Releases: CWolfs/MissionControl
v1.2.0
This is the first release after my break. This fixes a few issues that have been hanging over me since I was away.
This release fixes some annoying broken functionality such as MC Flashpoint support, adds MC Story support, adds improvements and fixes various bugs.
Minor Features
- Bigger Drops: Support extra player lances in Story & Restoration contracts
- A new
settings.json
property calledEnableAdditionalPlayerMechsForStory
which controls this behaviour
- A new
- Story Support: Support the full set of MC features in Story & Restoration contracts
- A new
settings.json
property calledEnableStoryOverrides
exists. When this is enabled MC will look into eachsettings.json
feature section for theEnableForStory
property to decide if a feature should be running in Story & Restoration contracts - Incorporated a fix by @mcb5637. Thanks.
- Using these features will severly unbalance the Story and I will not provide support
- A new
Improvements
- Blackout: Changed the 'Trap' event in Phase 1 to reduce evasion by 2 instead of 3
- Players take less of an evasion hit from the trap
- Better Skirmish Control
- You can now use MC with Skirmish without the debug / quick skirmish rules (this means no longer spawning right next to each other)
- A new
settings.json
property calledEnableSkirmishMode
which controls if this MC Skirmish ruleset is running DebugSkirmishMode
still exists and will spawn you next to the enemy for tests. It will also show the 'Quick Skirmish' button if enabled, and takes precedent overEnableSkirmishMode
- Vanilla: Support Story Flashpoints to be failable
- Previously when failing a Story Flashpoint you would see the 'Restart', 'Load Save' or 'Exit Game' menu
- You now can safely fail the contract
- If for whatever reason you don't want this behaviour then you can use the setting
"NeverFailSimGameInFlashpoints": false
in thesettings.json
Bug Fixes
- Flashpoints: Fixed Flashpoint support not working
- Fixed
EnableAdditionalPlayerMechsForFlashpoints
not working at all - Fixed
EnableFlashpointOverrides
and the respectiveEnableForFlashpoints
property not working at all - I'm aware of the workaround using contract-specific overrides and this is no longer needed to workaround this issue anymore
- Fixed
- Additional Lances: Fixed broken drop weight influence setting
- The 'DropWeightInfluence` was broken and always thinking the player was dropping a lance heavier than the contract
- This would effectively scale up the difficulty of the enemy Additional Lances dropping against you
- Some modpacks were using a patched version of Mission Control I released to fix this issue since Sept 2020
- Vanilla: Fixed issue with certain contracts preventing the dropship UI appearing after failing them
- This happened with a contract using
Contract_IgnoreMissionResults
in theOnContractFailureResults
section - It would run vanilla code that was broken
- This happened with a contract using
- Infinite Loading: Fixed a rare issue where no suitable lance could be selected when loading a contract/combat
- Thanks for the fix @Haree78
Deprecations
EncounterRules.GetPlayerLanceChunkName()
will be removed in the future. UseEncounterRules.GetPlayerLanceChunkGameObject(GameObject encounterLayerGo)
insteadEncounterRules.GetPlayerLanceSpawnerName()
will be removed in the future. UseEncounterRules.GetPlayerSpawnerGameObject(GameObject chunkPlayerLanceGo)
instead
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
mod.json
contractTypeBuilds/Blackout/common.jsonc
- Edit
settings.json
(and/or yoursettings.user.json
/settings.modpack.json
overrides) with the following:
- Copy into your
Add EnableSkirmishMode
property above DebugSkirmishMode
and set to 'true'
Enables the new Skirmish encounter ruleset
"EnableSkirmishMode": true,
Disable DebugSkirmishMode
property
Disables the 'Quick Skirmish' button and disables the debug encounter ruleset that spawns you next to the enemy lance. Ideal use for this is for testing.
"DebugSkirmishMode": false,
Add the following properties after EnableAdditionalPlayerMechsForFlashpoints
"NeverFailSimGameInFlashpoints": true,
"EnableStoryOverrides": false,
"EnableAdditionalPlayerMechsForStory": false,
Add EnableForStory
in every feature section under EnableForFlashpoints
property and set to 'false'
Do this for:
- RandomSpawns
- HotDropProtection
- AdditionalLances
- ExtendedLances
- ExtendedBoundaries
- DynamicWithdraw
"EnableForStory": false,
v1.1.3
This is the final release of Mission Control by me, CWolf. It was a hard decision to make but after two and a half great years modding BattleTech - I've decided it's time for me to move on. Thank you all for the support and I'm glad you've enjoyed what Mission Control grew into. It's not without its faults but I'm very proud of the work I accomplished here.
Keep enjoying BattleTech and destroying your way through the Inner Sphere! Take care - it's been a pleasure. Signing off.
This release adds some balance and fixes.
Improvements
- Blackout: Changed the 'Trap' event in Phase 1 to reduce evasion by 3 instead of reduce it down to 0
- Solo/Duo Duels: Some duels now prevent pilot death where the contract lore/story makes sense, there are:
- Solo Duel - All Eyes On
- Solo Duel - Life Lesson
- Duo Duel - Festive Couple
- Duo Duel - Yearly Tussle
Bug Fixes
- Settings: Hot Drop Protection for Flashpoints didn't work
- Per-ContractID Overrides: Specific contract overrides worked for enabling features but not disabling them from defaults
Custom Contract Type Builder
- New Result:
ModifyLanceEvasionTicksByTag
allows you to increase or reduce all tagged units' evasion by a set amount - New Node:
DisablePilotDeath
combat type node allows disabling of pilot death and, optionally, pilot injury during a contract if used
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
contractTypeBuilds/Blackout/common.jsonc
contractTypeBuilds/SoloDuel/common.jsonc
contractTypeBuilds/DuoDuel/common.jsonc
overrides/contracts/duoduel/DuoDuel_FestiveCouple.json
overrides/contracts/duoduel/DuoDuel_YearlyTussle.json
overrides/contracts/soloduel/SoloDuel_AllEyesOn.json
overrides/contracts/soloduel/SoloDuel_LifeLesson.json
- Copy into your
v1.1.2
This release fixes broken skirmish and broken mechlab due to MC v1.1.0
changes.
Bug Fixes
- Skirmish: Fixed broken skirmish due to lack of testing after contract specific overrides were introduced
- Mechlab: Fixed broken mechlab due to asset bundle work for save game fixes.
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
- Copy into your
v1.1.1
This release fixes a broken Additional Player Units / Bigger Drops integration in MC v1.1.0
.
For detailed documentation, visit the Mission Control Website.
Bug Fixes
- Bigger Drops: Fixed broken integration from MC
v1.1.0
.
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
- Copy into your
v1.1.0
This 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
For detailed documentation, visit the Mission Control Website.
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
- 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
Change DisableIfFlashpointContract
property to EnableFlashpointOverrides
and set to 'false'
Readability change and, if enabled, looks at the EnableForFlashpoints
value in each feature section of the settings.
"EnableFlashpointOverrides": false,
Add EnableAdditionalPlayerMechsForFlashpoints
property
Allows for enabling the additional player mechs (e.g. Bigger Drop support) in Flashpoints without enabling all the other MC features.
"EnableAdditionalPlayerMechsForFlashpoints": false,
Change HotDrop
section to HotDropProtection
Readability change to prevent people thinking this section controls 'hot drops' when it only controls the protection when a hot drop occurs.
"HotDropProtection": {
Add EnableForFlashpoints
for each major feature section
This is only taken into account if EnableFlashpointOverrides
is true
.
Add to:
- RandomSpawns
- HotDropProtection
- AdditionalLances
- ExtendedLances
- ExtendedBoundaries
- DynamicWithdraw
"EnableForFlashpoints": true,
Remove DisableIfFlashpointContract
from AdditionalLances
section
Delete it.
Reverse the positive/negative sign for the two below skull DropWeightInfluence
settings
This is a readability change to fix the non-intuitive set up from previous versions.
"EnemySpawnInfluencePerHalfSkullBelow": -0.1,
"AllySpawnInfluencePerHalfSkullBelow": 0.1
Change Target
under FollowPlayer
section to LanceOrder
"AI": {
"FollowPlayer": {
"Pathfinding": "Alternative",
"Target": "LanceOrder",
v1.0.5
This release fixes a vanilla infinite contracts screen issue relating to original HBS code and restrictive contracts involving lack of faction selection and system restrictions, and a quick skirmish bug.
For upgrade instructions, see below the changelog.
Tracked by Milestone - v1.0.5
For detailed documentation, visit the Mission Control Website.
Bug Fixes
- Contracts: Fixed infinite loading screen when faction and system restrictions conflicted with some contract types and contracts (Thanks a lot for the help Pode, Granner and Quiller with debugging this)
- Skirmish: Fixed map loading exception when allies dropped with you
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
mod.json
- Copy into your
v1.0.4
This release fixes lots of very important bugs and adds some enhancements to Mission Control. One very important late addition to the patch is that the ally lance Follow AI has been fixed. If you've previously disabled them or not used them because how useless they were - it's time to try them again!
Please take the time to read through the changelog as there's some very good fixes in this patch! Enjoy!
For upgrade instructions, see below the changelog.
Tracked by Milestone - v1.0.4
For detailed documentation, visit the Mission Control Website.
Minor Features
- Additional Lances: AL lances are now taken into account before the contract autocompletes.
- If you want to exclude a contract from this behaviour you can specify it in the
settings.json
underExcludeFromAutocomplete
- If you want to exclude a contract from this behaviour you can specify it in the
- Bigger Drops: Support for
maxNumberOfPlayerUnits
higher than 4 added- Allow Bigger Drops to restrict a contract to, for example, 5 or 6 units
Changes
- Dynamic Withdraw: Reduced the maximum distance the extraction zone can appear from the player lance from ~17 hexes (400 meters) to 12 hexes (288 meters).
- Blackout: Decreased event phase 2 turret event trigger wait from 3 rounds to 2 rounds
- Blackout: Story Map 7 - Changed event phase 1 ambush camera position from medium to high to better see the droppods arrive
- Blackout: Changed the trigger condition for event phase 1 from the whole lance to requiring only 2 lance members
- Blackout: Changed contract balance
- Assassinate: Assassination target's extraction zone will now always spawn at least 20 hexes (480 meters) away from the target's spawn position
Bug Fixes
- AI: Follow AI - Fixed broken pathfinding to player
- No more useless allies! Woooo!
- Contracts: Fixed a broken vanilla contract generation method causing infinite contract screen loads
- Contracts: Fixed a broken vanilla contract generation method causing custom contract type contract spam
- Loading: Fixed MDD SQL error caused by encounter loading which resulted in a frequent black screen on load to main menu for players on HDD drives instead of SSDs.
- Blackout: Blackout specific ally lance dialogue didn't play
- Blackout: Fixed issue where contracts wouldn't end correctly if the player destroyed the ambush lance before the friendly turrets activated
- Blackout: Fixed event phase 2 invading lance not having a random spawn rule set up correctly
- Blackout: Story Map 7 - Fixed orientation of event phase 1 invading lance
- Blackout: Story Map 7 - Fixed orientation of event phase 2 ambush lance
- Additional Lances: Contracts will now not autocomplete when AL lances are still active (except for those specified in the config.
- By default
DefendBase
andFireMission
- By default
- Additional Lances: Finally fixed comma based locales causing the AL reward to be 100 times expected amount
- Logs: RecomputePathing exceptions will no longer appear after a contract has loaded
- Solo / Duo Duel: Various spelling mistakes and dialogue tweaks (thanks @CargoVroom)
Custom Contract Type Builder
- New Result:
TriggerResultAtRandom
allows you to specify multiple children results and one will be selected at random when thisTriggerResultAtRandom
result is triggered - New Result:
IgnoreChunks
allows you to specify multiple chunk guids. When this result is triggered it will iterate over all chunks specified and set the Chunk toCompleted
and any objectives asIgnored
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
mod.json
contractTypeBuilds/Blackout
folderdialogue
folderoverrides/contracts/blackout
folderoverrides/contracts/soloduel/SoloDuel/SoloDuel_AllEyesOn.json
overrides/contracts/soloduel/SoloDuel/SoloDuel_ChallengeAccepted.json
overrides/contracts/soloduel/SoloDuel/SoloDuel_CorneredRevenge.json
- Copy into your
Replace the settings.json
section IsPrimaryObjectiveIn
"IsPrimaryObjectiveIn": ["SimpleBattle", "CaptureBase"],
Add to the settings.json
section AdditionalLances
"ExcludeFromAutocomplete": ["DefendBase", "FireMission"],
Modify the settings.json
value for MaxDistanceForZone
"MaxDistanceForZone": 288,
Add to the settings.json section
FollowPlayerunder
AI`
"TimeToWaitForPathfinding": 60,
"TicksToWaitForPathfinding": 20
v1.0.3
This release fixes a small but important bug in one Blackout contract.
For upgrade instructions, see below the changelog.
Tracked by Milestone - v1.0.3
For detailed documentation, visit the Mission Control Website.
Bug Fixes
- Blackout:
Unknown Cause
didn't spawn an occupying lance in one of the second event phase events
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
foldermod.json
overrides/contracts/blackout/Blackout_UnknownCause.json
- Copy into your
v1.0.2
This release fixes mainly around Blackout contract type bugs and solo/duo duel contract type balances.
For upgrade instructions, see below the changelog.
Tracked by Milestone - v1.0.2
For detailed documentation, visit the Mission Control Website.
Bug Fixes
- Blackout: Contracts
Heavy Static
andUnknown Cause
would sometimes not complete successfully - Blackout: Fixed Dynamic Withdraw feature not working
- Blackout: Various dialogue fixes (Thanks @NickAragua and @CargoVroom)
- Solo/Duo Duel: Fixed issue with vehicles spawning
- Solo Duel: Fixed OpFor selection being too strong/weak
- Additional Lances: Yet another attempt to fix the locale reward issue being 100 times higher than it should
- Additional Lances: Reworked
DropWeightInfluence
to be more inline with the proposal by the RT team - Extended Lances: Fixed difficulty modifications being processed too late
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
mod.json
contractTypeBuilds/Blackout/common.jsonc
overrides/contracts
folder and overwrite all
- Copy into your
Replace settings.json
section DropWeightInfluence
with
"DropWeightInfluence": {
"Enable": false,
"EnemySpawnInfluencePerHalfSkullAbove": 0.1,
"AllySpawnInfluencePerHalfSkullAbove": -0.1,
"EnemySpawnInfluencePerHalfSkullBelow": 0.1,
"AllySpawnInfluencePerHalfSkullBelow": -0.1
},