Battletech by Harebrained Schemes (Shadowrun Returns)

I lost Glitch to a headshot from a demolisher, and I lost Dekker to a headshot from a turret during the final campaign mission.

I lost Glitch with a punch to the head of her mech in the tutorial mission.

And your radio chatter was far quieter ever since. Glitch is fun and all, but she can get a bit much. Medusa, on the other hand, acts like he needs some serious caffeine to even pull the trigger.

Just got my s̶h̶i̶n̶y̶ ̶b̶r̶a̶n̶d̶ ̶s̶p̶a̶n̶k̶i̶n̶g̶ ̶n̶e̶w̶ beat to shit 200 year old Argo. I repaired the power conduits and the first training module is a work in progress. Free XP seems like a good investment. I’m not sure what upgrades are considered “must have”. Was thinking at least one level of repair/refit to start would be good. Anything in particular you guys recommend, or recommend not doing? Thanks.

Definitely mech bay improvements. Possibly the 1st med bay one as well.

Thanks. The wiki says the Med Bay 1 gives +1 Med point. Does that mean it knocks a day off recovery?

All this worry about losing +++ weapons makes me want to do my next play through with standard weapons only. (Doing Ironman with my current first play through but enjoying these + weapons for now).

BattleTech circa 1982 FTW!! :P

A second mech bay is all you need. A few of the medical ugprades, and a few of the +tech upgrades.

Max out the propulsion, and get as many of the +morale upgrades as you can.

The +XP ones seemed pretty useless to me. You will rapidly outpace those benefits.

They’re nice if you’re playing “iron man” as you’ll lose pilots much more quickly. Still, it’s money and engineering time to burn which could be spent on other stuff. Medical is really useful imho, but pretty darn pricey and takes 30 days to complete. During those 30 days, your scrubs could have picked up 900 XP (plus whatever they earn on missions).

Thanks for the replies.

I should clarify, when I said I mech bay improvements I’m talking about the ones that give the tech points, not an additional mech bay. Extra mech bays won’t be needed right away.

New patch today:

LIVE - BATTLETECH 1.0.3 Release Notes (Updated)
Thank you for playing BATTLETECH! We appreciate your patience and support as our team works to quickly investigate and address reported issues with the game. Release 1.0.3 is now available for all users on Steam and GOG. It will be available for Paradox Launcher and other platforms on 5/16/2018.

We are aware of a current network outage preventing account log in and loss of multplayer functionality. We are working hard to remedy the situation as soon as possible and it is not affected by this 1.0.3 update.

We have also noticed a high rate of Steam client game update failure lately, and Valve has advised If you have difficulties with the Steam client recognizing the update or updating properly, you should opt-in to the Steam client beta for a newer version with a potential fix. This can be found under Steam->Settings->Account. Even then, you may need to “verify integrity of game files…”, restart the Steam client, or even restart your computer. This extra caution and attention will ensure that the BATTLETECH 1.0.3 update has been properly applied.

Players with nVidia graphics cards should now update to the latest nVidia driver and not use the BT game ready driver that was released at launch.

As always, if you experience further issues please contact Customer Support at: https://support.paradoxplaza.com

Release 1.0.3 Notes, 5/15/2018
Fixed some hitches when destroying units and buildings during combat.

Memory management improvements around 'Mech destruction.

Fixed an issue that could cause MechWarriors to become permanently stuck in the High Spirits or Low Spirits state.

Fixed an issue where saving the game immediately after salvaging enough parts to complete a new 'Mech could cause that new 'Mech to disappear upon reloading that save game.

Fixed an issue that could cause allied units in Escort missions to fail to move into the extraction zone under certain circumstances.

Fixed an issue where choosing to store a 'Mech with an active work order, then cancelling the warning popup, would cause the screen to become unresponsive.

Fixed a few issues with starting location spawn points on procedural missions.

Fixed hair shader to better support brighter colors in character creation, tweaked some hair and beard textures, and added some brighter color swatches.

Added new portrait presets and customization options.

Fixed an issue that prevented completion of the “Rock 'Em” and “Sock 'Em” achievements.

Fixed an issue that could prevent completion of the “Complete Roster” achievement.

Fixed an issue that trivialized completion of the “Laser Show”, “Bullet Farmer”, and “Raining Fire” achievements.

[STEAM] Added a warning popup that appears if the Steam API fails to initialize on game start.

Added text to the video settings screen to indicate that some settings will not be applied until the next game load.

Added an option in video settings menu to show unsupported display resolutions (defaults to off).

[macOS] Support for non-standard Steam install directories (directory paths with special characters like “=” in them.)

Fixed artifacting issues present on a subset of “Mercenary MechWarrior” custom Backer Emblem rewards.

Made the Backer Atlas “SBA” prefab available for the Atlas II-HT (in addition to being available for the standard Atlas AS7-D.) Made the Shadow Hawk “Umbra” prefab available for the Shadow Hawk 2H. Made “Valhalla” prefabs available for their respective chassis variants.

[SKIRMISH] Alternate prefab 'Mechs are now considered stock, and display in the Stock 'Mechs list in Skirmish Lance Config.

[SKIRMISH] Copying an alternate prefab 'Mech now correctly preserves the 'Mechs variant appearance.
Our troubleshooting launcher remains on the public_beta branch. If you are having trouble running the game and have not yet opted in to the public_beta branch, please do so in order to have access to additional configuration options that may help you:
[WINDOWS] [STEAM] [GOG] Added an optional BATTLETECH Launcher that can be used to configure the following options before launching the game: Borderless Windowed Mode, Exclusive Fullscreen Mode, Video Rendering API. We recommend using these options for troubleshooting if you are experiencing hardware or software compatibility issues. To use this launcher, run the BattleTechLauncher.exe in your installation folder. In GOG Galaxy, you can open the More menu next to the Play button and choose Other → Configure BATTLETECH.
Additional note for players who mod various game files…Reminder that modding is not officially supported. If you have saved a game with any mod active, that saved game will not work after an update has been applied unless you replace all modded files exactly as they were when the save game file was created. Saved games require the exact same data state in order to function properly.

I figured that’s what you meant, but thanks for clarifying.

Still trucking along, a couple missions per night. I’m running two heavily armored Shadow Hawks who draw fire and use long-range weapons to soften up targets then switch to melee, along with an Enforcer packed to the gills with medium lasers, and an LRM-boat Centurion or Trebuchet.

I’m surprised you guys didn’t prioritize the second mech bay. I just got access to the Argo, and that’s the first thing I went looking for. With only 6 slots, there were too many times where a couple mechs were being repaired and I had to store a newly salvaged mech before I could even look at it (since the mech I wanted to store to make room had minor damage from the last mission, so it couldn’t be stored yet). I wish you could just postpone assembling the 3/3 salvage parts in cases like that.

In fact, I almost lost a salvaged Trebuchet from that bug last night, but fortunately had a backup save where I had put my Centurion into storage to make room instead.

Regarding upgrades, I see 1 medbay upgrade but it’s already highlighted and I don’t think I was able to upgrade it. Nothing else showing in that section.

Good idea.

That would be nice, also a button to refit the mech to its standard configuration would be great (as long as the parts are still available). That was probably the biggest annoyance for me of putting a mech in storage. With the extra mech bay vs tech point improvements, I think it came down to cost for me. I was able to benefit from the reduced down time for mechs while getting the cushion to be able to pay the $900,000 for the extra bay.

Nothing about the prone mech pilot eject crash.

Does anyone know if multiple melee mods stack?

I… really don’t know, now that you mention it. Huh. I wouldn’t EXPECT more than one mod per limb to work, but I’ve never tried the above.

It should. I saw a post exploiting a bug where they stack so many Death from above mods, the mech HEALED doing a DFA.