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BATTLETECH - TheLetterZ

We're thrilled to let you know that BATTLETECH’s much-anticipated first expansion, Flashpoint, is NOW AVAILABLE!

BATTLETECH: Flashpoint adds new gameplay, depth, and over 30 hours of new content to the mercenary experience. Introducing Flashpoints: high-stakes, branching short stories that link together mercenary missions, crew conversations, special events, critical choices, and rare bonus rewards to take BATTLETECH's endgame and Career-Mode gameplay to the next level.

Flashpoint launch trailer:
https://www.youtube.com/watch?v=Cb4WLNxFk68
Flashpoints embroil players in the feuds and machinations of the various Great Houses of the Inner Sphere, and are designed to keep even the most hardened mercenary commanders on their toes. In addition to narrative twists and turns, some Flashpoint stories include consecutive deployments in which players can’t repair or heal between missions, while others feature infiltration contracts that restrict the tonnage of deployable BattleMechs.

Beyond adding over 30 hours of exciting Flashpoints to BATTLETECH, this expansion comes complete with three new ‘Mechs (including the highly anticipated Hatchetman), a challenging new mission type, and a new tropical biome for the biggest and most challenging BATTLETECH experience yet.

Alongside Flashpoint, the game also received a free update today, adding a slew of new content to expand the base game. Update 1.3 features an all new Career Mode, which challenges players to begin the game with the Argo in a random system where they will attempt to survive and thrive without the big payout from story missions. Update 1.3 also features revamped MechWarrior-abilities based on fan feedback, a revision of the reputation system that lets the player really feel the effects of their actions, new events with cameos from legendary MechWarriors, new Mercenary contracts (with pirates!), and more. For all the details on the added content, please see the full 1.3 update notes HERE

Learn more and get Flashpoint now!

https://store.steampowered.com/app/911930/BATTLETECH_Flashpoint/?utm_source=stcom-owned&utm_medium=social-owned&utm_content=post&utm_campaign=flas_bt_20181127_ste_rel
BATTLETECH - Harebrained Schemes
Welcome to BATTLETECH 1.3! This release contains a number of quality-of-life improvements and bug fixes, as well as some cool new features. We have also released the Flashpoint paid expansion and the Beta version of French, German, and Russian localizations.

1.3 HIGHLIGHTS: Career Mode, Revision to MechWarrior Abilities, Revisions to Reputation, Revision to Stores… See details in the “New Free Features & Content” section below.

BATTLETECH: Flashpoint expansion now available: Beyond adding over 30 hours of exciting Flashpoints (branching, multi-mission short stories) to BATTLETECH, this paid expansion comes complete with three new ‘Mechs (including the highly anticipated Hatchetman), a challenging new mission type, and a new tropical biome for the biggest and most challenging BATTLETECH experience yet. Purchase the Season Pass to get a deal on Flashpoint plus the next two expansions!

Localized Beta versions of the game: Localization is officially in Beta on Steam and GOG for all OS versions! Select the “public_beta_localization” branch to opt-in, then select German, Russian, or French in the in-game Settings menu. This Beta includes translated Flashpoint paid expansion content for owners of Flashpoint. We will continue to work on bug fixes (including updating any missing string translations), improving the quality of the translations, and updating this beta branch. We also look forward to hearing your feedback on the PDX Forum. Habe Spaß! Повеселись! S'amuser!

Localization known issues:
  • If you switch to a different language and it isn’t showing up on screen, you may need to back out to the main menu so that the language pack can refresh.
  • Subtitles may play quite fast in cinematics.
  • Some text in labels, Career Mode, Flashpoints, and multiplayer may appear unlocalized.
  • There may be some minor cosmetic issues with text formatting.
  • The test language we used to develop our localization system is visible in the settings menu. It is strongly advised that you do not play the game with this enabled.
  • There is no noun declension in procedurally generated contracts.
Linux Beta update: The Linux Beta along with fixes and updates has been integrated with the main game version and is available on Steam, GOG, and Humble!

Linux known issues:
  • The game must have write access to the installation directory. If you get infinite loading screens on launch or when starting a new game make sure the directory is writable: sudo chmod -R 777 BattleTech_Data
  • Non-English Linux systems may experience infinite loading screens. Please opt-in to the Localized Beta (below) or use the launch option work-around: LC_ALL=C
We hope you enjoy our latest BATTLETECH releases!

-- HBS

IMPORTANT: Additional note for players who mod various game files… Reminder that modding is not officially supported. If you have saved a game with any mod active, that saved game will not work after an update has been applied unless you replace all modded files exactly as they were when the save game file was created. Saved games require the exact same data state in order to function properly.

As always, if you experience further issues please contact Customer Support at: https://support.paradoxplaza.com

New Free Features & Content

All-new Career Mode - Career Mode challenges you to begin the game with the Argo in a random system, with a random group of MechWarriors, with no story missions to rely on for big payouts. Wander the Periphery taking contracts (and Flashpoints, if you own Flashpoint!) and manage and grow your mercenary company to earn a final score. Career mode is played in Ironman mode by default, so it is also possible to “lose” this mode unrecoverably. (But Ironman mode can be disabled, and all the same granular difficulty settings from the campaign can also be adjusted in Career Mode.)

Revamped MechWarrior abilities - We heard a bunch of feedback about the Bulwark ability and how you HAD to take it to finish the campaign and it got us thinking… and then revising Bulwark… and realizing that we should just rebalance the whole dang set of abilities. Then we put it out as an opt-in Beta and got some great feedback - thanks! We’ve been working on it ever since and we’ve released the revised abilities in 1.3. You can read the complete details in this forum post. The first time you load any game session after updating to 1.3, you'll see a popup informing you that all of your MechWarrior skills have been refunded, so that you can review the new abilities and respec accordingly.

Revisions to the Reputation System - We’ve increased the rate at which reputation rises and falls so you can really feel the effects of your actions. When you reach the maximum possible reputation with a faction, you become eligible for an Alliance. By entering into an Alliance, you mark yourself an ally of that faction - and an enemy of that faction's enemies.

Faction stores - In addition to making higher difficulty contracts and salvage available, Alliances also allow you to access faction-specific stores containing items you might not find anywhere else.

Black Market stores - If you play your cards right, criminal elements will allow you to buy access to the Black Market, where you’ll find some equipment that fell off a transport…

New Events, including cameos from two Legendary MechWarriors (these were part of our “social sharing” Backer reward from the Kickstarter, and we expect the other two cameos to make it into the next free update.)

New mercenary contracts - now you can take jobs from Pirates!

New inventory items - including rare LosTech from before the fall of the Star League!

New Achievements - 19 new mercenary and story achievements have been added to the campaign and career modes!

Improvements
  • Increased the number of possible encounter types on existing maps for more variety.
  • Star Map updates for new Stores and the Black Market
  • New space travel animations added
  • New camera angles added in group conversations
  • Players can now move 'Mechs from one Mech Bay slot to another. Organize away!

UI
  • Many added, updated, and fixed Tooltips
  • Priority items now remain visible on the salvage list after confirming their selection
  • Fixed the broken Settings toggle for auto-selecting units outside of combat
  • Fixed an issue which would cause the portrait and description on the “Arrived at Destination” popup message to occasionally be cut off
  • Fixed an issue which caused Reputation indicators to be partially cut off on the Negotiation screen
  • Removed Reputation status icons for Locals’ (and certain other factions you cannot gain or lose Reputation with) from Stores and AAR. This will keep Reputation focused on the Factions that matter.
  • Fixed an issue which caused the pattern selector in the Mech Bay to stop responding after switching patterns too rapidly
  • Fixed an issue which caused the 'No existing save games' prompt to display after quitting from the 'Load Game' menu evoked after running out of C-bills
  • Made the Settings Menu able to be dismissed using the ESC key
  • Fixed the Morale tooltip to not always show '0' value for the Current Morale
  • Fixed an issue which caused the background behind the Leopard to change when navigating between screens
  • Fixed an issue which could cause the 'Load Save' button on the Out of Funds pop-up not respond for the user's input
  • Fixed UI visual anomalies which could occur after using the Pattern selector or the Refit menu in the Mech Bay
  • Items in 'Store' and 'Storage' menus are now sorted more by types
  • Various small UI and messaging improvements

Accounts
  • Special characters are now allowed in account creation passwords (!@#$%^&**()_-=+[]<>)

Bugfixes
  • Fixed multiple spawn spots on maps where ‘Mechs would get stuck
  • Collision improvements to existing maps
  • Fixed a soft lock players could occasionally encounter after commanding fire at the first test dummy ‘Mech in the campaign tutorial
  • Fixed an exploit where the player can perform Called Shot on ‘Mechs that are not knocked down by using the keyboard
  • Fixed an issue in Character Creation which caused the last screen of 'Your Background' to be missing its background image after returning from the 'Your Appearance' tab
  • Fixed an issue which caused the 'Sprint' skill to not be toggled for the next selected Mech if the user attempted to use it on an unstable Mech
  • Fixed an issue which caused Player 2/Guest UI to be missing Heraldry Image in Lobby & Combat UI
  • Fixed a lighting issue on OSX for some graphics cards. For more info, see: https://forum.paradoxplaza.com/forum/index.php?threads/battletech-update-1-2-mech-lighting-graphical-issues.1116636/
  • Fixed an issue which enabled users to join the lobby of a multiplayer match that was completed
  • Fixed a save/load issue which caused overheated ‘Mechs to appear in their shutdown pose after loading a combat save
  • Fixed a save/load issue which caused increased map lightning in particular biomes after loading a combat save
  • Various small graphical bug fixes on existing maps
  • Fixed an issue in the Liberation of Weldry mission that caused you to remain in interleaved turn mode after all your first set of enemies were defeated.
  • VFX improvements on some weapons!
  • Fixed an issue in the Mech Bay which could cause Filters to be reverted to the default state after deleting a custom 'Mech
  • Collision and pathing improvements to certain maps
  • Improvements to beacons and objective communication

  • Many additional small improvements and bug fixes

Known Issues (to be hotfixed asap)
  • Flashpoint owners cannot currently play multiplayer games against non-Flashpoint owners.
  • Turret generator destruction can distort audio in Target Acquisition missions. Restarting the title fixes this.
  • Skirmish Mech Bay - Deleting any customized 'Mech causes a 'Mech from the custom list to duplicate. This is a visual-only problem and is resolved on re-launch of the game.
BATTLETECH - TheLetterZ

Start your engines and grasp your hatchets as we're thrilled to tell you that BATTLETECH - Flashpoint will arrive to Mechwarriors all over on November 27th!
Pre-order TODAY!
https://store.steampowered.com/app/911930/BATTLETECH_Flashpoint/?utm_source=stcom-owned&utm_medium=social-owned&utm_content=post&utm_campaign=flas_bt_20181018_ste_pre

If that's not enough with got a brand new video for you in which Mitch gives you four pretty compelling reasons not to miss it!
https://www.youtube.com/watch?v=bSc5GWIRHBU
BATTLETECH - emmasterakia

We know you have been waiting...
Get ready for the BATTLETECH Flashpoint Gameplay Reveal Stream!

Tune in to twitch.tv/paradoxinteractive on Thursday, 18:00 CEST / 9AM PT and get your glimpse of the first expansion for BATTLETECH!
BATTLETECH - Harebrained Schemes
Welcome to BATTLETECH 1.2.1! This release contains a hotfix for various issues related to lances with custom ‘Mechs. Separately, the Linux version is also now available as a Beta!

Live Update 1.2.1
Issues surrounding custom ‘Mechs should be resolved. Specifically, if you had created a custom Mech or a lance including a custom ‘Mech in Skirmish, there were several issues with loading into the Skirmish lobby list, editing a custom lance, or changing custom ‘Mech names, these issues should all be resolved with this update.

Linux Beta
The Linux version of BATTLETECH is now available in Beta on Steam only! When it goes live, it will release on all supported distribution platforms. If you are a Linux Steam user interested in participating in this Beta, you can opt-in to the "public_beta_linux" branch on Steam. It contains the Linux platform and a number of small bugfixes.

Warning: If you are moving from Win/Mac games in progress to the Linux Beta, we advise that you back up your save games. You should also not expect to be able to move a saved game back from the Linux Beta to the current live Win/Mac version. However, when the Linux version goes live, a saved game created in the Beta should be forward compatible.

Multiplayer Warning: Both Beta and Live version players will be able to see each other in multiplayer lobbies. If Beta and non-Beta players try to join each other’s games, they will get a version mismatch error. BATTLETECH only supports multiplayer games between players using the same version of the game.

Linux Known Issues
  • Typed characters are being doubled when naming a 'Mech or a Lance.
  • Some menus may be extra light or extra dark depending on the system’s set screen resolution.
  • Hyperlinks are not functional on SteamOS.
  • Logging into a Paradox account always ends in a failure on the first attempt on SteamOS.
  • Multiplayer on SteamOS has intermittent connection issues (better as host than joiner).
  • Refreshing the save game list can sometimes hang on the main menu. Restarting the game should fix the issue.
IMPORTANT: Additional note for players who mod various game files… Reminder that modding is not officially supported. If you have saved a game with any mod active, that saved game will not work after an update has been applied unless you replace all modded files exactly as they were when the save game file was created. Saved games require the exact same data state in order to function properly.

As always, if you experience further issues please contact Customer Support at: https://support.paradoxplaza.com
BATTLETECH - Harebrained Schemes
Welcome to BATTLETECH 1.2! This release contains a number of quality-of-life improvements and bug fixes, as well as some cool new features. We have also released an overhaul of MechWarrior special abilities to Beta (see details below), and have updates on Linux and Localized versions of the game.

HIGHLIGHTS: Players using the Custom Campaign options introduced in 1.1 can now take advantage of a new "Prologue Skip" setting to fast-track new campaigns (this is definitely not recommended for first-time players, though!). The combat Morale system in the campaign has received a significant overhaul (and is now called Resolve - more on that below). We've added a Memorial Wall in the Argo so that you can honor Dekker's sacrifice whenever you want. We've made several improvements to our save game management systems (and you can now name Manual Saves when creating them). And lastly, we added new events for you to discover during your mercenary adventures.See further details below.

Linux update: The team is still actively working on our Linux release. We hit a snafu with playback of audio (as in, “There’s no sound in the game”) but we’ve gotten support from an external party and appear to be back on track. We expect the Linux version to be available in Beta within the next few weeks.

Localized versions of the game: Players looking for BATTLETECH in French, German, and Russian still have a wait ahead of them. Our localization testing team recently discovered a bug that was preventing our translators from seeing a large quantity of content waiting to be translated. The issue has been fixed and localization is back on track. Unfortunately, release will be delayed for another couple of months.

We apologize to our Kickstarter Backers and to others waiting to play the game in Linux or their native language and we’re doing our best to get this work done as soon as possible. More details regarding localization can be found in this BATTLETECH Community thread: https://forum.paradoxplaza.com/forum/index.php?threads/in-depth-localization-update.1116568/

MechWarrior Abilities Beta: We're also excited to share a big revision to MechWarrior abilities, now released in Beta form. Before putting these live, we wanted to give interested players the opportunity to try these ability revisions and share their thoughts. Thus, we are releasing this work on a separate "public_preview" beta for dedicated testing. This beta is identical to the live state of 1.2, except for the abilities revision. We'll be reviewing beta feedback on these abilities in weeks following and expect to push this revision to live in our next big release, Update 1.3. Please read BATTLETECH Lead Designer Kiva McGinn’s Dev Diary post describing the new abilities: https://forum.paradoxplaza.com/forum/index.php?threads/developer-diaries-1-mechwarrior-ability-revision.1116566/

Note: Players switching to the public_preview beta will have all of their MechWarriors XP refunded, since the new abilities change each skill’s progress fairly significantly. This free re-spec will also be offered to players on the live branch when it’s officially released. It is highly recommended that you make a backup of your save games folder, as you will not be able to use a save game file from the new version in the case that you roll back to the live 1.2. This is especially important if you are in the middle of an iron man playthrough.

Please enjoy BATTLETECH 1.2, and also consider jumping in to the "public_preview" branch to give the MechWarrior abilities revision a spin!

-- HBS


IMPORTANT: If you experience any issues after updating, or see a popup regarding a missing executable...This is a known issue with Steam, where it can occasionally fail to apply the update as expected. Here's the most reliable way we've seen to get around it:
  1. Remove an existing game file in your installation directory (e.g. BattleTech.exe)
  2. Verify Integrity of Game Files (Right-click on BATTLETECH in your Steam Library, select Properties -> Local Files tab)
  3. The update should now download and apply normally.
IMPORTANT: Additional note for players who mod various game files…Reminder that modding is not officially supported. If you have saved a game with any mod active, that saved game will not work after an update has been applied unless you replace all modded files exactly as they were when the save game file was created. Saved games require the exact same data state in order to function properly.

As always, if you experience further issues please contact Customer Support at: http://support.paradoxplaza.com


New Features & Content

New Prologue Skip Option. Added the ability to skip the opening missions and cinematics of the campaign and skip to your first mission as a mercenary commander, helping a group of miners.

Combat Morale replaced with Resolve. Players now gain a consistent amount of Resolve every round of combat, and can use it to activate Precision Strike and Vigilance. The amount of Resolve gained each round is determined by the Morale on board your ship.

New Memorial Wall added in the Argo. Players can now access a list of fallen MechWarriors and view a variety of statistics they logged during their mercenary careers.

New Events. A number of new mercenary events have been added to the game.

Improvements to save game management.
  • Added ability to create custom names for manual saves
  • Permanent saves are marked with gold triangle icons and tooltips
  • Added percent progress to save game refresh
  • Added the ability for users to disable warning when deleting saves
  • Deleting a save game no longer scrolls back to the top of the list each time
Quality-of-Life Improvements.
  • Added the ability to restart in any combat mission without loading a save game (excludes iron man)
  • Added initiative status icon overlays for MechWarrior portraits in combat
  • Added more sorting options for inventory items
  • Components are now sorted logically in the Store and MechBay
  • Added more color swatches for mercenary outfit color schemes
  • Added new floating text for Precision Strikes
  • Added popup message when ‘Mech with invalid configuration is detected
  • Added new popup for selling multiple items in the store
  • Added ultrawide version of main menu cinematic for 21:9 aspect ratios
  • ‘Mech selection weight class filters changed from individual toggles to exclusive subsets, including new "All" button added to show all weight classes.


UI
  • We now show the proper number of health boxes and Xs on the After Action Review screen when someone with low guts is incapacitated or killed
  • Fixed the mechbay storage list so that we don't clear the filters when you scrap a ‘Mech part.
  • The Timeline now reflects modified MechWarrior names and portraits
  • Pressing ESC now closes "Delete Campaign" prompts in the Load Campaign menu
  • Fixed an issue with a “Discard Changes” prompt displaying in certain circumstances after exiting Video Settings with no changes made
  • Fixed an issue with using square bracket characters in save game search field
  • The ENTER key now works on Mission Success / Mission Failure screens
  • Tooltips no longer displayed for planets behind planet summary panel in navigation
  • Added a default firing arc when no weapons are available (or when an Ace Pilot moves after shooting)
  • Removed the Back button during heraldry creation when a new account is registered
  • Fixed a warning prompt message in the MechBay
  • Fixed a visual-only issue with Heat Efficiency rating after equipping Heat Exchangers
  • Fixed an issue in which items purchased from the store via the Mech Lab ("Check Store" button) disappeared until a refit is reloaded after reverting changes
  • The Mech Lab underweight warning now only displays if at least 0.5 tons are free
  • Removed the empty month option when registering a new account
  • Fixed a tooltip on incomplete Mechs in MechBay
  • Fixed game options menu opening when using Esc to close the withdraw confirmation popup opened via button in upper-right corner
  • Fixed Heat Exchanger icons sometimes not loading
  • Fixed empty available weapons and equipment sections when customizing ‘Mechs
  • Fixed several layout and fill issues in MechBay
  • Fixed save game slot hitbox area so rapid deletes won't double click and load saves
  • Fixed text overflow in Welcome Commander message popup
  • Hardpoint icons are now consistent with Weapon icons
  • Fixed scroll position of event descriptions persisting between events in some cases
  • Fixed an issue where the ‘Mech paperdoll was mirroring the structure displayed for the rear view
  • Fixed overheat warning not always showing for melee or DFA attacks
  • Updated MechBay tutorial information
  • Fixed some orange buttons being transparent
  • Updated Game Tips to reflect new morale mechanic
  • Fixed display of overheat/shutdown warnings overlapping when Called Shot is active
  • Fixed bug where canceling the commander's customization without changes could still cause the confirmation popup to come up
  • Fixed disabled ability tooltips being displayed in tutorial under specific circumstances
  • MechWarriors killed in action no longer display injury text in the ARR
  • Disabled zoom camera during multi-target attacks
  • Fixed cases where melee camera would spin around rapidly prior to attack
  • Fixed camera taking too long to focus on player ‘Mech when attacked, sometimes missing the beginning of impacts
  • Prevent the "Follow Cam" from moving up over the top of the unit it's following

AI
  • Mountain Hold map bug fix, widening a specific path to prevent inefficient AI movement.
  • Fixed convoy escape zone on Escarpment Valley map to prevent units from blocking mission completion
  • Escarpment Valley map bug fix to tweak the road area to remove rocks that were bottlenecking and blocking convoy units.
  • Expanded play bounds on Alpine Cathedral Destroy base map to include spawners to prevent pathing issues for reinforcements.
  • Bleak Ridge map update to fix broken spawns.
  • Sunken Hills map bug fix. Moving some spawners and shifting the terrain slightly to improve play and stop units from being blocked.
  • Fixed the possibility that the AI would take paths that would get it stranded
  • Fixed a bug in jump selection state where it was looking through the wrong list of enemies, which included dead ones, and was causing DFA selection to not work sometimes
  • Fixed a bad spawn location on Toxic Mire map with a movement of a spawner.
  • Fixed enemy vehicles spawning in Assassinate contracts on Split Range map sometimes not being able to reach the player
  • Bleak Ridge map bug fix moving rocks to prevent movement blocker
  • Improved patrol route pathing
  • Fixed case where AI would look at player's morale instead of its own when deciding whether to use Precision Strike
  • Fixed instance where an enemy ‘Mech takes no action when deciding whether to make a melee attack based on its target's unsteady state
  • Fixed case where AI would brace instead of performing opportunistic DFA attacks
  • Fixed multiplying support weapon damage by melee/DFA multipliers

Accounts
  • Updates and adjustments for GDPR compliance.

Modding
  • MetaDataDatabase switched over to using Natural Keys instead of Guids where possible

Launcher
  • New "Force Focus" option in Launcher to skip the disabling of ghosting in Windows to address potential crashing issues on some systems

Audio
  • Footsteps VFX now differentiate between biomes

Bugfixes
  • Fixed a case in the skirmish MechBay where copying a ‘Mech, then canceling, would leave that phantom copy as the active ‘Mech.
  • Fixed a Timeline freeze and planet arrival saves not being generated.
  • Fix for game not progressing after loading specific auto saves
  • Fixed an issue where adding illegal characters to the search filter would cause saves to not appear after text is cleaned up.
  • Removed old clear achievement debug hotkey
  • Fix to make the negotiation sliders reset properly after backing out of the lance configuration screen
  • DFA can now produce a pilot injury if you take both your own legs off with it
  • On Capture Base missions, the player can no longer target the friendly dropship
  • Updated portrait manager with new beard skinning
  • Fixed cases where Ultra and High quality settings could be reversed after changing quality settings and restarting
  • Fixed Highlander animation when transitioning from idle to brace
  • Fixed some background textures in Mech Bay
  • Fixed visual issue with MRB rating stars disappearing after reaching max rank
  • Fixed MechWarrior training prompt for pilots with already maxed out skills
  • Fixed some text that could show through the finance widget
  • Fixed weapon hit effects sometimes applying when weapon misses
  • Fixed background shadow in Lance deployment menu
  • Fixed facility decals in Sandy Mesa map
  • Fixed galactic background showing during Navigation menu transition in ultrawide resolutions
  • Fixed rare cases where Forest buff didn't apply on tiles with trees in some maps
  • Fixed missing tooltip in Mech Bay for right leg armor bar
  • Fixed tooltip hit box in Mech Bay when multiple icons are present in the selected lance configuration
  • Fixed building in Raw Cliffsides missing collisions
  • Fixed cases where objective success sound would play unnecessarily
  • Fixed display of some Rough Terrain movement pips on Hidden Lagoon
  • Fixed redundant VO barks when selecting "Done" to end turn prior to contact with OpFor
  • Added collision to tunnel on Highway map
  • Equipment/Weapons sold while in the Refit screen are removed from the refit interface to prevent work orders that include sold parts from being created
  • Fixed potential soft lock if ejecting last MechWarrior and withdrawing at the same time while confirming both prompts with Enter key
  • Fixed cranes not falling when lower strut is destroyed by ‘Mech impact
  • Fixed parts of destroyed buildings reappearing after loading combat save
  • Fixed some Assassination contracts completing early after loading combat save (not retroactive)
  • Fixed case of camera clipping through pirate base
  • Capturing all three silos during Itrom Attack now auto-completes the mission (no longer requires moving ‘Mechs to the Evac Zone)
  • Fixed ice regions missing from map after loading a combat save
  • Fixed incorrect max head armor on Commando and Spider in Mech Lab (was 30, now 45)
  • Fixed possibility of sprinting ‘Mechs onto same position as OpFor Mech in specific circumstances
  • Fixed some missing/incorrect movement pips in Hidden Lagoon
  • Fixed case where losing silo Bravo could cause explosion of silo Charlie in Itrom Attack
  • Fixed flickering shadows when ‘Mechs are idle
  • Fixed some hair styles in character creation being too reflective
  • Fixed incorrect shadows displaying in Barracks when switching between rooms
  • Fixed potential soft-lock state after loading a combat save created by pressing Enter to confirm save dialog
  • Fixed missing rain effect in Medium and High graphic settings
  • Fixed lightning issue in character creation with specific hairstyles and light combinations
  • Fixed scars in portraits getting more intense after each save game load (until game restarted)
  • Fixed display of rings around planets on loading screen
  • Fixed enemy reinforcements being unable to reach the player's ‘Mechs during simple battle contracts on The Mine map
  • Fixed last applied portrait changes being applied to both Commander and hired MechWarrior
  • Fixed deleted saves showing again after entering and removing text in the search field
  • Fixed buff icon for destroyed buildings
  • Fixed item selection not clearing in the Store when switching to an empty tab
  • Fixed overheat audio alarms, VO, and VFX from not playing in certain circumstances
  • Fixed several cases where enemy units could spawn in stuck positions (unable to engage player)
  • Fixed a spammy warning about melee weapons that "can't technically fire" (but actually can)
  • Fixed enemy contact being reported multiple times
  • Fixed bug where standing in an Evac Zone area prior to its appearance as an objective could block progression in specific missions
  • Fixed bug that put player in combat during Itrom Attack prior to enemy unit contact
  • Removed mid-air floating rocks in Smithon
  • Fixed path in BarterTown to be walkable as expected
  • Fixed cases where ‘Mechs would turn in place prior to attacking a target already in melee range
  • Fixed a bug with entering combat where neutral tab target buildings weren't starting combat (including some turret generators)
  • Fixed Ace Pilots getting stability reduced twice if they fire and then move
  • Fixed Ace Pilots using "done" not getting the appropriate stability reduction applied
  • When Reserving an entire lance only one pilot's VO bark is played instead of the entire team
  • Fixed issue where wrong the ‘Mech shadow was cast in the MechBay
  • Fixed typos in some pilot bios
  • Fixed Restore Defaults in video settings not impacting resolution when in fullscreen mode (PC only)
  • Fixed potential item duplication issue
  • Fixed incorrect lighting when loading a save game where ship is docked to JumpShip
  • Fixed stuck Panther on Smithon map


  • Many additional small improvements and bug fixes
Known Issues
  • If you load a save game that was in the middle of combat into the public_preview MechWarrior Re-Spec version from a previous version of the game, you will still have the old abilities even if the UI represents the new abilities. You will need to be back at the Argo before the Re-Spec process will take place.
BATTLETECH - emmasterakia
High-stakes Short Stories, New Biome, New BattleMechs and a Multi-Territory Encounter.

The first-ever BATTLETECH expansion FLASHPOINT will be available in November 2018, complete with three new ‘Mechs (including the highly anticipated Hatchetman), a challenging new mission type, and a new tropical biome, along with its featured namesake, Flashpoints.

Flashpoints are high-stakes branching short stories, comprised of procedural mercenary missions linked together with new crew conversations, special events, critical choices, and valuable rewards. To ramp up the intensity, some Flashpoint stories will feature “Consecutive Deployments” in which players won’t be able to repair their ‘Mechs between missions.

https://youtu.be/ELKyrmDlTd4

Key Features:
Flashpoints - Test your command skills in a series of action-packed short stories, completing extended contracts to earn big bonuses.

New Biome - Navigate a lush tropical beach environment, with sunny shores and just a pinch of alien flare, for good measure. Sunscreen optional.

New BattleMechs - Get your ‘Mech on with the armor-chopping power of the Hatchetman, the speed and versatility of the Crab, and the multi-range firepower of the Cyclops.

New Encounter - In “Target Acquisition”, you’ll put your light and medium ‘Mechs to good use by taking control of three territories on the map to prevail!

“Flashpoint stories give us the flexibility to design a huge variety of experiences, all with different sequences, events, challenges, decisions, rewards, etc. We’re combining core gameplay mechanics in new ways to create deeper content,” said Mitch Gitelman, BATTLETECH Game Director and co-founder of Harebrained Schemes. “These more elaborate, longer-term objectives are an awesome interactive storytelling tool, which we think BATTLETECH fans will really enjoy,” added Jordan Weisman, CEO and Creator of BattleTech.


Read all about Flashpoint RIGHT HERE: https://pdxint.at/2OQB4ZO
BATTLETECH - Harebrained Schemes
Last month we talked about what's next for BATTLETECH, and outlined some key items we were working on for our first larger free Update to the game. Well - we've just released that Update 1.1.0! This Update is all about giving you more ways to customize your experience, as well as reacting to common pieces of feedback that we've heard from you about the game. It also includes a healthy dose of optimizations and general bugfixes across all areas of BATTLETECH.

We're pleased to report that most of the items we mentioned last month made it into this 1.1.0 release. One thing that didn't is the "Tutorial Skip" feature, but that's still on the roadmap for our next Update. Many more things DID make it in beyond what we mentioned last month, though, like ultrawide monitor support and some additional quality-of-life improvements. The full release notes are below.

The next items on our roadmap are Linux and localized versions of the game. We’re making good progress on Linux and hope to have more specifics to share soon. Unfortunately, we hit some unexpected setbacks on localization, and localized versions of the game (German, French, and Russian) will take longer than we previously thought. We're actively working through it and bringing more people onto the effort, as it’s a top priority for the studio. We’ll update you on Linux and localized version release dates as soon as we have them.

Thank you for your support and please enjoy BATTLETECH 1.1!

-- HBS

IMPORTANT: If you experience any issues after updating, or see a popup like this one when trying to run the game - this is a known issue with Steam, where it can occasionally fail to apply the update as expected. Here's the most reliable way we've seen to get around it:
  1. Remove an existing game file in your installation directory (e.g. BattleTech.exe)
  2. Verify Integrity of Game Files (Right-click on BATTLETECH in your Steam Library, select Properties -> Local Files tab)
  3. The update should now download and apply normally.
IMPORTANT: Additional note for players who mod various game files…Reminder that modding is not officially supported. If you have saved a game with any mod active, that saved game will not work after an update has been applied unless you replace all modded files exactly as they were when the save game file was created. Saved games require the exact same data state in order to function properly.


New Features & Content

MechWarrior customization. Players can now customize the appearance, callsign, name, pronoun, and voice of all non-Ronin MechWarriors in their mercenary company. The starting MechWarriors (Behemoth, Dekker, Glitch, and Medusa) are now considered Ronin.

Granular difficulty settings. Added a wide variety of Granular Difficulty Settings that can be adjusted at any time from the Settings menu.
  • Lethality - when enabled, MechWarriors that are disabled in combat will always be killed.
  • 'Mech Destruction - when enabled, 'Mechs disabled from Center Torso destruction are permanently lost. This setting is intended for veterans and those seeking a significant challenge.
  • No Rare Salvage - when enabled, + and ++ items are no longer generated as salvage results (but remain purchasable in stores).
  • MechWarrior Progression - adjust the amount of experience that MechWarriors gain after each mission.
  • Advanced MechWarriors - increase or decrease the frequency of more powerful MechWarriors appearing in Hiring Halls in later parts of the game.
  • Enemy Force Strength - increase or decrease the baseline strength of the enemy forces you'll face in procedural contracts.
  • Contract Payment - increase or decrease the amount of C-Bills paid by procedural contracts across the game.
  • Salvage - increase or decrease the amount of salvage you may obtain from negotiation on procedural contracts.
New custom campaign mode. The following added Difficulty Settings can only be adjusted when starting a new campaign (Select "Custom Campaign" when starting a New Game from the Main Menu.)
  • Ironman Mode. Your campaign is limited to a single save game slot that automatically updates as you progress. Run out of funds or fail a Priority Mission and it's game over!
  • Unequipped 'Mechs - enable this to make 'Mechs completed out of 'Mech parts start empty instead of with a stock loadout.
  • Parts for 'Mech Assembly - increase the number of 'Mech parts that must be salvaged to assemble a new 'Mech. This setting is intended for veterans and those seeking a significant challenge.
Accelerate the current action with SPACEBAR. Players can now press SPACEBAR to greatly accelerate the current action. Game speed will return to normal after the action completes.

Speed-Up mode to accelerate all combat actions. Added an option in the Gameplay Settings menu that significantly speeds up combat. Note that this setting is ignored during Multiplayer, and while story dialogue is playing during campaign missions.

General combat speed optimizations. To decrease turn times even when not using new speed-up options. In addition, the settings for combat result pauses and camera transition times have been exposed in CombatGameConstants.json for easier modding.

Cancel combat actions and selections with right-click. Right-clicking in combat (without holding the button down) now acts like the ESC key, backing out of the current action or selection.

MechLab quality-of-life improvements. Including the below additions. See UI section for further UI improvements.
  • A shortcut button is now available to bring up the Store directly from the MechLab, allowing players to buy weapons, equipment, and ammo without leaving the MechLab. (Must still be in-orbit to purchase items.)
  • The running total C-Bill cost of a work order is now displayed while the player is working in the MechLab.
  • Added tooltips for all 'Mech Rating bars in the Mech Bay and MechLab that show and explain more of the specific numbers behind that rating.
  • Improved warning communication and tooltips in MechLab.
  • Added Scrap button to the Mech Bay Storage screen, to allow scrapping complete 'Mech chassis directly from Storage.
  • Gear components now display their stat benefit directly on their component UI (instead of only in their tooltip.)
Current inventory count in Store and Salvage. Item tooltips in the Store and Salvage screens now display how many of that item the player currently has in inventory.

Several new events and improvements to event generation. Including fixing a bug that could cause valid events to appear invalid and not be considered during event generation.

Ultrawide monitor support. BATTLETECH now supports displays with 21:9, 64:27 and 43:18 aspect ratios. Known Issue: a few cosmetic-only bugs still exist in this experience, but given the high-demand for ultrawide support we felt that these minor issues did not need to hold up its release.

[WINDOWS] The BATTLETECH Launcher has exited Beta. This launcher can be used to configure the following options before launching the game: Borderless Windowed Mode, Exclusive Fullscreen Mode, Video Rendering API. We recommend using these options for troubleshooting if you are experiencing hardware or software compatibility issues. The launcher also includes a new automatic crash reporting tab. To use this launcher, run BattleTechLauncher.exe from your game installation folder.


Performance & Compatibility
  • Improvements to the game start flow. (Splash screens can now be skipped.)
  • The previous "High" visual quality setting has been renamed to "Ultra". The new "High" quality setting disables screen space reflections and clamps volumetric rendering at higher resolutions.
  • Significantly improved performance and stability of front-end list interfaces.
  • [STEAM] Significantly improved the speed at which save games are refreshed.
  • Improved stability when alt-tabbing and otherwise losing focus of the title.
  • Improved protection against spam-clicking.
  • Combat UI rendering optimizations. These should reduce instances of small hitches during combat.
  • Optimizations to building destruction system and related fire and smoke VFX sequences.
  • Audio performance optimizations.
  • Terrain rendering and tree rendering optimizations.
  • VFX and water rendering optimizations.

Balance
  • Many existing contracts had their difficulty rating adjusted to more accurately reflect the actual difficulty of the contract and provide a more consistent player experience.
  • The difficulty range of contracts in a given system has been expanded to two skulls rather than one skull. Easier and harder contracts will now be available in every system.
  • Moving and re-balancing the reinforcement units in some procedural missions.
  • The Called Shot bonus for multiple-hit weapons (SRMs, MGs) now diminishes by half with each successive shot.
  • Medium 'Mech stability increased to 130 (was 100). Stability recovery increased to 1.2 (was 1.0).
  • Heavy 'Mech stability increased to 160 (was 100). Stability recovery increased to 1.4 (was 1.0).
  • Assault 'Mech stability increased to 200 (was 100). Stability recovery increased to 1.6 (was 1.0).
  • Difficulty modifier for attacks against Light 'Mechs increased to 3 (was 2).
  • PPC heat generation reduced to 35 (was 40).
  • ER Large Laser heat generation reduced to 25 (was 40).
  • Large Laser heat generation reduced to 18 (was 30).
  • Pulse Medium Laser heat generation reduced to 16 (was 25).
  • Medium Laser heat generation increased to 12 (was 10).
  • Small Laser heat generation increased to 6 (was 5).
  • AC/2 heat generation reduced to 4 (was 5).
  • AC/5 heat generation reduced to 8 (was 10).
  • AC/10 heat generation reduced to 12 (was 15).
  • AC/20 heat generation reduced to 24 (was 25).
  • LRM-10 heat generation reduced to 10 (was 12).
  • LRM-15 heat generation reduced to 14 (was 15).
  • SRM-2 heat generation reduced to 4 (was 6).
  • SRM-6 heat generation reduced to 12 (was 14).
  • Flamer starting ammo reduced to 4 (was 6).

UI
  • The 'Mech status display on the After Action Report no longer displays structure damage above armor, which was confusing to a number of players (particularly when heat damage was incurred underneath armor.) Warning icons now appear if structure damage was incurred, but intact armor now takes precedence on the 'Mech status display.
  • Added a selection state during keybinding to indicate which action is currently listening for a keypress to bind to the action.
  • Improved communication in the Engineering room when an Argo Upgrade is in-progress.
  • Standardized custom 'Mech name field to 16 characters.
  • Disallowing bad characters (e.g. tabs, newlines) in input fields.
  • New loading screen game tips, and revisions to some existing loading screen game tips.
  • Floatie text for Breaching Shot now appears over the target instead of the attacker.
  • Improved visibility for Sensor Locked floatie text.
  • Color selectors on the heraldry customization screen now wrap.
  • Added a Tooltip explaining the behavior of the "Travel to System" button.
  • Added a confirmation prompt when using the "restore defaults" button in an options menu.
  • Improvements to Store loading times.

AI
  • AI improvements to Liberation: Panzyr to address AI threat assessments.
  • AI improvements to Defense: Smithon to the AI's ability to advance towards priority targets. Also encounter re-balancing to accommodate the improved behavior.
  • Fixed an AI issue where enemy units could sometimes sprint even while unsteady.
  • Fixed AI behavior in Defend Base missions to focus slightly less on destroying targeted buildings and to be more responsive to the player damaging them.
  • Improved AI multi-targeting logic, and fixed a bug where AI units could sometimes unfairly use multitarget.
  • Improved AI patrol-path behavior.
  • AI now prioritizes the selection of Unsteady units.
  • AI performance optimizations.
  • AI units are now more cautious about using jumpjets when overheated.
  • Fixed AI units incorrectly bracing when they can no longer sprint (e.g. when a leg is removed).

Multiplayer & Accounts
  • Fixed an issue where attempting to log in to Paradox Account without an active internet connection resulted in an infinite loading screen.
  • Fixed an issue in Multiplayer that could cause turns to extend past the turn-timer limit when players used single-move or jump actions during non-interleaved movement.
  • Improved content filtering for lobby names and chat.
  • Various improvements to Multiplayer Lobby UI behavior.
  • Player can now use the Eject button in Skirmish Multiplayer and Skirmish vs. AI.
  • Significantly improved performance of server browser when many games are shown.

Bugfixes
  • Dozens of procedural mission fixes & tweaks, including fixing instances of misplaced spawners causing units to become stuck.
  • Fixing cases of procedural missions that would either auto-complete early, or not at all.
  • Fixing the behavior of some escort / convoy lances in procedural missions. (Cases of units failing to reach their destinations, convoy guards not activating when expected, friendly escort units getting stuck, etc.)
  • Fixed issues with loading process where specific Contracts could fail to load.
  • Fixing various VO and dialogue issues in procedural missions (specifically Assassinate & Battle contracts.)
  • General map polishing and collision clean-up on many maps.
  • Fixed an issue where certain instances of Destroy or Defend Base contracts could auto-fail.
  • Fixed a UI bug where objectives appeared in the incorrect order of priority on some missions (secondaries above primaries).
  • Fixed an issue where in some few cases, reinforcements would not spawn as expected.
  • Fixed an issue where an enemy Enforcer would spawn stuck in the Escape mission on Artru.
  • Fixed an issue where players were unable to back out of the Liberation: Itrom lance configuration screen.
  • Various cosmetic map geometry fixes across the game (floating assets, clipping assets, etc.)
  • Various fixes and improvements to the building destruction system (more natural collapse behavior, better debris coverage, improved physics behavior.)
  • Various combat VFX fixes & improvements.
  • Various 'Mech animation fixes & improvements.
  • Various cosmetic dialogue edits to clarify story points and fix continuity errors.
  • Various typo fixes across the game.
  • Fixed an issue that could cause a softlock after ejecting a MechWarrior with the Ace Pilot ability.
  • Various fixes to the animation flow for the eject action.
  • Fixed a bug where Rear Torso armor on 'Mechs in combat could remain even after the associated Torso section had been destroyed.
  • Fixing the tooltip for the "Done" action for MechWarriors with the Ace Pilot ability.
  • Fixed a cosmetic issue where MechWarrior portraits could become greyed out after using the Vigilance morale ability in certain conditions, despite not having acted yet.
  • Fixed an issue that could cause a newly-completed 'Mech to disappear after loading a save game created at the same time as the 'Mech construction completed.
  • Fixed an issue that could cause Kamea or Alexander to be incorrectly present on the Argo after backing out of Lance Configuration for certain Priority Missions.
  • Fixed an input exploit that could allow players to hire MechWarriors that they didn't meet the MRB Rating requirements for.
  • Fixed an issue where players could cancel a Travel Contract without incurring the advertised Reputation penalty with the client faction.
  • Fixed an input exploit that could allow players to create overweight 'Mechs.
  • Fixed an issue that could occasionally cause Travel Contracts to change difficulty upon arrival in the destination system.
  • Fixed an issue that could cause certain 'Mech repair tasks queued from the MechLab to fail to appear in the Timeline.
  • Fixed a bug where the 'Mech performance rating bars in the Mech Bay could be displayed incorrectly for 'Mechs with destroyed components on them.
  • Fixed an issue where the Max Injuries value displayed for MechWarriors in the hiring hall was not taking into account bonuses from their Guts skill.
  • Fixed a cosmetic issue where item quantity values in the Store UI were not being refreshed after selling items.
  • Fixed an issue where the tooltip for Priority Missions was failing to display on the Contracts screen.
  • Fixing cinematics audio to respect the "Play Audio When Alt-Tabbed" setting.
  • Fixed some positional audio issues and incorrect audio assignments on destructible buildings.
  • Fixed an issue where certain cosmetic (non-gameplay) decorative objects would no longer be present on maps after loading a combat save game.
  • Fixed a bug where the UI indicating dangerous locations in combat (e.g. artillery regions) would fail to deactivate after the dangerous conditions were over.
  • Fixed an issue where the "Zoom to New Contact" setting wasn't being respected during first contact with enemies.
  • Fixed an issue where the Sensor Lock effect would no longer be present on a sensor locked unit after loading a combat save.
  • Fixed an issue where 'Mechs that lost a leg due to ammo explosion did not experience Knockdown as expected.
  • Fixed a cosmetic issue where the Restart and Stand Up buttons could overlap with the Eject action confirmation button in the combat UI.
  • Fixed a cosmetic issue where small weapon attacks could impact empty air above a target after a melee knockdown had occurred.
  • Fixing Stalker arm missile pod visibility.
  • Improved Radiation Field fog VFX.
  • Jump Jet VFX now scale based on 'Mech weight class.
  • The King Crab has opened its claws.
  • Fixed a cosmetic issue that could sometime cause weather effects to temporarily disappear in the Windy Day mood.
  • Fixed some cosmetic issues with hair rendering in MacOS.
  • Fixed an issue with the Skirmish MechBay incorrectly displaying the weight range of Assault Mechs as 85-100 tons. (Now displays as 80-100 tons.)
  • Various fixes to tooltips, including an issue that could cause tooltips to become cut-off at the bottom.
  • Fixed an issue where MechWarriors would sometimes play their injury VO even if game effect (e.g. a cockpit mod) had prevented the injury from occurring.
  • Fixed an issue where achievements regarding lance composition could be unlocked by using lances of less than 4 'Mechs.
  • Fixed an issue where the background UI was interactable during login or account creation.
  • Fixed an issue where the selection field in dropdowns would display multiple selections.
  • Fixed an issue where the selected lobby may become unavailable when server browser refreshes.

Known Issues
  • There is currently a small chance of the starter MechWarriors (Glitch, Behemoth, Dekker, Medusa) incorrectly appearing as hireable Ronin MechWarriors in hiring halls later in the game.
  • Skirmish lances created prior to updating to 1.1.0 may contain 'Mechs with old weapon & stability values.
  • We have had occasional reports of save game lists failing to initialize from Steam. Restarting the game should generally resolve this issue.
  • Some tooltips may appear visually truncated at the bottom.
  • A few cosmetic-only UI bugs exist when playing on an ultrawide monitor, but given the high-demand for ultrawide support we felt that these minor issues did not need to hold up its release.
BATTLETECH - Harebrained Schemes
First of all, to our Backers and new players alike - thank you for your incredible outpouring of love and support last week following the launch of BATTLETECH, and for sharing so many of your amazing game experiences with us. As a small developer, these stories mean the world to us. It's why we do this.

From the heartfelt reactions of our Backers, to the kind words from reviewers, to the epic marathons on YouTube, to the hysterical reactions on Twitch, to the goofy memes floating through social media, this week has been a whirlwind and we are thrilled to be on this ride with you.

Extra kind words and fun clip links:
We could easily fill this entire post and more just rounding up press and fan reactions to the game - but we'd rather talk about what's next. From the start of this project, we've viewed launch not as the end of the road, but as the birth of a living product. Over the course of development, you might recall that we often answered speculative questions about post-launch features or content with, "in success, all things are possible."

Well - thanks to you, this is the success we hoped for. And many things are now possible! We're working with Paradox on a roadmap for the next year of BATTLETECH development. This will include regular bugfixing, quality-of-life improvements, and free Updates adding new features to the game. Here's a look at the next few months of that roadmap.

****BATTLETECH Post-Launch Roadmap****

1. Compatibility / Performance Investigations
Our launch last week wasn't perfect. A subset of players are experiencing hardware/system compatibility and performance issues that our team is working hard to investigate. Solutions for critical issues are always our top priority, and will be released as soon as they're available and tested. Typically, we will release patches to our public_beta branch on Steam for a few days for testing before we push them to the default branch.

On that note - last Friday we released our first patch to the public_beta branch for testing. Today, that 1.0.1 Patch went live - you can read the full changelog here. We expect to release more patches to public_beta in the coming days and weeks.

2. General Bugfix (Late May)
We expect to release at least one general bugfix/improvements patch later in May.

3. Localization (French, German, Russian) and Linux support
These are both Kickstarter commitments and high priorities for our post-launch roadmap. (Along with a couple other Kickstarter commitments that didn't make it in for launch.) We don't have a more precise ETA yet for these items but will update you as soon as we do.

4. Update #1: Customization & Player Options (June/July)
We're already beginning work on our first larger free Update to BATTLETECH. This Update is all about customization and reacting to common pieces of feedback that we've received from you on the game. Here's a list of items we're currently looking at for Update 1 this summer:
  • Accelerated combat options - We're working on options for players who would like to accelerate the pace of combat missions.

  • MechWarrior customization - We know that many players would like to change the appearance, callsign, name, and voice of all their MechWarriors, not just their Commander. This didn't make it in for launch but we'll be adding it in Update 1.

  • Granular difficulty settings - A set of discrete options for players to customize the challenge level of the game in different areas.

  • MechLab / Store / Salvage quality-of-life improvements - Interface additions to reduce friction when buying and salvaging new items.

  • Tutorial-skip option - Allowing players who have already played the prologue missions to skip those missions when starting a new campaign, and get right to the Leopard.

  • Addressing difficulty spikes - We'll be working on smoothing out some issues with unexpectedly hard (or easy) content. Not to remove all difficulty variance, but to address clear outliers.

  • Live-streaming quality-of-life improvements - Audio persisting when alt-tabbed, for example.
It's important to note that the exact contents of Update 1 may shift during development. Please consider these general directions and priorities. We'll post a more detailed and updated list of what's in the Update closer to its release.

5. More BATTLETECH!
The above is just the beginning! We'll be continuing with more free Updates after Update 1, and we'd also love to release a larger paid content Expansion or two - but right now we're staying focused on bugfixes and immediate reactions to launch feedback. With your support, we could not be more excited to continue making BATTLETECH even bigger and better.

Thank you,
HBS
BATTLETECH - TheLetterZ

https://www.youtube.com/watch?v=tsIMfOo_VO0
Reactor Online. Sensors Online. Weapons Online. All Systems Nominal. BATTLETECH is HERE! Take command of your own mercenary outfit of 'Mechs and the MechWarriors that pilot them, get BATTLETECH right here:
http://store.steampowered.com/app/637090/BATTLETECH/?utm_source=stcom-owned&utm_medium=social-owned&utm_content=post&utm_campaign=batt_bt_2018424_ste_rel
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