Release v0.4.0

This release brings in custom contract types with reuse of story map support.

Tracked by Milestone - v0.4.0

Major Features

  • Added a system to build contract types at runtime
  • Added custom contract types
    • Solo Duel - A 1v1 fight in the arena showcased in the story mission ‘Showdown’
    • Duo Duel - A 2v2 fight in the arena showcased in the story mission ‘Showdown’
  • Added 3 contracts for Solo Duel
    • A Taste for War
    • Life Lesson
    • Proxy War
  • Added 3 contracts for Duo Duel
    • Double Trouble
    • Festive Couple
    • Words Hurt

Minor Features

  • Unknown contract type fallback ruleset - If an unknown countract type is encountered, a fallback contract type ruleset will be applied so access to the full MC featureset will still work for that contract type
  • Added IncludeContractTypes and ExcludeContractTypes to RandomSpawns, HotDrop, AdditionalLances, ExtendedLances, ExtendedBoundaries and DynamicWithdraw settings.json options

Bugs Fixed

  • AI - Friendly turrets will no longer get the 'Follow Heaviest Mech' AI applied to them. This was causing issues where turrets wouldn't fire on the enemy if the player's heaviest mech was too far away. The turrets wanted to sprint after the player.
  • Additional Lance Dialogue - Fixed spelling mistake

Welcome

Hi everyone. Since Mission Control has been in development (June 2018) it's been steadily growing in features. I felt that it had outgrown simple github README.md pages so I've decided to set up a more usable resource for modders and gamers.

Check out the Documentation to read about Mission Control's reasoning, features, tutorials and more.

Don't forget to join my Discord server if you're interested in providing feedback or suggesting features, like new custom contract types.

Also, if you fancy supporting my efforts to bring new content and experiences to BattleTech - feel free to support me by Buying me a Coffee.

Release v0.3.2

This release brings in BT 1.8 compatibility and some features and bugfixes. Sadly, I haven't been able to fix the spawn and load issues yet but I am working on it.

Tracked by Milestone - v0.3.2

Major Features

  • Added BattleTech 1.8 support
  • Additional Lances: Added contract rewards for destroying Additional Lance enemy lances.
    • Read the AL documentation for the RewardsPerLance section. Default is 20% contract value reward.
  • Extended Boundaries: Provided more control on the size of the encounter boundaries
  • Added ability to prevent specific Additional Lance lance configs from autofilling with Extended Lance autofill

Minor Features

  • Random Spawns: Provided a setting to turn off random spawns for the original map spawns (Additional Lances and Extended Lances will still spawn according to their spawn profile even with this turned to false)

Bugs Fixed

  • Quick Skirmish: Launching into a Quick Skirmish is now fixed. Thanks KMiSSioN
  • Quick Skmirish: Completing a Quick Skirmish fight is now fixed.

Release v0.3.1

BT 1.7 forced me to release early to bring in BT 1.7 support. Mainly adds support for this, plus some additional features and minor bug fixes. Any remaining v0.3.1 milestone items are pushed to v0.3.2.

Major Features

  • Added BattleTech 1.7 support
  • Added 'Battle+ / Three-Way' contract type support

Minor Features

  • Additional Lances: Support added for mult-folder support under the MC/lances directory
  • Additional Lances: Support madlibs for lance and unit tags for MC/lances configs

Improvements

  • Random Spawns: Made the search algorithm more efficient. It might help with load times a little.

Bugs Fixed

  • Random Spawns: Caught an error that occurs in the pathfinder when the nodes are out of index

Release v0.3.0

This release adds major and minor features, improvements, and bug fixes.

Major Features

  • Extended Boundaries - Increases the map size to the maximum possible. Sometimes up to four times the size.
  • Dynamic Withdraw - When withdrawing, a dynamic extraction zone is created that you must get your lance to before you can escape the mission
  • Added 'Attack Defend' contract type support
  • Added 'Fire Mission' contract type support

Minor Features

  • Extended Lances: Allowed for specifying a difficulty modifier to the faction to allow for individual lance selection tweaks
  • Extended Lances: Added Better Base Defence compatibility

Improvements

  • Map loading times are improved again
  • Prevented turret lances from being influenced by Extended Lances
  • Reduced the amount of bad lance spawns where you're stuck on a hill / mountain but can move a little bit

Bugs Fixed

  • Fixed infinite load screen caused by Extended Lances
  • Fixed Extended Lances adding bad spawns for the additional lance units
  • Fixed a bug where Extended Lances couldn't handle a bad contract json usecase

Release v0.2.3

This release focuses on bug fixing and stabilising Mission Control (as it's well known for its long loads and patchy spawn points).

Improvements

  • Map load times are much faster, even in a worst case situation.

Bugs Fixed

  • Fixed infinite load screen wait bugs
  • Fixed unit spawns that didn't allow a unit to move
  • Fixed units spawning on buildings (urban maps highlighted this bug)
  • Fixed 'Follow Player' AI - Between BTv1.4 and BTv1.6.2 a tag was changed that broke this AI

Release v0.2.0

This is the full release version of v0.2.0. Like the pre-release it fully supports v1.3 and Flashpoints.

Major Features

  • Extended Lances - Increase the size of a faction's lances allowing for clan stars (5 mechs) and reinforced lances / comstar demi-lances (6 mechs). Works for vanilla spawns and Mission Control spawns.
  • Additional Lances Faction Rep - Allow faction reputation range to select which lance to use
  • Additional Lances Elite Lances - Allow elite lances to be selected if allied or enemy with a faction
  • Flashpoint options - Allow for disabling Mission Control entirely, or just disabling only Additional Lances for FPs
  • Additional Lances Skull Lance Difficulty - Added a full initial set of lances to fit different difficulty levels
  • Ally Lance Combat Dialogue - Added more dialogue than the sample amount in v0.2.0a
  • Additional Lances Tonnage Restrictions - Ability to disable Additional Lances on various tonnage rules
  • BT v1.3 / FP Support
  • Ally Lance Combat Dialogue - Unique dialogue per contract type and MC contract type variations if you have an ally lance dropping with you.
  • Additional Lances Skull Lance Difficulty - Additional Lances now take into account skull difficulty when selecting lances to drop into a contract.
  • Additional Lances in Battle are Primary Objectives - This makes a lot of sense for a Battle as the contract sometimes would end seemingly at random when the original targets were destroyed.
  • Hot Drop Safety Features - When dropping into close proximity of enemies hot drop safety features will take effect. In the settings.json you can modify these. It supports auto-guard, auto-evasion and an option to include the enemies in this protection mode too.

Minor Features

  • Added damaged lances to the Additional Lances selection
  • Added more pilot names for combat dialogue
  • Added more pilot portraits for combat dialogue
  • Added option to turn ally drop combat dialogue off

Changes

  • Changed the Additional Lance keys from all uppercase to upper snake case.
  • Tweaked the path finder checks for spawning to make it slightly more lenient on sloped spawns

Bugs Fixed

  • Skirmish would crash if ally combat dialogue referenced 'Commander' string replacement as no Commander exists like in the Sim Game
  • Contract Loading Freezes - A few contract loading freezes were fixed
  • Contract Loading Loops - A few contract loading loop issues were fixed
  • Contract Loading Times Improved - Contract loading times are drastically improved
  • Random Spawns Fallback Fixes - Fallbacks weren't always activated correctly and when they were used sometimes the lance orientation was incorrect.