Hairbrained’s BATTLETECH is still a masterpiece and I recommend anyone with a personal computer purchase it. My recent playthrough of the game has convinced me of that more than ever. But what if you wanted to experience BATTLETECH’s story without playing the game? Maybe you just don’t have the time, or maybe you just don’t have a gaming computer. Well, you could just watch a Let’s Play on YouTube or something, or you could play the entire game on tabletop.
Riley Centrella, or Magistrex Centrella as she’s also known, has painstakingly translated every main campaign mission from HBS’s BATTLETECH and turned it into a sequence of 16 tabletop BattleTech maps that can be played in MegaMek, Roll20, MegaMekLab, or your preferred digital tabletop of choice. And best of all, it’s free to download over on the Magistrex’s Patreon.
To get the lowdown on this massive conversion project, I reached out to Lady Centrella for the scoop.
It’s raining here where I am right now. A summer thunderstorm, the sort that comes on quickly, blocks out the sun, and then dumps a bucket of water over your head before leaning back into a more sustainable downpour that comes with the occasional far-off thundercrack and enough wind to rattle the branches of trees and bushes. It’s the sort of weather where you wish you could just stop whatever it is you’re doing and just read a book by candlelight.
Mostly because I’m worried one of those lightning bolts will strike my house and fry my laptop.
But that’s just how dedicated I am to ensuring you, dear Sarna reader, get all the BattleTech news that’s fit for human consumption. And trust me, there’s always a heap of BattleTech news to consume, so let’s hop to it.
What If MechAssault Was A SNES Rail Shooter?
Just as July arrived, so too did these delightful images from MrTalida. They imagine MechAssault, a game we’ve discussed a few times around these parts, but as a SNES rail shooter instead of a 3D action game. Think After Burner, but with ‘Mechs instead of jet fighters.
As a huge fan of these classic arcade games, this set of pics hit me right in the nostalgic feels. But better, since it’s Mechs. It almost makes me wish that we had these MechAssault games instead of the brutally hard BattleTech game we got on the Sega Genesis (called MechWarrior 3050 on the SNES).
This is still a mod for Garry’s Mod, so you’ll need to own Garry’s Mod in order to install the MechAssault 2 pack. It’s also still in beta, although the mod creators are currently looking for others to help them complete the project and maybe recreate all of MechAssault 2 inside Gary’s Mod.
It looks like these guys have already made quite a bit of progress with almost 30,000 downloads. If you’ve got Gary’s Mod and loved MechAssault 2, check out the mod here.
MechWarrior: Living Legends 2 Will No Longer Need MechWarrior 5 To Play
So remember MechWarrior: Living Legends? The same folks are making a sequel, which was announced last March. At the time they planned on making it using MechWarrior 5, which would have meant you’d need to own MechWarrior 5 to play Living Legends 2, but now the dev team has announced that’s no longer the case.
This, unfortunately, means that JPL Studios is going to have to make an entirely new game from scratch. Well, almost scratch. It’ll be made in Unreal Engine (same as MechWarrior 5), but JPL will need to make all their assets, animations, and everything else on their own. And because the only way to get this done under Microsoft’s Game Content Usage Rules is to do all this without actually selling the game, MechWarrior: Living Legends 2 will remain totally free.
It’ll also drop the “MechWarrior ” moniker because it’s copyrighted and just go by Living Legends 2. But we can call it MechWarrior: Living Legends 2 here because that’s basically what it is.
Don’t expect any updates on this project for a while. Scuttlebutt around the Living Legends 2 Discord is that we might see an alpha build later this year, but don’t hold your breath.
As for the original Living Legends, expect to find new VTOLs in the future along with some “thoroughly reworked” flight models.
Now This Is A Poster That Could Get Me To Leave My House
I’ve never been a huge fan of the Puma aesthetically speaking. It’s a great little ‘Mech, don’t get me wrong, it just looks sort of like if a Kit Fox found a home that it started carrying around everywhere it went. The Cougar looks a lot cooler, which is likely why you see a lot more of it in various video games including MechAssault.
Wolves, the MechAssault fan game that we’ve been following for a while now, is getting ready for its Wave 3 release of ‘Mechs. And one of those ‘Mechs just so happens to be the Puma.
I’m not going to say that the Wolves version of the Adder improved substantially on the ‘Mech’s hermit crab aesthetic, but I will say it looks exceptionally unique. I’m here for it.
Now THIS Is A Grasshopper
Reddit user Philbobagginzzz is a hobby enthusiast from Alberta, Canada who loves painting miniatures. Warhammer and BattleTech are both parts of Phil’s repertoire, but we’re going to focus on the BattleTech side in this post.
It’s a Grasshopper. But not just any Grasshopper--it’s a PURPLE Grasshopper. And the base is also the size of your fist, so it’s less of a tabletop mini and more of a figurine. It’s something that I’d be proud to mount on my mantle, and I love Grasshoppers, so it gets a pass in this month’s news dump.
Alpha Strike Cards Out Now For WarShips, JumpShips, DropShips, And Small Craft
Alpha Strike might not get all that much attention around these parts, but it does something that I think is very important in BattleTech: it makes things simpler. BattleTech is fine for an afternoon of fighting between lances, but blow that up to a company-level engagement and you’ll be playing for a week. Alpha Strike cuts down on the dice rolls and makes it a lot easier to include large-scale engagements in your tabletop nights.
It also makes space combat a lot easier, and now that you can get Alpha Strike cards for WarShips, JumpShips, DropShips, and Small Craft, you can have a massive space fight that won’t take the rest of the year to finish.
Both Alpha Strike card packages are now available on Catalyst’s store and Drive-Thru RPG for pay-what-you-want. That’s 140 WarShips and JumpShips along with almost 200 DropShips and smaller spacecraft.
Also, a recent update on the Clan Invasion Wave 2 shipping: Australia and the UK within the next two weeks, mid to late August for the USA and EU, no word on Asia and “the rest of the world.” Here’s hoping Canada is considered part of the USA for the purposes of shipping.
This particular image will soon be featured on a custom BattleTech card courtesy of Renegade HPG over on Gallery 3025. Speaking of which…
A Reminder That Gallery 3025 Exists And Is Doing Good Things™
We’ve talked about Gallery 3025 before, and we’re going to talk about it again right now. Do you want new BattleTech art? Animations? Even more elaborate fan projects that bring the BattleTech universe to life in new ways? Then you should sign up to Gallery 3025. For a very low monthly donation, you can get quick and easy access to brand new BattleTech art and also bask in the satisfaction of knowing you’re one of the noble few keeping BattleTech alive.
Canyon Network has flooded as of this match! No idea what this means for gameplay (yet), but maybe it’ll mean ‘Mechs that stay low in the floodwaters will get bonus cooling while peeking above the hills will give better sightlines on your opponents. Also, it’s neat for any part of MechWarrior Online to change this rapidly, so kudos to Francois on this map update!
Another big change in this patch is to jump jets. Jumping has always felt better in certain ‘Mechs, with usually the lighter end of each class enjoying the best jump performance. The 40-45 tonners in particular made the best jumpers since their jump jets cost only half a ton but provided as much lift as you’d get on a lighter machine.
The Cauldron’s latest changes help to smooth out jump jet performance disparity so that mounting jets on heavy and assault ‘Mechs isn’t quite so useless. Smaller ‘Mechs will enjoy increased initial thrust, while heavier ‘Mechs will have improved burn time so they can still make those high jumps, they’ll just do it more slowly.
Ahh, June. Honestly, my favorite month, and not just because it contains my birthday (ah, but which day? I’ll never tell!). It’s hot, but not too hot, it’s wet, but not too wet, and the bug population hasn’t had quite enough time to explode like it will in July and August. June is, in my mind, the perfect month.
Not to mention there’s a whole bunch of BattleTech news to get caught up on, so let’s hop to it!
Latest Tex Talks BattleTech Dives Deep Into The Marauder
The latest Tex Talks BattleTech came out just after I posted May’s news blast, so I wasn’t able to promptly advertise the majesty of Tex’s latest project. For that, I apologize and beg your forgiveness.
The Marauder was never my favorite ‘Mech even though I acknowledge it shares a special place in BattleTech and among most BattleTech fans. Like the Shadow Hawk, Locust, and Warhammer, the Marauder is a ‘Mech that will never die. Not even a decade of litigation can keep the Marauder from being perhaps the most famous BattleMech ever made.
Tex does the Marauder sweet justice in this hour-and-a-half-long documentary. I think it’s Tex’s best work yet, and I encourage you all to learn more about both the machine and the history which produced it.
I’m really hoping the Charger is next. There’s a ‘Mech with a story that deserves Tex’s special attention.
Timothy Seals Just Updated His MechWarrior Remix Album, And You Can Still Download It For Free
I’ve probably gone on at length about Timothy Seals and his great work remixing and reimagining the original MechWarrior 2 soundtracks, so I won’t go into it again. All I’ll say is that the original MechWarrior soundtrack still holds up, and Timothy Seals only improves it further.
And now you can get the definitive version of Timothy Seals’ “Bred for War” album over on Bandcamp. This 19-track album includes several songs that were previously only available on YouTube, as well as the rest of the songs that were already on Bred for War.
You can download the whole thing on his Bandcamp page paying for what you want, although only honorable MechWarriors will throw this bard a few coins.
I can’t remember when I first reported on someone remaking MechWarrior 2 in Unity, but here have an update on how things are going.
And it looks like things are going well! Silent Thunder, the first mission in the Jade Falcon campaign, seems to have loaded just fine, although there are some issues with the enemy AI not really responding to the player’s presence. The game uses all the original sound files but updates the laser and explosion effects to be a little bit better than the original. There are also some issues with the explosions not lighting up the terrain as much as they should. There’s still no minimap, heat implementation, nav points, or music. You can basically walk around, shoot the objectives, and quit.
But hey, that’s something! And it’s a lot of progress over where the team was last we checked in. We might see MechWarrior 2 reborn in Unity before the end of the year!
MechWarrior Online’s Revival Continues With ‘Mech Agility Pass And A Reborn Polar Highlands
The first is the remastered Polar Highlands, which got a preview earlier in the month. Previously, Polar Highlands was relatively flat. Low, rolling hills provided breaks to line of sight, but the map was notorious for favoring LRM-focused builds which could utterly decimate an opposing team. Combine that with a lance of players dedicated to supporting their missile boats and Polar Highlands often turned into a match of who’s LRMs struck first.
Although LRM-boating is a legitimate strategy, it’s not conducive to fun gameplay. The best and most reliable strategy against missiles is to stick to cover, so the new Polar Highlands adds larger hills, bases, structures, and long winding trenches to ensure ‘Mechs have an escape route when they find themselves under fire.
And second is the agility pass. The Cauldron warned us of the impending agility changes in our recent interview, with the majority of ‘Mechs receiving a big boost to their acceleration, deceleration, run rate, torso twist speed, and torso pitch and yaw angles. These changes are designed to make the game feel more fluid and less like you’re fighting against the controls of a gigantic robot. Which you are, but fusion engines and myomer musculature shouldn’t feel cumbersome.
Great art from Reddit user SU-SMD of a Clan Wolf star dropping from a Union-C and then moving onto their objectives. That Viper and Shadow Cat are jumping quite aggressively, but that seems to be the standard operating procedure for Wolf maneuvers.
MechWarrior 5: Mercenaries Took Over E3’s PC Gaming Show
Let's get things started ... | PC Gaming Show E3 2021
If you were watching E3 as closely as I was, then you likely noticed how MechWarrior 5 featured quite prominently in the PC Gaming Show. In fact, Day9 was in the cockpit of a dropship, while Frankie was in the cockpit of a 65-ton CPLT-C1 Catapult. The hosts frequently swapped back and forth between various set pieces from MechWarrior 5, and the big interview during the show was with PGI’s community manager, Daeron Katz (who wore a stylish hat for the occasion).
It was a fun surprise to see how much pull MechWarrior still has in the wider gaming world. Sadly, the PC raffle where someone would win a MechWarrior-inspired computer was only available to US residents, so my Canadian passport disqualified me from entering.
Anyway, although this was clearly just a marketing stunt, it was cute and fairly well done. There wasn’t really anything new discussed, so just catch a glimpse of the clips for everything you need to know.
Lego Mad Dog? Lego Mad Dog
We like Lego, and here we have a 1:21-scale Lego model of a Mad Dog courtesy of EngineeredEntropy on Reddit. This model is extremely well done, with the only issue being that it’s not quite strong enough to stand up on its own. Plastic just doesn’t have the same structural support as Endo Steel, sadly. Bonus Timber Wolf at the end of the 20-slide carousel.
In Honor Of Brood X, Someone Held A Cicada Death Race
As many of you in America’s East and Midwest are already painfully aware, Brood X has arrived with a vengeance. Brood X is one of 15 Cicada broods that periodically rise from the earth to sing us the song of their people, and they do it every 17 years or so. It is the largest and furthest-ranging brood of Cicadas in the United States, filling the air with their characteristic buzz before mating and then dying off due to mass predation.
What makes VonJankmonBT’s fictional death race so exceptional is that they really went all-out on it. Check out the Reddit post for a full race report and a collection of pictures showing each lap of the Cicada Death Race.
Because the Cicada‘s lasers are technically part of the torso and not the arms, the leading Cicada isn’t able to flip its arms around to start firing back at its pursuers. Thus, being in the lead is actually a very dangerous proposition for a Cicada racer, making this race a real blood bath.
Now we just need someone to put as much effort into an UrbieDurbie.
Is America About To Make Real ‘Mechs?
Well, no, not really, but a study from the US Army Research Lab looked into the idea and determined it’s at least possible. But they don’t really recommend it.
This comes courtesy of Popular Mechanics, which looked into the study published in the journal PLOS ONE. The study specifically examines something called the Heglund Formula, “which estimates the energy required for animal locomotion.” Physicists determined that the power required to move an object using legs is roughly the same as using wheels or treads up to 35 tons, so it’s no less efficient energy-wise to get around in a Jenner than it is a light tank.
So, great news for ‘Mechs right? The US Army is saying, “Well, we can make giant robots if we really wanted.” But that doesn’t mean they’re going to do it. The study also notes that walking vehicles are taller and thus more vulnerable than low-slung tanks and armored combat vehicles. And while ‘Mechs have an easier time getting down steep slopes, there’s not a lot of call for armored combat on the side of a mountain.
The study also doesn’t go into determining exactly how to power a theoretical BattleMech, just that it’s not immediately a bad idea from a power perspective. But hey, we’re one step closer to real ‘Mechs. Now we just need to have a century of warfare involving nukes and orbital bombardments before we sign a piece of paper that makes ‘Mechs the best means of waging war.
Farseer Animation Teases Next Project, And It’s Also About The Marauder
Farseer Animation is back with a teaser video for their latest project, “Marauder.” If you’ll recall from around the same time last year, these are the folks that brought us that fabulous “Battle of the Crescent Fortress” animation, which is almost ten full minutes of some of the best fan-made fiction around.
This time we only have a minute to figure out what’s going on, but it looks like there’s Clan Jade Falcon going up against a lone FedCom Marauder. Dig the old-school Novamodel being used here, as well as the Elemental infantry battle.
“Coming eventually” is about the best time frame we can hope for in what looks to be Farseer’s most ambitious project yet, so be patient on this one.
Clan Wave 2 Shipments Delayed Because We Can’t Have Nice Things
Sorry to end the June news on a bummer, but this just came in over the wire. Catalyst has just told Clan Invasion Kickstarter backers that Wave 2 has been delayed because the ship that was supposed to pick up the last two containers today didn’t even stop in port due to a COVID outbreak.
Yeah, COVID ain’t over, and it probably won’t be for years to come even as we all get vaccinated (and if you haven’t yet, I certainly hope you do soon). Catalyst is now calling for delivery around the first of August.
On the plus side, we got to see some ComStar minis, so that’s cool.
It’s May, and I’m finally vaccinated! It hurt like hell and I was feeling like hot garbage for several days, but it’s a small price to pay for life to get back to some semblance of normal. A normal that probably won’t come for at least several more months as more people need to be vaccinated. And then we’ll all have to get boosters as we accept COVID as a seasonal disease like influenza.
But whatever. As far as I’m concerned, May is full of good news, and that includes BattleTech. So let’s get to it!
MechWarrior 5 Steam Release Includes Full Crossplay On May 27
There are two big news beats for May, those being Catalyst and the imminent shipping of Wave 2 of the Clan Invasion Kickstarter, and MechWarrior 5 releasing on Steam. We’ll start with MechWarrior 5: Mercenaries because it’s just days away from arriving.
All the deets recently got published on the MechWarrior 5and MechWarrior Online websites. The base game will clock in at $29.99, while the Heroes of the Inner Sphere DLC will hit you for another $19.99. Not a bad price for those who’ve been willing to wait for the game to release on Steam.
Ahh, but MechWarrior 5 isn’t just getting a Steam release! The game is also coming to the Xbox One and Xbox Series X/S, making it the first console MechWarrior game since MechAssault 2. And if you’re a PC snob, you can even get it on GoG too.
Even better, MechWarrior 5 will have full crossplay across all platforms. For co-op play, only the host will need to have purchased the DLC to give access to everyone playing, so if you’ve got your lancemates already arranged you can save a few bucks with only one of you purchasing Heroes of the Inner Sphere.
A massive free game update is also coming with the Steam release, which includes a revamped intro sequence, the ability to skip the tutorial, rebalanced difficulty and economy, and greater variety in missions and maps. There’s even going to be infantry running around so the levels will feel more like an actual planet and not just some ‘Mech-sized set-piece.
We’ve already gone over most of what Heroes of the Inner Sphere will get you (such as a new career start option, seven new ‘Mechs, new missions, biomes, and equipment), but you’ll also get an expanded Inner Sphere map with 18 more warzones and 11 more side quests.
Clan Invasion Wave 2 Shipping Soon And IlCan Coming In June
And now for the news you’ve all been waiting for: Clan Wave 2 shipping is imminent! I just got an email warning me to update my shipping address if anything’s changed between now and Wave 1 (if your address is the same listed in the email, then there’s no further action required). Catalyst is still waiting on one last container shipment as of May 20, and I have no idea how long it takes for a box to cross the Pacific ocean (or even if it necessarily is arriving via the Pacific), but I’d say a June delivery is likely.
Catalyst also treated us to a State of the Game update earlier in May that revealed an equally momentous occasion: The IClan sourcebook arrives in June too! Get the full story for the Battle of Terra, including tactical maps, new ‘Mechs, and insights into how the other Great Houses reacted to this momentous conflict.
There’s a whole list of things coming in the next few months! Recognition Guide: IlClan gets its fourth cycle from August to November, Rock and a Hard Place brings the first new Gray Death Legion story in years in July, and Tamar Rising takes a look at the Tamar region of Lyran space during the Battle for Terra in September.
Check out Catalyst’s website for the full rundown on what’s coming in the latter half of 2021.
This Guy Added A ‘Mech Bay To His Computer
My computer hasn’t had a disk drive in some time, and even the days of my solid-state drives requiring a bay are numbered. When I eventually swap to NVMe drives, I’ll have nothing to put in the front of my case.
Nothing, except for a bad-ass ‘Mech bay.
Toukejin, thank you for creating this articulated Timber Wolf model and then throwing it on Thingiverse for me. Now I just need to find a 3D printer to make one of these for my next build.
MechWarrior Online’s May Patch Brings Phase 1 Mobility Pass And A New Canyon Map
We covered a lot of what’s going on in the May patch in my recent interview with the Cauldron’s Bear_cl4w, but a quick recap never hurts!
The biggest change with MechWarrior Online’s May patch is the reworked Canyon Network map. Spawn points and differences in cover have been fixed along with newly added ramps, bridges, and other terrain fixes that will make it a little easier to get around if you’re a non-jump-capable ‘Mech, but still provides a benefit for bringing a ‘Mech with jump jets.
April’s weapon pass has been fine-tuned with additional tweaks to various over-performing weapons, such as the Snub-Nose PPC, Clan Micro Pulse Laser, and Light Gauss Rifle. These adjustments hardly remove these weapons from viability, so all the cool new builds that came out of April’s patch will still work just fine. As always, the Cauldron is keeping a watchful eye on weapon performance for next month’s patch.
May also brought phase one of the ‘Mech agility pass. The Centurion, Hunchback, Hunchback IIC, Firestarter, Night Gyr, Timber Wolf, Atlas, and Kodiak are all more nimble to varying degrees to bring them into line with other ‘Mechs in their class. The Centurion and Hunchback IIC in particular were both extremely cumbersome chassis despite being medium-class machines, often getting outmaneuvered by ‘Mechs much heavier.
A few ‘Mechs also received armor and structure quirk alterations, namely the Stalker, Jagermech, Cicada, Jenner, and Jenner IIC. Generally, this involved providing more base armor to these fragile ‘Mechs while also redistributing their structure values somewhat so that they’re all tougher and hopefully more viable to bring into a pug.
I’ve tried the new Hunchback and Jenner, and both feel a lot better. I’m looking forward to my Novagetting the same treatment eventually.
Sean Lang Interviews Iqfish, Creative Director For Hired Steel
So I somehow missed Hired Steel‘s debut episode on Sarna’s April news blast, which is an unforgivable offense given how this is quite possibly the most amazing fan-made BattleTech machinima ever made. For those that missed it (including myself), I’ll embed the video above.
Now that you’ve seen it, here’s No Guts No Galaxy’s Sean Lang’s interview Constantin “Iqfish,” Hired Steel’s creative director over at TMC. Apparently, this whole thing got started as a COVID project since Germany had a bunch of lockdowns that resulted in reduced work hours for most of the population. With more free time, TMC came up with this amazing new video series.
Earlier this month, Wolves got its Wave 2 update, including the Raven, Raptor II, Hellbringer, and Mad Cat Mk II. And to celebrate the occasion, New Day Fiction gave us this sweet new trailer. The maps are all still fairly basic-looking, but they’re working on it.
Oh, and Wave 3 is currently in development. No word on what ‘Mechs that will include, but there’s a hint on the Wolves Twitter suggesting that the Puma will be in it. The Puma isn’t as cool as the Cougar, but it’s still a worthy addition and a ‘Mech we don’t see all that often in MechWarrior games.
As always, you can download Wolves and play for free from their website. If you’re a fan of MechAssault, then you’ll love Wolves.
The Ostsol is a ‘Mech that doesn’t get nearly enough love. Especially the bizarre, spindly-limbed original drawings by Duane Loose. So when I saw SU-SMD‘s take on the Ostsol on the BattleTech subreddit, I just had to share it.
What I love about this drawing is how it combines the abstract and “rough” style of the original BattleTech card game with the more hyper-realistic style of modern BattleTech artists.
Well, not really. But as the story goes, Tex had a VERY strong girlfriend at one point, so the meme is that he’s into big strong ladies, and it doesn’t get any bigger or stronger than an Elemental. Thus, the incredibly talented EldoniousRex created this image of Randolph P. Checkers on his wedding day with one very lucky Ghost Bear woman.
The lore of Randolph P. Checkers, Tex’s now-canonized character, still needs to be fleshed out with this story on Sarna’s wiki, so somebody hop to it!
And that’s it for May. Join us next month for more BattleTech action.
Well, now it’s April, and I’m still waiting on the go-ahead to get me some of that sweet sweet COVID vaccine. Here in the wilds of Canada, vaccines haven’t been as readily available as the rest of the world, and being in a relatively low-risk group (I work alone, at home, in the dark usually) means that I’m not really a priority to get vaccinated. That hasn’t stopped me from camping outside the pharmacy every day waiting for the sweet taste of stainless steel.
I’ve been asked to leave several times. Apparently, merely wearing a mask isn’t enough for some people.
Anyhow, let’s get to the BattleTech news for April, shall we?
MechWarrior Online Gets Its Second Big Balance Patch, But This Time The Players Did It
So. This is a big change for MechWarrior Online. Previously, PGI had absolutely no problem with ignoring complaints from players, but after last March’s balance pass went over about as well as Dire Wolf with a faulty drop pod, PGI has had a change of heart.
March’s balance changes are being reversed in April’s patch. Not only that, PGI has brought on The Cauldron, a group of both professional and casual players previously known as The Gulag, to work on MechWarrior Online’s future development. This provides direct player input into the design process for MechWarrior Online for the first time, ever.
I don’t know who all these Cauldron folks are, but I do know that they have some pretty great ideas for revitalizing MechWarrior Online. That starts with a comprehensive balance pass that attempts to tone down over-used meta weapons, dial up under-used off-meta weapons, and just overall makes every weapon effective in its own role.
On top of that, The Cauldron plans to increase baseline agility for all ‘Mechs, perform a re-scaling pass so certain ‘Mechs won’t be uncharacteristically gigantic for no reason (I’m lookin’ at you, Shadow Hawk), and a quirk revision pass that will make crappy ‘Mechs worth using again (my Novaeagerly awaits a return to relevance).
The Cauldron has already posted the weapon changes on the MWOwebsite, so you can go over them there to see some of the new numbers. Almost everything has been adjusted in one form or another. I don’t think it’s overstating things that MechWarrior Online will feel like a totally new game once this patch goes live.
Weapons are getting the attention for April, while May’s patch will be about agility changes. Maps are also getting some attention as well with changes to spawn points and other tweaks, with particular attention to Canyon on the first go.
This is all great to hear, but I’ve been playing the game recently to pick up some of the free ‘Mechs, and I still absolutely abhor this game’s utter fetish for embedded menus and clicking buttons. It takes 5 clicks to start a friendly playgroup when it should take 2. That and the team deathmatch gameplay means that I’m often waiting for a game to start as long as I’m actually playing it. A 50% game uptime is still really awful.
But hey, baby steps. First, let the players fix the wildly unbalanced game, and then maybe we can talk about GUI design. I’ll be taking a look at the new patch this weekend to see how it changes the game for the better.
MechWarrior: Living Legends Adds The Archangel And Two Tanks To Its Arsenal
From MechWarrior Online to MechWarrior: Living Legends, which also recently got an update. Included are the Shoden and Schrek assault tanks--the first a Clan missile support tank and the second an IS PPC carrier. Update 0.14.0 also adds the oft-requested Archangel, the terrifying Word of Blake assault ‘Mech. The retractable blade on the Archangel is strictly cosmetic, so don’t get too excited.
Update 0.14.0 also brings several map revisions, bug fixes, and a targeting control revamp. You can get the patch now over on ModDB.
DC Bruins Creates Operation Bulldog Animatic With The Help Of Gallery 3025
Gallery 3025 is already showing us just how valuable it can be. With their help, DC Bruins was able to complete an animatic that shows a possible scenario from Operation Bulldog.
It’s not quite a finished animation as you can see most of the moving pieces are built from sketches, but the small amount of animation added here and there add a lot to what would otherwise be a storyboard set to some intense music. DC Bruins has been working on this piece off-and-on for years, and it’s great to finally see it come to fruition.
But don’t expect to see a polished version for a while. Animation takes a LOT of work, so getting DC Bruins to give Operation Bulldog some color will take a lot more patrons on Gallery 3025. Which is my way of saying you should all subscribe to Gallery 3025.
Seriously, I love this and hope to see a lot more from DC Bruins in the future.
Wolves Wave 2 Is On The Way With A Raven Showcase To Start Us Off
Last month, I thought Wolves was treating us to a Raven showcase when they were actually showing off the Raptor II, a ‘Mech with a lot of MechAssault history for being essentially created just for MechAssault 2: Lone Wolf. Pyjama Boy kindly corrected me and promised that this month we’d get to see the Raven in action.
And what Pyjama Boy promises, Pyjama Boy delivers. Here’s a Raven, and here it is in shooting the shit out of a bunch of Summoners, Cougars, and several other Ravens in an alpha build of Wolves.
Also, we got a date for Wolve‘s next big update. Wave 2 of Wolves will bring the Raven, Raptor, Hellbringer, Summoner, Atlas, and Mad Cat Mk II, as well as three new maps to clear out endless hordes of enemy ‘Mechs on May 1st. That’s not very long at all, so be sure to download the game now to be ready to play on patch day!
Remember That Stupid Ship That Got Stuck In The Suez Canal? Well, Bad News For Clan Invasion Backers…
Yup. That stupid ship--Evergreen or Everclear or Everwhatever--has caused an already strained logistics chain thanks to COVID-19 to just up and snap. So expect a somewhat later shipping date for Wave 2 miniatures than previously indicated. Catalyst said in a recent Kickstarter update that they’re hoping to have everything State-side by June 10, but that assumes some other giant-ass ship doesn’t get its giant ass stuck in the Suez Canal.
Whatever. We’ve been dealing with disappointments for over a year, this is just one more to add to the pile.
Harmony Gold, Big West Finally Settle Macross/Robotech Dispute
Harmony Gold has long since settled its ongoing dispute with BattleTech‘s IP holders such that we will likely never hear from them again. But Robotech was a franchise that wasn’t so lucky. In much the same way that FASA got dragged into a massive IP dispute thanks to Tatsunoko selling their ‘Mech designs to whoever would pay for them, Bigwest and Harmony Gold have been fighting over the Macross and Robotech franchises for decades.
And now it seems that fight has also come to an end. Both the Robotechand Macrosswebsites have issued statements confirming that Bigwest Co. Ltd. and Harmony Gold have come to a mutual agreement that ends their decades-long dispute.
What this means is that the Macross films and television sequels can now see worldwide distribution once again. It also means that Bigwest won’t stand in the way of the upcoming Robotech live-action film.
It’s pretty crazy to see the evolution of these legal disputes. I guess Harmony Gold has finally figured out that sitting on their IP won’t get them any more money, and the only way it’s worth anything is if they use it. A lesson learned likely from their loss against BattleTech.
Someone Put A ‘Mech In Smash Bros. For Some Reason…
Yeah, I’m not sure why this exists, but it’s cool. We have Mecha Krizalid to thank for this crossover that places MechAssault‘s Cougar inside of Project M, a mod that allows for user-generated content to be added to Super Smash Bros. Brawl.
I gotta say, even at 35 tons, the Cougar is ludicrously overpowered for Smash Bros. Like, what the fuck is Pikachu going to do to an OmniMech? Shock it slightly? Run around? And the Cougar seems to be able to tank damage up to the 200s while one-shotting Mr. Game And Watch with a PPC blast to the face.
The video description reveals that not only will the Cougar be present in this mod, but various other BattleMechs are going to make an appearance as costumes for the Cougar. I’ve already seen an Uller in action, and I think there was an Atlas II mentioned.
That’s it for April! Next month will bring the arrival of MechWarrior 5: Mercenaries on Steam and the Heroes of the Inner Sphere expansion, as well as the usual surprises that I’ve come to expect from the BattleTech community.
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…
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 Onlinewebsite, 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
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.
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 Onlinegot 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.
“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™
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 2over 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 2Discord.
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.
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.
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?
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 188.8.131.52, 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.
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
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
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 BattleTechAdvanced, 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 184.108.40.206. 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.
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
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 Hourson 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
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
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.
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].
What’s a monthly update without some great art? I spotted this Shadow Hawk battling a Wolverinefrom 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.
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
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.
“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
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.
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?
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.
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.
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.
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
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.
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
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
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.
Wolvesis still working on getting Wave 2 out, but they’ve got something to keep us interested in the meantime. The Hellbringeris 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
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.