2022/8/30 Patch v14.3

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v14.3 (aka the "Electronic Warfare Overhaul" release) has been released to the installer. This is a smaller patch but still has a few things in it! Let's go:

NEW MECH: The Flashman has finally bolted into play! The 75 ton "flashbulb" is found with ComStar/Word of Blake as well as being produced at Hesperus II, go check it out.

NEW MECH: It's a Champion, no it's a LAM, no it's the Champion LAM! 60 tons of bad cavalry LAM action, there for the taking! It's rarely fielded by mercenaries after April 3064 but also has a special event in April 3064 attached to it, so keep an eye out for that (it'll tell you where you can buy one and explains why they're being fielded now!).

UPDATED FEATURE: ECM has been overhauled. In order to make ECM function with C3 (or at least make units with both equipment be drop-legal), ECM has been changed somewhat. Now, ECM is an activated component. When enabled, it gives you a defensive bonus in a radius around the unit as well as giving *just* the unit carrying it Sensor Lock immunity and also disabling C3 networks in a slightly smaller radius around the unit. However, Guardian ECM and the Clan ECM Suite no longer provide a flat defensive boost to all attacks, instead providing a +2 against specifically missile attacks only. Angel ECM provides a +1 general defensive boost to all attacks in addition to the sensor lock immunity and C3 disabling that all ECMs provide. Anti-Missile ECM provides a gigantic +6 defensive boost against missiles as well as the other ECM effects. When disabled, ECM provides no effect whatsoever but does permit C3 to be re-enabled and to function normally. Note that ECM begins play enabled automatically. This change to ECM won't be terribly popular I think but it was necessary to make ECM work with C3 while also curbing the gameplay loop of "ECM is just a necessity and is the best thing going for any unit" that ECM previously filled.

UPDATED FEATURE: Active Probes now have slightly different probe sizes (meaning the radius of their active probe pings vary in size now), giving more dynamic functionality to the different probe types. Bloodhound is the most powerful, followed by Boosted BAP, standard BAP/Clan AP, with Clan Light AP being quite small now.

UPDATED SKILL: Sensor Lock has been updated. It still strips 2 evasion and it still provides an accuracy debuff that stacks with itself 1 time. However, the accuracy debuff has been reduced from -2 to -1 (so after 2 locks, instead of them having a -4 they have a -2). This also applies to Active Probe pings.

UPDATED QUIRKS: Easy to Maintain now correctly states its stability threshold bonus and the bonuses have been equalized to the mech's tonnage (it always had the bonus, it just didn't tell you about it which was a mistake). Rugged's stab threshold bonus has also been equalized to mech's tonnage. Finally, Narrow Profile gains a stability bonus threshold and has it equalized to mech's tonnage (Narrow Profile did *not* have this before, it gained it here). Notably, Easy to Pilot does *not* gain a stab threshold bonus as EtP is already among the very best quirks and needs no help.

COMMUNITY CONTENT: Some new turrets and the contracts to call them down (can buy the contracts at Mack's Dustball);

  • Jump Jets are now back in general stores. The heavy/assault jets were a little too rare using just factories so they've been opened back up to normal shops.
  • The Burro Q Truck now has a cargo component!
  • I forgot the Jotunn's affinity! Whoops! That's been corrected.
  • Made bad faith withdrawal less punishing in terms of reputation.
  • Lots of back-end updates to dlls, including a total rebuild of how MechAffinity works (player-facing functionality is totally unchanged, this is only relevant for mod makers).
  • Buncha bug fixes!

IMPORTANT: v14.3 is an "update" update. In this case, clear your Mods folder manually and then run the installer, it'll do the work for you.

IMPORTANT: v14.3 is not a save breaking update, your saves are compatible and will work fine.

IMPORTANT: You can see v14.3's patch notes, as well as any BTA patch notes, on our wiki on this page: https://www.bta3062.com/index.php/Patch_Notes

REMINDER: This update, and others like it, are made possible by my Patreon supporters. Without their support, updates would come slower and be less impactful. If you feel like being a part of the support for BTA, you can find me here: https://www.patreon.com/bloodydoves

REMINDER: Custom mod commissions are still available if you're interested. If you'd like to get your own community content added to BTA DM me, bloodydoves, and we can work something out.