increase your signature slightly.
	+ LAM Engines both normal and XL variant are basically worse LAM engines that're prone to explosions.
	+ LAM Hardwood Structure - Takes more Instability damage and heat damage when hit.

#### Actuators

* Actuators have been changed to base weight off the Chassis *Tonnage* instead of *Structure Weight*, making them more viable for Superheavy Mechs.
* Quad Mech front legs are now properly treated as legs for **Actuators** and **Jump Jets**.
* **Actuator Enhancement System (Arms)** - New actuator. Provides +1 Accuracy and -1 recoil to weapons mounted in same location, +1 punch attack accuracy and +1 physical attack accuracy.
* **Actuator Enhancement System (Legs)** - Now takes 2 spaces in each leg. Increases Walk Speed by +10% and reduces Self Knowckdown chance on Fire by -5%. Not compataible with Quads, Heavy, Assault or Superheavy mechs.
* **Actuator Enhancement System (Quad)** - Takes 2 spaces in all four legs. Increases Walk Speed by +20% and reduces Self Knowckdown chance on Fire by -5%. Only compataible with Light and Medium Quads.
* **Gripy Hand** - New Actuator. +1 Handheld Weapon Accuracy and +1 Physical Melee Attack Accuracy.
* **Hydraulic Recoil Absorber** - Recoil reduction is no longer global, only applies to the Arm where the actuator is installed.
* **Lower Melee** - +5% Physical Damage Multiplier replaced by +0.1 Damage per Attacker ton and +0.05 instability per Attacker ton.
* **Lower Melee Punch** - +0.5 reduced to +0.25 Damage per Attacker ton
* **Lower Melee Weapon** - +5% Physical Damage Multiplier replaced by +0.2 Damage per Attacker ton and +0.1 instability per Attacker ton.
* **Reinforced Leg** - Armor and Structure bonus increased from +10% to +15%. Kick damage reduction increased from 4% to 10%. Kick instability reduction increased from 2% to 5%.
* **Reinforced Leg MK2** - Armor and Structure bonus increased from +20% to +30%. Kick damage reduction increased from 8% to 20%. Kick instability reduction increased from 4% to 10%.
* **Reinforced Leg MK3** - Armor and Structure bonus increased from +30% to +45%. Kick damage reduction increased from 12% to 30%. Kick instability reduction increased from 6% to 15%.
* **Upper Recoil / +** - Recoil reduction is no longer global, only applies to the Arm where the actuator is installed.
* **Weapon Armature** - Recoil reduction is no longer global, only applies to the Arm where the actuator is installed.
* **Weapon Mount Recoil** - Recoil reduction is no longer global, only applies to the Arm where the actuator is installed. Added -30% Jam chance to weapons in the Arm where the actuator is installed.

#### General Equipment

* **Adv. Command Mod** - Now provides +3 Lance base Resolve generation.
* **ECM (P)** - Now provides -4 base Resolve generation and -4 initiative for enemies in Aura range.
* **Jump Jets** - All Jump Jets supported in Legs are now also supported in the front Legs of Quads.
* **MASC** - changed to base weight off the Chassis *Tonnage* instead of *Structure Weight*.
* **Partial Wing Systems** - Weight now based on Chassis tonnage instead of Structure weight.
* **UAV** - Specialist Slot item. Carry Weight 0.25 to 0.5. Now Deploys a tiny spotter unit under player control.

#### Superheavy Equipment

* **Adv. Command Mod Mk II** - Now provides +5 Lance base Resolve generation.
* **Encased Cybernetic Cockpit** - Can not eject.
* **Exp. Imp. SH Torso Cockpit** - Unable to eject.
* **Exsecratio Armor** - Changed from 10 to 7 reserved slots.
* **Micro-Alloyed Ferro-Fibrous Armor** - Armor Weight reduction decreased from -40% to -30%. Slots changed from 24 to 20.
* **Sanctus Armor** - Weight reduction factor increased from -20% to -25%.
* **Superheavy Gyro XXL** - Slots in Center Torso reduced from 4 to 2.
* **Superheavy Partial Wing System** - Weight now based on Chassis tonnage instead of Structure weight, making it considerably lighter. Slots changed from 5 to 3 per side torso.
* **Superheavy Partial Wing System (C)** - Weight now based on Chassis tonnage instead of Structure weight, making it considerably lighter. Slots changed from 5 to 2 per side torso.
* **Superheavy Ferro-Alloy** - Armor points bonus reduced from +75% to +60%. Armor Weight increase reduced from +50% to +25%.
* **Superheavy Frames** - Guts skill bonus removed. Superheavy Gyro +100% weight increase is now handled through Frame to handle weight properly.
* **Titano-Carbide Lamellor (C)** - Weight reduction decreased from -40% to -30%. Fixed slots reduced from 14 to 12.

### Weapons

#### Handhelds

* All non-unique, fixed melee weapons have been replaced by a default version. This means they can be replaced as desired by other melee weapons or handhelds.
* The detailed changes to each handheld weapon are too many to list due a complete rework of handheld weapons. Go find them in game to experience the changes yourself.

#### Anti Squad Weapons

We heard your complaints about how annoying Battle Armor and Protomechs can be. With the following changes they should be a bit easier to deal with in early game.

* **AP Gauss / Magshot** - Bonus against Battle Armor and Protomechs increased from 1.5x to 2x damage.
* **ER Micro Laser(C)** - Bonus against Battle Armor and Protomechs increased from 1.5x to 2x damage.
* **Machine Guns** - Bonus against Battle Armor and Protomechs increased from 2x to 4x damage.
* **Machine Gun Arrays** - Bonus against Battle Armor and Protomechs increased from 2x to 3x damage.
* **Micro Pulse Laser (C)** - Bonus against Battle Armor and Protomechs increased from 2x to 4x damage.
* **Micro Pulse Laser Array (C)** - Bonus against Battle Armor and Protomechs increased from 2x to 3x damage.
* **Sm. ER Pulse (C)** - Bonus against Battle Armor and Protomechs increased from 2x to 3x damage.
* **Small Pulse Lasers** - Bonus against Battle Armor and Protomechs increased from 2x to 3x damage.
* **Small VSPL** - Bonus against Battle Armor and Protomechs increased from 1.5x to 2x damage.

#### Autocannons

* **Rotary AC/5** - Slots increased from 4 to 6.
* **AC/10 / HVAC/10 / HVAC/10 (S)** - Slots increased from 3 to 5.
* **LBX AC/10** - Slots increased from 5 to 6.
* **Light AC/10** - Slots increased from 2 to 4.
* **Rotary AC/10 RISC** - Slots increased from 8 to 9. Self Knockdown Chance on Fire reduced from 20% - 36% from 4 to 6 shots to 15% - 25% from 4 to 6 shots.
* **Ultra AC/10** - Slots increased from 5 to 6.
* **AC/20 / HVAC/20 / HVAC/20 (S)** - Slots increased from 4 to 8.
* **LBX AC/20** - Slots increased from 8 to 10.
* **Light AC/20** - Slots increased from 3 to 6.
* **Rotary AC/20 RISC** - Slots increased from 10 to 12. Self Knockdown Chance on Fire reduced from 20% - 44% from 3 to 6 shots to 15% - 33% from 3 to 6 shots.
* **Ultra AC/20** - Slots increased from 7 to 9.

#### Gauss

* **Gauss Cannon/20** - Slots increased from 6 to 8.
* **Gauss Rifle / Blackwell / M7** - Slots increased from 5 to 7.
* **Gauss Rifle M9** - Slots increased from 5 to 7. Damage increased from 42 to 45. Critical Chance multiplier increased from +100% to +200%. Armor Piercing stats improved. AoE Range and Damage increased from 42 to 45. AoE Instability increased from 11 to 12.
* **Gauss Rifle Norse Storm** - Slots increased from 5 to 6.
* **Heavy Gauss Rifle / Improved HGR** - Slots increased from 8 to 10.
* **Heavy Gauss Rifle (S)** - Slots increased from 7 to 8.
* **Hyper Assault Gauss (RISC)** - Slots increased from 9 to 10.
* **Light Gauss Rifle** - Slots increased from 4 to 5.
* **Light Ultra Gauss Rifle** - Slots increased from 5 to 6.
* **RISC Silver Bullet Gauss** - Slots increased from 8 to 10. Reworked. Now does AoE clustering.
* **Rotary AP Large Bore Gauss Rifle (C)** - Damage against Battle Armor and Protomech increased to +100%.
* **Rotary Gauss Rifle (C)** - Slots increased from 8 to 10.
* **Silver Bullet Gauss** - Slots increased from 6 to 7.
* **SnubNose Heavy Gauss Rifle** - Movement effect on Recoil reduced from 0.5 to 0.33 and Accuracy reduced from 0.1 to 0.067.

#### Lasers

* **Huge Pulse Laser** - Base Heat Generated reduced from 100 to 50. All cooldowns removed. Alpha and Drill firing modes tweaked.
* **M. Heavy Laser (P)** - Movement effect on Recoil reduced from 0.25 to 0.167 and Accuracy reduced from 0.2 to 0.1333.
* **RE Small Laser** - Range increased from 60/90/120/180 to 60/120/180/240.
* **All VSPL** - Damage Fall off increased from 40% to 60%. Armor Piercing stats improved. Stats based on movement removed. Added +1 Long / +2 Medium / +3 Short Range Accuracy.
	+ **Large VSPL** - Heat Generated reduced from 90 to 30. Damage decreased from 130 to 55.
	+ **Medium VSPL** - Heat Generated reduced from 60 to 21. Damage decreased from 90 to 45.
	+ **Small VSPL** - Heat Generated reduced from 19 to 9. Damage decreased from 50 to 25.

#### Missiles

* **Meteor-10 / Meteor-20** - Missile HP increased from 3 to 4. Added -40% AMS Intercept chance -40. Damage decreased from 4 to 3, but AP damage increased from 2 to 3. Accuracy bonus against VTOLs increased from +3 to +4.
* **MMS-10 / MMS-20** - Added -1 Accuracy for Fire and Forget mode.
* **MMS-30 / MMS-40** - Added -2 Accuracy for Fire and Forget mode.
* **Streak MMLs** - Added +1 Evasive Pips Ignored, +2 Accuracy, -35% AMS Hit Chance, +2 Missile Health.
* **Streak MRMs** - Added +2 Evasion Pips Ignoredm, +1 Accuracy.
* **LRM subvariants**
	+ **Telos** - Removed.
	+ **Longfire** - Minimum range decreased from 210 to 180
	+ **Delta** - Modifiers changed from -25% AMS intercept chance and 1 recoil to +1 missile health and 2 recoil.
* **SRM subvariants'**
	+ **Holly** - Removed
	+ **Irian** - -25% AMS intercept chance changed to +1 missile HP
* Removed incorrect -5 Accuracy tooltip from: Cruise Missile 50, MARS (Both versions), Oneshot Thumper QS, Oneshot Sniper QS, Oneshot Long Tom QS
* **Bazooka Handeld** - increased missile HP from 5 to 20.

#### Other changes to Standard Weapons

* **Arrow IV** - Added 12% self knockdown on fire chance. Movement effect on Recoil and Accuracy reduced from 0.1 to 0.067.
* **Arrow IV (C)** - Added 10% self knockdown on fire chance. Movement effect on Recoil and Accuracy reduced from 0.3 to 0.2.
* **Arrow IV (P)** - Movement effect on Recoil and Accuracy reduced from 0.3 to 0.2.
* **Arrow IV OS** - Movement effect on Recoil changed from 0.15 to 0.1 and Accuracy reduced from 0.1 to 0.067.
* **Beholder** - Now provides +5 lance base Resolve generation.
* **BFG 9000** - Reduced Self Knockdown chance on Fire from 50% to 45%.
* **C3 Overlord Command** - Now provides +5 lance base Resolve generation.
* **Carronade** - Self Knockdown chance on Fire changed to 37% in x1 mode, 73% in x2 and 137% in x3. Slots increased from 20 to 27. Weight decreased from 50 to 37.
* **Heavy RL15 / AOE Rocket 15** - Weight changed from 1.5 to 2. Slots changed from 3 to 2.
* **Heavy RL20 / AOE Rocket 20** - Weight changed from 2 to 3. Slots changed from 4 to 3.
* **Hellstorm Artillery** - Added 10% - 35% self knockdown on fire chance depending on firing mode.
* **ER Flamer** and **ER Flamer (C)** are now the same item as in lore.
* **Light MGs** - +60 meters range.
* **Light TAG** - Range decreased from 150/300/450/510 to 90/180/270/360 meters.
* **NARC Launcher (P)** - Added +20 Missile Health.
* **Rocket Pack 20** - Slot size changed from 10 to 6.
* **TSEMP / TSEMP Cannon** - Movement effect on Recoil reduced from 0.5 to 0.33 and Accuracy reduced from 0.35 to 0.23.
* **Ultra Light Rotary Rifle** - Ranged reduced from 90/210/330/420 to 90/180/270/360.
* Added new A/B/M-Pod weapons - 1 shot that are very strong against Power Armor and Protomechs.

#### Superheavy Weapons rework

After the initial release of reworked superheavys one common feedback were that the weapons were not good enough for their huge size and the slowness of Superheavys. As a result most Superheavy specific weapons have been rebalanced, often removing the punishing cooldowns in favour of jam chance or reduced soft stats.

##### Railguns

* **Helical Railgun** - Reworked to fire multiple railgun shots in quick burst.
	+ Slots decreased from 26 to 20.
	+ Weight decreased from 60 to 35.
	+ Damage decreased from 750±250 to 250±50 per shot.
	+ Self Knockdown Chance on Fire reduced from 65% to 35% base plus 15% per shot after the first.
	+ Critical Hit chance increased from 0% to 150%.
	+ Now has multiple firing modes, from 1 to 3 shots. Jam chance of 10% per shot.
	+ Ranges reduced, but forbidden range removed. x1 firing mode has extra long range.
* **Improved Railgun (C)**
	+ Slots increased from 13 to 15.
	+ Weight increased from 20 to 22.
	+ Damage decreased from 450 to 375. Damage fall off distance increased from 65% to 75%.
	+ Heat Generated decreased from 25 to 22.
	+ Recoil reduced from 6 to 5.
	+ Critical Hit chance increased from +125% to +150%.
	+ Sniper mode Max Range increased from +120 to +600.
	+ Standard mode Self Knockdown Chance on Fire reduced from 55% to 45%. Sniper mode chance reduced from 45% to 30%.
* **Plasma Railgun** - Reworked to be able to both deal direct damage and AoE overheat depending on firing mode.
	+ Weight decreased from 35 to 28.
	+ Two firing modes, direct damage or Area of Effect.
	+ Does increased damage to overheated targets.
	+ Too many stat changes to list, consider it a new weapon.
* **Railgun**
	+ Heat Generated reduced from 25 to 22.
	+ Damage reduced from 450 to 350.
	+ Self Knockdown Chance on Fire reduced from 45% to 40%.
* **Railgun (C)**
	+ Heat Generated reduced from 20 to 18.
	+ Damage reduced from 400 to 375.
	+ Self Knockdown Chance on Fire reduced from 45% to 40%.
* **Railgun (DS)**
	+ Weapon Crit Chance decreased from +150% to +75%.
	+ C-Range-QuickCharge mode: Close Range damage bonus reduced from 100% to 50%.
	+ C-Range-FullCharge mode: Recoil increased from 1 to 2. Close Range damage bonus reduced from 100% to 50%.
	+ Self Knockdown Chance on Fire reduced from 45% to 35%.
	+ No longer salvagable.
* **Railgun (Light)**
	+ Slots increased from 10 to 12.
	+ Can now be mounted by normal 'Mechs.

##### Energy

* **Ion Cannon** - Larger rework. Now is a large AoE damage and disable weapon, direct damage is greatly reduced.
	+ Slots reduced from 21 to 15.
	+ Weight reduced from 40 to 20.
	+ Accuracy changed from -3 to +1.
	+ Recoil changed from 5 to 3.
	+ Damage mode - 300 damage, 75 heat in a 90 meter radius. 10% Jam Chance.
	+ Stun mode: 50 damage, 20 heat in a 90 meter radius. 20% Jam chance. Stun Mode applies following debuffs if target is hit: +5 recoil, -3 Accuracy, +20% Heat Generated, 50% Shutdown Chance
	+ Self Knockdown chance on Fire reduced from 75% to 35%.
	+ Slightly worse version salvageable, useable on any Superheavy.
* **Mauler Laser**
	+ Damage decreased from 500±100 to 400±75.
	+ Heat Generated decreased from 140 to 120.
	+ Misfire chance replaced by 30% Jam chance.
	+ Cooldown decreased to 1 round.
	+ Range changed from 80/160/240/320 to 160/240/320/400. Forbidden range of 80 added.
	+ Armor Piercing stats improved.
* **Naval Laser (Downsized)**
	+ Damage increased from 40 to 50.
	+ Weight reduced from 20 to 16.
	+ Cooldown removed.
* **Yin Rotary PPC**
	+ Damage increased from 25 to 50.
	+ Heat Generated increased from 20 to 30 per shot
	+ Jam chance increased to 15% per shot after the first.
	+ Armor Piercing stats improved.
	+ No longer ignores evasion.
	+ x4 and x8 mode replaced by x3 mode.

##### Autocannons

* **Downscaled Mass Driver**
	+ Slots changed from 18 to 16.
	+ Weight changed from 40 to 30.
	+ Heat Generated decreased from 80 to 60.
	+ Recoil changed from 8 to 6.
	+ SAFE mode: Cooldown reduced from 3 to 1 rounds.
	+ UNSAFE mode: Heat generation increased from 80 to 90. Misfire chance reduced from 35% to 25%.
	+ Self Knockdown chance on Fire reduced from 75% to 50%.
* **Rotary AC/10 (C)**
	+ Slots changed from 5 to 7.
	+ Self Knockdown chance on Fire after 3rd shot reduced from 20% increased by 8% to 10% increased by 5% per shot.
* **Rotary AC/20 (C)**
	+ Slots changed from 6 to 10.
	+ Self Knockdown chance on Fire after 3rd shot reduced from 20% increased by 8% to 10% increased by 6% per shot.
* **Superheavy Rotary AC/2**
	+ Recoil changed to 2 per 3 shots.
	+ Cooldowns removed.
	+ Jam chance changed to 10% at 3 shots, increasing by 8% per 3 shots.
	+ Self Knockdown chance on Fire at 3 shots changed from 10% increasing by 10% per 3 shots to 15% increasing by 5% per 3 shots.
* **Superheavy Rotary AC/5**
	+ Recoil changed to 3 per 3 shots.
	+ Cooldowns removed.
	+ Jam chance changed to 15% at 3 shots, increasing by 12% per 3 shots.
	+ Self Knockdown chance on Fire at 3 shots changed from 12% increasing by 12% per 3 shots to 20% increasing by 7% per 3 shots.
	+ Extra Self Knockdown chance on Fire in Artillery Mode reduced from 12% per 3 shots to 10% per 3 shots.

##### Other

* **Heavy MRM-10** - Jam chance reduced from 25% to 5%.
* **Heavy MRM-20** - Jam chance reduced from 25% to 7%.
* **Heavy MRM-30** - Jam chance reduced from 25% to 9%.
* **Heavy MRM-40** - Jam chance reduced from 25% to 12%.
* **Rotary LRM-20**
	+ Slots decreased from 6 to 5.
	+ x2 mode Jam Chance decreased from 25% to 15%.
	+ x3 mode Jam Chance decreased from 50% to 25%.
* **Yang Artillery**
	+ Slots changed from 20 to 30.
	+ Weight changed from 45 to 35.
	+ Damage increased from 150 to 180.
	+ Recoil changed from 8 to 6.
	+ Minimum and Forbidden range reduced from 360 to 280.
	+ Direct mode accuracy changed from -8 to -5.
	+ Self Knockdown chance on Fire reduced from 70% to 35%.

### Ammunition

* **Arrow V** - Missile Health changed from 1338 to 50.
* **Caseless MG/HMG** - Removed as it was not really obtainable.
* **Chemical Laser** - Tweaked ammo prices, small and medium cheaper, large slightly more expensive.
* **Helical Railgun** - Ammo count per box increased from 6 to 12.
* **LRM Chaff** - Missile health changed from 7 to 4.
* **LRM FTL** - Description corrected to include vulnerability to AMS
* **LRM Mine Clear [Half]** - Fixed tonnage, and name.
* **Mortar FLAK** - No longer double damage to everything. Retains it bonus against VTOL and squads. Gains accuracy against squads.
* **MMS Tandem** - Damage reduced from -2 to -3, Ammo count 300 to 200, incorrectly high critical hit chance stats reduced.
* **Thunderbolt Kinetic Kill** - Increased stability damage, damage variance and armor piercing. Minimum Range removed. Range slightly reduced for Thunderbolt 5.
* Tweaked impact VFX for non-AOE Thunderbolt Missiles for hopefully a smoother and more consistent explosion size.

# Mechattan Project

## Mechattan Project 1.0.6.3 (2022-10-30)

* Fixes for incorrect detection of cheaters in RTO. (**FIX**)

## Mechattan Project 1.0.6.2 (2022-10-30)

* Fixes for weapons no gaining accuracy bonus against specified unit types. (**FIX**)

## Mechattan Project 1.0.6.0 (2022-10-28)

* Fixes to allow bracing after fire mechanic. (**FIX**)

## Mechattan Project 1.0.5.9 (2022-10-26)

* Minor tweaks to the following vehicles. (**UPDATED**)
	+ Sky Raider
	+ Warden

* About 35 individual Battle Armor carrier vehicles given a single reload box to resupply the Battle Armor or anything else. Including some or all variants of the list below. (**UPDATED**)
	+ Aithlon
	+ Anat
	+ Anhur
	+ Bearcat
	+ Blizzard
	+ Bolla (WoB variants)
	+ Cobra
	+ Ganesha
	+ Heavy APC (Select variants)
	+ Karnov
	+ Maxim (Clan)
	+ Magi
	+ Pinto
	+ Prowler
	+ Strikefalcon
	+ Trident
	+ Vargr
	+ Unnsvin

## Mechattan Project 1.0.5.8 (2022-10-25)

* Hotfix for map markers not showing in RTO. (**FIX**)

## Mechattan Project 1.0.5.7 (2022-10-24)

* Hotfix for incorrectly generated missions against *NoFaction* in RTO. (**FIX**)

## Mechattan Project 1.0.5.6 (2022-10-24)

* Hotfix for Alternate Firing Modes not being able to use different ammunition. (**FIX**)

## Mechattan Project 1.0.5.5 (2022-10-24)

**Important:** A Major Release with planned save break is coming in the near future. As the team is focused on this release currently, mainly only bugs will be fixed until then.

* Minimap will now only show active regions. (**FIX**)
* End turn after fire is now only possible if the unit can not move otherwise. (**FIX**)
* Weapon firing timings adjusted. (**UPDATED**)
* Starmap will now show more information on travel estimation. Hover mouse over the estimated travel time to see a breakdown. (**NEW**)

* Mortar Flares should now hopefully not melt your screen anymore. (**FIX**)
* More fixes to custom maps. (**FIX**)
* Heavy Metal DLC Flashpoints (**UPDATED**) - Some tweaks and updated lances.
* Sky Raider (**NEW**) - 60 Ton VTOL with a bomb bay. (Custom)
* Igor (All variants) (**UPDATED**) - Minor updates.

## Mechattan Project 1.0.5.4 (2022-10-18)

* Fixes for Spawn Protection on Defend Base and Three Way Battle missions. Instead of changing the objective timers, now the AI is prevented from advancing until spawn protection is over. (**FIX**)
* If a unit is able to move after fire, it can now opt to brace instead. This fixes issue with player turn being stuck due to having to move after fire, but the unit is unable to. (**FIX**)
* Electric transformers and similar building explosions on urban maps should now work as desired, only damaging units around them. (**FIX**)
* Some other minor tweaks and fixes.

## Mechattan Project 1.0.5.3 (2022-10-17)

### General

* Mission minimap will now show objectives and regions. (**NEW**)
* Usual minor fixes, typo corrections and tweaks.

### Pilots

* Cargo (RT Crew Pilot) (**UPDATED**) - Now drops a Ferret Hovertank under player control instead of a Von Luckner under AI control.
* Frosty / Salty / Red Queen (**FIX**) - Bugfixes for the AI pilots in the Elites optional module, fixing their quirks.

### Vehicles

* Ifrit 'Saakh' (**REWORK**) - TBM-15 variant's Suspended Armament completely replaced with six (6) 'AA Rocket 25' and two (2) Bomb FAE.
* Pisces (**NEW**) - Durable 25 ton tank destroyer pattern vehicle for periphery. 4 Variants (Custom)
* Rocket Combine (**UPDATED**) - New icon.

* Minor tweaks: (**UPDATED**)
	+ Arrokoth AK2 / AK3
	+ Cascatelle LT-RT
	+ Coolant Truck 135-KH
	+ DI Morgan FST-LRM
	+ Maxim Flanker

### Weapon

* Bomb FAE (**UPDATED**) - Changed to bring it in line with FAE Long Tom.
	+ AP Damaged Armor Modifier: 0.5 -> 1 (+0.5).
	+ AP Max Armor Thickness: 100 -> 200 (+100).
	+ AP Critical Chance Multiplier: 0.1 -> 0.2 (+0.1).
	+ Smoke Radius: 20 -> 10 (-10).
* Flare Mortars (**UPDATED**) - Trying out new VFX for flares.
* Light AA Missile (**FIX**) - Single missile's range increased to same value as the Rack carrying two. Range: 120/180/360/540/720 -> 120/210/420/630/840 (0/+30/+60/+90/+120).
* NARC Launcher (P) (**UPDATED**) - Gains Missile HP +20, as partial compensation for AMS avoid not working correctly.
* Periphery Rifle (**UPDATED**) - Range: 0/90/210/330/420 -> 0/90/180/270/360 (0/0/-30/-60/-60).
* RE Small Laser (**UPDATED**) - Updated to same range as basic Small Laser. Range: 0/60/90/120/180 -> 0/60/120/180/240 (0/0/+30/+60/+60).
* Ultra Light Rotary Rifle (**UPDATED**) - Range: 0/90/210/330/420 -> 0/90/180/270/360 (0/0/-30/-60/-60).

## Mechattan Project 1.0.5.2 (2022-10-11)

* Fix for unable to attack ground. (**FIX**)
* Ammo LBX/20 HE (**UPDATED**) - Updated incorrect tooltip for area of effect damage.
* Hardened Ferro-Fibrous (**FIX**) - Fixed to show the proper weight in the mech lab tooltips.
* Minor fixes and tweaks.

### Vehicles

* Arrokoth (All variants) (**FIX**) - Added missing LMG ammo, fixed armor weight.
* Arrokoth AK4 (**NEW**) - Mortar variant of the Society heavy tank. (Custom)
* Collant Truck 135-K (**RENAMED**) - Renamed to *Coolant Truck 135-K*.
* Coolant Truck 135-KH (**NEW**) - New hover variant of the coolant truck with flamers.
* Maxim (All variants) (**FIX**) - Switched to hover pathing definition, instead of incorrect wheeled.
* Maxim Flanker (**NEW**) - New experimental variant.

## Mechattan Project 1.0.5.1 (2022-10-09)

### General

* Spawn Protection - Ultimate Form: No Weapons can be fired during spawn protected rounds, AI or player. This should prevent AI wasting ammunition on certain types of weapons. (**UPDATED**)
* AI Units dropped by player abilities should now act on their turn again.
* Minor fixes and tweaks.

### Mech

* Tiburon (**UPDATED**) - Changed to custom model.

### Vehicles

* Arrokoth MBT (**NEW**) - A Society heavy tank with missiles and energy main gun. 3 Variants. (Custom)
* Autogun Technical (L) (**UPDATED**) - Excess MG ammo removed. Armor added.
* Hadur FSV (**NEW**) - Society variant of existing Arrow launching hovertank. (Custom)
* Minelayer Truck (L) (**UPDATED**) - Excess MG ammo removed. Armor added.

* Minor armor tweaks to some vehicles to fully utilize weight capacity. (**UPDATED**) - If you have a vehicle on this list, it is recommended to store and ready it to update to the increased armor profile.
	+ Battle Bus
	+ Bellona (AC/10)
	+ Charybdis LT
	+ Charybdis RG
	+ Chrysaor HVT
	+ Clan iHML Carrier
	+ Condor CND-CVP
	+ Decurion MK.II APC
	+ Epona ZA
	+ Eris APC
	+ Flamer Technical (S)
	+ Flintlock HCV
	+ Hover APC
	+ Igor (AC/10)
	+ Puma PAT-007
	+ Red October
	+ ROC-LBX/20
	+ ROC-HAG
	+ ROC-LRM/S
	+ ROC-MTR
	+ ROC-UAC/20
	+ Royal Zephyr
	+ Saracen HCV (MML)
	+ Schrek (LPPC)
	+ Shara Light Tank
	+ SM-1A Tank Destroyer
	+ Tracked APC
	+ Vedette 'Doris Delight'
	+ Vedette (Laser)
	+ Zebra MBT
	+ Zhukov ZHT-PU

### Weapons

* RISC Silver Bullet Gauss (**REWORK**) - Reworked for each bullet to have an area of effect damage while lowering direct damage. This was the original intent of the weapon when first designed, but got removed somehow over time. Likely to get further tweaking in future.
	+ Range: 0/210/390/750/810 -> 60/210/420/630/840 (+60/+0/+30/-120/+30)
	+ Heat Generated: 10 -> 12 (+2)
	+ Recoil: 4 -> 5 (+1)
	+ Direct Damage: 200 per shot -> 10 per projectile (-100 total / -10 per projectile)
	+ Stability Damage: 43.75 per shot -> 2.5 per projectile (-18.75 per shot / -1.875 per projectile)
	+ Area of Effect (NEW)
		- Damage per Projectile: 0 -> 20
		- Stability Damage per Projectile: 5
		- Range: 0 -> 90
	+ Armor Penetration Max Armor Thickness: 100 -> 300 (+200)
	+ Clustering Modifier: 1.1 -> 5 (+3.5)
	+ Weapon Explosion Damage: 150 -> 200 (-50)
	+ Removed recoil and accuracy modified by evasion.

* Silver Bullet Gauss (**UPDATED**) - Added clarifying tooltip for clustering modifier.

## Mechattan Project 1.0.5.0 (2022-10-07)

### General

* Installation compatibility fix for Mac users. (**FIX**)
* *Water World* custom map has been re-added. Weird height and collision issues should be fixed. Please report any further bugs found. (**FIX**)
* Spawn Protection:
	+ Fixes for stray fire shots dealing damage while under protection. (**FIX**)
	+ Terrain effects such as starting fires will no longer occur during protection rounds. (**UPDATED**)
* Fixes to several Periphery career starts that made them unable to load. (**FIX**)
* Mod *Crystal Clear* made more obvious to be obsolete.

### Ammunition

* Ammo ArrowV (**FIX**) - Health 500 -> 1337 (+837). This should prevent the missile from ever being intercepted by AMS, as intended.

### Vehicles

* Some tweaks to models used and icons.

* Cascatelle ML-RS / PL-ML / PR-RK / RS-KK / TB-ML / WT-FB (**UPDATED**) - Minor changes.
* Cizin HCV / (Support) (**UPDATED**) - Minor changes.
* Cloud Buster CB-LL (**UPDATED**) - Minor changes.
* Command Van (F) / (I) (**UPDATED**) - Minor changes.
* Laser Technical (L) (**FIX**) - Added missing missile rack.
* Warthog HOG-HSN / HOG-X20 (**UPDATED**) - Minor changes.
* Zebra MBT (**FIX**) - Removed duplicate weapon.

### Weapons

* HandHeld Rotary AC/2 (P) (**FIX**) - Removed incorrect heat generation from firing modes, handhelds should not generate heat.
* Plasma Railgun (**FIX**) - Fixed broken bonus description.
* RE Large Laser (**UPDATED**) - Heat Generated: 24 -> 30 (+6).
* RE Medium Laser (**UPDATED**) - Heat Generated: 9 -> 12 (+3).
* RE Small Laser (**UPDATED**) - Heat Generated: 8 -> 6 (-2).

## Mechattan Project 1.0.4.9 (2022-10-05)

### General

* Spawn Protection will now prevent from laying mines until removed. (**UPDATED**)
* More fixes to Spawn Protection not always working as intended. (**FIX**)
* Disabled certain buildings types - e.g. Electrical Transformers - from exploding upon destruction, leading to damage to units no matter distance. Might be re-enabled in future if a proper fix is possible. (**FIX**)
* Fixed unused faction *Sian Trumphant* able to incorrectly be used as ally to opposing force in missions. (**FIX**)

### Affinity

* Unrelenting Flanker (**NEW**) - *-10% Signature and Visibility. +5% Run Speed. +1 Probe.* - Assigned to the new *Tiburon* mech.

### Career Starts

The following starts had tweaks to the starting unit lists, adding *Flintlock*, *Zebra*, *Command Van* and/or new *Techies*. (**UPDATED**)

* Castile
* Chainlane
* Circinus
* Elysia
* Lothian
* Marian
* Militia
* Farmers Rise Up
* Tanks (IS)

### Equipment

* Curse of the Seiðkona (**FIX**) - Now correctly requires a battle computer.

### Flashpoints

* Necromos Nightmare (**FIX**)
	+ The Flashpoint and the following zombie missions should no longer spawn Power Armor or Protomech zombie units. Decreased maximum difficulty of spawned units.
	+ The five new rare loot items added will now have custom icons.

### Mechs

* A large number of mechs had incorrect pathing definition fixed. (**FIX**)
* Ostscout (**FIX**) - Shortened descriptions that were so long they exceeded the tooltip size.

### Storage Costs

* AA iATM Rack (**FIX**) - Corrected storage cost to match the increased slots size. Changed Storage Size from 1 to 3 (+2).
* Angel ECM (C) (**FIX**) - Corrected storage cost to match slots size. Changed Storage Size from 2 to 1 (-1).
* Arrow IV (**FIX**) - Corrected storage cost to match the increased slots size. Changed Storage Size from 8 to 15 (+7).
* Arrow IV (C) (**FIX**) - Corrected storage cost to match the increased slots size. Changed Storage Size from 6 to 12 (+6).
* Astral Hammer (**FIX**) - Corrected storage cost to match the slots size. Changed Storage Size from 6 to 8 (+2).
* Blessed Gyro (**FIX**) - Corrected storage cost to match slots size. Changed Storage Size from 3 to 2 (-1).
* HE Bombs *(Ammunition Box)* (**FIX**) - Corrected storage cost to match slots size. Changed Storage Size from 2 to 1 (-1).
* Improved Railgun (C) (**FIX**) - Corrected storage cost to match the slots size. Changed Storage Size from 8 to 13 (+5).
* Improved Rotary LRM15 (RTO) (**FIX**) - Corrected storage cost to match the increased slots size. Changed Storage Size from 6 to 4 (-2).
* Internal Bomb Bay (**FIX**) - Corrected storage cost to match the increased slots size. Changed Storage Size from 1 to 2 (+1).
* Long Tom Artillery (**FIX**) - Corrected storage cost to match the increased slots size. Changed Storage Size from 12 to 30 (+18).
* Long Tom Cannon (**FIX**) - Corrected storage cost to match the increased slots size. Changed Storage Size from 9 to 15 (+6).
* Meteor 20 (**FIX**) - Corrected storage cost to match the slots size. Changed Storage Size from 3 to 2 (-1).
* Mine Dispenser 10 (**FIX**) - Corrected storage cost to match the increased slots size. Changed Storage Size from 1 to 3 (+2).
* Rocket Pack 5 (**FIX**) - Corrected storage cost to match the slots size. Changed Storage Size from 5 to 2 (-3).
* Rocket Pack 10 (**FIX**) - Corrected storage cost to match the slots size. Changed Storage Size from 5 to 3 (-2).
* Rocket Pack 15 (**FIX**) - Corrected storage cost to match the slots size. Changed Storage Size from 5 to 4 (-1).
* Sniper Artillery (**FIX**) - Corrected storage cost to match the increased slots size. Changed Storage Size from 10 to 20 (+10).
* Thumper Artillery (**FIX**) - Corrected storage cost to match the increased slots size. Changed Storage Size from 8 to 15 (+7).
* Thumper Cannon (**FIX**) - Corrected storage cost to match the increased slots size. Changed Storage Size from 6 to 7 (+1).
* Truck Bed (**FIX**) - Corrected storage cost to match the slots size. Changed Storage Size from 1 to 4 (+3).

### Vehicles

As always, recommended to store and ready any vehicles to update them to latest spec.

* Most Cargo Trucks/Technicals, Ultra Light Carriers, Kelswa, Alacorn, DI Morgan, Rocket Carriers 60 & 80 ton and Light Laser Carrier have had their model changed. (**UPDATED**)
* Pirate Vehicles (**UPDATED**) - Majority, more than 50, given different Quirks than standard for that type, because pirate modifications.

* Autogun Technical (S) (**NEW**) - 10-ton truck with a rotary potato gun. (Custom)
* Challenger XIVs / XV / and XVc (**UPDATED**) - Minor tweaks.
* Chemlaser Technical (L) (**NEW**) - 20-ton techie with a large chem laser and a 4pack of thunderbolts. (Custom)
* Cizin (**NEW**) - Fast 45-ton Clan hovertank with lasers, missiles and a command computer. Two variants. (Canonical)
* Command Van (**NEW**) - 15-ton mini–Mobile HQ. 2 variants. (Canonical)
* Flintlock (All variants) (**UPDATED**) - Minor tweaks.
* Gun Technical (S) (**UPDATED**) - Minor tweaks.
* Pike (LRM) (**UPDATED**) - Minor tweaks.
* Saracen (**UPDATED**) - Minor tweaks.
* Scorpion (LRM) (**UPDATED**) - Minor tweaks.
* Splat Truck (M) (**NEW**) - 15-ton fluid gun/flamer techie. (Custom)
* Sturmfeur (**UPDATED**) - Minor tweaks.
* Sokar (**NEW**) - Medium Clan urban combat car with AC/8, AP Gauss and Heavy Flamers. (Canonical)
* Zebra (**NEW**) - 55-ton Basic tech MBT for periphery. Large Laser, missiles and MG. (Custom)

### Weapons

* All lasers have had their Stability damage changed to 5% of their base damage. (**REWORK**)

* AC/2 Imperator (**FIX/UPDATED**)
	+ Removed explosion on damage.
	+ Standard firing mode - Jam Chance: 5% -> 4% (-1%)
	+ Rapid Fire firing mode - Jam Chance: 15% -> 10% (-5%) - Will now match tooltip.
* AC/5 Imperator (**UPDATED**) - Removed explosion on damage. Standard firing mode - Jam Chance: 10% -> 6% (-4%).
* AC/10 Imperator (**UPDATED**) - Removed explosion on damage. Standard firing mode - Jam Chance: 10% -> 8% (-2%).
* AC/20 Imperator (**UPDATED**) - Removed explosion on damage. Standard firing mode - Jam Chance: 15% -> 10% (-5%).
* Arrow IV / Arrow IV (C) / Arrow IV Missile (**FIX**) - Added missing tooltip description of lower chance for AMS interception.
* Ion Cannon (**FIX**) - Removed non-working Area of Effect Range modification for the STUN fire mode.
* Medium PPPPPPulse (**REWORK**)
	+ Base Damage: 1 -> 2 (+1)
	+ Base Damage Variance: 0 -> 1 (+1)
	+ Critical Chance Multiplier: -40% -> -20% (+20%)
	+ AP Max Armor Thickness : 2 -> 3 (+1)
	+ AP Critical Chance Multiplier : 0.002 -> 0.003 (+0.001)
	+ Shots When Fired: 5 -> 6 (+1)
	+ Projectiles Per Shot: 7 -> 3 (-4)
* Naval Laser (Downsized) (**FIX**) - Now correctly lowers damage by -10 when using Short Range fire mode.
* Plasma Railgun (**FIX**) - Removed broken AOE firing mode. Will be replaced as part of the larger superheavy weapons rework in progress.

## Mechattan Project 1.0.4.8 (2022-10-02)

### General

* Some tweaks to rarity based spawns (**UPDATED**).

### Pilots

* Lady Alekto (**UPDATED**) - The aerospace unit called by the airstrike skill has been slightly improved.

### Vehicles

* Burke Defense Tank (**UPDATED**) - Minor tweaks.
* Cloud Buster CB-LL (**UPDATED**) - Minor tweaks.
* Drillson (Antique) (**UPDATED**) - Minor tweaks.
* Flintlock (**NEW**) - Custom AC/2 sniper hover tank, six variants.
* Goblin-X (**UPDATED**) - Minor tweaks.
* Gulltoppr 0A (**UPDATED**) - Minor tweaks.
* JES II SMC (**UPDATED**) - Minor tweaks.
* JES II (Ammo) (**UPDATED**) - Minor tweaks.
* Korvin KVN-2 (**UPDATED**) - Minor tweaks.
* Singijeon FSV (**UPDATED**) - Minor tweaks.

### Weapons

* Nuclear Weapons (**UPDATED**) - Secondary effects have been tweak as follows.
	+ EMP field now ~2000 meters in diameter. No longer stacks. Field persists so when Careful Maneuvers clears it, it gets reapplied.
	+ Field effects: -25% Signature and Visibility, -10% heatsinking, +2 Defense, -2 to hit.
* Arrow V (S) (**UPDATED**) - Stability damage changed from 50 to 40 (-10).
* Heavy Gauss Rifle (S) (**UPDATED**) - Stability damage changed from 30 to 32 (+2).
* Heavy Plasma Cannon (S) (**UPDATED**) - Stability damage changed from 0 to 18 (+18).
* HVAC/2 (S) (**UPDATED**) - Stability damage changed from 7.5 to 8.75 (+1.25). Base Jam Chance changed from 10% to 6% (-4%).
* HVAC/5 (S) (**UPDATED**) - Stability damage changed from 11.25 to 15.75 (+4.5). Base Jam Chance changed from 15% to 9% (-6%).
* HVAC/10 (S) (**UPDATED**) - Stability damage changed from 15 to 18 (+3). Base Jam Chance changed from 15% to 12% (-3%).
* HVAC/20 (S) (**UPDATED**) - Stability damage changed from 25 to 30(+5). Base Jam Chance changed from 20% to 15% (-5%).
* Large Supra Laser (S) (**UPDATED**) - Stability damage changed from 13.3 to 12 (-1.3).
* Light Ultra Gauss Rifle (**UPDATED**) - Stability damage changed from 12.5 to 13.75 (+1.25).
* Medium Supra Laser (S) (**UPDATED**) - Stability damage changed from 6.6 to 6 (-0.6).
* Small Supra Laser (S) (**UPDATED**) - Stability damage changed from 5 to 4.8 (-0.2).
* Snub-Nose-PPC (S) (**UPDATED**) - Stability damage changed from 7 to 14.4 (+7.4).
* Streak NARC Launcher (S) (**UPDATED**)
	+ Damage changed from 1 to 5 (+4).
	+ Max Armor Thickness for Armor Pen changed from 5 to 25 (+20).
	+ Armor Pen Crit Chance Mult changed from 0.004 to 0.02 (+0.016).
	+ Instability changed from 0 to 1 (+1).

## Mechattan Project 1.0.4.7 (2022-09-30)

### General

* Manual deployment can no longer be too close to map region objectives. (**UPDATED**)
* Spawn Protection (**FIX**) - Should now be working as intended, all units are spawn protected until all units have made their first turn.
* Player-controlled Airstrike ability will now start in cooldown. (**FIX**)

### Equipment

The following Equipment with automatic activatable will no longer turn permanently off after the first failure during a mission (**FIX**)

* Cockpit Interface
* Cockpit TM Interface
* DNI MKII Cockpit
* Encased Cybernetic Cockpit
* Skinwalker Cockpit Interface
* Torso Mount DNI Cockpit
* Uberjager Ballistic Suite
* VDNI Cockpit

### Flashpoint

**Necromos Nightmare** (**NEW**) - *Do you choose to let the planet remain infected with a AI virus or destroy the AI to protect the Inner Sphere?!*

* Seasonal Flashpoint for Around the Fall Holidays (End of SEP-NOV). This Flashpoint is designed for almost all players of every skill level.
* Each Zombie contract completed on Necromo after the Flashpoint is completed will give a single spooky reward. *Disclaimer: Only if you did not destroy the planet*

This year's version add the following new items:

* Cloak of Hekate - Stealth Armor. *Superheavy Mechs only.* (**Very Rare**)
* Curse of the Seiðkona - Cursed Battle Computer. (**Rare**)
* Head of the Headless Horseman - Advanced Cockpit. *Superheavy Mechs only.* (**Rare**)
* Shoulder of the Minotaur - Upper Arm/Shoulders Sctuator. *Superheavy Mechs only.* (**Rare**)
* Web Spinner of Arachne - Handheld Weapon. (**Rare**)

### Roguetech Crew Pilots (NEW)

New Mod with Pilots based on the RT Crew, will be automatically added to your installation.

* Alekto (**NEW**) - Special skills:
	+ *JSON Monkey* - 5% Heat Generated, + 0.5 MechTech, Entrenched after walking, +20% Pilot Upkeep
	+ *Just Wanted Infernos* - +2 Acc with SRMs, can call in fiery airstrikes! 600% Pilot Upkeep.
	+ *RT Crew* - 25% Chance to Nerf or Buff your C-Bills by 2500
* Cargo Vroom (**NEW**) - Special skills
	+ *JSON Monkey* - 5% Heat Generated, + 0.5 MechTech, Entrenched after walking, +20% Pilot Upkeep
	+ *Ferret Master* - Pilot can call in tank reinforcements during battle (reinforcement under AI Control). 200% Pilot Upkeep.
	+ *RT Crew* - 25% Chance to Nerf or Buff your C-Bills by 2500
* Jamie (**NEW**) - New RT Crew Pilot. Special skills:
	+ *Code Monkey* - +7 Heat Sinking, +1 Evasion, +0.5 Medtech, +30% Pilot Upkeep
	+ *Burning Chaos* - +1 Heat per shot, +15% Heat Damage +300% Pilot Upkeep
	+ *RT Crew* - 25% Chance to Nerf or Buff your C-Bills by 2500
* RogueBot I (**NEW**) - New RT Crew Pilot. Special skills:
	+ *Support Wrangler* - +1 Walk Point, + 1 MedTech, +20% Pilot Upkeep
	+ *Let's Try This* - +0.3 Cluster to Ballistic Weapons, +5% Called Shot Chance, +1 Offensive Push Accuracy, +40% Pilot Upkeep*.*
	+ *RT Crew* - 25% Chance to Nerf or Buff your C-Bills by 2500
* RogueBot II (**NEW**) - New RT Crew Pilot. Special skills:
	+ *Support Wrangler* - +1 Walk Point, + 1 MedTech, +20% Pilot Upkeep
	+ *Gonna Ticket That?* - +1 Accuracy with arm mounted weapons, +1 Evasion pip ignored, -1 Recoil, +45% Pilot Upkeep
	+ *RT Crew* - 25% Chance to Nerf or Buff your C-Bills by 2500

### Vehicle

* Balrog (**UPDATED**) - Minor tweaks.
* Carabidae CBD-2 (**UPDATED**) - Minor tweaks.
* Laserstrike (**UPDATED**) - Minor tweaks.
* Rocket Combine (**NEW**) - It's all fun and games until the wheat field starts speaking rocket.

## Mechattan Project 1.0.4.6 (2022-09-29)

### General

* New *Water World* map has been disabled due to bugs.
* The new spawn protection system will now properly cover stray shots and frags. (**FIX**)
* More tweaks to defend bases mission timers. (**FIX**)
* Minor tweaks to Society start unit lists. (**UPDATED**)

### Ammunition

* All Fluid Ammo (**UPDATED**) - Status Effect Duration set to 3. Stack limit set to 2. Some tooltip fixes of incorrect values and minor tweaks.
* Acid Fluid Ammo (**UPDATED**) - Target Damage changed from +30% to +20%.
* Paint Fluid Ammo (**FIX/UPDATED**) - Fixed visibility modifier incorrectly applying to user instead of target. Effect changed from +20% to +25%.
* Ammo LBX/20 SLUG [HALF] (**FIX) - Changed weight from 1t to 0.5t.**

### Vehicles

* Fixes to vehicles using Hover-based movement and water areas. (**FIX**)
* Alke Prime (**FIX**) - Minor changes.
* Beagle (All) (**UPDATED**) - Minor changes.
* Behemoth II 'Angry Birb' (**FIX**) - Minor changes.
* Burke II (**UPDATED**) - Anachronistic ReMedlaser and magshot removed. Armor increased.
* Carabidae CBD-2 (**UPDATED**) - Minor changes.
* "Cargo Truck" (Nuke) (**FIX**) - Minor changes.
* Diggs Drone Controller (**FIX**) - Minor changes.
* Gabriel (**FIX**) - Minor changes.
* Heavy Laser Carrier (**FIX**) - Minor changes.

### Weapons

#### Fluid Weapons

* Super Fluid Gun (**UPDATED**) - Ivan's quirk weapon.
	+ Effects stacks 3 times, normal fluid guns stack twice.
	+ Damage changed from 20 to 15.
	+ Heat Damage changed from 10 to 5.
	+ Stability Damage changed from 10 to 5.
	+ Unit Type Accuracy changed from *Powerarmor +10* to *Power Armor & Protomech +5*.
	+ Armor Damage Modifier changed from 1.5 to 1.25.
	+ Structure Damage Modifier changed from 0.5 to 0.75.
	+ Status Effects on target changed to:
		- +10% Damage Taken
		- -10 Cooling / Turn
		- +12.5% Heat Damage Taken
		- +25% Stability Damage Taken
		- -25% Walk Speed
		- -1 Accuracy
		- -40% Spotting Range
		- +25% Visbility

#### Machine guns - (Reverting accidental damage increases on a few from last major update. Minor fixes)

* BA HMG / BA HMG (C) / BA MG (C) (**UPDATED**) - Damage changed from 3 to 2.
* BA LMG (**UPDATED**) - Max Armor Thickness for Armor Penetration changed from 3 to 4. Damage changed from 2 to 1.
* MG Heavy / HMG (C) (**UPDATED**) - Max Armor Thickness for Armor Penetration changed from 4 to 6.
* MG / MG Dual / MG (C) / MG Dual (C) (**UPDATED**) - Max Armor Thickness for Armor Penetration changed from 3 to 4.
* MG Array Heavy (**UPDATED**) - Max Armor Thickness for Armor Penetration changed from 12 to 13.
* MG Array Light / MG Array Light (C) (**UPDATED**) - Max Armor Thickness for Armor Penetration changed from 8 to 6.
* MG Blackwell (**UPDATED**) - Max Armor Thickness for Armor Penetration changed from 3 to 6.
* Minigun (**UPDATED**) - Max Armor Thickness for Armor Penetration changed from 3 to 4. Damage changed from 3 to 2.

## Mechattan Project 1.0.4.5 (2022-09-28)

* Fixes wrong minimap on the new map Water World.
* Fix kill display on after mission report screen.
* Tweaks to mission timers on contract types that were impacted by the spawn protection change.

## Mechattan Project 1.0.4.3 (2022-09-28)

**IMPORTANT**: This patch requires you to *Verify Battletech game files* or *reinstall the game* before you update. You **must** have a clean Battletech **before** patching or the mod will not install properly.

### General

* Spawn protection systems has been majorly reworked. (**REWORK**)
	+ No weapons will hit before the end of the first activation of a unit. This means any weapon fired before both attacking and defending unit has **finished** their first active turn is guaranteed to miss.
	+ All Area of Effect weapons will also be ignored.
	+ The new system is enabled for both automatic and manual drops.
* End of Month Finances now affects MedTech points together with as previously MechTech points and morale. Fixed bug causing strange behavior after switching finance level. (**FIX**)
* New map *Water World*- an experiment in map manipulation, basically an existent map that got "flooded", available on jungle biomes. (**NEW**)
* Lots of minor fixes and tweaks as usual.

### ModTek (**REWORK**)

* Major update to **ModTek** (The mod that enables all of our custom mods to load). - **Requires verifying/reinstallation of the game files before updating.**
	+ Modtek now uses UnityDoorStep instead of injectors to hook into the game upon launch.
	+ This simplifies installation and reduces risk of running afoul of antiviruses. Performance fix mod will probably work for anyone it previously didn't work for before.
	+ Running RT on Linux/Mac now requires additional steps:
		- Native version - use run.sh in main BT folder to run the game instead of game executable.
		- Wine/Proton - set winhttp.dll override to "native,builtin".
		- More information can be found at https://github.com/BattletechModders/ModTek#linux-and-macos

### Ammunition

* Ammo AP MG/LMG/HMG (**UPDATED**) - Armor damage multiplier reduced from +100% to +50%, -50% crit chance added.
* Ammo LBX/20 SLUG [HALF] (**NEW**) - Half ton box with 3 rounds.
* Ammo RAC/5 [AP], Ammo RAC/5 [PRE] (**FIX**) - Count 17 to 20. ("Heavy" ammo is supposed to be balanced at 2/3 of normal capacity.)
* Anti-Missile Ammo Box Double (**FIX**) - Actual shot count 460 to 500. Displayed shot count 480 to 500. Double boxes should have 25% bonus capacity.
* Vulcan RAC Ammo (**UPDATED**) - Gain +50% dmg vs Squad type targets (BA/Protos).

### Argo

* Two new Upgrades added that unlocks more information about the mission conditions before a contract is accepted. (**NEW**)
	+ *Terrain Mapping Sensors* - Will show a minimap preview in the contract description area.
	+ *Weather Monitoring Systems* - Adds weather / effects information in contract description area. Upon hovering over the name of the weather the full information of the effects are shown as a tooltip.

### Career Starts

* Clans (**UPDATED**) - Added one elemental as sixth unit.
* Hell's Horses (**UPDATED**) - Added one elemental as sixth unit.
* Farmers Rise Up (**NEW**) - New start variant, industrial mechs and techies only. Starts in the Filtvelt system.
* Militia (**UPDATED**) - Tweaks to starting unit lists. Starting units changed to:
	+ 1 x Industrial Mech
	+ 2 x Battle Armor Squads
	+ 2 x MBT - Typically an Izula, Bulldog, etc.
	+ 2 x APC/IFV - Typically a Badger Tracked Transport.
	+ 2 x Support - Very large pool, including strike VTOL, Hovertanks, Fire Support, Carriers, Scouts, AA Tanks, Mobile HQ, Technicals, Firetrucks and more.
* Society (**UPDATED**) - Tweaks to starting unit lists. Added sixth unit.

### Equipment

* Activatables (**FIX**) - All activable gear that doesn't have SC/MASC like movement effect checks failure at end of turn instead of previous end of movement check.
	+ Supercharger and MASC will still failure check upon activation and after movement as before.
	+ This will fix the issue with standing still not triggering failure checks for heat sink kits and similar.
* Crew Compartment (**FIX**) - Removed hidden 10% crit vulnerability. It was a leftover from an obsolete vehicle balance method.
* Drone Controller (**UPDATED**) - Sight and Sensors boost reduced by 50 percentage points. Gains: Sends data to C3 networks, and Shares Vision.
* Munitions (**UPDATED**) - An explodey item on some ammo transports. Heat and Stability damage in AOE reduced.
* Standard VTOL Cockpit (**NEW**) - Replaces Crew Compartment on VTOL. +1 Tactics, +1 Resolve, +2 Initiative. Store and Ready any VTOL you use to update.
* Supercharger (**REWORK**) - Superchargers no longer explode on failure, but cause a critical hit on the engine. Built-in superchargers always critical hit engine of failure, instead of center torso damage.
* Vehicle Composite (**FIX**) - Structure type was not halving structure points along with weight.
* Wheeled Gearbox/Propulsion System (**FIX**) - Actual Recoil mitigation corrected from 2 to 1. Stated mitigation unchanged.

### Lances

* Rarity Tied Spawner (**NEW**) - New mod added that will make certain types of units more or less common. Work still in progress to find good balance.
* Updated/expanded what can accompany the target in some SH Assassination contracts. (**UPDATED**)

### Mechs

* Hel (**NEW**) - Precursor to the Eris, two variants.
* Iron Cheetah (**UPDATED**) - Switched to new custom model.
* Tiburon (**NEW**) - New light Clan mech. Two standard and one hero variant.
* Toro TR-B-9 / TR-B-12 (**NEW**) - Two new Dark Age variants.

### Pilots

* Pilot quirks gained from events now properly add to your mech/medtech ratings. (**FIX**)
* Svelte - RTO Legendary Ability will no longer cause units that don't support knockdown mechanics to actually fall over.

### Quirks

* Quick Off the Line (**UPDATED**) - Initiative bonus changed from +1 to +2.

### Star Systems

* *Huntress* (**UPDATED**) - The system shop has been updated to have a chance to sell a whole mech of several Clan chassis.

### Vehicles

Some larger changes this time around, recommended to store and ready all your vehicles.

* Vehicles will now display their affinities in the tooltip. (**FIX**)
* Moved all heatsinks, engines, and some ammo out of vehicle Front, to keep that area with its FCS, Sensors, Weapons etc more legible. (**UPDATED**)
* VTOL (**UPDATED**) - Crew compartment in all VTOL replaced with new Cockpit item. Store and Ready to update.

* Atropos HCV (**FIX**) - Added missing Crew component.
* Carabidae (**NEW**) - Custom 30 ton VTOL, comparable to Yellow Jacket. 4 Clan variants, 2 Society variant.
* Dauntless (**NEW**) - Custom 30 ton Omni VTOL, 6 Clan configs, 4 Society variants, primarily multi-gun ballistic snipers.
* Demolisher IIC-SM (**UPDATED**) - C3 Slave and Clan Light AP swapped for Nova CEWS.
* Devastator DVE-6L-M1 (**NEW**) - Modernized Demolisher derivative with LAC/20, improved armor and range boosting items, fielded by Davion, WoB and Locals.
* Donar Nova 3 (**RENAMED**) - To Donar Gunship (S), because it doesn't have a Nova CEWS.
* Ferret Mk.4 HVT (**NEW**) - New variant of Cargo's custom carpetshark family ready dook on your mechs.
* Heavy Laser Carrier (**UPDATED**) - 2 tons of ammo removed, added 2 tons of primitive armor.
* Hetzer (LBX) (**UPDATED**) - Vehicle was very off TT spec. ICE swapped to STD Fusion. Ammo reduced 1 ton. Armor greatly increased. Gained C3 Slave.
* Ifrit VTOL (ALL) (**FIX**) - Engine core 180 to 175, Speed 8/12 to 9/14. A step was forgotten in original engine size calculation.
* Ifrit 'Fayadan' (**FIX**) - Added missing Crew component.
* Igor (L-Gauss) (**NEW**) - High tech upgrade VTOL with twin Light Gauss and C3 Slave. Also includes sub-variant with CASE.
* Izula II MBT (**UPDATED**) - 0.5 tons of MG ammo removed, MG Array transferred to Turret, armor slightly increased. MG ammo upgraded to Tracer.
* J-37 Tanker (**NEW**) - Fluid carrying version of the heavy transport truck with twin sprayers.
* J-37 Transport (**UPDATED**) - Minor tweaks.
* Kalis (**UPDATED**) - Minor tweaks.
* Karkadann/Great Rhino (**UPDATED**) - 1 Streak SRM6 removed, armor increased and redistributed.
* Kukri (**NEW**) - 40 Ton Clan Strike craft specialized for VTOL and Tank hunting.
* Light Laser Carrier (**NEW**) - Four Chemical Large Lasers mounted with a Heavy Rocket 20 make for a mean primitive carrier.
* Mars Mk.6 (**UPDATED**) - Minor tweaks.
* Mobile HQ (C3M) (**NEW**) - 3 Ton Communications Equipment and a C3 Master computer on the standard chassis.
* Mobile HQ (ICE-LRM) (**NEW**) - Succession Wars downgrade.
* Mobile HQ (LL) (**UPDATED**) - Minor tweaks.
* Patton (Blazer) (**FIX**) - Added missing Crew component.
* Pegasus C3 (**UPDATED**) - Minor tweaks.
* Roc (LBX/20) (**UPDATED**) - Minor tweaks.
* Saladin (Base model) (**UPDATED**) - Minor tweaks.
* SLDF Drones (ALL) (**FIX**) - Added missing Crew component. (These are unplayable Flashpoint units)
* Sky Warden VTOL(**NEW**) - The Warden supports and observes, carrying an Advanced AMS, Communications Equipment and AA Rockets.
* Wraith (S-MRM) (**UPDATED**) - 2 tons excess ammo removed, replaced with 2 Re-Medium Lasers.
* Wraith (All)(**UPDATED**) - Quirk: *Agile* to *MBT*. Affinity: *Unassailable* to *Hardened Internals*.
* Xancudo MBT (**UPDATED**) - MTR/2 converted to a pair of Grenade Launcher. MTR/Grenade and LRM launcher positions swapped.

### Weapons

* AA iATM Rack (**UPDATED**) - Evasion Ignore reduced 2 to 1. Accuracy vs VTOL increase from +3 to +4. Standard Damage increased 1, AOE Damage reduced 1.
* AP Gauss (All) (**UPDATED**) - Gain +50% dmg vs Squad type targets (BA/Protos) and accuracy vs Proto.
* BA LMG / BA HMG (**UPDATED**) - Armor Penetration on damaged armor modifier changed from 0 to 0.1.
* BA HMG (C) (**UPDATED**) - Damage changed from 3 to 4. Armor Penetration on damaged armor modifier changed from 0 to 0.1.
* BA MG (C) (**UPDATED**) - Damage changed from 2 to 3. Armor Penetration on damaged armor modifier changed from 0 to 0.1.
* Bomb Mines (All) (**UPDATED**) - Changed to fire 1 shot with 4 projectiles instead of 4 shots with 1 projectile each. Ammo accordingly changed to 1.
* ER Micro Laser(C) (**UPDATED**) - Changed accuracy from 0 to +1.
* ER Micro Laser Array (C) (**FIX**) - Shots fired from 3 to 4.
* Flamers (All) (**UPDATED**) - Gain same accuracy vs Protomechs as against Battle Armor.
* Fluidguns (All) (**UPDATED**) - Gain same accuracy vs Protomechs as against Battle Armor.
* Guided Bombs (**UPDATED**) - Evasion ignore reduced from 2 to 1. Accuracy increased from +2 to +3.
* HMG (C) (**UPDATED**) - Max Armor Thickness for Armor Penetration changed from 1 to 4. Armor Penetration on damaged armor modifier changed from 0 to 0.1. Critical chance multiplier changed from +150% to +200%.
* HVAC/2 (S) (**UPDATED**) - Generated Heat changed from 5 to 6. Armor Penetration on damaged armor modifier changed from 1 to 2. AP Critical chance multiplier changed from 1 to 0.32.
* HVAC/5 (S) (**UPDATED**) - Generated Heat changed from 5 to 6. Armor Penetration on damaged armor modifier changed from 1 to 2. AP Critical chance multiplier changed from 1 to 0.48.
* HVAC/10 (S) (**UPDATED**) - Generated Heat changed from 5 to 6. Armor Penetration on damaged armor modifier changed from 1 to 2. AP Critical chance multiplier changed from 1 to 0.64.
* HVAC/20 (S) (**UPDATED**) - Generated Heat changed from 5 to 6. Armor Penetration on damaged armor modifier changed from 1 to 2. AP Critical chance multiplier changed from 1 to 1.04.
* Internal Hard Point (**FIX**) - Fixed issue with two firing modes set as base mode. Now only single bomb mode.
* LMG (C) (**UPDATED**) - Max Armor Thickness for Armor Penetration changed from 1 to 2. Armor Penetration on damaged armor modifier changed from 0 to 0.1.
* Machine guns (All) (**UPDATED**) - Gain +100% bonus damage vs Squad type targets (BA/Protos) and accuracy vs Proto.
* Magshot (All) (**UPDATED**) - Gain +50% dmg vs Squad type targets (BA/Protos) and accuracy vs Proto.
* Meteor (**UPDATED**) - Standard damage 3 to 4. (This is a rare RISC AA RL found primarily on Wraiths.)
* MG / MG Dual (**UPDATED**) - Max Armor Thickness for Armor Penetration changed from 2 to 3.
* MG (C) / MG Dual (C) (**UPDATED**) - Max Armor Thickness for Armor Penetration changed from 2 to 3. Armor Penetration on damaged armor modifier changed from 0 to 0.1.
* MG Array / MG Array (C) (**UPDATED**) - Max Armor Thickness for Armor Penetration changed from 8 to 12.
* MG Array Heavy (C) / MG Array Heavy (C) (**UPDATED**) - Max Armor Thickness for Armor Penetration changed from 9/8 to 12. Critical chance multiplier changed from +450% to +500%.
* MG Array Light / MG Array Light (C) (**UPDATED**) - Max Armor Thickness for Armor Penetration changed from 4 to 8.
* MG Blackwell (**UPDATED**) - Damage changed from 2 to 3. Max Armor Thickness for Armor Penetration changed from 2 to 3.
* MG Heavy (**UPDATED**) - Critical chance multiplier changed from +150% to +200%. Max Armor Thickness for Armor Penetration changed from 3 to 4.
* MG JUMBO (**UPDATED**) - Max Armor Thickness for Armor Penetration changed from 3 to 6.
* Micro Lasers (All) (**UPDATED**) - Gain +100% bonus damage vs Squad type targets (BA/Protos) and accuracy vs Proto.
* Minigun (**UPDATED**) - Damage changed from 2 to 3. Max Armor Thickness for Armor Penetration changed from 1 to 3. Armor Penetration on damaged armor modifier changed from 0 to 0.1.
* Small Pulse Lasers (All) (**UPDATED**) - Gain +100% bonus damage vs Squad type targets (BA/Protos) and accuracy vs Proto.
* Small VSPL (**UPDATED**) - Accuracy changed from 0 to +1.

## Mechattan Project 1.0.4.2 (2022-09-14)

### General

* All turrets have been given a description.
* Fixed post-mission summary kills being remembered between missions.
* Added post-mission summary kill icons for Battle Armor and Turrets. You can hover over one of the icons to show the tooltip of the killed unit.

### Affinities

* All vehicles now have affinities. Next patch will include changes to list them better.
* Fire for Effect (**NEW**) - Missile Artillery: +1 Accuracy, -15% Min & -25% Max Scatter Radius, +25% Missile HP.
	+ Given to certain artillery vehicles.
* Complete Overhaul (**NEW**) - +1 Adv Sensors, +1 Pilot Skills, 35% Panic Resist, 35% Crit Resist. 'Once you totally rebuild a Quikcell tank they aren't that bad.' - Anon
	+ Given to some Quiksell vehicles. Note the panic and crit effects (slightly more than) offset malus that come from the Quickcell vehicle quirk.
* Section 8 (**NEW**) - +2 Guts, +2 Resolve, +2 Defense. 'You have to be a little crazy to drive one of these in a combat zone'
	+ Given to J27 Transporter, MASH Truck, Coolant Truck, and Savior Repair Vehicle.

### Contracts

* Fixed contract generation in the following systems. (**FIX**)
	+ Alloway
	+ Bellerophon
	+ Detroit
	+ Úr Cruinne

### Equipment

* Engine Light (S) (**FIX**) - Changed base fail chance from 50% to 5%.
* FCS AMS (**FIX**) - Removed unintended indestructible trait.
* LAM Engine / LAM XL Engine / LAM XXL (C) Engine / LAM Engine QS (**FIX**) - Removed unintended indestructible trait.
* Ammo MARS (**FIX**) - Removed unintended indestructible trait.
* SHS Cooling (**FIX**) - Removed unintended indestructible trait.

### Quirk

* QuikSell (**UPDATED**) - Panic chance multiplier changed from 1.2 to 1.5. Critical hit chance received multiplier changed from 1.15 to 1.5. Removed Critical Chance Multiplier Bonus. (Note: The unfavorable modifiers are canceled by the new 20 mission Affinity)

### Vehicles

* More work on affinities and balancing. It is recommended to store and ready any vehicles to update them.
* Alacorn (All) (**RENAMED**) - Names in mechbay/salvage now "Alacorn AT" (Assault Tank) for IS, and "Alacorn IIC" for Clan upgrades.
* Demolisher IIC-1 / IIC-2 / IIC-3 / (**UPDATED**) - Changed to no longer be assembly compatible with Inner Sphere Demolishers.
* Demolisher (HAG) (**RENAMED/UPDATED**) - Renamed to *Demolisher IIC-S*. Changed to no longer be assembly compatible with Inner Sphere Demolishers.
* Demolisher (S.MRM) (**RENAMED/UPDATED**) - Renamed to *Demolisher IIC-SM*. Changed to no longer be assembly compatible with Inner Sphere Demolishers.
* The following vehicles have had minor equipment / armor changes. (**UPDATED**)
	+ Gallant (2858)
	+ King Scorpion
	+ Marksman M1 MBT / M1A MBT / M1J MBT
	+ Neith Scout Vehicle
	+ Nergal FSV
	+ Nerio
	+ Nuberu 2 'Numantia'
	+ Packrat PKR-T5 / PKR-T5ic / PKR-T6 / PKR-T7
	+ Palisade MBT / S7 / (AC10) / (MRM) / (SLRM) / (Up.)

### Weapons

* Large Pulse Laser (All variants) (**FIX**) - Returned accidently removed Anti Air factor.
* Oneshot Long Tom QS / Sniper QS / Thumper QS (**FIX**) - Removed unintended indestructible trait.

## Mechattan Project 1.0.4.1 (2022-09-12)

* Hotfix for kills not showing on after mission screen.
* Small fixes to activatable fail rates.
* Fixed activatable fail checks starting one turn too late.
* Fixed DNI Cockpits missing activation button.
* Improved floatie/combat log text for injuries caused by Neural Interface/Enhanced Imaging style equipment.

## Mechattan Project 1.0.4.0 (2022-09-12)

### General

* Added new Minimap feature, seen in lower left corner of combat interface, enlarges on mouse over. As this a new and experimental feature, please report any bugs or strange behavior.
* AI will now actively try to avoid minefields. (It's becoming sentient...)
* Superheavy mechs will now have their own background color in Mech storage.

### Ammunition

* Caseless AMS Ammo (**FIX**) - Removed incorrect description mentioning increased rate of fire, heat and jam chance.
* Inferno Thunderbolt 20 Ammo (**FIX**) - Heatsink efficiency reduction duration changed from 1 to 2 turns to bring it in line with similar ammo.
* Fuel Air Explosive (FAE) Long Tom Ammo (**UPDATED**) - Smoke effect radius reduced 50%. (To the same size as Mortar smoke shells for comparison.)
* Nuclear Weapons (**UPDATED**) - EMP effect now has no stack limit.

### Equipment

* Activable Equipment (**REWORK**) - Failure chances reworked
	+ All gear that has "Failure Reduction" bonus description is unified to reduce failure chances by 2% per piloting skill.
	+ Failure chances of most gear adjusted down to account for lower reduction, but you no longer get safe Supercharged/MASC for 5-6 turns with maxed pilots. For most gear you will get 2 safe turns with 11 piloting.
	+ All DNI/EI gear, including non-activatable ones, get 1% unmitigable non-accumulative chance to injure pilot.
* Actuator Enhancement System (Legs) (**NEW**) - Leg equipment that can only be used by light and medium bipedal mechs.
	+ Provides +1 piloting, +1 kick and charge accuracy, -10% stability damage taken and -5% brace to fire reduction.
	+ Takes two slots in each leg on biped mechs, weighs 3% of units tonnage.
	+ Can not be combined with any type of the following equipment:
		- MASC
		- TSM
		- Battle Computers
	+ Available from the new Hammerhead mechs only for now.
* Superheavy Pirate Engine (**NEW**) - has activatable turbo that allows the Mech to sprint further 5 times per battle, but with a large fail chance. Given to the following mechs:
	+ Alligator CYA-L8R
	+ Badaboom BIG-BIG
	+ Long John Silver

### Mech

* Hammerhead mech (**NEW**) - New mech with a custom model, comes in three variants.
* Clint (**UPDATED**)
	+ Updated all official Clint variants to be closer to their Record Sheet profiles. This means their hardpoints might have changed.
	+ Added two new variants: Clint CLNT-2-3TR and Clint CLNT-3-3TR
* Mobile Turret FLORA (**UPDATED**) - Small tweak to make it build legal.
* Pocahontas TR2-P (**UPDATED**) - Updated to be in line with official record sheet to make it a valid build.
* Urbanmech UM-R10 (**UPDATED**) - Small tweak to use all the available weight.

### Pilots

* Blaen (**NEW**) - new RTO legendary pilot.
	+ Special ability *Salvage Seeker* - +2 Random Salvage when deployed to the battlefield, +450,000 C-Bill Pilot Upkeep
* Casparamaris (**NEW**) - new RTO legendary pilot.
	+ Special ability *Golden Bib Armour* - Pilot is Immortal +35% Pilot Upkeep
* Narf (**NEW**) - new RTO legendary pilot.
	+ Special ability *Recruitment Thievery* - Pilot can call in Battlemech reinforcement during battle (reinforcement under AI Control). 200% Pilot Upkeep.
	+ Currently drops a *Ostol OTL-5M*, feedback wanted on how the mech performs as the ability.
* RTO pilot Lan has been excommunicated, losing his legendary status and removing the special ability.

### Vehicle

* The work on vehicles continues, as usual we recommend you store and ready any you own to update them. Some had minor changes not listed below.
* Harasser (2875) (**NEW**) - A second flamer variant that drops an SRM4 for a second heavy flamer.
* Hadur Fast Support Vehicle (**NEW**) - Identical to the base model except loaded with Standard Arrow IV instead of Guided. This is noted in their description for easy reference when assembling.
* Bradford IFV (All) (**UPDATED**) - Quirk changed to Accurate Missiles. Ammo load now 1 ton each of Standard, HE and Feint TBM-15 missiles.
* Vector V2C-INF (**UPDATED**) - Weapons changed to 2 ER Small and 2 Small Pulse lasers to fill empty weight.

### Weapons

* Binary Laser (**FIX**) - Tweaked delay between shots so it won't take forever to fire.
* Fluid Gun (**UPDATED**) - Evasive Pips Ignored changed from 0 to 1.
* Heavy Flamer / Vehicle Flamer / Heavy Vehicle Flamer / Heavy Vehicle Flamer (P) (**UPDATED**) - Evasive Pips Ignored changed from 0 to 1.
* (HP) Inferno Bomb (**UPDATED**) - All variants no longer clear minefields.

### Weather

* Implementation changed for Thunderstorm weather effect. Report any bugs with it.

## Mechattan Project 1.0.3.9 (2022-09-06)

### General

* Pilot Ability **Mobility Expert** - Changed not working effect to ignore terrain bonuses and penalties to just ignore mines. Fixed sprint speed being too high, now is the intended +1 hex.
* Possible fix for some maps not loading properly.
* Faction **Dark Caste** mission unit pool has been updated.
* General minor fixes and adjustments.
* Added Custom Intro mod - for now will just play our "WoB speech" video on first run. Gives the ability to in the future add other new ones, e.g. on new RTO season start etc.
* Added Custom Music mod - allows you to replace in-game music with the one of your choice, read Custom Voices Readme for basic explanation on how it works. A more extensive guide might get added in the future.
* Mech's chance to set off mines based on weight class adjusted. Change favors lighter mechs. See Table.

 Heavy
 Medium
 Light

### Affinity

* Hardened Internals (**NEW**) - -25% Through Armor Damage received and 25% AP Crit resistance.
* Heavy Gunner (Front) (**NEW**) - +2 Front Accuracy, -1 Recoil. (For Tanks)
* Infantry Slayer (**FIX/UPDATED**) - Corrected damage buff not being given. Damage buff changed from flat +1 to +10%.
* Robustness (**FIX**) - Fixed not working critical hits taken reduction.
* The majority of vehicles now have a 20 mission Chassis Affinity.
* AI controlled vehicle crew now have affinity points and will be able to use Chassis Affinities starting at about 2.5 Skulls.

### Ammunition

* Paint Fluid (**UPDATED**) - Duration changed from 2 to 3. Vision reduction changed from -50% to -80%.
* Thunderbolt 20 MIRV (**UPDATED**) - Air Burst Radius changed from 120 to 150 from launcher, 300 to 150 from target. Spread range from 120 to 150.

Tandem and Armor-Piercing ammunitions have been normalized and tooltip made clearer.

* LRM Tandem (**UPDATED**) - Jam Chance changed from 15% to 10%. TAC Modifier changed from 0.5 to 0.25. Max Armor Thickness for TAC change from 50 to 25. AP Critical Chance Modifier changed from 0.075 to 0.025.
* SRM Tandem (**UPDATED**) - AP Damage changed from 4 to 3. AP Critical Chance Modifier changed from 1 to 0.038.
* Autocannon Armor-Piercing Ammunitions (**UPDATED**) - Standard damage reduction up from 20% to 30%. AP damage from 20% of base damage to 25% of base damage. Crit/TAC chance modifier from +50% to +100%. See table below for new values.

 AC/5
 AC/10
 AC/20

### Biomes and Weather

* Thunderstorm (**NEW**) - Can appear in Highland and Lowland biomes.
* Fixed Hailstorm

### Equipment

* Encased Cybernetic Cockpit (**UPDATED**) - Price changed from 1 000 000 to 1 500 000 c-bills.
* Engine (P) (**FIX**) - Can no longer be mounted on Superheavy Mechs.
* Extreme Chassis Cooling System (**FIX**) - Now properly removes heats instead of adding it. Changed to work in similar fashion as other cooling gear (such as radical heatsinks), i.e. fail rate is increased by 15% per turn while activate, but can only fail from 3rd turn of activation.
* Gyro XXL (**UPDATED**) - Price changed from 750 000 to 1 000 000 c-bills.
* Radical PDHS Kit (P) (**FIX**) - Heat Generated changed from 75% to 85% to match tooltip.
* Sensors Bal. Range (**NEW**) - +20% Ballistic Range, -50% Ballistic Minimum Range, Advanced Sensors +1

### Flashpoints

* Attempt at fixing the mission **Close the Gate V**.

### Mechs

* Flashman got a new custom model, check it out in the game!

### Pilots

Added two new RTO Legends pilots:

* Plagueis Majorian (**NEW**) - Custom abilities:
	+ Nyanling Slayer - +10% chance to opfor pilots to eject, -1 Morale
	+ High Khan KO - +60% AA Factor. +25% Upkeep
* Svelte Sobral (**NEW**) - Custom abilities:
	+ Accursed Actuation - Opfor Gains a +3 increased chance to fall on sprint or jump, Allies gain a +2. -10% Upkeep

### Vehicles

* A lot of vehicles have new affinities. It is recommended to store and ready any vehicles in your saves.
* All Quicsell vehicle variants (**UPDATED**) - No longer assembly compatible with normal vehicles.
* Gallant Mk.1 (**RENAMED**) - Renamed to *Gallant (2574)*
* Gallant Mk.2 (**RENAMED**) - Renamed to *Gallant (3051)*
* Gallant Mk.3 (**RENAMED**) - Renamed to *Gallant (3065)*
* Gallant Mk.5 (**RENAMED**) - Renamed to *Gallant (3068)*
* Gallant (2900) (**NEW**) - A fusion upgrade of the original with boosted firepower.
* Gallant (3082) (**NEW**) - A high tech upgrade with UAC/10 and EnLRM.
* Maxim ICV (**RENAMED**) (**UPDATED**) Renamed to Maxim Command. Boosted C3 Master removed, replaced with C3 Master and Communications Equipment (3 ton).
* Mobile PDS (**UPDATED**) - Changed from 60 ton to 55 ton (heavy to medium weight class). Changed from wheels to tracks motive system. Engine changed from 280 to 220 core rating. No longer assembly compatible with normal Bolla.
* Skylifter (**FIX**) - Missing fire control system added.
* Vector (all variants) (**UPDATED**) - Firing Arc of Chin Turret corrected from 50 to 270 degrees
* Vector IIC (**RENAMED**) - Renamed to *Vector V2C-ATK*
* Vector V2C-INF (**NEW**) - BA Carrier.
* Vedette (RAC) (**FIX**) - Missing FCS added.

* The following vehicles have had minor tweaks.
	+ Alacorn IIC-2 / IIC-3
	+ Alacorn Mk.III
	+ Ares FST (Plasma)
	+ Bandit HCV C-H / C-F
	+ Bulldog BMT-AC/2 / BMT-HVC
	+ Burro II CT
	+ Challenger X MBT
	+ Charybdis LT / RG
	+ Chentu MBT
	+ Chrysaor HVT
	+ Daimyo MHQ-67R
	+ Demon IIC
	+ Eris APC
	+ Ferret Mk.1 'The Dook'
	+ Gallant (2574)
	+ Giggins APC / (FS)
	+ Gladius Mk.2
	+ Goblin (SRM)
	+ Gurzil Support Tank
	+ Hawk Moth (WOB)
	+ Heavy Wheeled APC / (WOB)
	+ Hetzer (HVAC)
	+ Hipparch CAV (SRM)
	+ Hover APC / (MG) / (Sensors)
	+ Igor (LL)
	+ Indra BA
	+ JES II SMC / (Ammo) / (Support)
	+ JES III (C3) / (MML) / (TBM)
	+ Karnov (RL)
	+ Kelswa Assault Tank
	+ Kokou / ER / XL
	+ Ku IFV
	+ Leman Russ
	+ Manticore 'Plus'
	+ Maxim Command
	+ Nidhogg IIC
	+ Paladin ASV
	+ Patton (Blazer)
	+ Pele LT / (Escort)
	+ Pike FSV (AC/5)
	+ Plainsman HVT / (Streak)
	+ Po (HVAC)
	+ Prime Mover / (LRM) / (SRM)
	+ Prowler MTV (2863)
	+ Ranger VV2 AFV
	+ Royal Demon (C)
	+ Scapha SCP-F
	+ Schiltron H
	+ Shepard
	+ Skalpel Hovertank
	+ Skalpel 'Blitz'
	+ Sky Lifter
	+ Sortek Assault / Striker / Interdictor
	+ Striker Mk.2 / Mk.2-C3
	+ Sturmblitz AG
	+ Stygian Strike Tank
	+ Stygian 'Mudskipper'
	+ Teppô ASV
	+ Tiger T-22 MBT
	+ Tracked APC
	+ Tunguska AAT / AAT2
	+ Tyr ISV
	+ Vedette (RAC)
	+ Wheeled APC
	+ Winston Mk.2
	+ Wraith (All variants)
	+ Zhukov ZHT-75HV

### Weapons

* Arrow V (S) (**UPDATED**) - Updated tooltip to show the -99% AMS intercept chance.
* Harpoon Rifle (**UPDATED**) - Range changed from 100/180/280/350 to 100/200/300/400.
* Huge Pulse Laser (**UPDATED**) - Recoil changed from +2 to +3. Clustering Modifier changed from +5 to +2.
	+ Alpha firing mode: Heat changed from 100 to 150. Cooldown increased from 2 to 3. Removed recoil penalty.
	+ Drill firing mode: Heat changed from 0 to 50. Clustering modifier changed from +5 to +10. AP Max Armor reduced by 30. Removed recoil penalty.
* Bomb Daisy Cutter (**UPDATED**) - Minimum range changed from 30 to 120 meters. Area of Effect Damage changed from 250 to 200. Area of Effect Instability damage changed from 125 to 100.
* Bomb MOAB (**UPDATED**) - Minimum range changed from 30 to 120 meters.
* The following VTOL weapons had the Minimum Range changed from 0/30 to 60 meters (**UPDATED**)
	+ AA Rocket 25
	+ Bomb Cluster
	+ Bomb FAE
	+ Bomb Guided
	+ Bomb HE
	+ Bomb Inferno
	+ Bomb Mines
	+ Bomb Mines Inferno
	+ Bomb Rack Cluster x2
	+ Bomb Rack Guided x2 / x4
	+ Bomb Rack HE x2 / x4
	+ Bomb Rack Inferno x2 / x4
	+ Bomb Rack Inferno Mines x2
	+ Bomb Rack Mines x2
	+ Quad Missile
	+ Quad Missile Pod
	+ Rocket 15
	+ Rocket 15 Pod

# August 2022

## Mechattan Project 1.0.3.8 (2022-08-30)

### General

* Experimental AI speed up - units with very fast movement (and therefor long movement calculation time) will now be clamped to a minimum distance move to reduce the pathing calculations.
* Fix for neural interface event on company Commander.
* Fix for blackout type contracts not working if only one unit is dropped.

### Biomes and Weather

Several new weather effects have been added. For more details about them see Weather and Biomes.

* Heavy Snowfall (Polar/Arctic)
* Salt Flats (Desert/Arid)
* Swamp (Jungle)
* Bug Swarm (Jungle)
* Hailstorm (Highlands/Lowlands)
* Full Moon (Highlands/Lowlands)

### Equipment

* Advanced Zoom MK1 - Price changed from 150 000 to 200 000
* Advanced Zoom MK2 - Price changed from 200 000 to 300 000
* Advanced Zoom MK1 - Price changed from 250 000 to 400 000
* Encased Cybernetic Cockpit (**NEW**) - Fixed, No Salvage

### Mechs

* Subjugator (**NEW**) - New 120 ton Clan Superheavy available in faction stores.

### Vehicles

* A lot of vehicles now have new affinities.
* Some vehicle quirks have changed. For more information see the quirk PDF.
* Descriptions for many vehicles are now less generic.
* The following vehicles have had minor tweaks. Please store and ready them to update in your save.
	+ A-11 Lightning Bolt
	+ Aithlon AT
	+ Brutus ATB-75ms
	+ Condor CND-CV25 / CND-CVU / CND-MPT / CND-MPT1 / CND-U66
	+ JES 1 TMC (3082)
	+ Kirov
	+ Maxim APC / APC (3052) / Command (Renamed from Maxim ICV) / Striker
	+ Sand Devil
	+ Vector (All variants)
	+ Venator VGA-ART / VGA-LRM
	+ Winterhawk APC
	+ Yasha *Interdictor* / *Striker* / *Spectre*
* New Vehicles
	+ Bellona (XL) (**NEW**)
	+ Vector IIC (**NEW**)

### Weapons

* Rotary LRM20 - Removed Cooldown from all modes. Increased Jam chance and accuracy penalty on x2 and x3 mode.
* Improved Railgun (C) (**NEW**) - Salvagable

## Mechattan Project 1.0.3.7 (2022-08-26)

### Reduced Melee Damage Taken bonus

Many affinities and equipment show as having a reduced melee damage taken bonus. This bonus was never actually worked, so a clean-up of these items have been done.

The follow items had the bonus description removed:

* Upper Spiked Actuator - Replaced the bonus with -5% punch, charge and physical attack damage taken.
* Gyro Melee + +
* Ferro-Carbide (C)
* Ferro-Carbide Lamellor (C)
* Tracked Conversion Gear
* Ferro-Carbide Shell (S)
* Turtle Shell (S)

### Affinities

* After the reworked Affinity mod two releases ago the team has now taken some time to go through and fix incorrectly configured and broken affinities. This means affinities might change for some of your Mechs or Vehicles.
* Missing Chassis Affinity for the *Flamberge* has been added.

### Pilots

* Changed **Bubbles** quirk *Herald of Gifs* to give +2 indirect to hit modifier for all weapons, not just missiles.

### Equipment

* Many weapons had bonus descriptions updated to be less bloated and more accurate.
* **Binary Laser +** - Marked for removal. If you have one, sell it. Units with it has been changed to the standard Binary Laser.
* **Imperator Autocannons** - Recoil stats inconsistency corrected. AC/2 /5 have 1 recoil, +2 in RF mode. AC/10/20 have 2 recoil +4 in RF
* **Jumbo Machinegun** - Changed projectiles per shot from 2 to 1. Changed Shotgun mode to fire 12 shots at -4 accuracy.
* **Hyper Velocity Autocannons** - Through Armor Critical ShardsMod changed from 1.0 to 2.0. AP Critical Chance multiplier changed from x1 to x0.25 (HVAC/2) / x0.45 (HVAC/5) / x0.6 (HVAC/10), HVAC/20 retains x1. Max armor thickness remains x4 base weapon damage.
* **LAM XL Engine** - Price changed from 800 000 to 2 500 000.
* **Mydron Autocannons** - Changed clustering modifier from +30 to +20.
* **Spall Liner** - No longer works together with HarJel.
* **Supercharger** (Vehicle) - Fail chance changed from 10% to 5%. Fail chance increase per turn active changed from 15% to 10%, starts after 3 turns. Piloting skill lowering of fail chance increased.
* **Vehicle Grenade Launcher** - Cost changed from 125 000 to 30 000.

#### = Binary Laser

Major rework to bring it more in line with Tabletop version.

* Critical chance modifier changed from 60% to 100%
* Range changed from 270/420/570/720 to 180/360/540/720
* AA Factor set to 15%

The weapon now has three firing modes, with the major traits of each listed in the table below.

A lot of lasers had their clustering modifier changed:

* ER Micro Laser Array (C) - Removed clustering modifier.
* L ER Pulse (C) - Changed clustering modifier from +2 to +1.
* Large Pulse Laser (C) - Changed clustering modifier from +2 to +1.
* Med. ER Pulse (C) - Changed clustering modifier from +2 to +1. Ranges changed from 120/250/390/500 to 120/240/360/480.
* Medium Pulse Laser (C) - Changed clustering modifier from +2 to +1.
* Micro Pulse Laser (C) - Changed clustering modifier from +2 to +1.
* Micro Pulse Laser Array (C) - Changed clustering modifier from +2 to +1.
* Sm. ER Pulse (C) - Changed clustering modifier from +2 to +1.
* Small Pulse Laser (C) - Changed clustering modifier from +2 to +1.

### Mechs

* Returned the Torsomounted DNI cockpit to Mekagojira that had accidently been removed. Add more heat sinking with the freed weight. Store and ready it to get the cockpit back if you own the Mech.

To fill some holes in Word of Blake units lists, two new Superheavy 'Mechs have been added: 150 ton Ophanim and 200 ton Leliourium. Both models are available in RTO faction store for Word of Blake.
Some new unique equipment are part of these 'Mechs:

* Serpahim Suite - EWS suite that is also compatible with C3i networks. Not lootable.
* Blessed Gyro - Ultralight Superheavy Gyro. Not lootable.
* Sanctus and Exsecratio Armor - Normal and stealth version for extra durable armor. Not lootable.
* Astral Hammer - Huge autocannon. Lootable and available in faction shops.

### Vehicles

As usual, many small tweaks to vehicles. Store and ready if you want them updated.

Sprint VTOL:

* Two new variants - C3i and ECM
* Added Ferro Fibrous armor to all variants

## Mechattan Project 1.0.3.6 (2022-08-24)

* Hotfix for certain pilots crashing the game.

## Mechattan Project 1.0.3.5 (2022-08-23)

### General Fixes

* Fixed major exploit that could lead to unintended consequences and unfair advantages.
* Fixed several turret models that appeared too large on the battle map.
* New, reworked version of Affinity mod. Report any strange behaviour or suspected bugs.
* Various minor fixes, rewordings and tweaks.

### Pilots

* Piloting skill boost to vehicle movement has been decreased from 5 to 3 meters per point.
* Skill Leadfoot vehicle sprint distance bonus has been decreased from 45 to 30 meters.

### Equipment

* Supercharger: Changed location restriction from only Center Torso to any location the engine core has parts. E.g. if using a XL engine, the supercharger can now also be mounted in either side torso.
* Anti-Air Arrow, AA Rocket 25: Changed to follow Streak behavior, i.e. will only fire if a hit is guaranteed.
* Pirate MRM-5: Added to more units, weight reduced from 2 to 1 ton.

#### Pods

Pods have been majorly reworked to improve them against squads and less efficient against mechs and vehicles. There are too many changes to list here, so check their in-game tooltips.

* A-pod - Increased damage in smaller radius, practically guaranteed to always hit protomechs and battle armor. Will now only fire if it will hit ("Streak").
* B-pod - Same as A-pod, but fires two shots.
* M-pod - Added increased accuracy against protomechs. Otherwise remains as before.

### Mechs

* Changed Fire Moth variants to official Record Sheet specifications. Added five new variants.

### Vehicles

* General tweaks and fixes to many vehicles. Make sure to store and ready to get the latest version into your save.
* Rebalance of the Longtom vehicles.
* Communications Equipment (1 ton): Incorrect range changed from 150 to 300 meters.
* Communications Equipment (Double): Incorrect range changed from 150 to 300 meters. Tactics bonus reduced from 4 to 3.
* Added resupply capabilities to several vehicles with cargo compartments:
	+ Ajax D
	+ Burro II CT
	+ Karnov
	+ Mobile HQ
	+ Nightshade (UA)
	+ Prime Mover
	+ Prowler MTV (2863)
	+ Sand Devil
	+ Schrek II-X

## Mechattan Project 1.0.3.4 (2022-08-21)

### General Fixes

* Fixed C3 for AI pilots.
* Moved Thumperilla ANH-THP to Heavy Metal sub-module. Fixes issue with players not owning the DLC obtaining a mech they can't use.
* Minor tweaks to some pilots

### Equipment

* *Cockpit RISC* - Added +1 Pilot health. Changed the dropped version to **Armored Cowl** instead of **SLIC Suite**.
* *Gauss Rifle M9* - Price changed from **33 000** to **333 000**.

### Affinities

* *Battlefield Commander* - Updated to not stack company wide to bring it in line with previous change to other company wide buffs. Now reads **+2 Initiative and +2 Tactics for all Company units. If Company already have Tacticon or CommGear effect, increases it by +1. Does not stack.**.
* *iATM Expert* - fixed typo in description, provides +1 Evasion Pips Ignored not -1 as previously stated.

## Mechattan Project 1.0.3.3 (2022-08-20)

* Fixed all multi-network C3 equipment to no longer conflict with itself.
* Fixed the Koschei KSC-5X to not be invalid.

## Mechattan Project 1.0.3.2 (2022-08-20)

### C3 Rework

C3 style networks have had a major rework, finally bringing them to be almost perfect implementations of the Tabletop Battletech rules. This means they have significantly changed in how they are applied within Roguetech, with the main points being:

* There are 3 main distinct C3 networks: *Standard Master/Slave network*, *C3i network*, and *Nova CEWS network*. These networks do not share information with each other.
	+ A *Standard Master/Slave network* requires at least one functional **C3 Master** to form.
	+ Quirk-style C3 Gear usually can participate in both *Standard Master/Slave* and *C3i networks*.
	+ Other, more unique and limited networks might exist.
* The members of a C3 network use the distance of the closest network member (the *spotting unit*) to the target for purpose of determining range penalties for accuracy.
	+ However, it does not allow weapons to fire beyond their maximum range.
	+ If the spotting unit is within the *minimum range* for a weapon, the *short range* modifier is used instead.
* Units inside a hostile Active ECM range are removed from the C3 network, except for units using a Boosted C3.
	+ Angel ECM removes even Boosted C3 units from the network.
* C3 gear may provide various benefits to other members of their network in addition to just participating in targeting calculations.
* Main differences from TT:
	+ There is no limit to numbers of units in a network .
	+ Multiple C3 Masters can participate in the same network.
	+ ECM only blocks units inside the ECM bubble (it does not interrupt the link between units on different sides of the bubble).
* AI implementation - because the mission generated AI lances are random, they most likely will not have any C3 cohesion. To still allow AI units to benefit from C3 equipment, the following changes apply for any AI unit:
	+ All 3 types of networks are shared for AI (but the additional bonuses beyond range penalties are only granted to the correct network members).
	+ C3 Master turn all friendly units in a 500 meter radius into C3 Slaves. Some quirk C3 Masters turn the entire AI team into C3 Slaves.

### Lance (Company wide) bonuses rework

To address issues with the balance of lance wide buffs and the way they could be stacked to ridiculous levels, they have been reworked as follows.

* All lance bonuses except Resolve Gain are no longer stacking.
* Your units will receive the highest bonus among those available on the battlefield.
* Affinities for gear that grants lance bonuses now increases the base value of the gear.
	+ This for example means that if you have a unit with **Tacticon: 1** (+1 lance wide initiative bonus) and the affinity **Additional +1 Initiative to company units** together with another unit having **Tacticon: 3**, the affinity will in actuality not add anything since the resulting level 2 taction would still be weaker than the strongest value in the lance.

### Vehicles

General updates and tweaks to many vehicles to better fit their roles and fix small issues. As always, it is recommended to store and ready any vehicles after a patch to update them in your save.

Fix: Vehicles and turrets now have a higher chance to receive a critical hit, both normal and Through Armor Crits (TAC). This was always the intention, but it wasn't working.

##### Larger changes

* Warrior variants - new Quirk, see below
* Pegasus variants - improved sensors
* Longtom variants - more armor and other tweaks

##### Changed Vehicle Quirks

* Accurate Weapon - Wingmounted: **+30 m** to short range for externally mounted bombs and missiles, wing mounted accuracy bonus **+1** -> **+2**
* Improved Communications (NEW) - +1 Tactics skill, can be member of C3 or C3i networks. Special version for vehicles, replaces the previous generic Mech quirk for all vehicles that had it.
* Main Battle Tank - Added **10%** critical hit resistance.
* Missile Jammer (NEW) - **+2** Missile Defense, **-10%** damage take from missiles. Given to Warrior VTOLs.
* Protected Mechanisms - Changed critical hit resistance from **20%** to **30%**.

##### New Vehicles

* Brutus ATB-75B
* Chrysaor HVT
* Garuda VTOL (PL)
* Hailstorm FST
* Pixiu Heavy Tank
* Sturmfeur (NLRM)
* Woodpecker VTOL

### Superheavy Mechs

* Fixed typo in the SH RAC/5 ranges, actually allowing it to have a long range and not skip directly to extreme from medium.

* New icons for the following mechs:
	+ Polyphemus
	+ Roncone
	+ Stone Giant
	+ Texihuitl
	+ Uberjager
	+ Victor XR
	+ Wannu
	+ Yin-Yang

* Self Repair quirk of the Wannu
	+ Removed incorrect breach immunity description.
	+ Changed HarJel armor repair value from **15** to **17**
	+ Changed HarJel structure repair value from **5** to **7**

### Affinities

Some changes to affinities have been made due to the C3 and lance reworks. Remember, affinities are only active for fixed equipment on the 'Mechs.

*Advanced Field Command* (NEW)

* Effect is **non-stacking +5% Sight&Sensors, +1 Initiative, +1 Indirect Accuracy and +1 Tactics to all Company units**.
* Applies for **Advanced Command Module** and **Advanced Command Module Mk2**

*Advanced Network*

* Effect changed from **+1 Lance Probe Strength** to **All Company units with C3 Master/C3i gear receive non-stacking bonus of +1 Probe**.

*Broadcaster* (REMOVED)

*Coordination* (REMOVED)

*Field Command*

* Effect changed from **+1 Lance Resolve, +1 Lance Initiative** to **non-stacking +5% Sight & Sensors and +1 Initiative to all Company units**.
* Affinity now only applies for Command Console equipment.

*High Command*

* Effect changed from **+1 Lance Resolve, +1 Lance Initiative** to **+1 Lance Resolve**
* Added for Quirks **Improved Communications**, **Mite Squad** and **Tacticon TC7000**

### Equipment

##### C3 / Command

Due to the C3 and Lance Buff reworks a lot of changes have been made to these type of equipment. Only the most important ones will be listed here.

*Adv. Command Mod*

* Company Tactical Skill bonus: **+1** -> **+2**
* Company initiative bonus: **+2** -> **+3**
* Removed company base sight bonus
* Added non-stacking +15% company sight and sensor range.
* Added non-stacking -10% company min and -20% max scatter.
* Added non-stacking +1 company initiative to units with C3 Slave.

*Adv. Command Mod Mk II*

* Company Tactical Skill bonus: **+1** -> **+3**
* Company initiative bonus: **+2** -> **+3**
* Removed company base sight bonus
* Added non-stacking +20% company sight and sensor range.
* Added non-stacking -10% company min and -20% max scatter.
* Added non-stacking +1 company initiative to units with C3 Slave.

*Command Console (including Armored / Artemis IV)*

* Company initiative bonus: **+1** -> **+2**
* Removed company base sight bonus
* Added non-stacking +10% company sight and sensor range.
* Added non-stacking -10% company min and -20% max scatter.

*Command Cockpit (C)*

* Removed company base sight bonus
* Added non-stacking +20% Company Sight Range.

##### FCS changes

* FCS Flak: Cost increased from **150 000** to **200 000** c-bills.
* FCS Gauss Sniper: Cost increased from **100 000** to **120 000** c-bills.
* FCS Gauss: Renamed to **FCS Gauss Dmg**. Cost increased from **100 000** to **120 000** c-bills.
* FCS Range Boost (**NEW**): Provides +10% to all range brackets except short, +200% short range and -25% minimum range.
* FCS ScanOptics: Critical hit chance bonus changed from **+50%** to **+25%**.

##### Other Equipment

* ECM (P): Range changed from **360** to **300**. Enemy resolve and initiative modifier changed from **-5** to **-3**.
* Hover Propulsion Gearbox: Removed ballistic recoil bonus.
* Sensor Longscan: Cost increased from **100 000** to **150 000** c-bills.
* TAG Ho!: Increased range, less accurate, shorter duration, stronger effect. *Note*: The bonus description was previously incorrect.
* Jet Booster (VTOL-version): Changed active move bonus from **+50%** to **+20%**. Decreased fail chance from **5%** to **3%** per turn. Added +1 Max Evasion.
* Cargo Compartment: Critical hit chance received bonus changed from **-25%** to **-30**.

### Ammunition

* All LRM Swarm: Removed Critical Chance reduction since AOE can no longer critical hit.
* Thumper FASCAM: Minefield deployment radius increased from **30** to **33**.

### Flashpoints

* Birth of a Legend: Fix for issues with loading the missions.
* The Drones of Syberia: Minor tweaks and increased skull rating.

### Pilots

* Fix to Fiona losing her airstrike ability after retraining. Will also work retroactively if you lost the ability in the past.
* Upkeep cost changed from +50% to +600% for *Inspiring Presence* quirk. Since the quirk actually allows increasing the highest lance value with the new reworked lance wide effects, the cost has been increased significantly.

### General fixes

* Rolls for shutdown will only occur once per firing of a weapon as intended.
* Affinities and pilot quirks with Company or Enemy wide effects should now work properly.
* New Version of RTO Client.
* As usual, the patch includes a number of minor fixes and spelling corrections.