Release v1.1.0
Richard 'CWolf' Griffiths
DeveloperThis release focuses on better Flashpoint support, better configurability of MC and various features and bug fixes.
This upgrade has some breaking configuration changes. For upgrade instructions, see below the changelog.
Tracked by Milestone - v1.1.0
Major Features
- Flashpoints: Custom contract type support
- This allows modders to make use of any custom contract type such as Blackout, Solo Duel and Duo Duel in flashpoints.
- Flashpoints & Normal Contracts: Per contract MC feature overrides
- This allows modders to specify specific settings (e.g. 2 enemy and 1 ally Additional Lances) per specific contract
- Supports both
MissionControl/config/Contracts
andMissionControl/config/Flashpoints
folders for file management for big modpacks. By default onlyContracts
is used for both.
- User & Modpack Settings Overrides
- Modpacks can create a
settings.modpack.json
and players can create asettings.user.json
settings file to ease upgrading MC versions. - Load order is
settings.json
thensettings.modpack.json
thensettings.user.json
. With the last values overriding earlier.
- Modpacks can create a
Minor Features
- Limited Save Support: Added limited save recovery for loading combat saves that would get stuck loading due to MC issues
- Loading a combat save is not supported. This is to help players on ironman mode who saved, loaded and now are stuck with a broken save. DO NOT DO IT.
- Fixed an issue where Additional Lances spawned in the map wouldn't load.
- MC will load the contract but all MC features are disabled. Try to finish the contract, or withdraw.
- Flashpoints: Bigger Drop Support: Allow turning on additional player mechs for flashpoints without the other MC features
Changes
- Follow AI: Changed default follow behaviour to
LanceOrder
instead ofHeaviestMech
- This means the AI will follow your player slot #1 mech. If that dies it follows slot #2, and so on.
- Escort Convoy:
Hunter
lance is now limited to spawn to be within 13 and 20 hexes of the extraction zone.- Previously it spawned anywhere beyond around 8 hexes so could spawn the other end of the map or a bit too close.
- Blackout: Phase 2 invading lance spawned too close to the buildings they were trying to destroy
- Lance now spawns between 13 and 20 hexes away instead of between 8 and 16
- Settings: Renamed some settings to be clearer. See the upgrade instructions for more details.
Bug Fixes
- Reward Screen Softlock: Fixed a situation where if the player restarted a mission, and the previous attempt had an enemy Additional Lance, when the contract was completed the reward screen would soft lock due to dirty contract data for objectives
- Contracts Screen Infinite Load: Fixed another bad vanilla method situation where, in rare situations, the contracts screen would get stuck on the loading screen due to limited selection of biomes/factions/contract types/contracts.
- Dynamic Withdraw: Feature was running in situations it shouldn't.
Upgrade Instructions
- If you're using MC without a modpack and none of your own changes, just delete the MC folder and move the new one into your mods folder
- If you're using MC as part of a modpack, let the modpack authors update MC for you (using the below guide)
- If you're using MC without a modpack but you've made some of your own changes to the configs, or you're a modpack author:
- Copy into your
Mods/MissionControl
folderMissionControl.dll
MissionControl.pdb
mod.json
config/Contracts
folder- Edit
settings.json
with the following:
- Copy into your
DisableIfFlashpointContract
property to EnableFlashpointOverrides
and set to 'false'
Change Readability change and, if enabled, looks at the EnableForFlashpoints
value in each feature section of the settings.
"EnableFlashpointOverrides": false,
EnableAdditionalPlayerMechsForFlashpoints
property
Add Allows for enabling the additional player mechs (e.g. Bigger Drop support) in Flashpoints without enabling all the other MC features.
"EnableAdditionalPlayerMechsForFlashpoints": false,
HotDrop
section to HotDropProtection
Change Readability change to prevent people thinking this section controls 'hot drops' when it only controls the protection when a hot drop occurs.
"HotDropProtection": {
EnableForFlashpoints
for each major feature section
Add This is only taken into account if EnableFlashpointOverrides
is true
.
Add to:
- RandomSpawns
- HotDropProtection
- AdditionalLances
- ExtendedLances
- ExtendedBoundaries
- DynamicWithdraw
"EnableForFlashpoints": true,
DisableIfFlashpointContract
from AdditionalLances
section
Remove Delete it.
DropWeightInfluence
settings
Reverse the positive/negative sign for the two below skull This is a readability change to fix the non-intuitive set up from previous versions.
"EnemySpawnInfluencePerHalfSkullBelow": -0.1,"AllySpawnInfluencePerHalfSkullBelow": 0.1
Target
under FollowPlayer
section to LanceOrder
Change "AI": {"FollowPlayer": {"Pathfinding": "Alternative","Target": "LanceOrder",