Difference between revisions of "Patch Notes"

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v16.6 (aka the "Fancy Gear is Fancy" patch) has been released to the installer. This patch is mostly a content-adding and balance adjustment patch but there's some good stuff in here for everyone!
+
v16.7 (aka the "Big Ol' Grab Bag" patch) has been released to the installer. This patch is mostly a content-adding and balance adjustment patch but there's some good stuff in here for everyone!
  
'''NEW MECH:''' The Gurkha, a spicy little Word of Blake 30-ton light mech, has performed a combat slide into battle. The Gurkha is armed with an ER Small Laser battery as well as one larger weapon (usually a PPC) but most importantly carries a Sword in the right arm for the slicing and the dicing. It is fielded exclusively by the Word of Blake.
+
'''NEW MECH:''' The Volkh, a 45-ton Solaris meme machine, has charged into battle. This very weird melee mech comes in 10 variants, all of which have some flavor of melee weapon equipped (from lances and swords to tridents and lirpas)! Oh, and all the Volkhs have an XXL Engine, Torso Cockpit, and most of them have Hardened Armor to boot. You can face the Volkh in the gameworld arenas and you can buy it at Solaris VII. Enjoy!
  
'''NEW MECH:''' The Munin LAM, fresh from its rediscovery by the Free Rasalhague Republic, has soared into flight over the battlefield. This 45 ton LAM, a rumored precursor to the Phoenix Hawk LAM, is fielded by the creme de la creme of the FRR's military, the 1st Tyr. It is also sold by the FRR in their faction store, along with plenty of bombs for the Munin's 4 bomb bays.
+
'''NEW MECH:''' The Galleon, a 85-ton Black Market-exclusive assault mech, has been listed for sale in the BM! The Galleon is the start of several Black Market updates to make the BM a little more appealing and is completely exclusive to the BM. It cannot be found in combat or any other store, just the Black Market (and pirate faction store). Enjoy!
  
'''NEW BATTLE ARMOR:''' The Dragoon Battle Armor has been introduced. This BA is a Wolf's Dragoons special, developed by them for their exclusive use. Armed with a Flamer and a Light Mortar as well as jump jets and a battle claw, the suit is pretty fun to play with and is deployed in a five-man squad, Clan-style. However, uniquely, the Dragoons actually *field* this suit of Battle Armor. It's rare but should the Dragoons deploy units against you capable of carrying BA, there's a chance they'll send the Dragoon BA into combat against you! You can also buy it at Outreach, if you're feeling pedestrian like that.  
+
'''MECHBAY TAB REWORK:''' The Mechbay sorting tabs for equipment have been reworked. Now, for weapons there is no All category (it was of limited use) and there are two new categories: one for Mortar-type weapons and one for Misc Missiles like the Narc and Thunderbolts (there are appropriate ammo tabs for these categories as well). The argument was made that these weapons don't *really* fit in with their previous categorizations and I agreed so this was made. I've played with it a good bit and you barely even notice the difference after a bit.  
  
'''NEW NETWORKING TECH:''' LeagueNet has been introduced. LeagueNet is a Free Worlds League invention that is an effective response to the Kuritan development of C3 and the Word of Blake innovation of C3i. Like those systems, LeagueNet is composed of a diffuse network of equipment across your entire force. Unlike those systems though, LeagueNet's goal is to funnel benefits from most of your units back to a single central unit carrying the Focal Node and massively benefiting that unit while minorly inconviencing your other units carrying Support Nodes. LeagueNet is only available from the FWL faction store at present and was designed to encourage a very different playstyle centered around a single core unit with all other units supporting and empowering that core unit. Be sure to give it a try and let us know what you think about the system.
+
'''EXTRA NOTE:''' The Advanced Tactical Missiles (ATMs) have moved to the SRM tab for the same reason as the new tabs above: they didn't really fit in the LRM tab.
  
'''NEW COCKPIT:''' The Virtual Reality Piloting Pod has been introduced. This piece of Solaris VII technology was created as a precursor to several other pieces of technology, including the DNI Cockpit and the Small Cockpit. The VRPP is more powerful than those and doubles as a torso cockpit but also comes with a crippling vulnerability to ECM fields and even certain weathers. You can buy it, rarely, on Solaris VII.
+
'''ICON CHANGES:''' Mortars and Misc Missiles now have distinct unique icons to represent their new tabs (they remain on their current hardpoints as normal, just the icon changed). Also, the following types of ammo boxes have gained a new "inverted" icon to make them a little more distinct visually: Gauss, Mortar, Artillery, Plasma, Misc Missile, LRM-class Missile, Sprayer/Fluid Gun.  
  
'''NEW DEFENSIVE TECH:''' The Blue Shield Particle Field Dampener has been introduced. The BSPFD (say that ten times fast) is an activated component that reduces incoming energy weapon damage by 25%. Those of you who really know your obscure BT tech may be saying "but BD, Blue Shield only reduces PPC damage, what gives?". The answer is that, for some reason, making it PPC-only meant it didn't work so it had to be adjusted to all energy weapon damage. As it was developed by NAIS, it can be purchased from the Davion faction store.
+
'''NEW WEAPON:''' The Improved Narc Launcher, or iNarc, now exists! It's heavier than standard Narc (4 tons) and bulkier (2 crits) and only fires one shot (as opposed to standard Narc's two) but has more ammo types and, more importantly, is a *permanent* effect. If hit by an iNarc, the target will suffer the iNarc's penalties until the mission is over. The iNarc appears on about 6 OpFor mechs, all of which are ComStar/Word of Blake as they developed the tech. In testing, it's both fun to play with and actually pretty good for dedicated scouts while standard Narc retains effectiveness and utility. Give it a try! Note that as part of this change, Narc Improved Beacon ammo now longer exists for standard Narc, that ammo is now an iNarc ammo exclusively. Finally, the ComStar faction store now sells iNarc and its ammos.
  
'''NEW MECHBAY VISUAL AID:''' A new framework mod has been incorporated, called CustomUnitDecorator. This allows BTA to now include icons on your *mech portrait* in the mechbay and deployment screen that tell you about specific mounted gear on that mech. This has been used for C3, C3i, and LeagueNet, so that you now know what unit has a C3 Master or C3 Slave, what unit has C3i, and what unit has what kind of node for LeagueNet. Exciting!
+
'''NEW SPECIAL EVENT:''' You may be contacted by a fellow mercenary commander, Hauptmann Johann von Heidelberg. When he calls, pick up the phone. Give Johann's Jaegers a good showing and the good Hauptmann might just leave you one of his mechs in thanks!
  
'''REVOLVER RIFLE ADJUSTED:''' For some time there's been discussion of the Revolver Rifle attachment with general sentiment being that the attachment makes Rifles into the best thing you can do with a ballistic hardpoint. This is not optimal behavior for Rifles, which are explicitly intended to be middling side-grade technology that the Periphery uses because it's what they can afford. To bring the Revolvers back in line with their intended design, they've been adjusted to have a higher jam chance (30% before pilot adjustments), a small damage decrease, and have been changed such that any jam permanently locks up the attachment for that mission.
+
'''STEALTH ARMOR REWORK:''' Stealth Armor in BTA has long been incorrect, mostly because it wasn't high priority to correct to TT-standards. However, this has been corrected. Stealth Armor now works as on table: it takes 12 crits, two in each arm/leg/side torso; it is an activated component and must be enabled in-mission otherwise it has no effect; it makes a huge 30 heat while activated but also gives a much better defensive bonus than before; finally, it requires specifically *Inner Sphere* ECM to function, specifically the Guardian or Angel ECMs. Clan and Sanctuary ECM no longer can power Stealth Armor. If you have Stealth Armor installed on your mechs it will need to be removed and re-installed properly to function.
  
'''AMMO FEED ATTACHMENTS ADJUSTED:''' The ammo feeds for Cannons/Rockets/Gyrojets have also been called out as being similarly powerful to the Revolver Rifle, though slightly less so. They've been adjusted in a similar fashion: they gained a jam chance and jams are permanent during that mission when they happen. These attachments have not had their damage values adjusted from what they were in previous patches.
+
'''APM REWORK:''' The Alternative Payload Missiles, or the APM, has seen a rework. Previously, the APM had six varied ammo types and was a little clunky to use. Now, the APM has been edited to only have 1 generic ammo and instead have 6 different firing modes to cycle through mid-fight. The old ammos were not removed from the mod but they are set as Deprecated and should be sold (in a pinch you can mount them and they'll work like the generic ammos do). This should make the APM much more generally effective, which was the goal.
  
'''COMMUNITY CONTENT:''' Oh boy is there a buncha new CC in today's patch, check it out: there is a new turret calldown contract on sale at Mack's Dustball for a 2k armor TAG Turret; there is a new Sanctuary-tech Fafnir running around, the FNR-MKD with triple DBAC/15s; there's a 200-ton superheavy quad mech named the Colossal Turtle running around in the arenas (it has railguns, be worried); and finally there's a new planet named Kraken's Abyss which is owned by ComStar and has a unique shop including every quad mech currently available in BTA (including that Colossal Turtle mentioned earlier).
+
'''SUPERCHARGER UPDATE:''' This is minor but the Supercharger (IS, not Sanctuary) now requires being mounted in the same location as the engine is located. What this means is that if there's not an engine part in the torso location, you can't put the Supercharger there (XL/Light Engines count as engine parts). Very minor change but accurate to the source material.
  
* Added a handful of new variants including: two new canon Shadow Hawks (3H and 3H2), several new mech variants using the VRPP (detailed above) including a Bombard, Mantis, Great Turtle, Juggernaut, Prometheus and Valiant, all of which are arena fighters; there's a new Phoenix Hawk, the PXH-99, which can barely move under is own power but is very hard to kill (and is an arena only design); and finally there's five variants using the Blue Shield system, including an arena-only Hunchback and four Davion-only variants (Flea, Enforcer III, JagerMech III, Devastator).
+
'''ANOTHER PERIPHERY REBALANCE:''' The Ammo Feeds and Rifle Revolver have been rebalanced again. The Rifle Revolver now jams MUCH more frequently but no longer "perma"jams as it was discovered that code didn't work anymore. The Cannon Ammo Feed now reduces damage further and jams almost every shot but doesn't permajam. The Gyrojet/Rocket Ammo Feeds jam slightly more and destroy the attached weapon on jamming (shouldn't cause ammo explosions) but also reduce dasmage/accuracy less than they used to to make up for the risk. This is still experimental, more attention may happen.
* Solaris VII gained a bit more complexity to its shop lists and now has several special upgrade lists that it can call on, including a list for special cockpits such as the DNI Cockpit and the VRPP.
 
* Stealth armor is no longer compatible with C3, Null Signature System, or Chameleon Light Polarization Shield.
 
* Speaking of, NSS/CLPS can't be put on Battle Armor anymore. Don't think anyone was doing that since no one checked but now you definitely can't.
 
* Acid Mortars are no longer AoE capable and require direct hits to deal their effect. They also now require multiple hits to generate their best effect (they stack together up to four times for maximum effect).
 
* Several shop lists have been adjusted with the intent of making Periphery ammo more available, specifically Rifle ammunition.
 
* The Bombast Laser has seen a significant description update which should make it much clearer what the weapon is for and how it works. Give it a try, you may be surprised by how effective the Bombast is. It also received a small heat reduction, making it more competitive with other energy weapons at its weight class.
 
* The Improved Large Binary Laser has seen a small damage decrease.
 
* There's been a small rebalancing of item costs among the heavier energy weapons (Snub-Nose PPC, ER PPC, cERPPC, Enhanced ER PPC, Improved PPC, Large Binaries, Bombast Laser) to make them a little more competitive with each other.
 
* There's a new playable tank, the Fury Command Tank (original). Enjoy?
 
* The Hermes Equilibrium gyro now costs a lot less.
 
* The EMP-5F has lost its unnecessary SHIELD and gained a heat sink.  
 
  
'''IMPORTANT:''' v16.6 is an "update" update. In this case, clear your Mods folder manually and then run the installer, it'll do the work for you.
+
'''FACTION STORE EXPANSIONS:''' The Great Houses make a *lot* of mechs and their faction stores should reflect this. All five Great House faction store inventories have been heavily expanded, with every Great House getting at least 16 new variants and some Houses getting more than 25. Additionally, the large Periphery powers also have a little more mech production in their faction stores, with the Magistracy (4), Taurian (5), Outworlds (6), and Rim Collection (4) all getting a few more mechs in their shops.
  
'''IMPORTANT:''' v16.6 is not a save breaking update, your saves are compatible and will work fine.
+
'''SEVERAL PLANET REBALANCES:''' Planets in both the Circinus Federation and the Tortuga Dominions have been rebalanced to have a better spread of skull ratings.
 +
 
 +
'''COMMUNITY CONTENT:''' Some good new CC this patch, including: the Armstrong Battle Armor from Periphery Arms Inc, for all your Fat Spaceman BA Needs!; the LBX-RAC5 has been rebalanced and tuned down somewhat due to being ABSOLUTELY CRACKED (still good though); the Supernova II now exists, hurrah!; there's a new Marauder that replicates the Glaug Pod from Macross; the Thunder Hammer LAM exists, yeah do what you will with that one; the Battlehammers had a minor adjustment to their frankly insane sell prices; there's also a new Vindicator and a Lao Hu, both of which wield a new weapon system (the Platinum Thunderbolt-5 and Platinum Thunderbolt-10 respectively)!
 +
 
 +
* Fixed the Ostroc Mk II's arm JJs. Now they can't be salvaged or removed, as intended.
 +
* Battle Armor no longer can mount mech-scale active probes or mech-scale ECMs.
 +
* Arrow IV Inferno ammo does much more heat on a direct hit (15 up from 5).
 +
* CASE/CASE II/SHIELD have had their descriptions clarified for the sake of new users and they now cost more to install.
 +
* There's a new Kit Fox variant, the KFX-V, which carries an Arrow IV?? Don't know why this exists but it sure does.
 +
* Fixed a few units with incorrect loadouts (Turret missing ammo, mech with the wrong armor, etc).
 +
* Clan UAC/10s now default to x2 shots.
 +
* Ordering of weapons in the Autocannon tab in the mechbay now puts Rifle/Cannon weapons at the bottom instead of the very top.
 +
* The Fuel-Air Bomb now works properly, whoops.
 +
* The L Laser - and M Laser - are now the L/M Laser Prototype to match other Prototype gear nomenclature
 +
* The Heavy and Improved Heavy Gauss Rifles now can cause self-knockdown on firing like the Mass Drivers can. This is a feature of Tabletop BT that was just neglected until now. Whoops!
 +
* Mech Tasers are *properly* restricted to two per unit now and Mass Drivers are properly restricted to one per unit now.
 +
* The Airships no longer get +2 initiative just for existing. They're good enough without such a buff.
 +
* Howitzer Slug ammo now tells you about dealing some extra stab damage per shell (it always did that, now it just tells you it does).
 +
* Some minor adjustments were made to the Medium Pulse Laser as well as the Medium and Small Blazers.
 +
* Stag designation was corrected to ST-XX instead of STG-XX.
 +
 
 +
'''IMPORTANT:''' v16.7 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:''' v16.7 is not a save breaking update, your saves are compatible and will work fine.
  
 
'''REMINDER:''' This update, and others like it, are made possible by my Patreon and Ko-Fi 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 on Patreon (https://www.patreon.com/bloodydoves) and on Ko-Fi (https://ko-fi.com/bloodydoves)
 
'''REMINDER:''' This update, and others like it, are made possible by my Patreon and Ko-Fi 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 on Patreon (https://www.patreon.com/bloodydoves) and on Ko-Fi (https://ko-fi.com/bloodydoves)
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== BTA Light ==
 
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v16.4.2.lite has been released for BTA Light. This is mostly a bug-fixing patch but also includes the Volkh (detailed above) with one variant for the arenas. You can purchase the Volkh at Solaris VII.
'''BTA LIGHT:''' No changes, no new patch.
 
  
 
= Older Patch Notes =
 
= Older Patch Notes =
 +
[[2023/11/24 - Patch v16.7]] - The Grab Bag patch.<br>
 
[[2023/10/20 - Patch v16.6]] - The Fancy Gear patch.<br>
 
[[2023/10/20 - Patch v16.6]] - The Fancy Gear patch.<br>
 
[[2023/09/15 - Patch v16.5]] - The Sanctuary Expansion patch.<br>
 
[[2023/09/15 - Patch v16.5]] - The Sanctuary Expansion patch.<br>

Revision as of 19:14, 24 November 2023

v16.7 (aka the "Big Ol' Grab Bag" patch) has been released to the installer. This patch is mostly a content-adding and balance adjustment patch but there's some good stuff in here for everyone!

NEW MECH: The Volkh, a 45-ton Solaris meme machine, has charged into battle. This very weird melee mech comes in 10 variants, all of which have some flavor of melee weapon equipped (from lances and swords to tridents and lirpas)! Oh, and all the Volkhs have an XXL Engine, Torso Cockpit, and most of them have Hardened Armor to boot. You can face the Volkh in the gameworld arenas and you can buy it at Solaris VII. Enjoy!

NEW MECH: The Galleon, a 85-ton Black Market-exclusive assault mech, has been listed for sale in the BM! The Galleon is the start of several Black Market updates to make the BM a little more appealing and is completely exclusive to the BM. It cannot be found in combat or any other store, just the Black Market (and pirate faction store). Enjoy!

MECHBAY TAB REWORK: The Mechbay sorting tabs for equipment have been reworked. Now, for weapons there is no All category (it was of limited use) and there are two new categories: one for Mortar-type weapons and one for Misc Missiles like the Narc and Thunderbolts (there are appropriate ammo tabs for these categories as well). The argument was made that these weapons don't *really* fit in with their previous categorizations and I agreed so this was made. I've played with it a good bit and you barely even notice the difference after a bit.

EXTRA NOTE: The Advanced Tactical Missiles (ATMs) have moved to the SRM tab for the same reason as the new tabs above: they didn't really fit in the LRM tab.

ICON CHANGES: Mortars and Misc Missiles now have distinct unique icons to represent their new tabs (they remain on their current hardpoints as normal, just the icon changed). Also, the following types of ammo boxes have gained a new "inverted" icon to make them a little more distinct visually: Gauss, Mortar, Artillery, Plasma, Misc Missile, LRM-class Missile, Sprayer/Fluid Gun.

NEW WEAPON: The Improved Narc Launcher, or iNarc, now exists! It's heavier than standard Narc (4 tons) and bulkier (2 crits) and only fires one shot (as opposed to standard Narc's two) but has more ammo types and, more importantly, is a *permanent* effect. If hit by an iNarc, the target will suffer the iNarc's penalties until the mission is over. The iNarc appears on about 6 OpFor mechs, all of which are ComStar/Word of Blake as they developed the tech. In testing, it's both fun to play with and actually pretty good for dedicated scouts while standard Narc retains effectiveness and utility. Give it a try! Note that as part of this change, Narc Improved Beacon ammo now longer exists for standard Narc, that ammo is now an iNarc ammo exclusively. Finally, the ComStar faction store now sells iNarc and its ammos.

NEW SPECIAL EVENT: You may be contacted by a fellow mercenary commander, Hauptmann Johann von Heidelberg. When he calls, pick up the phone. Give Johann's Jaegers a good showing and the good Hauptmann might just leave you one of his mechs in thanks!

STEALTH ARMOR REWORK: Stealth Armor in BTA has long been incorrect, mostly because it wasn't high priority to correct to TT-standards. However, this has been corrected. Stealth Armor now works as on table: it takes 12 crits, two in each arm/leg/side torso; it is an activated component and must be enabled in-mission otherwise it has no effect; it makes a huge 30 heat while activated but also gives a much better defensive bonus than before; finally, it requires specifically *Inner Sphere* ECM to function, specifically the Guardian or Angel ECMs. Clan and Sanctuary ECM no longer can power Stealth Armor. If you have Stealth Armor installed on your mechs it will need to be removed and re-installed properly to function.

APM REWORK: The Alternative Payload Missiles, or the APM, has seen a rework. Previously, the APM had six varied ammo types and was a little clunky to use. Now, the APM has been edited to only have 1 generic ammo and instead have 6 different firing modes to cycle through mid-fight. The old ammos were not removed from the mod but they are set as Deprecated and should be sold (in a pinch you can mount them and they'll work like the generic ammos do). This should make the APM much more generally effective, which was the goal.

SUPERCHARGER UPDATE: This is minor but the Supercharger (IS, not Sanctuary) now requires being mounted in the same location as the engine is located. What this means is that if there's not an engine part in the torso location, you can't put the Supercharger there (XL/Light Engines count as engine parts). Very minor change but accurate to the source material.

ANOTHER PERIPHERY REBALANCE: The Ammo Feeds and Rifle Revolver have been rebalanced again. The Rifle Revolver now jams MUCH more frequently but no longer "perma"jams as it was discovered that code didn't work anymore. The Cannon Ammo Feed now reduces damage further and jams almost every shot but doesn't permajam. The Gyrojet/Rocket Ammo Feeds jam slightly more and destroy the attached weapon on jamming (shouldn't cause ammo explosions) but also reduce dasmage/accuracy less than they used to to make up for the risk. This is still experimental, more attention may happen.

FACTION STORE EXPANSIONS: The Great Houses make a *lot* of mechs and their faction stores should reflect this. All five Great House faction store inventories have been heavily expanded, with every Great House getting at least 16 new variants and some Houses getting more than 25. Additionally, the large Periphery powers also have a little more mech production in their faction stores, with the Magistracy (4), Taurian (5), Outworlds (6), and Rim Collection (4) all getting a few more mechs in their shops.

SEVERAL PLANET REBALANCES: Planets in both the Circinus Federation and the Tortuga Dominions have been rebalanced to have a better spread of skull ratings.

COMMUNITY CONTENT: Some good new CC this patch, including: the Armstrong Battle Armor from Periphery Arms Inc, for all your Fat Spaceman BA Needs!; the LBX-RAC5 has been rebalanced and tuned down somewhat due to being ABSOLUTELY CRACKED (still good though); the Supernova II now exists, hurrah!; there's a new Marauder that replicates the Glaug Pod from Macross; the Thunder Hammer LAM exists, yeah do what you will with that one; the Battlehammers had a minor adjustment to their frankly insane sell prices; there's also a new Vindicator and a Lao Hu, both of which wield a new weapon system (the Platinum Thunderbolt-5 and Platinum Thunderbolt-10 respectively)!

  • Fixed the Ostroc Mk II's arm JJs. Now they can't be salvaged or removed, as intended.
  • Battle Armor no longer can mount mech-scale active probes or mech-scale ECMs.
  • Arrow IV Inferno ammo does much more heat on a direct hit (15 up from 5).
  • CASE/CASE II/SHIELD have had their descriptions clarified for the sake of new users and they now cost more to install.
  • There's a new Kit Fox variant, the KFX-V, which carries an Arrow IV?? Don't know why this exists but it sure does.
  • Fixed a few units with incorrect loadouts (Turret missing ammo, mech with the wrong armor, etc).
  • Clan UAC/10s now default to x2 shots.
  • Ordering of weapons in the Autocannon tab in the mechbay now puts Rifle/Cannon weapons at the bottom instead of the very top.
  • The Fuel-Air Bomb now works properly, whoops.
  • The L Laser - and M Laser - are now the L/M Laser Prototype to match other Prototype gear nomenclature
  • The Heavy and Improved Heavy Gauss Rifles now can cause self-knockdown on firing like the Mass Drivers can. This is a feature of Tabletop BT that was just neglected until now. Whoops!
  • Mech Tasers are *properly* restricted to two per unit now and Mass Drivers are properly restricted to one per unit now.
  • The Airships no longer get +2 initiative just for existing. They're good enough without such a buff.
  • Howitzer Slug ammo now tells you about dealing some extra stab damage per shell (it always did that, now it just tells you it does).
  • Some minor adjustments were made to the Medium Pulse Laser as well as the Medium and Small Blazers.
  • Stag designation was corrected to ST-XX instead of STG-XX.

IMPORTANT: v16.7 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: v16.7 is not a save breaking update, your saves are compatible and will work fine.

REMINDER: This update, and others like it, are made possible by my Patreon and Ko-Fi 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 on Patreon (https://www.patreon.com/bloodydoves) and on Ko-Fi (https://ko-fi.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.


BTA Light

v16.4.2.lite has been released for BTA Light. This is mostly a bug-fixing patch but also includes the Volkh (detailed above) with one variant for the arenas. You can purchase the Volkh at Solaris VII.

Older Patch Notes

2023/11/24 - Patch v16.7 - The Grab Bag patch.
2023/10/20 - Patch v16.6 - The Fancy Gear patch.
2023/09/15 - Patch v16.5 - The Sanctuary Expansion patch.
2023/08/05 - Patch v16.4 - The Quirk-ttachment patch.
2023/07/07 - Patch v16.3 - The Aurigan Directorate patch.
2023/05/29 - Patch v16.2 - The 331st Division patch.
2023/04/24 - Patch v16.1 - The stand-in patch.
2023/04/14 - Patch v16.0 - The MechLab overhaul patch.
2023/04/01 - Patch v15.3.1 - The 2023 April Fool's patch.
2023/03/10 - Patch v15.3 - The SPAM expansion patch.
2022/02/07 - Patch v15.2 - The SPAM introduction patch. (this patch took place in 2023, the link is just wrong)
2022/01/05 - Patch v15.1.2 - The Fixes and a Spider patch. (this patch took place in 2023, the link is just wrong)
2022/12/27 - Patch v15.1.1 - The BD Forgot To Put Stuff in 15.1 patch.
2022/12/26 - Patch v15.1 - The Minor New Mechs patch.
2022/12/12 Patch v15.0 - The Sanctuary Worlds patch.
2022/10/5 Patch v14.4 - The Station Keeping patch.
2022/8/31 Patch v14.3.1 - Hotfix
2022/8/30 Patch v14.3 - The Electronic Warfare patch.
2022/8/18 Patch v14.2 - The C3 patch.
2022/8/1 Patch v14.1.1 - The Albatross/Koschei/Mercury II hotfix/patch.
2022/7/22 Patch v14.1 - The X-Quads Are REALLY Cool patch.
2022/6/24 Patch v14.0 - The 3-Year Anniversary patch.
2022/5/19 Patch v13.4.1 - The Quads Are Still Cool patch.
2022/5/12 Patch v13.4 - The Mech-Pocalypse and SAD patch.
2022/4/14 Patch v13.3 - The weather, airlifting, resupplying, and damage reduction patch.
2022/3/13 Patch v13.2.1 - The fistful of c-bills patch
2022/3/10 Patch v13.2 - The salvage rebalance patch
2022/2/11 Patch v13.1 - Bug fixins
2022/2/7 Patch v13.0 - Lots of BA, lots of other stuff. Save breaking patch
2022/1/1 Patch v12.1.2 - Hotfix
2021/12/31 Patch v12.1.1 - Hotfix
2021/12/30 Patch v12.1 - The drone and tank update
2021/12/25 Patch v.12.0.1 - Hotfix
2021/12/14 Patch v12.0 - The Christmas event update
2021/11/16 - Patch v11.4.3 - Hotfix
2021/11/16 - Patch v11.4.2 - Hotfix
2021/11/16 - Patch v11.4.1 - The Solaris update update
2021/11/3 - Patch v11.4 - The Solaris/BA update
2021/10/8 - Patch v11.3 - The artillery update
2021/9/26 - Patch v11.2 - Strafing runs and heat balances
2021/9/5 - Patch v11.1.1 - Hotfix
2021/9/5 - Patch v11.1 - The vehicle crew skill tree update
2021/8/9 - Patch v11.0.3 - Hotfix
2021/8/9 - Patch v11.0.2 - Hotfix
2021/8/9 - Patch v11.0.1 - Hotfix
2021/8/8 - Patch v11.0 - The Airdrop Beacon patch
2021/7/10 - Patch v10.5.1 - Hotfix
2021/7/10 - Patch v10.5 - The Resolve rework patch
2021/6/24 - Patch v10.4 - The Hoplite/Dig King/Ostscout/Toyama + new installer patch
2021/6/2 - Patch v10.3 - The WoB patch
2021/5/18 - Patch v10.2 - The Minsk patch
2021/5/3 - Patch v10.1 - The Von Rohrs patch
2021/4/24 - Patch v10 - The playable tanks + save breaking patch
2021/4/2 - Patch v9.4.1 - Hotfix
2021/3/31 - Patch v9.4 - The House Arano invades Terra/Community Content patch
2021/3/13 - Patch v9.3 - The WarTech IIC patch
2021/3/7 - Patch v9.2 - The bug fix patch
2021/2/27 - Patch v9.1 - Hotfix
2021/2/27 - Patch v9.0 - The Quad 'Mech patch
2021/2/13 - Patch v8.5.2 - Hotfix
2021/2/13 - Patch v8.5.1 - Hotfix
2021/2/13 - Patch v8.5 - The Zeppelin patch
2021/1/30 - Patch v8.4 - The Pilot Specializations patch
2021/1/17 - Patch v8.3 - The Clan Nova Cat/Diamond Shark + LAM AirMech mode patch
2021/1/2 - Patch v8.2 - The shop fix + ExcavatorMech patch
2020/12/21 - Patch v8.1 - Hotfix
2020/12/21 - Patch v8.0 - The Battle Armor patch
2020/11/25 - Patch v7.7.1 - Hotfix
2020/11/25 - Patch v7.7 - The Brigand/Mantis/Sha Yu/Enfield/Bombardier patch
2020/11/8 - Patch v7.6 - The new variants for lots of mechs patch
2020/11/2 - Patch v7.5.1 - Hotfix
2020/10/30 - Patch v7.5 - The TisButAScratch patch
2020/10/18 - Patch v7.4.1
2020/10/17 - Patch v7.4
2020/10/6 - Patch v7.3.3
2020/10/4 - Patch v7.3.2
2020/10/3 - Patch v7.3
2020/9/23 - Patch v7.2.1
2020/9/21 - Patch v7.2
2020/9/6 - Patch v7.1
2020/8/21 - Patch v7.0
2020/8/11 - Patch v6.4.1
2020/8/9 - Patch v6.4
2020/7/26 - Patch v6.3
2020/7/19 - Patch v6.2
2020/7/6 - Patch v6.1
2020/6/25 - Patch v6.0.1
2020/6/24 - Patch v6.0
2020/6/6 - Patch v5.5.2
2020/6/2 - Patch v5.5.1
2020/6/2 - Patch v5.5
2020/5/19 - Patch v5.4
2020/5/4 - Patch v5.3
2020/4/23 - Patch v5.2
2020/4/19 - Patch v5.1
2020/4/15 - Patch v5.0
2020/4/8 - Patch v4.6
2020/4/2 - Patch v4.5.1
2020/4/3 - Patch v4.5
2020/3/11 - Patch v4.4
2020/2/20 - Patch v4.3
2020/2/9 - Patch v4.2.2
2020/2/9 - Patch v4.2.1
2020/2/9 - Patch v4.2
2020/1/25 - Patch v4.1
2020/1/18 - Patch v4.0
2020/1/8 - Patch v3.9.5
2020/1/2 - Patch v3.9.4
2020/1/1 - Patch v3.9.3
2020/1/1 - Patch v3.9
2019/12/22 - Patch v3.8
2019/12/14 - Patch v3.7.4
2019/11/17 - Patch v3.6.1
2019/11/17 - Patch v3.6
2019/11/9 - Patch v3.5.1
2019/11/9 - Patch v3.5
2019/11/1 - Patch v3.4
2019/10/27 - Patch v3.3
2019/10/23 - Patch v3.2.1
2019/10/20 - Patch v3.2
2019/10/11 - Patch v3.1.2
2019/10/6 - Patch v3.1.1
2019/10/6 - Patch v3.1
2019/9/29 - Patch v3.0.2
2019/9/20 - Patch v3.0
2019/9/9 - Patch v2.9.2
2019/8/28 - Patch v2.9
2019/8/12 - Patch v2.8
2019/8/4 - Patch v2.7
2019/8/4 - Patch v2.6.2
2019/7/29 - Patch v2.6
2019/7/20 - Patch v2.5
2019/7/14 - Patch v2.4
2019/7/10 - Patch v2.3
2019/7/3 - Patch v2.2
2019/7/3 - Patch v2.1
2019/6/29 - Patch v2.0
2019/6/29 - Patch v1.4
2019/6/26 - Patch v1.3
2019/6/25 - Patch v1.2