Author Archives: Sean

About Sean

Hooked on BattleTech at an early age, Sean honestly can't remember whether it was the cartoon, the serial novels or the short-lived TCG that did him in. Whatever it was, his passion for giant shooty robots never died, so now he writes about the latest and greatest in 'Mech related news.

Your BattleTech News Roundup For March, 2021

Man, March turned into a whirlwind of announcements! First it was MechWarrior Online getting a controversial patch, then MechWarrior 5 getting a Steam release date, and then MechWarrior Living Legends announced that they’re making a sequel mod. Plus there’s an update from Catalyst on the Clan Invasion Kickstarter, and as always, some delightful new art to share from around the web.

So no more small talk. Let’s get to the news!

Shrapnel Celebrates Its First Year And Updates On Wave 2

We’ll get the good news out of the way first. Clan Invasion Wave 2 is on track to start shipping out in May/June, according to the most recent Kickstarter update. Manufacturing should be done by the end of the month, with freight happening in April. 

There are, apparently, a few things that are running “a few weeks behind” due to delays, but Catalyst isn’t letting that delay Wave 2 shipping. No word on what those items are, but they better not be my goddamn Urbie plushes or I will start a riot.

In other news, Shrapnel – The Official BattleTech Magazine has just completed its first full year of print. That’s a pretty big deal, if you ask me, as Shrapnel has a lot of BattleTech content you won’t find anywhere else. And these magazines aren’t like picking up a copy of People--they’re more like grabbing the latest Reader’s Digest or National Geographic with 160+ pages to go through. This includes stories from vets and first-time authors, actually playable scenarios for your next tabletop game, and tons and tons of new art. 

Frankly, they could use more art, but I’m not complaining about what we got.

New this month is Fall from Glory, the Founding of the Clans series’ first book, as well as Fang and Claw, a short story from Michael J. Caravella. That’ll come to Clan Invasion Kickstarter backers Ristar and above, with no word on a wider release as of yet. Check your emails for the link for this short story.

MechWarrior Online’s First Major Update In Years Was A Bit Rough…

MWO Catapult K2

MechWarrior Online recently got its first major patch in two years, and wow, people were not happy. There were a few map tweaks, some new trials ‘Mechs that don’t suck, and a few other miscellaneous tweaks and bug fixes (not the least of which was a new intro that won’t blow out your headphones every time you boot the game up).

But the new patch also included some weapon and equipment changes that nobody really asked for. You can go over the exact numbers on the MechWarrior Online website, but in general, PPCs do 20% more up-front damage at the cost of 20% less DPS. That means a far slower recharge rate than you might be used to. 

The reason for these tweaks as given by PGI was to open up more “space” for other weapon tweaks down the road and to make PPCs (and Gauss Rifles) more specialized weapons. In this case, specialized means dedicated sniper weapons. You get a whole bunch of bang, but if you can’t reposition while your PPC/Gauss recharges, you’re kinda pooched. 

There’s a lot of talk online about this patch being an overall nerf, but I don’t think so. They certainly succeeded in making PPCs/Gauss Rifles into sniper weapons, and in the hands of a coordinated lance, this means trained PPC fire can bring down a ‘Mech in a single salvo. In those scenarios, the longer cooldown doesn’t matter because the target is already dead.

But I don’t play in those sorts of matches. I just play in PUGs, where it’s basically controlled mayhem every match. A 7-second Clan ER PPC cooldown means that my Nova-A has absolutely no ability to plug a hole in a line if the enemy side charges. I’ll get one shot off and then I have to wait an eternity to fire again, at which point faster-firing Medium Pulse Lasers or SRM-6s have chewed me to pieces.

To me, this change doesn’t feel great. It pigeon holes PPC-boating ‘Mechs into dedicated snipers and punishes pilots with poor aim. That’s fine for pro players, but for a game that’s trying to encourage a renaissance with new blood, it just seems too unforgiving to newbies to be the right call. 

To me, the changes to PPCs/Gausses (and even the MASC changes that were included) feel like PGI is just trying to introduce some sweeping changes to the MechWarrior Online meta. I get that--established MMO and online service games do it all the time to keep things fresh and interesting. But it’s easy to get carried away with that sort of thinking and make changes that look like they’ll really shake things up on paper but really don’t feel great for existing players. 

Plus, MWO players are a curmudgeonly lot that don’t take change particularly well, especially if they didn’t ask for it. 

Mechwarrior Online Patch Notes Review - March 2021
Watch this video on YouTube.

On the plus side, MechWarrior Online is giving away a free Grasshopper-5H for the Month of March and also hosting a public test server with a slew of changes that have been suggested by a group of players calling themselves “The Gulag.” Those changes include an overhaul of pretty much everything based on input from both casual and professional MWO players alike, so it’ll be interesting to see how it compares to the latest official patch from PGI.

UPDATE: Oh hey, looks like PGI has decided to rollback the weapon and MASC changes in the latest patch after all. I gotta say, that’s a big change for PGI, which has typically ignored public outcry from its players after unpopular changes. If that’s not a positive sign, I don’t know what is.

I’ve Always Called This ‘Mech The Murder Turkey

Jade Falcon Turkina Assault Mech – started off as a technical drawing, got carried away with action and weapon effects! from battletech

Redditor SU-SMD apparently started this image as a technical drawing, but then it got away from them in a very great way. I don’t think I’ve ever seen the Turkina portrayed better.

MWO EU Server Lost In Fire, Same One That Took Down Rust

Our second MechWarrior Online story is how the danged European server burnt down. A fire destroyed a building at the OVH Strasbourg server farm, which just happened to be where MechWarrior Online hosted its European matchmaker. 

The game Rust also hosted its save data at the same location and suffered far worse losses. Monthly backups meant that it wasn’t a total loss, but community-hosted servers that didn’t have backups were just… gone. 

MechWarrior Online got a new server the next day and is back and running for you fancy Europeans, so there’s no need to deal with a 200 ping when you’re playing with me here in North America. 

MechWarrior 5: Mercenaries Gets A Release Date On Steam, GoG, and Xbox

Hey, so, remember when MechWarrior 5’s Steam release got delayed till the spring, but then PGI said that they’d also come out with the Heroes of the Inner Sphere DLC as well as an Xbox release at the same time? Well, we’ve got a date: May 27.

The news came first from EG7, the new owners of Vancouver-based developer PGI, with the official MW5 sources following suit a day later. Those MW5 sources also gave us our first look at the Heroes of the Inner Sphere key art, which features a pretty snazzy Atlas if I do say so myself. 

“We are very excited to also be able to give Xbox and Steam players a good dose of MechWarrior fun,” said EG7 CEO Robin Flodin in a statement. “It is also great to be able to present yet another example of the EG7 companies working together to bring a world-class title to market.”

The funny part (at least to me) is that MechWarrior 5 was initially delayed from December to avoid getting stomped on by Cyberpunk 2077, and then Cyberpunk turned out to be a slow-motion train wreck. Now May is coming up with games like Biomutant, Subnautica: Below Zero, Resident Evil Village, and the remade/remastered Mass Effect trilogy, with more announcements being made all the time. It’s sort of an out-of-the-frying-pan-into-the-fire situation if you ask me.

But hey, if you were among the many who thought that the Epic Games Store release was like an early access preview, then the real deal is just two months away.

Tex Talks BattleTech Returns To Discuss The Marauder Soon™

In the meantime, enjoy this preview image of the Marauder from Wild-Cat144 over on Twitter. I’m anxiously awaiting Tex’s next big project, and you should too.

MechWarrior Living Legends 2 Announced

MechWarrior: Living Legends 2! New multiplayer Mechwarrior game! Pre-alpha footage (March, 19, 2021)
Watch this video on YouTube.

A little while back, I gave MechWarrior: Living Legends a try. It was great fun, but it’s a game that’s definitely showing its age. MechWarrior: Living Legends, for those unaware, is the total-conversion mod built on the original Crysis engine, which is pushing 14 years old at this point--old enough that it’s already received a remake on a brand new engine.

Rather than use the Crysis Remake for MechWarrior: Living Legends 2, the fine folks at JPL Studios have decided to use the far more moddable MechWarrior 5: Mercenaries as their starting point. This makes creating another total-conversion mod much easier since a lot of the assets they’d be using (like all the ‘Mechs, for example) are already present in the game.

That and MechWarrior 5 is built on the Unreal 4 Engine, which just has more knowledge and support out there. 

JPL just announced MechWarrior: Living Legends 2 over on Reddit, revealing that it’s been a passion project a year in the making. The team is made up of many of the same people who worked on the first MechWarrior: Living Legends, but I’ve been told there has been a lot of new blood brought in thanks to MWLL2 going public. 

According to the Reddit post, alpha tests are coming “within a couple of weeks,” and MWLL2 project lead Nathan reports that the team will be hosting smaller stress tests before then to make sure everything works. Support will start out for 32-player matches, but that number might increase over the course of the mod’s development. 

Nathan tells me that MWLL2 will follow the same format as the original mod, which is a sort of Battlefield-style persistent battle with matches focusing on taking control points for resources. The team with the most points gets declared the winner after roughly an hour of play.

Obviously, more MechWarrior is always great, but I think MechWarrior: Living Legends 2 has a lot going for it. First, it’ll be in a modern engine with way more technical support and it’ll be made by a proven team of modders with a passion for MechWarrior/BattleTech. Second, it might even add a multiplayer component to MechWarrior 5 that PGI has no particular interest in making. Sure, co-op campaigns are great, but competitive multiplayer adds a level of replayability that you just can’t beat. 

I’m excited to see what JPL comes up with, especially given the quality of product they’ve put out with the original MWLL. For updates, follow MechWarrior: Living Legends 2 on Twitter, and for (possible) access to some of the upcoming stress tests or even the technical alpha, head on over to the MechWarrior: Living Legends 2 Discord.

From Mice To Elementals?

So, this isn’t exactly BattleTech news, per se, but it does seem to have a direct link to the BattleTech universe in that it’s yet another piece of technology common to the Clans in the far future that has just been invented right now. Thanks go out to an eagle-eyed Sarna reader for giving me the heads up.

A group of scientists in Israel has just grown a mouse embryo in an artificial womb. That’s according to the MIT Technology Review, who interviewed biologists at the Weizmann Institute of Science. The embryos were grown by adding blood serum from human umbilical cords along with a pressurized oxygen mixture. 

The mouse embryos only lasted between 11 to 12 days before they grew too large for the glass containers they were in to continue supplying them with adequate oxygen, but the basic concept has been proven: conception without a womb. 

The crux of the article is the huge ethical concerns such technology raises for humans, specifically with the ongoing abortion debate. However, for us BattleTech nerds, this is the first step towards a true Iron Womb.

And that’s all I got for March! Join us next time for more BattleTech news, and hopefully some teasers for Heroes of the Inner Sphere.

And as always, MechWarriors: Stay Syrupy.

stay syrupy

MechWarrior 5 Is On Steam & Catalyst Is Having A Sourcebook Sale

Yeah yeah, I know February’s news technically got out on March 1st. I forgot it was a short month–sue me. Anyhow, to prevent that issue from happening again (not that it would since there are 31 days in March) I’m getting a few quick hits out that y’all should really know about. Especially this Catalyst sale over on DriveThruRPG. So let’s hop to it!

DriveThruRPG Is Having A Huge Sale On BattleTech Stuff

DriveThruRPG BattleTech sale

First off, there’s a big sale going on over at DriveThruRPG. Our good friends over at Renegade HPG tipped us off via Twitter, and you can follow the link above to give him a small commission too. 

Lots of stuff are up to 40% off thanks to DriveThruRPG’s GM’s Day Sale, from now until March 15, although we’re really only concerned with the BattleTech stuff. Here, you’ll find great deals on PDF products, but it looks like the print-on-demand stuff is still full price, so if you desperately need to murder trees to experience the fullness of giant stompy robots, then prepare to pay full price.

Fall From Glory

But the rest of us that don’t mind losing a little sleep due to all that screen time, then you can pick up some BattleTech sourcebooks on the cheap. Both Historial Operation Klondike and The Wars Of Reaving are 40% off, and you can get some of Clan Recognition Guides for a reduced price (but not 40%–that’s for the real sourcebooks). 

In other Catalyst news, I just got the email that Fall From Glory, Randall N. Bill’s first new novel in the Founding of the Clans series, will be available to Clan Invasion Kickstarter backers in the coming days. Everyone else will have to wait two weeks for the novel to go print-on-demand. 

I still need to get caught up on Hour of the Wolf, so Randall might have to wait a bit for me. 

Let’s See Some Grizzly Love

Ghost Bear Grizzly – Concept from battletech

It wouldn’t be a news update without new art. This one comes from Reddit user SU-SMD showcasing their design of the Grizzly. It’s great, and seems to showcase some Rasalhague livery–perhaps following their integration into the Rasalhague Dominion?

It’s a shame you don’t really see these ‘Mechs anywhere these days. A great throwback to Ghost Bear’s Legacy

MechWarrior 5 Has Steam Page Now, So That’s Cool

So remember when PGI said that MechWarrior 5: Mercenaries would release on Steam later this spring simultaneously with an Xbox release? Well, the Steam page for MechWarrior 5 just went live, so that must mean something. Right? 

You can’t actually buy the game yet–only wishlist it. This usually means that there’s a release date coming soon, since why bother making a Steam page if you didn’t actually plan on selling the game in the relatively near future? 

There’s nothing on the Steam page that we didn’t already know from various teasers, dev vlogs, and blog updates that PGI has published in the past. There’s also nothing on the MW5 website to give us an idea when MechWarrior 5 will go live on Steam as so many of us have been waiting for. All we can say with confidence for now is “soon.” 

There is one thing: the MechWarrior Online Twitter account recently published this photo that seems to showcase a new menu screen for MechWarrior 5. So that’s cool. 

Alright, that’s all I got for now. We’ll circle back later to see how this MechWarrior 5 business shakes out.

And as always, MechWarriors: Stay Syrupy.

stay syrupy

Your BattleTech News Roundup For February, 2021

courtesy of Eldosiousrex

Hey! We made it to February [Ed. well, Technically March, but we were a little late getting the news out for February]! I honestly didn’t think we’d make it this far. But we’re here and we’re all makin’ the best of it in these cold winter months.

As always, I’ve got some lovely BattleTech news to keep us warm. Well, relatively warm. Look, warmth is in the mind, okay? Let’s see what’s going on in the world of big stompy robots.

Patreon Springs Up To Make New BattleTech Art

Boys - Process of Creating
Watch this video on YouTube.

There are a lot of artists out there doing BattleTech stuff, and while a lot of them are associated with commercial BattleTech creators like PGI and Harebrained Schemes, a lot of ‘em are just doing it for free. But what if the community could come together to support those artists and encourage them to produce more free artwork for the community to enjoy?

That’s the idea behind Gallery 3025, a new Patreon founded by Renegade HPG (you might remember him from the recently-concluded BattleTech Animated Series remaster you can watch on YouTube). “Gallery 3025 is a community fund to support the creation of BattleTech illustrations and animation,” reads the Patreon description, with 100% of the proceeds going towards funding artists.

Best of all, “those works will be openly available for the public to enjoy and use as they wish,” so long as the original artist approves. 

“This fund will also allow the exploration of brand new talent with a fresh, innovative vision,” adds RenegadeHPG. “What would a top Magic: The Gathering or LucasFilm artist come up with if they were let loose on BattleTech? A Marvel Studios concept artist? Will we discover BattleTech‘s Ralph McQuarrie with a project like this?”

I’ve just signed on for the low price of $2 per month (a $10 level allows Patrons to participate in regular Live Q&As with creators), and I see DC Bruins is working on an animation project that looks pretty cool. There’s also this fantastic piece from Dmitriy Leonovich (the ‘Mech is an original design of his, in case you were wondering). 

The more people that sign up, the more great art I expect to see come out of Gallery 3025. 

MechWarrior Online Gets February Patch, And There’s More On The Way

MechWarrior Online has received the occasional update to change what ‘Mechs are on sale, but it’s been well over a year since MWO has received a patch with any meaningful changes to the game. That’s changed as of February 11 with update 1.4.237.0, with a 38MB patch that promises to be just the first of MWO’s 2021 roadmap.

As discussed in previous web vlogs, February’s update is full of quick, simple QOL changes that MechWarrior Online fans have been requesting for quite some time. The reconnection time limit and early leaver punishment threshold have both increased from 2 minutes to 4 minutes, which will encourage players to rejoin a match if they get disconnected and also punishes players for leaving a match early. Unit recruitment costs have also been reduced to 10% of their former prices, while the cadet bonuses have been increased to better reward new players and give them a fighting chance against MWO‘s sea of veterans.

Several maps have had their dynamic time-of-day timer set to a specific time to better improve visibility, and bolt-on cosmetics are now truly bolted on and will not get shot off in the first 30 seconds of a firefight. The patch notes do say that PGI is looking for feedback on which bolt-ons actually should have the ability to be shot off as they might give players the wrong impression of a ‘Mech’s hitbox outline. Go check the MWO forums for that specific thread.

We’ve also got a roadmap for what to expect in future patches. March should include new player video tutorials, lower volume on the intro movie (a long-requested change), and a balance pass on weapons. There’s also going to be new ‘Mech packages and a brand new free ‘Mech available as part of a monthly event.

February’s free ‘Mech is the Huntsman Prime, which is a great little machine that I highly recommend. There are still a few days left to earn it, and then March will have a brand new free ‘Mech.

Honestly, the free giveaways are probably the best idea I’ve seen yet. My problem with MechWarrior Online has always been the awful price-to-content ratio, but free ‘Mechs (plus tons of other free stuff as part of the monthly event) does a lot to solve that problem. Plus, all these QOL changes are showing the players some real love. I might just give this game another chance. 

Check out the latest vlog to see what’s coming in March, such as lighting fixes to Caustic Valley, spawn changes on Tourmaline Dessert, and a long-requested weapons balance update.

An Atlas, A Battlemaster, A Wyvern, And An Urbanmech Travel To A Galaxy Far Far Away

This was posted by Matt Stanley over on Twitter. I assume he did it, so all kudos/stones should be thrown at him. Regardless, I thought it was pretty amazing, so I will only throw kudos.

A Great Tribute To Exodus Road’s Cover

Exodus Road from battletech

Reddit user aa-ron-dakota gives us this fabulous CG image that reimagines the cover of Exodus Road. It’s a landscape rather than a portrait, but that’s fine since now you can use it as a desktop background.

Clan Invasion Wave Two Set To Arrive In Late Spring

CGL just sent out a Clan Invasion Kickstarter update that confirmed the Wave 2 stuff won’t leave China until after Chinese New Year, which actually puts them right on track for my estimate of a spring delivery. Since that was my expectation all along, I’m not really mad or disappointed. Then again, I don’t remember what the original timeline was supposed to be like so I had no idea they were actually missing it. 

Also, quarantine has sort of removed whatever sense of time I had, so it might be August right now and the only way I’d tell is if I went outside in my snow jacket and just fucking died of heatstroke.

From the description Loren gave to us in the update, it sounds like CGL was doing whatever they could to keep to their original schedule. There’s a lot of cursing, a lot of exclamation points, and a lot of dates for when gears turn or are expected to spin wildly. Bottom line is that Wave 2 should start shipping to backers “by the end of May for a mostly-June delivery.”

That’s not technically summer, but it might turn out to be summer. Fingers crossed and all that.

MechWarrior Living Legends Releases Update To Fix Lag Warping

The MechWarrior: Living Legends dev team is back after a much-deserved holiday break, and they bring with them update 0.13.4. The big deal with this update is that it incorporates jedi95’s Crysis Wars Lag Fix code, which greatly improves performance for players with a bad connection. 

Crysis Wars has always had some pretty janky netcode according to the MWLL devs, who described it as “a thorn in our side for years!” Modern games have vastly improved netcode that can smooth out the bumps in a poor internet connection, but Crysis Wars’ netcode predates those improvements. 

Now Crysis Wars has a modernized netcode that smooths the gameplay for low ping players, with jedi95 even helping the MWLL folks ensure that his code was properly implemented in the latest update. MWLL players are already reporting improvements to gameplay, so it sounds like this patch is a big success. 

Besides the sweet netcode improvements, patch 0.13.4 brings a few balance tweaks to the AC/10, Clan ER PPC, Sniper Artillery, and Stealth Armor. For the full details, check out the patch notes over on the MWLL wiki here

Check Out The Raven In Wolves Wave 2 Mini Showcase

Wolves Wave 2 Mini Showcase (0.1.28)
Watch this video on YouTube.

UPDATE: I have since been informed that the ‘Mech showcased in the above video is in fact the Raptor II and not the Raven as I initially thought. Friggin’ chicken-walking ‘Mechs all lookin’ the same. Pajama Boy will give me some Raven footage to add later. Original story follows.

There’s also the Cougar and Mad Cat Mk II to consider, but who cares about them? It’s the little Raven that steals the show in this short trailer previewing the upcoming Wave 2 update in Wolves, the fan-made MechAssault game. 

The cool shit is that Raven is apparently just a prototype. PajamaBoy has since redone the Raven model to be, well, probably the best-looking Raven I’ve ever seen.

Now, I know that on paper, the Raven was never really that good. It got cut a lot of slack for being the first dedicated electronic warfare platform in the Inner Sphere (or should I say the first new EW platform in the Inner Sphere, since y’all remember the Spector), but compared to other scout ‘Mechs, the Raven was slow, poorly armed, and poorly armored, making too many sacrifices in order to stuff all those high-tech gizmos onto a light ‘Mech chassis.

That said, there’s no denying that for most of us the Raven is the first ‘Mech that actually looked sexy. Those smooth lines and pointed beak almost made it appear to belong in a different giant robot franchise entirely. It’s no surprise that the Raven has found its way into pretty much every MechWarrior game since MW2: Mercenaries.

Still no word on when Wave 2 will ship, but here’s hoping it’s soon.

Real-Life Myomer Fibers Anyone?

Yes, we see this headline from time to time because scientists are always trying to find a way to make synthetic muscles. It’s just a mechanism that’d work better for a range of applications than something like micromotors, pneumatic pumps, or simple wheels would. And every time we hear about some research group making a breakthrough, we think that this is finally when myomer muscles will get invented. 

This time might be different. A research group in Italy made a synthetic muscle that’s not only capable of lifting up to 70 times its own weight but also capable of being made on the cheap. 

You can read all about it in the journal Science and Robotics. Researchers from TeCIP Institute’s mechanical engineering program made an “electrostatic bellow muscle (EBM),” which can act as an actuator, a pump, and also as its own generator.

It’s that last bit that’s very interesting since it means that these muscles can convert some of their own mechanical energy back into electricity and store it for use later. 

“The EBM could be promising for robotic systems due to its lightness, scalability, and adaptability to different tasks,” writes the researchers. “The added ability to harvest energy could also be an advantageous feature for autonomous battery-powered robots.”

These muscles don’t quite look like myomer strands (actually it looks more like folded pastrami, if I’m being honest), but that’s fine. They don’t need to look like myomers so long as they act like ‘em. You can see EBM in action over on Inverse

BattleTech Extended Gets Even More Extended In Latest Update

BattleTech Extended, along with RogueTech and BattleTech Advanced, are the three biggest mods out there for BATTLETECH. Where BattleTech Advanced focuses more on additional units and RogueTech turns the game into a roguelike, BattleTech Extended adds a ton of all-new systems to the game, like pilot fatigue, expanded skills, ‘Mech quirks, and even the Clan Invasion.

And now it’s getting even more stuff in update 1.9.2.0. A massive map rework, improvements to the Clan Invasion (now with 100% more Clan Diamond Shark), and over 300 faction and mercenary units have been added to the game, along with a large rework to shops and progression. Look, there’s a ton more added in this update and I don’t want to become a patch notes regurgitator, so go read the full notes over on Nexus Mods or Reddit. It’s a lot, and well worth your time if you’re looking for a new way to experience BATTLETECH.

And that’s it for February! Hopefully next month is warmer, drier, and still lets me get a decent burrito.

And as always, MechWarriors: Stay Syrupy.

stay syrupy

Your BattleTech News Roundup For January, 2021

Welcome to 2021! It’s a new year, and that means new beginnings. There’s a new president, there’s a new sense of calm and orderliness that--ah, sorry, I’m being told that only one of those things is true and that we’re still in the middle of a global pandemic that’s killing thousands on the daily. Well, great, off to a good start then.

On the plus side, BattleTech is still here, and it’s still great. Here’s all the news worth knowing for January.

MechCommander Gold: Prometheus Gets Beta Release

MechCommander Xmas Edition

We start off the January news with a piece of news I missed from last December because it came out over Christmas and I was knee-deep in the nog, if you know what I mean. 

RizZen, the guy responsible for the fantastic Darkest Hours expansion of MechCommander Gold, has once again returned with a new expansion: Prometheus. This time he’s straying away from the Inner Sphere and goes fully into Clan Wolf territory with a brand new Wolf-themed expansion. 

What started as a passion project due to COVID-19, RizZen describes Prometheus as the version of MechCommander Gold “I would like to have done in the first place while starting to mod MechCommander wayback 2016.” It will eventually contain an absolutely astonishing 200 missions, but so far the beta release just has 33 of the planned Wolf campaign. It’s also got all eight Darkest Hours campaigns, for a total of 89 missions. 

There’s also new voice packages planned for various new MechWarrriors, although the current beta release only has one of them recorded so far. RizZen also needs to finish the story writing and full briefings for each of the missions, which are planned for future updates.

You can download the whole thing over on ModDB and take a look at the differences between Prometheus and Darkest Hours on this comparison post here. Best of all, there’s no need to have the original game. Just like Darkest Hours, everything is downloadable as a standalone game.

Speaking Of MechCommander, MechCommander Mercenaries Update Delayed Until MechWarrior 5 Spring Release 

Drop Pods MCM

As we’re all aware, PGI has recently been acquired by EG7 and that led to a delay on the release of Heroes of the Inner Sphere, the first major update to MechWarrior 5: Mercenaries, as well as a delay on the Steam release. On the plus side, MechWarrior 5 is also getting an Xbox Series X version that’ll bring MechWarrior back to consoles for the first time since MechAssault

This means expected editor updates have also been delayed which means work on MechCommander Mercenaries has stalled (that’s the mod that turns MechWarrior 5 into an RTS styled after the classic MechCommander games). 

But not all work has ceased on MechCommander Mercenaries. Redditor yrrot gave us an update a few weeks ago that showed a brand new drop pod model ready for game integration as well as a new repair vehicle that’ll let you do battlefield repairs while your ‘Mechs are on deployment.

Another planned feature is a Mechlab overhaul that adds more MechWarrior 4 elements over what we have in MechWarrior 5. It’ll be “a little more complicated than just MW4‘s mechlab,” writes yrrot, mentioning that they want to deal with certain issues like hardpoint inflation.

Since mods like MercTech And MechWarrior 5: Reloaded are so popular, the MechCommander Mercenaries team wants to release MCM as a standalone mod so that it can play nice with other mods. That might take a while even if PGI releases the editor update on time in the spring. In the meantime, the mod is in a holding pattern until we see Heroes of the Inner Sphere

Catalyst January Products And Clan Invasion Update

IlClan Vol 11

As always, Catalyst Games keeps on rolling out new products. Recognition Guide: ilClan, Volume 11 is here with yet more classic ‘Mech designs that are fully rebuilt with Dark Age tech, allowing you to use Clan Invasion minis all the way up to the ilClan-era. The Battle of Tukayyid anthology is also here with stories from Jason Schmetzer, Michael J. Ciaravella, Randall N. Bills, Blaine Lee Pardoe, and more.

Clan Invasion Kickstarter backers also got their first look at the Marauder II and Marauder IIC, which should be coming out in the second wave of Kickstarter orders. I get a lot of Phoenix redesign aesthetic from the Marauder II, especially in the cockpit and torso-mounted autocannon. The Marauder IIC has a more streamlined, deadly appearance, which totally fits the ‘Mechs amazing firepower thanks to three ER PPCs

Marauder IIC

Speaking of Wave 2, Catalyst should have all the Wave 2 orders squared away by now, so we’re just waiting for the manufacturer to complete the order and get things sent back overseas. By all accounts, I should have my ‘Mechs by the spring, and maybe even sooner [editors’ note: Sean has no idea when Wave 2 will ship and should not be counted on to provide an accurate guesstimate of when eager BattleTech fans will get their minis].

Let’s Pad This Thing With Some Great Art!

I drew a Shadow Hawk fighting a Wolverine inspired by the novellas included in there box sets feel free to use this for anything you want. from battletech

What’s a monthly update without some great art? I spotted this Shadow Hawk battling a Wolverine from Reddit user meltdonw14 and felt that it really captures that classic art style you really don’t get with the redesigns and MechWarrior 5-style art. I can appreciate the classics too sometimes.

How do you like your T-Bolt? Had this already sketched out and decide to finish it. Feel free to use it for anything you want. from battletech

A few days later, meltdonw14 gave us another great image of a more modern-looking Thunderbolt. This one seems to have seen some battle, and I’m very appreciative of the shell craters and laser scars on this ‘Mechs armor. Lovely attention to detail.

MechWarrior Online Delivers January Development Update

MechWarrior Online Dev Vlog Jan 2021
Watch this video on YouTube.

It’s January, and as promised, PGI has given us their preliminary plans for MechWarrior Online. Bombadil and Matt sat down to deliver a January update on the state of the game, noting that MechWarrior Online had some good player counts and sales numbers throughout the holiday season. That’s good news for heading into 2021, with plans for more content and updates coming together.

In the update video, the two describe patches coming in Q1 2021 as being dedicated to “low-hanging fruit.” These are quick, fast, easy changes that will directly improve the quality of life for players and will be delivered in an upcoming patch tentatively planned for February (but no promises there). 

On the docket are lowering or removing unit C-bill membership costs to make it easier to join units for faction play, as well as doubling the reconnection penalty time from two to four minutes. This will punish players that deliberately disconnect from a match before completion.

Also planned for the patch are keeping the match time-of-day static as well as making it so bolt-on cosmetics stay on your ‘Mechs permanently and can’t just be shot off at the beginning of a match. This should hopefully make them a bit more relevant as they typically got destroyed in the first five seconds of fighting, making them mostly irrelevant since nobody could see how badass your ‘Mechs mohawk looked.

The second quarter will see PGI looking at new ‘Mech bundles to give players a better deal on some new toys, fixing Solaris maps in private matches, moving spawn points around, and maybe even adding new ‘Mech variants. 

Q3 will be about new content and features, but neither Matt nor Daeron are even willing to hazard a guess as to what that might look like as of yet. They stress that a lot of resources are being poured into MechWarrior 5‘s coming Steam release and expansions, but they are hiring some dedicated devs to work on MechWarrior Online. If you’re still playing MWO after all this time, you’ve probably already learned how to be patient with this game, and that skill will serve you well. 

Here’s Some Sweet Covers Of The MechWarrior 3 Soundtrack

MechWarrior 3 certainly wasn’t my favorite MechWarrior soundtrack, but maybe Joey Cramsey’s covers will change my mind. He recently posted a few covers of MechWarrior 3‘s main theme to the MechWarrior subreddit, and they’re pretty good! You can check ’em out over on his Bandcamp, and even pay for them if you want.

Hired Steel Is Still Coming

Remember Hired Steel? The MechWarrior machinima is still on its way, with CK providing us an update on his Twitter account

“Please excuse the silence. We at #TMC are working hours every day on Ep1 and pushed through >100 tasks since Christmas,” wrote the 3D artist. “I can’t share much without spoiling too much. I think [this] image is OK though. Bear with us please.”

I feel like we’re very close to a release date, although specifics were never provided. We did get a pretty nice screengrab from a work-in-progress, so hopefully that’ll tide us over for a bit.

Aces Wild To Host To Host Inner Sphere Coalition MechWarrior Online Tournament Starting February 1

ISC Tournament

Even as we await MechWarrior Online‘s February patch, The Inner Sphere Coalition is barreling straight to its third-ever community tournament.

Hosted by Aces Wild, you can head on over to their website to register your team. Exhibition games take place throughout January, with official games scheduled to start on February 1. Teams will be seeded based on their individual members’ Jarls’ List rankings to make sure that initial games aren’t complete blowouts.

Games are 6v6 and as the name suggests are limited to Inner Sphere ‘Mechs and technology only (sorry, Clanners, you’ll have to sit this one out). Each match will include five drops of escalating tonnage so that you’ll get the full range of MechWarrior Online games, from highly mobile light and medium ‘Mech fights to assault and heavy ‘Mech-anchored brawls.

Interestingly, you can only use a particular chassis three times over the course of those five drops, and since matches are 6v6, each team will need a variety of ‘Mechs to compete. 

Winners are awarded 1000 MC per drop win, but the real incentive to compete is to not have to worry about queue times thanks to the scheduled matches. 

Head on over to Aces Wild’s website to sign up and for the full tournament rules.

One More Art Thing That’s Pretty Great

Finished lineart for my custom Rifleman II variant! How’d I do? from battletech

RedCometComight is back with a Rifleman II that is super great and I wanted to share because Gatling guns on a ‘Mech are awesome.

MechWarrior 2 Speedrun Page Now Has An Individual Level Leaderboard

MechWarrior 2: Clan Jade Falcon speedrun in 41:15
Watch this video on YouTube.

MechWarrior 2: 31st Century Combat is on the Speedrun.com leaderboard and has been for a little over a year, but now it’s got a specific level leaderboard so you can see how quickly people can scoot through any of MechWarrior 2‘s 32 levels.

And some of these times must have been set with folks running around in Fire Moths, ’cause they are FAST. ProxInDaBox is blowing through the Wolf campaign’s “Pyre Light” in a blistering 1 minute and 2 seconds, while jangler throws down the gauntlet on the third mission of the Jade Falcon campaign, “Mirror Cage,” at an eye-watering 43 seconds!

That time was established in jangler’s world record run, which you can watch in the video above. Their ride is not in fact a Fire Moth but is instead either a custom Jenner IIC or a Stormcrow, both equipped with jump jets and making frequent use of a glitch that maintains forward momentum from jump jetting after shutting down.

Since When Did HBS’s BATTLETECH Become An RPG?

Enforcer

I’ll be honest, I sort of put Hairbrained’s BATTLETECH down for a little bit. I certainly think it was great and I put about 100 hours into BATTLETECH, playing through the main campaign twice, but I never did get to experience the three DLC that HBS put out over the course of 2019.

But I’ve decided to dust off BATTLETECH and give it another go. Partially because MechWarrior 5 has been delayed to the spring and I don’t have any other BattleTech video games to play, but mainly because I’ve been watching Tex’s ongoing Let’s Play of Scrombles Slaughter Division on YouTube and it’s given me the itch. 

This time will be different for me, however. I’m not going to play the main campaign, and I’ve embarked on the new “Career” mode that was added in the Flashpoints expansion. This will help me get to the Flashpoints as quickly as possible and allow me to access all the new ‘Mechs that were added with each of the DLC.

I’ve played through a few missions and gotten my little starter merc company a fancy new Javelin-10F and an Enforcer, and then it really hit me--with all the new random events, Flashpoints, and additional mission-types and dialog, BATTLETECH went from being a pretty standard turn-based tactical wargame into a fully-fledged RPG.

I’m digging it, is all I’m saying. I may be late to the party, but y’all should really be playing BATTLETECH if you haven’t already downloaded it. It’s still the best BattleTech game out there. 

That’s it for January! Join me next month for yet more BattleTech action, and check out Sarna’s interview with The Art of BattleTech and Renegade HPG, the two guys who brought the old BattleTech animated series back from the dead.

And as always, MechWarriors: Stay Syrupy. 

stay syrupy

Community Outreach – The Art Of BattleTech, Renegade HPG, And The Remastered BattleTech Cartoon

BattleTech Cartoon | Opening Scene [Remastered]
Watch this video on YouTube.

Something borderline miraculous has been happening on YouTube lately. The old BattleTech animated series has been appearing on Renegade HPG in a remastered form that makes it a heckuva lot better than a bootleg VHS, and way better than the version we’ve got stored here on Sarna.

Besides making these videos my new workout entertainment, I decided to sit down with the dynamic duo that is bringing this old cartoon back from the dead. This week on Community Outreach, we sit down with Emil of The Art Of BattleTech and Travis from Renegade HPG, two folks that are preserving and even improving on BattleTech’s classic media. 

Read on to find out how Emil and Travis are going about restoring and remastering BattleTech: The Animated Series and maybe even take in an episode or two over on Renegade HPG. Enjoy.

Continue reading

Happy Holidays From Sarna!

courtesy of ENOVA

You know, despite being in a global pandemic and not having any plans for Christmas this year, I still somehow found myself without a lot of time to come up with something interesting to celebrate the holidays here at Sarna. So instead, I’m just going to offer up a few last-minute gift ideas. And by last minute, I mean we’re really cutting it down to the wire here. 

First up, Decision at Thunder Rift is now available in audiobook format, courtesy of Audible. Tren Sparks provides narration with a total run-time of 10 hours, 6 minutes. There’s even a free 30-day trial offer so you can give the gift of not paying any money. 

Recognition Guide: IlClan Volume 10 is now available, along with the 9th installment of the Battle Of Tukayyid story series, Broken Promises by Jason Schmetzer. I know I haven’t had a lot of time to read lately, so I’ll be catching up on this series over the break.

The third issue of Shrapnel Magazine is out, and while print-on-demand isn’t available before Christmas, I don’t think anyone would complain about a digital copy first. There’s stories in there from all your favorite authors, including Michael Stackpole, Loren Coleman, and Blaine Lee Pardoe.

And in case you’d forgotten, the Battle of Tukayyid campaign book is available now in digital and print-on-demand.

I’ve got a feeling that things are going to get better in 2021, all we gotta do is get there. So stay safe, stay at home, and as always, MechWarriors: Stay Syrupy.

stay syrupy

 

Your BattleTech News Roundup For December 2020

The news comes fast and hard in December! That’s mostly because everyone is getting their work out of the way now so they can have a quiet holiday break. At least, I assume. I don’t get those because the news never sleeps!

My pain is your gain. We’ve got some important things to talk about. Some important, plushie, Urbie things. But first, a follow-up to last week’s big story that is sure to be at the top of everyone’s mind.

PGI Talks About EG7 Purchase, MechWarrior 5 Release On Steam/GOG

MechWarrior 5 Mercenaries Dev Vlog
Watch this video on YouTube.

Let’s start off with the biggest news that hit us last month, which was PGI getting bought out by Swedish publisher EG7. Daeron, Matt, and Russ from PGI all spent a long time talking about what it means for the company and what it means for both MechWarrior 5 and MechWarrior Online in the latest dev vlog.

To cut 45 minutes down to a few paragraphs, it means good things for both. With EG7 providing financial backing and marketing support, PGI can focus their efforts on developing the best game they can.

All three made it clear that there’s not a lot they can say that wasn’t handled in the press release a few weeks ago. Not even PGI employees knew about the EG7 deal until the day of the announcement as there was a ton of secrecy surrounding negotiations. Russ did say that PGI had been on the market for a business partner for some time, and EG7 made the most sense. It allows PGI to retain their autonomy and also gives PGI access to what they’ve been missing: a powerful marketing engine that can get their games out there.

On the delay for MechWarrior 5‘s planned release on Steam and GOG, that was just mostly bad timing. The EG7 deal started to really take shape in November, and then Cyberpunk 2077 announced their delay to release on the same day as MechWarrior 5. These factors combined made it just impossible to get the product they wanted out on Steam in December as previously hoped.

Now the plan is to have Heroes of the Inner Sphere and MechWarrior 5 release together on Steam in the spring along with a simultaneous release on Xbox Series X. This version will essentially be the same game as found on PC but optimized for a singular console. PGI had wanted to also get the Xbox Series X version out in December as a surprise addition to the Steam release, but Microsoft was a little slow getting their dev kits sent out.

And we have some good news. Daeron strongly hinted that there will be a second DLC pack after Heroes of the Inner Sphere “right about the same time or just around the corner.” He even went as far as calling it an “overload of content” come the spring.

Which is great. I’m into it, and that gives me plenty of time to get through Cyberpunk and Project Wingman.

So, What’s Going On With MechWarrior Online?

Podcast 218 - Daeron Katz & Matt Newman MWO 2021
Watch this video on YouTube.

In addition to the MechWarrior 5 Developer update, Bombadil also returned to No Guts No Galaxy to talk to Sean (not me, the other Sean) about MechWarrior Online. Honestly, plans don’t appear to have changed all that much from November, but they are taking a more solid shape.

First off, the plan is to slightly alter the new player experience by changing the tier in which new MechWarriors begin. Right now it’s set to a tier that has them playing against the best MechWarriors in the game, and that causes them to get stomped into oblivion--not exactly a great way to introduce a new player to a competitive game. Instead, they’re going to have new players arrive at a lower tier so they’re not always giant targets for dudes with custom Mad Cat IIs and Vapor Eagles.

That’ll hopefully arrive in December’s patch, but if not it’ll be here in January. That’s about the same time PGI hopes to have a roadmap for what they plan to do with MechWarrior Online in 2021. Daeron said that PGI is hiring a dedicated team to work on MechWarrior Online, and that might even include a level designer or two to make a new map. But first, they’ll fix up some old maps to learn the ropes.

Fixing the new player experience is the top priority though, and that means new trial mechs for new players to aspire to. Everyone seemed very doubtful that an engine rewrite or even MechWarrior Online 2 is in the cards but you never know.

Oh, and there’s a town hall for MechWarrior fans scheduled for December 11. Sean Lang of No Guts No Galaxy will host the town hall on Twitch with Daeron posting questions to the MechWarrior Online forums to discuss live on stream. Go on over there to provide your two cents. [EDIT: Sorry, this was meant to get up a bit earlier, but a problem with the site delayed things until after the townhall.]

The UrbanMech Plushie Is Real And I Cannot Stand Being Apart From It

Look, I’ll be honest, I was getting a little bit concerned that the UrbanMech plushie that was offered in the Clan Invasion Kickstarter was going to turn out to be an empty promise that wouldn’t be fulfilled. Every single time I’ve even mildly interacted with Catalyst, it was to ask about the plushie UrbanMech. At this point, they’ve probably blocked my emails.

But my concerns were totally unfounded. The latest update on the Clan Invasion Kickstarter confirms that the Plushie Urbie is real, and it is ADORABLE.

It’s also a lot more complex than I initially expected. Look at all the colors! And the antennae! And the arms!

What we’re seeing here is a product sample that got sent to Catalyst after they sent their technical drawings, which were very technical indeed. I was expecting something very basic, very greyscale, and very… well, y’know, urban, but no. We get a pirate Urbie complete with a fancy paint job.

I eagerly await the day when I can hold my new UrbanMech son in my arms and name him. Until that day, more news.

Camo Specs Has A New Website And They Got Tex To Do The Introductory Video

CSO Welcome Page
Watch this video on YouTube.

I’ll be honest, I’m not a painter, so I didn’t have much cause to go to Camo Specs very often. But the few times I did go I was reminded of a GeoCities website from the late ’90s. It was bad, and I felt bad going there.

But now it’s gotten a huge overhaul that makes it faster, more user friendly, and just freakin’ works. There’s a search bar that can bring up helpful articles. There’s a tab at the top that will list factions, artists, and tutorials. You wanna know how the Tiburon Khanate painted their ‘Mechs? Well, you’re just three clicks away from the Camo Specs home page of finding out.

Best of all, they got Tex of Tex Talks BattleTech to do the intro video. I know Tex’s delivery makes it sort of sound like he’s doing the voiceover work for a corporate training video, but it’s still pretty great.

Tex Did A Voice Pack For BattleTech Modders

MERRY CHRISTMAS TO THE BATTLETECH COMMUNITY - Grampa Tex Mod Pack Preview
Watch this video on YouTube.

Speaking of Tex, he’s also featured in a brand new voice pack for Harebrained’s BATTLETECH. This allows Grampa Tex to be added as a pilot to something like RogueTech--provided they want to add said pilot, of course. Grampa Tex is not exactly the sort of guy you’d expect to find in a decorated mercenary outfit, so he sort of breaks immersion. On the other hand, he’s hilarious, and I think comedy far outweighs realism when it comes to video games.

Wolves Is Bringing Hell In Wave 2

https://twitter.com/Wolves_Game/status/1335631057794834433?s=19

Wolves is still working on getting Wave 2 out, but they’ve got something to keep us interested in the meantime. The Hellbringer is going to get added in the spring, and it will apparently be “agile, sturdy, and very hot.” Makes sense, given the Hellbringer was never a particularly cool ‘Mech even by Clan standards.

To show the Hellbringer off, Pajama Boy produced this delightful trailer video. And then he tagged me so I’d pop it in the December news dump. I’m easily manipulated, you see.

Now This Is A Super Cool HOTAS Setup For MechWarrior 5

Childhood dream, realized. Now to buy a house and build a training pod in the garage. from mechwarrior

I play MechWarrior 5 on a mouse and keyboard like most regular humans (I assume). When it releases on the Xbox Series X sometime next year, I suspect most people will play using a standard Xbox controller. This guy has something much, much better. Reddit user Tiltinnitus shows off his sweet-ass HOTAS setup, with the throttle on the left and joystick on the right. He’s even got old-school switches that can apparently be mapped to a ‘Mech’s engine ignition. For those wondering, Tiltinnitus explained in the comments that it’s a Logitech X56 throttle and an NXT Gladiator joystick. Both look very cool, although I sure hope there are some elbow rests hiding somewhere off-screen.

That’s it for now, but December isn’t over. We might have a few more surprises waiting for us before the year is out, so stay tuned.

And as always, MechWarriors: Stay Syrupy

stay syrupy

 

 

Your BattleTech News Roundup For November 2020

There’s a sense of anticipation this November. We’re all looking forward to good things that are coming, whether they be Cyberpunk 2077, our Clan Invasion packages, covid vaccines, or even winter. Personally, I hate winter, but I acknowledge the fact that some people might like it.

I’m a terrible Canadian, in case you hadn’t noticed.

Anyway, we got a lot of big news this month so there’s no sense dilly-dallying. Let’s get to it!

MechWarrior 5 & MechWarrior Online Developer Piranha Games Purchased By Swedish Games Publisher EG7

EG7 Investor Presentation Q3 2020 - Acquires Piranha Games
Watch this video on YouTube.

Big news for MechWarrior 5 and MechWarrior Online fans. Piranha Games, the Vancouver-based developer that made both previously mentioned games, has been bought out by Swedish publisher EG7 for a purchase price of $31.4 million CAD.

There’s a couple of very interesting figures produced in the press release from EG7. PGI’s net sales for the one-year period prior to September 30, 2020, totaled $22.7 million, with MechWarrior 5 selling “hundreds of thousands of copies on Epic Games Store alone.” Over MechWarrior Online‘s lifetime, the game has generated $75 million CAD in net revenue, which sounds like it was quite profitable.

So who’s EG7? A cursory glance around the interwebs reveals them to be a relatively new Swedish games publisher with a history of working with some pretty big names in the games industry. They have their hand in a little bit of everything, but they mostly seem to handle marketing and publishing with a few developers under their umbrella. They’ve done marketing for Call of Duty, Destiny, Fortnite, and Angry Birds, so they’ve certainly handled IP way bigger than MechWarrior

For PGI, EG7 offers financial stability and resources to fund MechWarrior 5‘s future development and also get them started on their next big thing. In EG7’s third-quarter financial presentation, PGI President Russ Bullock revealed that his company will work on a “new live-service IP” in the next five years while simultaneously supporting MechWarrior 5

In return, EG7 gets a Candian developer with 65 employees as well as access to the MechWarrior license. Since PGI is going to be working on a new IP, this means EG7 might hand the next MechWarrior game over to a different developer to see what they come up with. Or they might sit on the IP and do nothing. EG7 gave no indication in their presentation of what they plan to do either way.

The press release states that PGI will continue to operate as an independent studio with the financial backing of EG7. That’s great news for PGI as it means they get to continue on as normal while still collecting salaries as they make their new live-service IP--whatever the heck that is. 

All we know for sure at this point is that whatever game PGI makes, it won’t be MechWarrior. I’ve reached out to EG7 to see if they’ve got any plans for the license.

MechWarrior 5: Mercenaries Coming To Xbox Series X/S In Spring 2021, Steam Release Delayed

Hot off the heels of that news, the MechWarrior 5: Mercenaries and its attendant DLC, Heroes of the Inner Sphere, won’t release December 10th on Steam as previously planned. PGI pretty much came right out and said that releasing on the same day as Cyberpunk 2077 was “less than optimal,” so a delay seems prudent. 

The new release window for Steam is Spring of 2021. That’s the bad news. The good news is that there’s going to be more than just a Steam release. MechWarrior 5 is now also going to be released on GOG.com and, surprisingly, the brand-new Xbox Series X/S consoles. 

I’m a PC gamer, so I don’t have one of Microsoft’s newfangled consoles, but it sure looks like it could run a game like MechWarrior 5 just fine. PGI notes this’ll be the first MechWarrior game on a home console since MechAssault 2, which is kinda neat. The extra time will also give the developers time to polish MechWarrior 5 until it’s gleaming, “including [improvements to] AI, UI, art, customization, and content.” 

And if you don’t have an Xbox Series X/S, there’s going to be an Xbox One version too.

But What About MechWarrior Online?

Podcast 217 - Beard Cast w/ Daeron Katz
Watch this video on YouTube.

Last month, we learned the MechWarrior Online was in for a bit of a revival. PGI had resecured the rights to the MechWarrior license from Microsoft and was thinking of ways to reinvigorate their oldest MechWarrior game. To that end, they hired Bombadil to be the new community manager, who then went to work talking to the community to generate some ideas on what they could do to make MechWarrior Online a better game.

Bombadil posted a list of those ideas on the MechWarrior Online website, which range from simple server-side changes that might improve the new player experience to sweeping overhauls of the MechWarrior Online matchmaker. As discussed last month, the idea here is to improve MechWarrior Online with as little effort as possible, so some of the more labor-intensive ideas seem less likely to occur than others.

On the latest Beardcast with No Guts To Galaxy, Bombadil basically said that he’s going to take this list to the PGI heads to further discuss, but not to expect any additional news on this topic until next year. Considering MechWarrior 5 and its expansion, Heroes of the Inner Sphere, arrive on both Steam and Xbox Series X/S next spring, PGI is probably going to have most of their programmers working on MechWarrior 5 for the next little while and won’t have a lot to spare for MechWarrior Online

Catalyst Has A New Assistant Line Developer

Catalyst has a new assistant line developer. Aaron Cahall got the job as per an October 28th announcement that got in just after I’d already posted the October supplemental news dump, so we’re going to cover it here.

According to Catalyst’s press release, Cahall was previously the BattleTech line editor for the past two years, helping to make new products, help new writers, and keeping developers on tight deadlines. 

“I’m pleased to be able to continue supporting Ray and the entire BattleTech team during this exciting time for the game,” Cahall said. “I’ve been a BattleTech fan for a long time, but it’s the people involved in making it who have come to mean even more to me. I’m looking forward to moving into the new ilClan era alongside them.”

Judging by the job description, this sounds to me like mostly a title change. Cahall will still do mostly the same stuff he’s done before, but maybe we’ll see his name at the bottom of those new BattleTech product emails instead of current line developer Ray Astaria.

Also, CamoSpec‘s has a new leader in Matt Frederiksen. He organized the annual CamoSpecs GenCon diorama (back when GenCon was still a thing), and now he’ll be recruiting new artists to join the CamoSpecs team.

Tukayyid Returns In New Fiction And Sourcebook

Tukayyid 1

It was perhaps the greatest battle in BattleTech history. When seven invading Clans arrived on Tukayyid, they were stopped dead in their tracks by ComStar‘s Com Guards. Cutting edge Clan tech wasn’t enough to overcome good old fashioned Star League designs and Inner Sphere guile. And now Catalyst is celebrating Tukayyid with new fiction, a sourcebook, and all-new miniatures.

First off, we’ve got five new novellas coming that tell the story of Tukayyid from multiple sides. A few of them are already out, including Blake’s Own by Jason Schmetzer and Two Roads Diverged from Michael J. Ciaravella. Both tell the story of the Com Guards’ clash with Clan Smoke Jaguar, and we all know how that turned out.

Clan Rec Guide 08

Nine stories will be released in the lead-up to The Battle of Tukayyid Sourcebook which arrives on November 27th. Catalyst is giving us a 200-page hardcover volume that covers each of the seven campaigns. Expect a “full overview of the battle, including a map of the regions; the specific combatants involved, along with insignias; and details to allow players to experience each campaign on their tabletop.”

And just for a little extra, the Battle Of Tukayyid Supplemental PDF provides record sheets, counters, and a worksheet for the Battle Support: Combined Arms rules.

There’s not a lot of info on the miniatures, but I expect them to be the same ComStar minis that were included in the second wave of the Clan Invasion. I’ll be sure to report more as soon as I find out.

Oh, and one more Catalyst thing: the Clan Recognition Guide is up to Volume 8 now. Go get it on the Catalyst store

People Are Getting Old MechWarrior Games To Work On Some Pretty Weird Stuff

MW3 on my Samsung Note9 with mouse and keyboard from mechwarrior

I noticed a bit of a trend on the MechWarrior subreddits this November. People are getting very old MechWarrior games to work on some pretty esoteric devices in much the same way people have been getting Doom to work on technology that has no business playing Doom (such as a pregnancy test). 

First up, Reddit user Nakele got MechWarrior 3 working on a Samsung Note9. For something without a dedicated graphics processor to run any game is a technical achievement, so kudos to Nakele for getting MechWarrior 3 to work at all. That said, there’s some noticeable slowdown in actual combat, and the overall frame rate isn’t exactly what I’d call “smooth.” 

But it works! And that’s what’s important.

Finally got all the MW2 games running on my z fold 2 with controller fully mapped – mobile MW is awesome! from mechwarrior

Topping that is user benchallenger10 with MechWarrior 2 running on a Samsung Z Fold2 with additional controller support. This makes the whole setup look like a Nintendo Switch, only it’s playing some classic MechWarrior. Sadly, we don’t get to see the game in action, but benchallenger10 reports that they’re getting 60fps at 1024x868 resolution. They also managed to get MechWarrior 2: Mercenaries working too, but the slightly more “advanced” textures made the frame rate drop below 60fps at times.

Both of these are fantastic, and I encourage other techy MechWarriors to get old MechWarrior games working on even more humble devices. If Doom can play on a pregnancy test, maybe we can get MechWarrior 2 to play on a programmable microwave or something. 

You’ll Love This 3D-Printed Magnetic Catapult

All systems nominal! from battletech

Here we have a 3D-printed Catapult model that uses magnets to swap between the arm-mounted PPCs of the CPLT-K2 and the LRM-15s of the CPLT-C1. There’s also a magnet that lets the torso twist, too. It’s great, and I want one. We should all message Reddit user Philbobagginzzz for the details.

The Pikachu Urbie Gets An Upgrade

"When you hire the Pocket Monstrosities Mercenary Company you know you’re getting the very best, like no one ever was." -Ashton Cottem, company commander from battletech

You remember my article discussing the possibility that BattleTech might have what I described as a “Pokemon problem,” right? Well, forget about that argument and just click on the link to see the cover image. I didn’t know who made that adorable Pokemon-themed tableau at the time of writing, but now I do. And they’ve come back with an even better version of the PikachUrbie thanks to the new model redesigns sent out with the Clan Invasion Kickstarter.

Reddit user feor1300, you are hereby officially recognized for your creative genius. Please let me know how much Nintendo intends to sue you for copyright infringement and I’ll start the Go Fund Me page to pay for your legal defense. I won’t actually contribute, mind you, but I’ll at least start the page. 

Wolves Announced Wave 2 Expansion Coming In Spring Of 2021

Wave 2 | All But One Teaser
Watch this video on YouTube.

Wolves, the fan-made MechAssault remake that has the tacit approval of Microsoft (provided they don’t actually sell anything) is getting the Mad Cat Mk II. That’s neat, right? 

Wave 2 will also include the Raven, Raptor, and Hellbringer. Although, given the screenshots posted last month, I’m pretty sure that’s actually the Raptor II, which was also introduced in MechAssault 2: Lone Wolf

There’s also some pretty sweet animation improvements coming in Wave 2. You can’t discount animation when it comes to ‘Mech games--there’s a fine line between the lumbering gait of a 75-ton death machine and the wobbling stumbles of a chicken-legged robot. 

I’m Actually Not Getting My Clan Invasion Wave 1 Kickstarter Package Because I’m A Fool

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So I still haven’t gotten my Wave 1 package even though pretty much every Canadian has received theirs, and now I know why. Back when I was choosing my shipping options, I selected “ship all at once” rather than “ship as products become available.” So now I gotta wait for Wave 2 to ship before I get everything that I ordered. 

This was all happening just as the first wave of the COVID pandemic was really hitting home, so I’m sure I was thinking it’d be a noble sacrifice to let mail services deliver more important packages than little robot figurines, but now I haven’t seen my friends in months and I could really use the pick-me-up that only ‘Mechs can provide.

Ah well. Just a few weeks until Heroes of the Inner Sphere drops and then I’ll have plenty of distractions. Oh, wait. 

That’s it for November! Join us next time as we contend with a pandemic and winter. Stay safe, stay healthy, and stay at home.

And as always, MechWarriors: Stay Syrupy.

stay syrupy

Did You Know? – There Was A BattleTech Card Game, And It Was Great™

Way back in the ‘90s, collectible card games (or CCGs) were a big deal. Wizards Of The Coast had hit it big with Magic: The Gathering and they were hoping they could get lightning to strike twice with a brand new game. Or several new games, like Xena: Warrior Princess, Netrunner, C-23, and many, many more. 

But It turns out it’s really hard to get lightning to strike on command. While Wizards was frantically creating as many CCGs as possible, they eventually reached out to FASA to make a BattleTech card game. And so, in 1996, the BattleTech CCG was born.

I’d like to say that it was just as big as Magic was; that it was just as creative, just as colorful, and just as successful, but it wasn’t. The game lasted through about 5 years of official support from the manufacturer, and then like so many unsuccessful card games from the era, it sort of just disappeared.

But not entirely. The BattleTech CCG is still around, and people still play it in their socially distant way. There are even people making unofficial expansions and suggesting that BattleTech (the CCG) could become a living game just from fan support alone. 

I guess I should say right off the bat that I really hope this happens. I loved the BattleTech CCG when I was a kid perhaps even more than I loved the tabletop and Clix-based games combined. There’s just a certain magic to trading cards that’s hard to describe--it’s like holding something that’s part playing figure and part tiny TRO. I sometimes still find myself going through my old collection just to see the art one more time. 

So today on Did You Know, I bring you my ode to the BattleTech CCG. A retrospective look at where it came from, where it went, and where it might go from here. 

Making The BattleTech CCG

There’s really no way to discuss BattleTech without first touching on Magic: The Gathering. Magic, as it’s often shortened, was a phenomenon that put Wizards Of The Coast on the map. It became so massive that almost 30 years later, Magic is still being played both online and on tables all over the world. 

Rather than pour all their resources into making Magic: The Gathering as good as it could be, Wizards set their sites even larger. They wanted collectible card games targeting genres beyond just the high fantasy tropes that Magic relied upon, and science fiction was one of those genres that Wizards definitely wanted to branch into. 

Wizards reached out to two companies to make their sci-fi card game a reality. The first was Talsorian Games, makers of Cyberpunk 2020 (which will soon be adapted into the massive video game, Cyberpunk 2077), while the other was FASA. Noting the wild success of Magic and always up for another game product, FASA was quick to agree and a partnership was formed. Cyberpunk 2020 was adapted into Netrunner, while FASA got a collectible card version of BattleTech.

This is where things got handed over to Richard Garfield, prodigious card game maker and original creator of Magic, BattleTech, and many other tradeable/collectible card games. Garfield was certainly proud of Magic and its monumental success, but he never thought it was perfect. Deciding to do things entirely differently with his next game, Netrunner had virtually nothing in common with Magic and was, therefore, a complete flop upon release in 1996. This is mostly attributed to people coming from Magic who were expecting some similarities in the rules but were surprised to find none.

Having learned his lesson, Garfield decided to make BattleTech in a Magic-like mold but with some key differences. “With BattleTech,” Garfield said in an interview with the BattleTech CCG Facebook Group’s Michael Cohen, “we were starting to get pretty good with choosing what standards to break in order to generate the most play interest and flavor accommodation.”

Magic players found a lot in common with BattleTech. The tap mechanic reappeared to designate when a card had been used for that turn; resources subbed in for Magic’s lands while “assets” replaced Magic’s color wheel; the turn order followed a familiar sequence of events like untap, upkeep, draw, and attack; and of course, ‘Mechs were used in place of summoned creatures to attack your opponent.

However, BattleTech differed from Magic in a number of ways. Rather than attacking an opponent’s “life total,” players could send ‘Mechs to attack anything on the board from opposing ‘Mechs to resources (or “sites,” as they were referred to in-game). The ultimate goal was to run your opponent out of cards by attacking their “stockpile” (ie. their deck), meaning that every game had a built-in timer as each player draws two cards per turn--double the number of Magic.

There was one other major factor that set BattleTech apart from Magic. As a licensed property, Garfield and his developers had to work with FASA to create the game, and this caused quite a bit of tension during the development process.

“I worked with some folk at FASA and had dicey relationships with them,” Garfield recalls in that same interview. “In my opinion, they were not respectful of the needs of CCGs and wanted to make decisions which would make the game worse but fit their idea of the flavor. I am sure from their perspective I was not as thoughtful about the world and was willing to sacrifice the story to make what I thought was the best game. 

“An illustration of that was the Clans: they wanted all the decks to be one Clan, and that simply doesn’t make sense for a CCG and it was like pulling teeth to get compromises made to make the game playable. Our eventual compromise was a larger number of neutral cards than they otherwise would have liked and framing of the Clan rules as an alternative way to play.”

Wizards and FASA eventually settled on the five Great Houses and the invading Clans as the initial factions available, along with keywords for certain mercenary groups such as Wolf’s Dragoons and the Kell Hounds, and another for ComStar. The initial rules didn’t even require decks to stick with a single faction other than House or Clan, and it wasn’t until much later in BattleTech‘s development did enough cards even exist to allow players to make competitive decks with only a single faction represented.

Richard never got to see that eventuality. As Wizard’s chief game designer, he and his primary development team had already moved on to the next project after the first core set of 283 BattleTech cards was released in 1996. In Garfield’s view, it became clear that “our development team after the first set didn’t have nearly the support they needed” to keep up with the problems that soon appeared as BattleTech hit store shelves.

BattleTech: The Early Years

Problems with BattleTech started appearing almost immediately. It became clear that the game was designed only with casual collectors in mind and as soon as enthusiasts started organizing tournaments and battling it out with 60-card decks, BattleTech had serious flaws that could be exploited for a competitive advantage. 

In the initial rules, there was no limit to the number of any particular card that could be placed in a player’s deck. This likely would have been a minor issue had the Counterstrike expansion not arrived with a completely free ‘Mech (the Sentinel STL-3L) that required absolutely no resources to play. This meant any player could have had an entire deck made up of 60 Sentinels, played two per turn, and simply overwhelmed their opponent.

By the time Wizards Of The Coast held BattleTech‘s first official tournaments in 1997, the rules had been updated to limit decks to only six of any given card, but the strategy of swarming opponents with low-cost units remains popular in BattleTech even to this day.

However, we don’t even need to get to BattleTech‘s first World Championship tournament to see another flaw in the game, and that’s the inherent advantage that fast ‘Mechs have over moderate and slow ‘Mechs. 

Because fast ‘Mechs can attack anything slower than they are (ie. moderate and slow ‘Mechs), a pack of cheap, fast ‘Mechs can pick off moderate and slow ‘Mechs, denuding an opponent of defenses should they lack their own fast ‘Mechs to counter. This wouldn’t be a problem if each faction had an equal distribution of ‘Mech speeds, but because BattleTech is set essentially during the Clan Invasion, the vast majority of efficient fast ‘Mechs were Clan, while Inner Sphere ‘Mechs were moderate or slow.

Fast Clan quickly formed as a winning strategy that allowed decks full of fast clan ‘Mechs to pick apart Inner Sphere opponents who were virtually defenseless. Cards like Effective Groundwork and Elite MechWarrior supercharged this strategy to the point where no other deck was even competitive, resulting in those cards being banned along with the infamous Dasher D

Even still, Peter Sundholm’s Fast Wolf deck, filled with Dasher and Fenris Primes, was BattleTech‘s first-ever World Championship-winning deck, and it would go on to define the Fast Clan deck archetype from that point onward.

If 1997 was the year of Fast Clan, 1998 was the year of Inner Sphere Swarm. While swarm decks had always been a popular option in BattleTech, the arrival of the Arsenal expansion brought ultra-cheap, fast VTOL and hovertanks. Cards like the Cavalry, Cyrano, and Saladin finally gave Inner Sphere factions a fast unit that could be deployed before Fast Clan could send in their own fast ‘Mechs like the Dasher and Fenris, giving the Inner Sphere a distinct edge. 

However, the BattleTech designers made the mistake of pricing these units too cheaply. Many of them could be deployed for free without even taking up one of the player’s precious two deployments, making the Vehicle Swarm Deck an insurmountable force. Wizards Of The Coast quickly changed the rules again to limit decks to just 10 non-‘Mech units to keep competitive play even remotely fair. 

Ten non-‘Mech cards were more than enough to crush Fast Clan when they were combined with the ludicrously cost-efficient Nightsky NGS-4S and the Sandhurst Royal Military Academy. Davion Sandhurst Royal Military Academy Swarm, as the deck would come to be known, swept the 1998 BattleTech World Championships taking both first and second place. In fact, the championship game was a mirror match-up with both Terry Border and Shiu-Yik Au playing the exact same deck.

BattleTech: Those Troubled Middle Years

It’s around 1998 that we can’t really talk about the evolution of card games without discussing the Internet. Suddenly, strategies, tactics, and above all, decklists could be publicly shared for everyone to learn, iterate, and in many cases, outright copy. Alpha Strike became the number one website for net-decking in BattleTech, with articles and tournament-winning decklists posted there for every BattleTech fan to see. 

That’s not to say that all unique ideas immediately disappeared from BattleTech starting in 1998. Zvi Mowshowitz’s famous ‘Mechless deck made headlines by relying on subterfuge and BattleTech‘s few direct damage cards to eliminate opponents in a single, massive airstrike. Wizards Of The Coast also continuously pushed BattleTech fans on their own website to discover new strategies, such as the Quasimodo Deck that featured the mildly insane Hunchback IIC and its enormous Alpha Strikes

But the internet meant that ideas traveled fast. Winning strategies were copied, tested, and then perfected soon after the release of each new set. And one of the things that became increasingly clear was that there wasn’t a lot of variation when it came to BattleTech’s best ideas. 

Once again, we start 1998 off with several bans and errata. After the phenomenal performance of Sandhurst Royal Military Academy at Worlds, ComStar became its own faction so that it couldn’t be combined with efficient Davion medium ‘Mechs and overwhelm all opposition. Later errata would further clip Sandhurst’s power down to a level where an outright ban was deemed unnecessary, although it was still considered a powerful card.

And Sandhurst was hardly alone. Disguised Coordinates was a card so oppressively un-fun to play against that Wizards decided to outright ban it instead of issuing errata. Ditto the original NGS-4S Nightsky which was deemed so under-costed that it was banned in favor of a revised version with twice the resource price.

However, the original Nightsky wasn’t banned at first. This brings us to the mass confusion of Commander’s Edition, released in the summer of 1998. A sweeping revision of the game, not only did Commander’s Edition change BattleTech‘s card design to be more distinctive amongst Wizards’ other products, but it also attempted to correct some of the mistakes made in the initial printing. This resulted in a number of “revised” cards with adjusted resource costs, modified attack values, added keywords, or in some cases, entirely different rules text.

Not wanting to completely invalidate a player’s collection up to that point, Wizards ruled that both revised and un-revised cards were legal to play. This somewhat got around the six-card maximum rule in that it allowed players to play both versions of the card in the same deck. It also resulted in the somewhat hilarious possibility of playing a deck of 24 Owens despite the fact only two variants of the OmniMech were ever made into BattleTech cards.

Wizards would eventually see the lunacy of this compromise and declared that all older cards could only be played using the revised text. That said, competitive BattleTech was filled with confusion right up until the 1999 World Championship. 

The 1999 BattleTech World Championship saw the rise of Marik GorgeMaster. A deck designed specifically to combat against Fast Clan and early swarm strategies, it used C3-equipped ‘Mechs to present an extremely tough defense that was further augmented by a sideboard filled with Rocky Gorge and Falsified Maps

Falsified Maps allowed GorgeMaster to search for Rocky Gorge almost at will, while the Rocky Gorge itself would deal two damage to each attacking ‘Mech. This was enough to outright destroy Dashers and other free-deploy units common in Sandhurst Swarm decks while also severely weakening larger units, often to the point that they’d be forced to sacrifice themselves in a second attack.

What made GorgeMaster such a powerful deck at the time was how it specifically countered BattleTech’s best strategies but was adaptable enough to deal with others as well. However, it was an extremely difficult deck to play requiring immense knowledge of other decks and playstyles. GorgeMaster was the height of the BattleTech tournament scene. After that, it was all downhill from there.

The End Of BattleTech

The last expansion to arrive in BattleTech was Crusade, which took the collectible card game right up to the era of the reborn Star League and the Inner Sphere’s counter-invasion of Clan Smoke Jaguar. It saw the addition of a new clan, the Steel Vipers, as well as powerful Alliance cards that allowed players to use multiple factions in a single deck.

These Alliance cards dramatically enhanced the quality of existing strategies by not forcing decks to sacrifice quality in order to remain within the bounds of their faction. Now, Fast Clan had access to the best fast ‘Mechs from every Clan, whereas Solaris Contacts and swarm decks didn’t need to limit themselves to a single House. 

Alliances were found in several top-placing decks in the 1999 World Championships. At the final Worlds tournament in 2000, Chad Edwards’ Invading Clans deck took first place using a mix of Crossbows and fast Clan Wolf ‘Mechs as well as Hidden Reserves and Improved Construction Facilities to simply out-pace his opponent both economically and tactically. 

After that, the BattleTech card game was over. Wizards announced their intention to stop supporting the game with expansions after Crusade, and while they supported BattleTech‘s professional scene for a year or two, without new cards to keep the game fresh, both professional and casual players abandoned BattleTech for greener pastures (which was usually Magic: The Gathering).

And so the world moved on. Alpha Strike continued to operate for a couple of years before eventually closing up shop. The secondary market thrived for some time before dwindling to a trickle, although you can still find unopened boxes of BattleTech on sites like eBay and Craigslist

But much like the tabletop game, BattleTech has a way of creating die-hard fans. The BattleTech CCG Yahoo Group maintained the largest depository of BattleTech articles, rulings, and card lists for over a decade before moving on to the BattleTech CCG Facebook Group. They’re still in operation today, where you can not only discuss the old BattleTech card game in whatever detail you want but also peruse an even larger depository of resources, including FAQs and starter decklists to bring new players into this very old game. 

Not Quite As Dead As You Think

You’d think that a game that has been out of print for over 20 years would be extremely difficult to play. You’d also be mistaken.

To start, there are still unopened boxes of cards out there. If you’re not willing to pay the price for a dwindling resource, all the cards have been individually scanned and placed online in a number of locations, including here at Sarna. The legality of printing those scans onto new cardstock is questionable, but there are a number of sites online where you can print custom playing cards to bring BattleTech back from the dead.

But why bother with printing old cards when you can print brand new ones? Besides getting around the whole copyright issue, these unofficial expansions bring far more of the BattleTech universe into the trading card game than ever before.

You might remember Michael Todd from such glorious fan creations as the unofficial TRO 3028 and TRO 3049. Well, he’s also devoted a not inconsiderable amount of his life to making a fan-made BattleTech CCG expansion, and one that I absolutely adore. Mostly because it includes all of Unseen ‘Mechs, but also because there are several Locust variants that would make a Logistics-based Inner Sphere swarm deck absolutely busted.

Next, we have Michael Cohen and Chester Hendrix of the BattleTech CCG Facebook group. They jointly made an even more comprehensive fan expansion that includes not just the Unseen, but also Aerospace, ProtoMechs, tanks, and more Missions and Command cards than I can count. This is easily the largest fan expansion I’ve encountered, and one that’s definitely worth considering adding to your collection. 

Renegade HPG’s Travis Gardner has also been hard at work creating custom cards over on his YouTube channel. Instead of focusing on entirely new cards, Travis seems to fall into a different camp within the BattleTech CCG community that believes BattleTech’s in-game resource pricing is fundamentally flawed and requires correcting in order to end the utter dominance of Fast Clan and Inner Sphere Swarm. To do that, he’s devoted several videos to creating ‘Mechs that are priced based on a formula developed by the community to ensure a fair playing field.

Expansions and revisions are great, but what if you just want to play the old game in the old way? Well, you’ve got two options. First, there’s Tabletop Simulator, where someone has helpfully created a BattleTech CCG add-on that lets you play with all those cards in a virtual space. 

Unfortunately, Tabletop Simulator can be oppressively cumbersome to play virtual card games. Instead, the BattleTech CCG Facebook community recommends using Lackey, a free-to-play card game app that lets you play almost any old card game, so long as someone has the scans for it. You’ll need to spend some time getting the BattleTech plug-in for Lackey set up, but as always, Michael Cohen at the BattleTech CCG Facebook Group has got you covered.

Battletech CCG | Building a Custom Card (Episode 9) Black Knight
Watch this video on YouTube.

Some Parting Thoughts, And Some Thanks

Unlike most of my articles, this one wouldn’t have been possible without the help of a few notable individuals and one group as a whole.

First off, I’d like to thank the BattleTech CCG Facebook Group for keeping this game alive long past its expiration date. I’d also like to thank Mark Roberts for maintaining a collection of scanned BattleTech memorabilia, including full-page magazine ads that have really added a nice touch of color to what would have otherwise been a pretty drab jaunt down memory lane. Kudos to Travis for putting me in touch. 

And an even bigger thanks to Michael Cohen for interviewing Richard Garfield so I didn’t have to. You can read the whole interview over on the BattleTech CCG Facebook Group, but just be aware that he’s a guy who has spent more decades designing card games than I have spent breathing and he can’t really remember much of the nitty-gritty details of BattleTech anymore.

Also, literally any of the subjects I touched on over the past 3000 words or so could have their own 3000-word article, so I apologize if it seems like I glossed over some of the grittier topics covered here.

It’s probably safe to say that without the BattleTech CCG I would never have gotten into the BattleTech fiction, and without that, the BattleTech video games likely wouldn’t have resonated with me nearly as much as they did. I really do hope that this game sees a resurgence, either with more expansions or with a completely revamped pricing formula that makes it a little fairer for every faction.

And as always, MechWarriors: Stay Syrupy.

stay syrupy

October News 2020 – Supplemental

Urbex

courtesy of EldoniousRex

I knew there’d be more news before October was done, and I wasn’t disappointed. Here’s all you need to know before November hits and our COVID quarantine turns into shelter in place due to armed insurrections. 

I’m kidding. I hope. Anyway, on with the news!

Michael Stackpole Interview On Renegade HPG

Michael Stackpole Talks BattleTech
Watch this video on YouTube.

First up, a rare interview with Michael Stackpole courtesy of Renegade HPG! Travis is really making headway amongst BattleTech’s old guard, and it doesn’t get much more prestigious than Stackpole. He wrote the Blood Of Kerensky Trilogy, The Warrior TrilogyHeir Apparent, and most recently the Kell Hounds Ascendant Trilogy. He’s had a hand in building some of the biggest characters that BattleTech has ever seen, and he talks about that and much more in the interview with Renegade HPG.

Perhaps more interesting is his advice for potential novelists. He goes over how he got into BattleTech and how you too could do the same, plus become a famous freelance novelist for some of the biggest franchises in science-fiction and fantasy.

Mobile BattleTech Phone App Under Development

Here’s an interesting little development. Someone’s making a BattleTech app. Not just a mobile repository of ‘Mech information, not just a handy way to look up the rules, but an all-in-one app that lets you play a virtual game of BattleTech on your phone.

It’s from Maik Rehorst, who goes by TheDeathCrepeer on Reddit. They’re using a mobile app prototyping site called MarvelApp to get an idea of what the final product will look like and let BattleTech fans like you and me futz around. It has a ‘Mech database similar to Mech Factory (which is a great resource I encourage you all to download), but it goes beyond by adding voice chat, virtual dice rolls, and a virtual game board.

It’s important to note that this is just a prototype currently. It’s mostly a series of connected menus that provide structure but aren’t really all that functional. The ‘Mech database page goes to an image of the BattleMaster, but notes indicate that the plan is to automatically grab the relevant Sarna.net article in the finished product.

A recently concluded survey hopefully provided helpful feedback to make this idea into a reality. 

RogueTech Got A Massive Update That Lets You Salvage Tanks

RogueTech, the total conversion mod that changes Hairbrained’s BATTLETECH into a roguelite, just got a massive update.

It’s called Operation Treadnaught, mostly because the big feature here is tanks. You can now salvage and deploy tanks in your company, which brings you up to 12 units (8 ‘Mechs, 4 tanks). Those tanks have all been retrofitted inline with classic BattleTech rules, so expect a few differences when you’re both fighting with and against armored vehicles.

To check out both your ‘Mechs and vehicles, there’s a new toggle that lets you switch between the ‘Mechbay and Vehicle Bay. 

Although tanks are nice, they’re hardly all that’s new in Operation Treadnaught. The entire skill system has been overhauled along with the pilot background system. You can choose between two abilities at levels 5 and 8, with level 8 skills being so powerful they have an active cooldown. 

There’s also a complete shop overhaul where your reputation with local factions will get you access to better stuff. Commander quirks, improved melee attacks, and a host of performance improvements round out Operation Treadnaught’s offerings. Get the latest version over on Nexus Mods.

Everyone Is Getting Their Clan Invasion Kickstarter Packages Except Me

Battletech Clan Invasion Unboxing
Watch this video on YouTube.

I’m not really mad or anything--I live in Canada, the mail isn’t particularly fast, and I frankly don’t have time to paint a bunch of minis anyways. I plan on pawning that job off to my brother over the Christmas break. But I do want it, especially since there’s so many people posting their unboxing videos online over the past few weeks. 

I’m sure I’ll get it in the next few days. Or something. Maybe I should call Fed-Ex… 

And that’s it! I don’t expect a lot of news to arrive in November, but December is already shaping up to be another big month for BattleTech. Let’s all hope we survive that long.

And as always, MechWarriors: Stay Syrupy.

stay syrupy