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roguetech's Issues

Locura missing objective with Always Combat Turns

I'm running a handful of mods out of this repository with 1.8 (just the mechanical ones which load without errors). I just came across a bug with the Locura mission and always combat turns. Specifically, an objective is supposed to be added when the first enemy comes into sight and it moves from non-combat to combat turns. With the always combat turns mod, this transition doesn't happen, so the objective doesn't get added to the tracker. Since it doesn't get added to the tracker, it doesn't get completed, and the mission doesn't end after the 10 turn countdown.

I know RT isn't ready for a public 1.8 release, but I hope I can save you from the time needed to conduct a binary search which mod causes the inability to finish the mission.

Both the Always Combat Turns mod, and the old CBTBehaviors cause it to start in combat mode. I don't know if CBTBehaviorsEnhanced does too, because it doesn't load cleanly for me at the moment.

Unique flashpoint mechs need internals

RogueFlashPointModule/FPMechs/mechdef_Dragon_fp_justinAllard.json

RogueFlashPointModule/FPMechs/mechdef_fp_morganKell_stalker_STK-3F.json

These two unique mechs need engines and internals.

Inconsistent Corsair (COR-IX) fluff text

The COR-IX is a 65 tonner, but the description implies it's 95:

While Corsair is supposedly a generic Periphery term referring to heavy and assault class FrankenMechs cobbled together out of desperation as the Succession War era dragged on, with no specific weight or base chassis, the most successful of these are ninety-five ton brutes modeled in a generally similar style, usually marked with a COR designation.

This is visible in-game as well as in the wiki at https://roguetech.fandom.com/wiki/Mechs/COR-IX

Bulldog pilot is credited affinity for Shepard instead

I have a pilot who's only ever been piloting a "Bulldog (LRM)".

In the popup that opens hovering on her portrait, she is shown to have developed affinity for a "Shepard" instead.

No idea if this is a display issue or a deeper one (it does look like some kind of typo though)

Next save break

Fix Locust IIC3 and Stinger IIC2 to correct naming scheme. Prune hardpoints of IIC3 Locust in line with other IIC mechs.

Stuff to do with new submod structure

Create/update a new pricing structure for the unique's folder(s). Set correct tags to these mechs. Move any custom/totem mechs that are incorrectly filled to unique's folder. Double check portraits, mech/chassis defs and movement defs against new file structure. Add missing and purge added ones.

Contracts Might Need Updating

There are new fields and values in contracts in 1.6 some of which may be important to add.
Also HBS may have changed some contracts, particularly flashpoint ones.

This is mostly a note to remind myself, but if anyone familiar with contracts wants to help I would appreciate it.

Bigger drops don't affect storymissions

using bigger drops seperate from rogue tech, (difficulty is just through the roof for me) and it is also using mision control, but the story missions are fixed to 4 mechs only, all other missions work flawlessly.

Melee weapons getting cluttered, split/recolor?

The ML category of support weapons is getting cluttered with a lot of assorted stuff. Issue could be mostly solved by an icon/text recolor of actual melee vs support weapons like the chaff launcher.

Other, more elegant, but more work solution: split off a new support weapon category from ML.
I would vote for ETC. to get all the PA lasers, TSEMP, Chaff, etc.

Investigate issues with Steel Beast FP

There's an issue with the overriden loot list for the HBS Steel Beast FP, where the list can't load and the lootbox won't work. Switched the loot list for RT_FP_ThreeRogueItemsG as a temporary fix which should clear up the issue. Leaving this here as a reminder for me/Ako/somebody to look into it in the future

1.6.3 ai freeze

Everything was working just fine in the 1.6.2 release prior to this one.

Now as soon as the AI takes it first move, the AI never finishes. I don't even see the circle moving indicating that the AI is thinking. This happens every time it seems (ally or enemy).

test issue

seeing of the discord web hook thingy works.

Fire Shaders Not Working on M1

I am running RogueTech via Wine64 on OSX 12.4 (M1) and get purple with the old and new fire shader settings.

Looking at the configuration, it seems like these are being loaded from a set of shaders. Where is this list enumerated? I want to try some other shaders and see if something works.

Additionally, is it possible to add new shaders to BattleTech? It's been a few years since I've done shader code, but I could also try to write up or fix up a fire shader if someone can direct me where to start?

Order cooling pods after heatsinks

The cooling pods are used much less often in building, so can we move them to the bottom of the heatsink category? It would save us from having to scroll past them every time we want to build a mech in the mech lab.

Same for the emergency cooling systems.

`Ammo AMS HE` worse off than `Ammo AMS`

the HE variant is 10x more expensive, but its stats are all worse than the generic. did someone forget to add a buff (maybe +20% missle intercept modifier)?

--- RogueTech/RogueMunitions/AMS/Ammo_AmmunitionBox_AntiMissile.json    2020-07-25 12:26:06.295667900 -0500
+++ RogueTech/RogueMunitions/AMS/Ammo_AmmunitionBox_AntiMissile_HE.json 2020-07-25 12:26:06.316667200 -0500
@@ -8,31 +8,36 @@
                 "not_broken"
             ]
         },
+       "VolatileAmmo":{"damageWeighting" : 1.0},
         "ComponentExplosion": {
             "ExplosionDamagePerAmmo": 1,
             "StabilityDamagePerAmmo": 1
         },
         "BonusDescriptions": {
             "Bonuses": [
-               "AMSAmmo: 200"
+               "AmmoJAMFlat: 20%",
+               "AMSDmg: 1",
+               "AMSShots: -10",
+               "AMSAmmo: 100",
+               "VolatileAmmo"
             ]
         },
         "InventorySorter": {
             "SortKey": "000032"
         }
     },
-    "AmmoID": "Ammunition_AntiMissile",
-    "Capacity": 200,
+    "AmmoID": "Ammunition_AMS_HE",
+    "Capacity": 100,
     "Description": {
-        "Cost": 10000,
-        "Rarity": 1,
+        "Cost": 100000,
+        "Rarity": 6,
         "Purchasable": true,
         "Manufacturer": "Generic",
         "Model": "AMS",
-        "UIName": "Ammo AMS",
-        "Id": "Ammo_AmmunitionBox_AntiMissile",
+        "UIName": "Ammo AMS HE",
+        "Id": "Ammo_AmmunitionBox_AntiMissile_HE",
         "Name": "AMS Ammo",
-        "Details": "Ammo Bins contain the rounds needed for projectile-based weaponry, with at least one bin required per weapon type. Ammo Bins will explode and destroy their installed location when they receive a Critical Hit. \n\n <b><color=#00ffff>Left Click on Ammo count during battle to swap Ammo Type. Ctrl+click on ammunition counter to eject ammo.</color> </b>",
+        "Details": "HE AMS Shells are an adaption of old time flak shells, firing time delayed explosive into the path of incoming Missiles. Ammo Bins will explode and destroy their installed location when they receive a Critical Hit. \n\n <b><color=#00ffff>Left Click on Ammo count during battle to swap Ammo Type. Ctrl+click on ammunition counter to eject ammo.</color> </b>",
         "Icon": "AMS"
     },
     "BonusValueA": "",

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