Some have seen no change, others have been removed such as the Marauder Command Console as the quirks from Extended already covered it's Command Mech role and had a more interesting gameplay impact. HBS fixed item quirks have been adjusted to be more subtle and to sit nicely with the Quirk system Extended already has. You will still see lots of toys introduced from the Expansion, but don't expect to be using 125 damage snub nose PPCs in this mod. Heavy Metal has been hit with a nerf hammer hard. You wont see a huge nerf hammer on your favourite thing unless it is from Heavy Metal. New Heavy Metal items are all reworked to fit the balance from before. Hard difficulty and Simulation mode has been made slightly harder. Subtle changes include optimal weapon range being slightly more important, support weapons are slightly less accurate to hit the god tier support weapon boats. Multiple subtle changes help bring some of the outlying things in line. If you want to play in Tech level 2 periods you can find those better mechs out there, but we aren't seeing Clan level leaps in power. Double Heat Sink engines provide -40 heat sinking instead of -30 so that heat it still a concept in the game for example. Mech builds are from the tabletop, and the factions are using what they should be using but changes were made for gameplay reasons. The translation fits the HBS game in a fun adding way. This isn't a one to one translation from the Tabletop Not just what Heavy Metal provided, we have Streak SRMs, Artemis IV SRMs/LRMs. New tech weapons provide a different role. Countless new level 2 tech weapons that are side grades from 3025 tech, with their own +/++/+++ versions to find. Countless new mechs since the last version, ok I counted, 140+ new variants. These will provide different build and role options for your mechs without being just straight up better.Īll level 2 technology from the lore and tabletop is around in the correct times. that the major houses are slowly introducing. If you are playing at a later date look out for the non Star League versions of UAC 5s, LB10Xs etc. Out of timeline weapons or items and invented stuff such as Coils are even rarer but maybe if you are lucky you may find one on a research planet. Powerful versions of weapons are Star League era versions and are suitably rare. Major rework of what technology is aroundīalanced versions of new tech from Heavy Metal are around in the correct era, depending what year you start your game as. Start your game in 3025 and you will have the low tech version you were used to before. No Clans yet, this is entirely the Inner Sphere. Mech rarity per faction is calculated for the exact date when you go on a mission, as mechs roll off the production lines and are released they will change in commonality following the lore. The Heavy Metal, 1.8 version of the Extended Commander's Edition mod is here.Ĭhoose the amount of new level 2 you want in your game by the year you start in. Thank you to Shadowfox who generously gifted me the Heavy Metal expansion so I could get developing as soon as possible. Extended CE is not compatible with vanilla game saves. Save game compatible with old Commander's Edition saves. REQUIRES FUNKY INSTALLATION Follow the procedure on the Posts page of the Nexus page. REQUIRES MODTEK (included in the zip, thanks CMiSSioN) - Do not use the in game mod launcher for this mod as it needs some fixes BattleTech Extended 3025-3057 Commander's Edition 1.8.0.0
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