Releases: Raptor007/BTTT
Releases · Raptor007/BTTT
0.9.8 Beta
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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.