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Releases: BattletechModders/SkillBasedInit

HarmonyX Update

17 Apr 02:07
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Updated to ModTek 3+, no end-user visible changes:

Updated project file to MS 2019 format
Replaced Harmony1 shimming with direct HarmonyX patches
Eliminated Traverse and AccessTools lookups in favor of publicized accesses.

DLL only change. No changes to mod.json

WILL NOT WORK ON MODTEK 0.8

REL_1.2.0

23 Aug 12:48
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  • Performance improvements for logging
  • Changed from Debug to Release build... may be faster?

REL_1.1.0

22 Apr 21:00
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Fixes for playable vehicles.

BT 1.9

22 Feb 15:14
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  • Updated to BT 1.9
  • Changed from NuGet JSON DLL to HBS JSON DLL

REL_0.8.2

05 Feb 01:49
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REL_0.7.0

27 Sep 01:35
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Updating version for 1.7 compat.

REL_0.6.0

23 Jul 02:55
615a704
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1.6 compatability

REL_0.5.5

21 Feb 01:55
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  • Fixed hesitation to be properly applied
  • Made hesitation carry over from round to round

Move tooltip to buff icon

14 Jan 02:32
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  • Change logger away from HBS, instead writes to SkillBasedInitiative/skill_based_init.log
  • Slightly reduce the penalty for injuries on the lower end of the scale
  • Move penalties from floatie notifications to a tooltip that displays all status details
  • Remove floating tooltip for initiative details in combat
  • Added AI patch for AttackEvaluator.AdditionalDamageFromFriendsGainedByAttackingEvasiveTarget; this should prevent lockups when using Float_PipStripAttackProbabilityThreshold != 1

Tooltips and Pilot Tags

15 Dec 02:01
40bb093
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  • Adds tooltips for MechLab, Lance Drop, and Combat screens. Hover over the Initiative badge (hexagon) to see the modifiers being applied.
  • Tweaked engine modifiers to be 2/4/6 (instead of 1/2/3)
  • Fixed issue with combat saves - can not save during combat and reload.
  • Added pilot tags as initiative modifiers. Pilot tags can now result in straight +/- modifers to init. Controlled through mod.json
  • Added pilot tag melee multipliers. Pilot tags can now add or subtract to the melee multiplier. Values are added/subtracted from 1.0. The final multiplier is used to determine the effective tonnage of the unit for melee attacks. The first value increase the tonnage as the attacker, the second as the defender.