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Releases: Raptor007/BTTT

0.9.8 Beta

18 Oct 10:11
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  • Now includes Linux binary (ELF x86_64).
  • Engine updated to utilize SDL2 on Windows/Linux builds.
  • Fixed losing sync when playing over the internet.
  • Textboxes read unicode text input events instead of raw key down/up.
  • Game messages scroll instead of displaying only one line at a time.
  • Can now select secondary attack targets via shift-right-click.
  • Fixed "cannot Physical Attack this turn" when attacks should be possible.
  • Fixed some issues with LRM Indirect Fire and TAG. [BattleMech Manual p.31]
  • Fixed weapon to-hit values during Movement Phase. Unmoved targets are marked*.
  • Fixed rare draw order glitches (dead Mech drawn on top) while playing events.
  • Run/walk animations are scaled by declared movement and Mech top speed.
  • Added "Snake-Eyes Always Fail" optional house rule.

0.9.7 Beta

11 Nov 21:56
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  • Aiming exactly along hex edge now chooses one alternate path. [BattleMech Manual p.22]
  • Mech variant search box now also searches equipment, era, and other properties.
  • Scenario files can now be used to more quickly set up games. Try making your own!
  • Fixed punch attacks available for Mech after another player fired its arm weapons.
  • Fixed AI-controlled Mechs using torso twist while prone.
  • Fixed loud startup sound when joining a game that already has many Mechs.
  • Fixed crash in dedicated servers when an AI-controlled Mech uses jump jets.
  • Some improvements to AI. They are less likely to get stuck and use NARC smarter.
  • Increased probability of heavy woods in random map generation.
  • Attack resolution now skips Mechs that declared 0 weapons to fire.
  • Various minor UI improvements. F9-F11 toggle menus. Record sheets now show tonnage.
  • Tweaked some animations to look better. Mechs no longer step beneath friendlies.
  • When the battle ends, Betty now announces mission successful or failed.
  • Moved custom designs to "Mechs (Disabled)". Move them to "Mechs" to display in menu.
  • Defined texture data for every included stock Mech, though some could use improvement.

0.9.6 Beta

07 Jul 08:47
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  • The new Biome setting changes map colors, and you can edit MapBiome.ini to customize.
  • Clicking any Mech that has declared attacks now shows the attacks and to-hit rolls.
  • Torso twist is now displayed with attack declaration instead of resolution.
  • Spot for Indirect Fire no longer remains checked on subsequent turns.
  • Fixed some lines-of-sight checks for Mechs two hexes apart (one hex between them).
  • Fixed bug that allowed Mechs with jump jets to run up L3+ hills as Minimum Movement.
  • Fixed AI using torso twist when unnecessary (no shots) or illegal (unconscous).
  • Clarified setup prompts, especially when using AI teams.

0.9.5 Beta

22 Jun 18:31
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  • Attack and defense modifiers are displayed while planning movement.
  • Declared attacks now show what they are targeting.
  • ECM ranges are now only displayed for the selected Mech or when aim passes through.
  • Fixed cover for prone Mechs in some situations by reworking line-of-sight code.
  • Fixed scroll behavior for Mech variant list.
  • Fixed draw order problems, such as jumping Mechs sometimes drawn behind others.
  • Fixed armor diagram sometimes not flashing damage when hit from side or rear arc.
  • Fixed players without TAG being able to skip the turn when a teammate could use TAG.
  • Fixed remote client desync/crash when too many events were transmitted in a batch.
  • Fixed queued events continuing to play after ending the game early.
  • Fixed AI-controlled Mechs standing up without spending the necessary MP.
  • AI now avoids running/jumping when its Mech has damaged Gyro/Hip/Actuators.
  • Ludicrous Speed now has better looking animations.
  • Added and improved some Mech texture definitions.

0.9.4 Beta

14 Mar 10:11
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  • Fixed to-hit previews in Movement phase not adding walk/run/jump attack modifier.
  • Fixed non-explosive ammo (Gauss) still being usable after critical hit.
  • Fixed several bugs related to Minimum Movement rule. [BattleMech Manual p.16]
  • Fixed AI using torso twist with TAG; torso twist is set during Weapon Attack.
  • Mechs controlled by AI move a little smarter and can now use arm flipping.
  • Implemented weapons that deal both damage and heat to target (Plasma Rifles).
  • Enabling hotseat mode mid-game switches your team to the current turn.
  • Default game settings no longer limit to 1 Mech per player.
  • Defined texture information for even more Mechs.

0.9.3 Beta

22 Feb 10:43
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  • Added rudimentary AI code so you can play against the computer.
  • Can preview to-hit rolls during Movement phase by right-clicking potential targets.
  • Mech variant list in spawn menu is now searchable.
  • The number of teams can now be changed in the setup menu.
  • Defined texture information for more Mechs.

0.9.2 Beta

22 Jan 21:43
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  • Added Record Sheet info windows. Press I to view for selected Mech, O for target.
  • Run/walk is now declared when standing. Up arrow to stand running, down for walking.
  • Fixed Mechs occasionally being unable to do some actions on the first turn of a phase.
  • Fixed partial cover so it no longer applies downhill. [BattleMech Manual p.26]
  • Fixed damage from Engine Explosion to use groups of 5 instead of one big hit.
  • Fixed some issues when connecting to a game in progress, such as loud startup sound.
  • Fixed wrong value shown in "O" of "GATOR" when target has movement defense bonus.
  • Fixed Right Leg sometimes being called "Right Arm".
  • Fixed pilot damage heat thresholds for torso cockpit when life support is damaged.
  • Fixed run with failed MASC roll allowing reverse or jump moves and not adding 2 heat.
  • Implemented Engine Supercharger. [Tactical Operations p.345]
  • Mostly implemented CASE II, Laser/Compact Heat Sinks, and Mechanical Jump Boosters.
  • Improved compatibility with some HeavyMetal Pro variant files.
  • Other small improvements such as draggable windows and middle-click to drag the map.

0.9.1 Beta

19 Sep 21:27
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  • Chat appears on screen, and you can press T to type a message.
  • Improved map graphics to look like alpine/grasslands, and other minor visual tweaks.
  • Fixed UAC/RAC rapid fire so it no longer combines all hits into one damage location.
  • Fixed automatic fall not being triggered after rolling 12 on leg critical hit check.
  • Fixed missing critical hit check when physical attack hits location 2 on prone target.
  • Fixed incorrect placement of weapons when the same type is mounted front and rear.
  • Cleanup and clarification of several damage resolution events.
  • Like physical attack, TAG is automatically skipped when there are no valid targets.
  • Spotting for indirect fire is announced when declared, not while resolving attacks.
  • Remote players can change game options on a dedicated server.

0.9 Beta

01 Sep 10:16
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First public release. Enjoy!