A major update to Battletech has rolled out on Steam and GOG, adding "Granular Difficulty Settings" and custom campaign mode options, a new time acceleration feature, combat speed optimizations, "quality of life improvements" in the MechLab, ultrawide monitor support, and quite a lot more.
The new difficulty settings can be adjusted at any time, and as the name suggests provide a far finer degree of control over the experience than was previously available. Here's what you can change:
New campaigns can be made tougher with the new Ironman Mode, which restricts you to a single, auto-updating save slot. Mechs built out of salvaged parts can now be set to start empty instead of with a stock loadout, and players seeking "a significant challenge" can also increase the number of salvaged parts required to build a new mech. New in-game events have been added, and event generation has been improved and debugged.
Turn times have been decreased overall, and individual action times can be "greatly accelerated" by pressing the spacebar. Ultra-wide monitor is apparently still a little hinky, but Harebrained said the issues are "cosmetic only," and not sufficient to delay the feature. The update also brings the Battletech Launcher out of beta, which enables Borderless Windowed Mode, Exclusive Fullscreen Mode, and Video Rendering API to be configured prior to launching the game.
The full list of additions, updates, balance changes, and bug fixes is really long, so if you want to dive into that you can do so on the Paradox forums. The list of known issues that persist in the 1.10 update is much shorter, so you can check that out below.

BattleTech might have stomped its way straight onto the turn-based mech combat throne, but while its central torso was strong and mighty, its outer armour sported a few noticeable holes. We’d been promised a patch that would introduce speed-up options for those who crave ’em (hello!), along with tackling its weirdly greedy GPU needs and adding new difficulty toggles for battle-scarred veterans who can blow through the campaign with their battle-scarred eyes closed.
Well, it’s here now. BattleTech v1.1 does a lot more than that, and the game feels and runs so much better for it, as well as providing me with a bunch of strong reasons to start a brand new campaign. That said, I’m not totally enamoured by exactly how they’ve implemented the speed toggles. (more…)
Tyler Carpenter, a designer at Harebrained Schemes whose credits include Shadowrun: Hong Kong and Battletech, has resigned from the studio following multiple allegations of sexual harassment. Speaking to Waypoint, Carpenter admitted to the offenses and said that he's left the studio because "my bullshit is not the kind of thing HBS stands for or tolerates."
"HBS had no idea any of this happened," Carpenter said. "Because of that, for the good of HBS and my victims, I've resigned from HBS effective immediately. There doesn't need to be any inquiry because, frankly, everything is true."
Complaints against Carpenter ranged from inappropriate comments and persistent statements of romantic and sexual attraction, even after he was asked to stop, to groping a woman he played the Exalted RPG with on Geek Space TV. Guild Wars 2 writer and editor Elan Stimmel told the site that she had "lived in fear of [Carpenter] for years," while Jessica Price of the ArenaNet narrative team described him bluntly as "a gaslighting, assaulting, harassing abuser."
Carpenter said he began seeking professional help for his behavior in January after he realized that "something was deeply wrong" with the way he related to other people. He also apparently issued an apology on his Twitter account, but that has since been locked.
Harebrained Schemes, Carpenter's now-former employer, reacted to the allegations with a statement saying that it "needs to address the recent situation involving one of our ex-employees, and allegations of sexual harassment and misconduct."
"The moment this situation came to our attention, we placed the employee on immediate leave while we conducted a full investigation. We determined the best course of action was that Harebrained Schemes would part ways with the employee, and that action was taken immediately," the studio said.
"We are committed to providing a safe workspace for all our employees and will always take immediate action to maintain a safe, positive, respectful, and collaborative environment."
Hyper RPG, which previously hosted Carpenter's Death From Above streaming series, tweeted yesterday that it "does not and will not work with people accused of physical or emotional abuse," although it did not mention Carpenter by name. Zombie Orpheus Entertainment, which is relaunching the series as Death From Above: Legacy, put out a more comprehensive statement saying that "these recent revelations ensure that [Carpenter] will not be involved in any capacity."

Paradox Interactive has acquired Harebrained Schemes, the developer behind BattleTech and Shadowrun Returns, for $7.5 million USD, plus a portion of Harebrained's earnings over the next five years.
Harebrained was founded in 2011 by Mitch Gitelman and Jordan Weisman (co-creator of the BattleTech and MechWarrior universe), and most recently released a new, critically acclaimed, BattleTech game, for which Paradox served as publisher.
In a post explaining the acquisition on Paradox's forums, Harebrained said that the both parties "have a shared vision for where to take narrative rich tactical games", and that the arrangement comes as a result of "the excellent experience both companies have had while working together on BattleTech. Everybody believes this is a great fit".
Shadowrun and Battletech studio Harebrained Schemes is now a part of Paradox Interactive, which announced today that it was acquired by the developer in total for $7.5 million plus a percentage of earnings over the next five years. Harebrained "will continue to operate with its own internal management and creative teams," Paradox said, "designing and developing the games that have earned them their outstanding reputation."
Paradox's publishing partnership on Battletech, Harebrained's most recent game, was "a fantastic collaboration," Paradox CEO Fredrik Wester said. "Harebrained Schemes have proven themselves as a world-class studio with a very talented team within a genre where Paradox wants to be present. In addition, we really like the studio, the people who run it, and their games; these are all absolute hard criteria for us in any acquisition."
Paradox will handle Harebrained's finances, marketing, PR, and distribution going forward, while the studio will "have the freedom to creative direct our games and build our player experiences." Future Harebrained projects will have to be approved by Paradox's publishing processes, however.
Harebrained CEO Jordan Weisman said the growth of the studio and the "noise" of the marketplace prompted the studio to seek out a permanent publishing partner "that could provide us the financial stability and marketing expertise that would allow us focus on what we love doing—making great games and stories." Experience with the Paradox fan base after the release of Battletech was also a factor in the decision, president Mitch Gitelman added, saying, "The fit just works."
Paradox said it plans to continue support for Battletech with future updates and additional content, solidifying comments about possible future expansions made by Harebrained in May. The studio has also begun "concept development" for an entirely new project.

Paradox Interactive have announced they are buying Harebrained Schemes, expanding their power as the heavyweight champ of traditional PC gaming. Y’know, Paradox, the Swedish mob who make games including Crusader Kings II and Stellaris as well as publishing loads more. And y’know, Harebrained Schemes, the American studio behind Shadowrun and BattleTech – and which was co-founded by a fella who helped create those tabletop worlds, Jordan Weisman. Paradox published BattleTech and evidently they got on so well they want to tie the knot. It sounds like the plan is for Harebrained to continue as before, including making more BattleTech, only now with more security. (more…)

I’ve been on something of an emotional journey with Harebrained Schemes’ turn-based mech combat game, BattleTech. I was turned off by its unusually slow animation speeds and drawn-out wars of attrition during my first dozen-odd hours of play, but a combination of speed-up mods and deepening understanding of rules the game itself did not take the time to explain saw me fall ever-deeper in love with it. Many people, especially fans of its tabletop source material, adored BattleTech from the get-go, but others expressed similar concerns to me about its pacing – and soon enough the developers announced that their forthcoming first major update would offer new, official speed-tweaking options.
So, I bounced a few questions off BattleTech game director Mike McCain and ended up with some candid answers about exactly what we can expect from those options, the original design intentions behind the game’s languid pace, how the team feel about it being altered by mods and why they’d “love to improve on” how BattleTech currently explains how to best take down a giant killing machine. (more…)
A new BattleTech mod out this week condenses the mech strategy game's lengthy campaign down to a bite-size maximum of eight hours by giving you a 120-day time limit to build up your fleet and reach the campaign finale. If you die in the process, that's it: game over.
It's inspired by FTL, which means the star map that you play on will be randomised each time, and will be a lot smaller than the base game's map. The idea of fighting through seven hours only to fail at the last sounds daunting, so it's not for the faint-hearted, especially as every faction in the game will dislike you from the start.
A revamped XP system will encourage you to specialise your mechs more than you normally would, so expect to make tough choices about what equipment to bolt onto each one.
To help speed up progress, you'll get more salvage at the end of missions, and you're more likely to find rare weapons. You'll also start with the Argo, a ship you only usually unlock later in the campaign.
Modder Delta Angelfire plans to add a barebones story, randomised final encounters and tweaked skill trees in the future.
If you fancy it, here's the Nexus page, where you'll find full installation instructions.

Stompy-bot management sim BattleTech may not technically have native mod support, but developers Harebrained Schemes aren’t so proud as to keep all their data under lock and key. Realising that folks would want to poke around inside the guts of their latest game, they left much of its file structure open and human-editable.
One of the nicer little mods to come from this is Unlock Full Map After Obtaining The Argo, which is a very boring name but does just what it says on the tin. Ideal for the mercenary captain that would rather leave the main story behind and go freelance for a while.