October has been exceptionally busy for BattleTech! So busy, in fact, that I’m pushing our big monthly news update out a few weeks earlier than usual. I’m also leaving my customary existential dread at the door since there’s just no room to concern ourselves with elections or pandemics will all this incredible BattleTech news sitting right in front of us.
Expect to receive a supplemental news dump later in the month if things keep dropping at the same pace they have been for the past few weeks. But for now, let’s get to the news!
Catalyst’s Clan Invasion First Wave Is Away!
The Battlemechs have overrun the Orlando warehouse as shipments of BattleTech: Clan Invasion for US and Canada have commenced this morning! This project will take some time to complete and we'll be posting updates throughout the process. #Kickstarter @catalystgamelab pic.twitter.com/kVMHZSnYFZ
— QM Logistics (@QMLogistics) October 13, 2020
The day we’ve all been waiting for is finally here! Wave 1 of the Clan Invasion Kickstarter has finally started shipping according to the most recent update from Catalyst, with 23 out of 26 shipments having arrived (the remaining three will probably have arrived by the time this article is published). That means the first shipment is being sent out to backers as we speak, with backers from the EU and UK expected to receive their shipments before everyone else because the customs office there was lucky enough to not suffer any setbacks.
Catalyst also gave us a bunch of fun stats: 9,824 backers, 268,797 physical items, and 31,543 UrbanMech Salvage Boxes, with another 3,000 or so expected to be sent out with Wave 2. This is an enormous logistical undertaking, and Catalyst is hard at work making sure everything goes as smoothly as 2020 will allow.
With Wave 1 on the way, all eyes now turn to Wave 2. Catalyst is still making the 3D designs for Wave 2 ‘Mechs, and they’re hoping to have everything done and off to the manufacturer in time for shipments to be sent out before Chinese New Year (which is February 12, 2021).
In the meantime, the Pledge Manager will be reopened on October 15 (which is right now as of the moment I’m writing these words) to allow people to edit their pledges or add one of the eight new items that Catalyst just couldn’t wait to get into people’s hands. I’ve got no idea what those items are, but we’re surely going to find out when the Pledge Manager reopens.
New Patch For MechWarrior Living Legends! Update 0.13.0 Is Here
MechWarrior Living Legends update 0.13.0 has gone live, and with it comes some new tanks. Big tanks. Like, the largest tanks that BattleTech has ever seen.
First up, the Behemoth, a 100-ton assault-class tank that certainly lives up to its name. Although the overall design follows the same general theme of the Behemoth combat vehicle, its prime variant is armed with the new Hyper Velocity Autocannon 10 which provides super long-range suppressing fire. This comes at the cost of the two SRM-6s, while the machine guns are replaced by two of the new Autoflamer turrets.
The Clans are represented by the equally massive Mars assault tank. As with the Behemoth, some liberties were taken with the principle armament of the tank as the twin Streak SRM-6s were replaced by dual Streak SRM-4s, and the extra weight used to install two Autoflamers.
In case you were wondering, the Autoflamer turret will automatically target opponents within 150 meters, and is the ideal way to convince battle armor to keep their distance.
There’s a bunch of other new toys to use, such as the C3 Master Unit, Sniper Artillery Cannon, and Stabilized Thumper Cannon, as well as even more balance and game mechanics changes. Check out the full patch notes over on ModDB here.
Renegade HPG Interviews My Boss (And Sarna.net Owner), Nic Jansma
Travis over at Renegade HPG contacted me a little while ago and we engaged in a little bit of journalistic trading. In exchange for his contacts with the BattleTech CCG community, I agreed to forward his email to my boss so he could have Nic on the show. And then it happened! You can check out the whole 45-minute interview here.
If you were ever curious about how Sarna works, including its origins, site operation, and monetization, you’ll get it all here. I even got a shoutout for writing up all this lovely news for you lovely people.
Alright, enough with the self-plug, back to business.
Bombadil Is Back And Working For PGI Now
This was our first indication that MechWarrior Online would be getting a revival, with more details to follow in the No Guts No Galaxy podcast that came days after the announcement. Daeron “Bombadil” Katz was a longtime host of NGNG but left in February to pursue other interests. Those interests apparently didn’t stray too far from BattleTech, as Bombadil was the top guy for PGI when it came time to start planning on how to reinvigorate MechWarrior Online.
Bombadil gave us a bit of an update on how he’s been doing in his official announcement on the MWO website. The plan is for Bombadil to lead PGI in developing a plan to bring MWO into the year 2021 by refreshing the fanbase and maybe convincing lapsed players to give the game another try. More on that in exactly one embedded video and one subheader.
MechWarrior Online’s Future
Last time I checked in on MechWarrior Online, I’d basically written the game off. Player counts were dwindling, content updates had stopped, and PGI had announced that it was all hands on deck for MechWarrior 5. So imagine my surprise to find out that MechWarrior Online is not nearly as dead as I was led to believe.
I mean, MechWarrior Online has certainly seen better days from a player count perspective, but it’s still very much alive and kicking. In fact, PGI CEO Russ Bullock recently did a podcast with our friends over at No Guts No Galaxy to discuss a MechWarrior Online revival.
This all comes from PGI renewing their MechWarrior license from Microsoft for another five years. This wouldn’t have come cheap, so PGI is looking to make back their money by investing in the license, and that includes both MechWarrior 5 and MechWarrior Online.
Bullock, PGI marketing head Matt Newman, and recently appointed community manager Bombadil talked to Sean Lang about what may or may not be coming to MechWarrior Online. All options are on the table, with PGI specifically focusing on content that will bring lapsed players back to MechWarrior Online. This might include new features like ‘Mech knockdown or melee weapons, or silly event queues like games where everyone is in an UrbanMech.
Don’t expect to see MechWarrior Online 2, however. Although all options are on the table, remaking MechWarrior Online in MechWarrior 5‘s engine is likely to be more of an investment than would be profitable, which is a shame since Unreal 4 is a vastly superior engine. But we might see some fundamental changes to MechWarrior Online, including changes to its monetization model and its byzantine and unpopular skill tree.
This might be an unpopular opinion to MechWarrior Online fans, but for me personally, I’m not going to really get interested in an MWO revival unless it starts catering more to casual fans. The days of me spending hours and hours grinding for new ‘Mechs are long gone, and unless MWO improves its monetization model to give me WAY more content than I’ve ever had access to, I’m probably not going to bother. That content would also have to be faster to get at, which would mean some overhauls to the ‘Mech bay, skills, and likely the core gameplay loop to be less dependant on matching 8v8 single-life games, something I don’t really see happening.
But then again, if everything is on the table, who knows? I’d love to see MechWarrior Online adopt a game mode that mirrors MechWarrior: Living Legends--a persistent battle with constant respawns from your personal ‘Mech bay. That’d be both a fun and fresh take on a very old game.
MechWarrior 5 DLC—Heroes of the Inner Sphere—Arrives December 10
Announced at RazerCon 2020, Heroes of the Inner Sphere will finally arrive along with MechWarrior 5: Mercenaries releasing on Steam. That’s December 10th, exactly one year since MechWarrior 5 released on the Epic Games Store.
I know many of you have been waiting for this day, so lemme once again offer my two cents: the game is absolutely worth playing with the right mods, and Heroes of the Inner Sphere is expected to bring a free update that will totally overhaul the MechWarrior 5 experience. This will include better ambient heat effects, an additional biome for random missions, new skill trees, and more.
Best of all, those that purchase Heroes of the Inner Sphere can sort of share it with friends. If the host of a co-op game owns Heroes of the Inner Sphere, friends that join that game will have access to the same new ‘Mechs and story missions that the host does.
Check out Sarna’s previous coverage of the Heroes of the Inner Sphere to get more details on what to expect from the DLC, along with a list of new ‘Mechs. Heroes of the Inner Sphere will be priced at $19.99 USD. Expect to find a package deal with the Steam release (hopefully with a bit of a discount for everyone patient enough to wait for the game to release on Steam).
Oh, and one more thing that was discussed with the MechWarrior Online revival podcast: MechWarrior 5 is getting more DLC, with an extremely tentative date set for next April. No idea what that might entail, but the concept of a Clan Invasion was definitely mentioned at least once. Take that for what it’s worth.
More Mod Tools Coming To MechWarrior 5: Mercenaries
Yet another breaking story from our friends at No Guts No Galaxy! MechWarrior 5 is getting additional mod tools to help with mission scripting. This includes “tutorial videos and associated documentation” that explain “level setup, markup levels and locators, area specification setup, mission flow nodes, and finishing the mission and deploying the mod.”
As discussed in Lang’s interview with Bombadil and PGI level designer Thaddeus Jantzi, a lot of these tools are the same ones used to create MechWarrior 5‘s missions in the Unreal 4 engine. And that’s basically the extent of my knowledge since I’m not a programmer and have no idea what these tools might look like, but they certainly sound cool and they open up a whole new world of custom campaigns in MechWarrior 5--something I’m totally on board for.
Modders can grab these new modding resources here.
Would You Like To Bring BattleTech To Roll20? Then Support This Kickstarter!
I’ve never really dealt with the RPG side of MechWarrior and BattleTech, but I know it exists, and it has its appeal to those that are really into tabletop RPGs. However, with COVID-19 ending in-person group sessions and sending everyone online, folks are looking for their favorite virtual tabletop to support their RPG habit for the foreseeable future.
Roll20 is one such piece of software that’s gotten to be pretty popular--mostly because a base account is free and a DM can share all their paid-for resources with their players. Roll20 already has tons of stuff for Dungeons & Dragons and Pathfinder, and now one dedicated BattleTech fan is looking to add our humble universe to Roll20’s list.
However, getting BattleTech/MechWarrior added to Roll20 takes money. Joel Janni has taken it upon himself to start a Kickstarter campaign to get someone to code up the MechWarrior and BattleTech sheets so that people can actually play the game virtually via Roll20. This will include a basic macro that will allow for skill checks and weapon/damage rolls.
Janni needs $500 to get the sheets made and pay for Kickstarter’s fees, but stretch goals can include a ‘Mech builder function to make your own custom ‘Mechs and even a character builder function.
There’s still plenty of time to contribute, so head on over to Kickstarter to make this Roll20/BattleTech dream a reality.
Someone Is Reverse Engineering MechWarrior 3 In Unity
Judging by the teaser trailer, there’s still a lot left to do before the engine is working right in Unity, although it looks like they’re off to a great start. The slight skip in the Bushwacker‘s gate is probably wrong, but so adorable that I hope they keep that animation bug in.
Of all the MechWarrior games since MechWarrior 2, MechWarrior 3 was probably the one I played the least. Mostly because it came out around the same time as Diablo 2 and I spent a lot of my high school years playing Diablo with my friends than I did playing MechWarrior by myself. That said, a reborn MechWarrior 3 in Unity might be enough for me to take another crack at the single-player campaign.
Check out the MechWarrior 3 Community Project Discord for updates and to shout encouragement, which you should totally do.
That’s it for October! Join me again probably in the next few days as October keeps racking up newsworthy items faster than I can even keep track.
And as always, MechWarriors: Stay Syrupy.