BattleTech Extended - Tactics

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BattleTech Extended requires an Extended specific save, it is not compatible with your previous non Extended saves. Installation instructions are at the bottom of this post, above the credits section. BattleTech Extended - Tactics, a new version of Extended, will require a new save and is not compatible with previous BattleTech Extended saves.

BattleTech Extended - Tactics brings richer tactical game play and a massively expanded Commander layer. Many expansions worth of additional content. Adding the universe of BattleTech in to the HBS game, with the official time line as written.
Much has changed since the previous version of BattleTech Extended, for returning Extended players please read the readme:
BEX 2_0 Patch Notes.txt (25.2 KB)

Gameplay in missions is vastly more tactical while maintaining great performance.
The whole Inner Sphere is represented, including the many factions, units and mercenaries populating the 'Sphere. Clans invade, ComStar and Word of Blake will be jerks, elite units may provide harder missions, the Bounty Hunter may hunt you.
'Mech and Vehicle rarity is based on Xotl’s highly researched and well regarded D1000 tables and changes based on date, interpolating between the tables as days in game pass. Force compositions are the closest to what the universe of BattleTech is meant to look like possible with very little apocryphal content, other than nods to what has been seen in other games or fun parts of the lore like the Crescent Hawks.
The time in game will change the map, the events that are occurring, the units that are garrisoning planets, the technology available in different areas of space, the 'Mechs and 'Vees that the Op For is using. All based on source books and novels.
The mod is enhanced with rules massively adding to the tactical game, heavily inspired by the Tabletop but improved for a video game experience, for example adding components to the 'Mechs but not increasing the RNG based ways you can die in one shot in tabletop rules.
'Mechs and Pilots are much more unique, with 'Mechs having quirks from the BattleTech manual converted for the HBS game and Pilots having quirks based on their background and gain affinities with the 'Mechs they pilot.
Units you face are not just different paint schemes, some will use special 'Mech rarity tables, more elite tables, or favour certain equipment.
Pilots have morale in mission and can panic eject rather than fighting to the death every time, rookies are more likely to ‘nope’ out.

The Extended - Tactics ‘Manual’

When starting a new game you can select the ‘Extended Difficulty’. Extended Difficulty can be Easy, Normal or Hard.

  • Easy
    Enemy combatants are randomly skilled with no relation to what they pilot
    +50t lance weight before incurring additional costs
    Starting Mech and Tech values are easier than other difficulties
    Mechs have HBS increased maximums for armour on the torso locations
    Pilots are able to reach 10/10/10/10 in skills

  • Normal
    Enemy combatants use more appropriate skills for what they are piloting
    Greater chance of the OPFOR using appropriate munition types
    +25t lance weight before incurring additional costs
    Mechs have Tabletop maximums for armour on the torso locations
    Resolve Generation in late game is slightly reduced
    Pilots have an XP cap and will eventually stop earning XP before they reach 10/10/10/10

  • Hard
    Enemy combatants use more appropriate skills for what they are piloting
    Even greater chance of the OPFOR using appropriate munition types
    Mechs have Tabletop maximums for armour on the torso locations
    Resolve Generation in late game is slightly reduced
    Pilots have an XP cap and will eventually stop earning XP before they reach 10/10/10/10
    Less bonus accuracy is gained by using Precision Strike

When starting a new game you can select the starting planet and year.
The starting planet will affect the 'Mechs you may start with in career when selecting random, drawing from 'Mechs and variants that are commonly found in that area of space.
Starting year will affect the map and the technology available in game.
3025 End of Third Succession War
3028 Fourth Succession War
3030 Andurien/St. Ives Succession
3034 Rasalhague Independence
3039 War of 3039
3047 Helm Memory Core Technology production begins
3049 Clan Invasion
3053 Post Truce of Tukayyid
3057 Operation GUERRERO
3059 Operation BULLDOG
3061 Prior to Civil War
New technologies begin to appear approximately 3047+, but remain rare until mid to late 3050s. Clans arrive 3049 August+. Timeline will hold in map and technology in 3061 prior to the Fed Com Civil War.
Be advised that you can select to start in 3025 and all changes that would occur by selecting a later date will happen over time, however playing a game to span that much of a timeline would take 100s of hours.

While in the navigation screen:
F1: Toggle unvisited systems map mode
F2: Toggle system difficulty map mode
CTRL-F: System search
ESC: Exit map mode or search
Shift-Click: On system: route through this system

Units
When viewing planets you will see that there are various units garrisoning planets around the Inner Sphere. When facing a faction you can encounter these unts within 2 jumps of your current location. The units move around based on the current date.
Units use equipment ratings A/B/C/D/F based on Xotl’s tables. Source books have been scoured to apply appropriate equipment ratings to all units. The ratings are indicated on tooltips for units and some factions as Exceptional/Very Good/Average/Poor/Awful. If an equipment rating is not given it will be using Average rating. You may want to pay attention to local units more closely now to target or avoid the units using Beserkers instead of Chargers.
Note that the rating is per faction, per date. Average in 3025 is very different to 3057. Kurita assaults average is vastly different to Steiner assaults average.

Pirates
The Inner Sphere has various pirate and criminal organisations in different regions. Control of the Black Markets is based on the criminals/pirates in the vicinity. Gaining access to the Black Market will give access to the local Black Market, and you are able to have access to multiple at the same time.
Black Markets are good access to high quality versions of weapons and potentially, rarely, extinct 'Mechs and special finds, different per market.

Missions
Movement - When selecting a ‘Move’ you will see that the mouse hover info will change from Walk, or Run depending on how far you are moving.
Running will make shooting +2 more difficult to hit for a Mech or Vee, and also generate more Heat than walking. Walking generates 3 heat, Running 6 heat, and Sprinting 9 heat. Sprinting means you cannot shoot, unless you have a special Mech component. Vehicles cannot sprint, but can ‘Flank’, the equivelant of Running. The AI is also operating under these new rules and is aware and will choose to Run or Walk accordingly.
You cannot Run in water. Sprinting in water, while possible to increase the smoothness before combat starts, is heavily reduced and often not more than Walking.
Evasion - When you move you will gain Evasion charges as before, but each Evasion Charge is worth +1 to hit while providing +1 Sticky Evasion.
Sticky Evasion is indicated next to the Mechs name seperately from Evasion Charges.
Stripping an Evasion Charge will lose the target the +1 harder to hit from the Evasion Charge but the +1 to hit from Sticky Evasion cannot be stripped.
‘Sticky Evasion’ can only be lost from becomming Unsteady or Prone. Weapons that ignore Evasion before, such as support weapons, will not ignore ‘Sticky Evasion’, providing some survivability against those damage types.
This means that the value of evasion will scale better from the amount of guns on the field and will improve the usefullness of speed in combat. A Mech or Vee that gained 4 Evasion Charges will be at minimum +4 to hit from having moved, and be +8 to hit before any evasion charge stripping as before.
Weapons - Check weapon and equipment tooltips, lots of info is provided about how they work, and much may have changed from previously.
Previously there was an optimum range and a long range for weapons, with some weapons having a minimum range. Now weapons have 3 range brackets, short, medium and long, including support weapons.
Pay attention to the chevrons that show around a target when you are selecting a movement location or target. Previously you would see a chevron change between gold or grey to indicate optimum (gold) or long or minimum (grey). Now a gold chevron indicates mediun range while a green chevron indicates short range.
With these changes minimum range is also adjusted, rather than being a flat +8 to hit, weapons within the minimum range increase in difficulty to hit, scaling, the closer you are to the target.
With this functionality change a lot of balance changes have been made to various weapons. Longer range energy weapons generate more heat. Longer range ballistics do less damage. Pulse lasers are now very accurate naturally.
Missiles/Rapid Fire - As part of the weapon changes Missiles are reworked in functionality. A more faithful tabletop representation has been implemented while keeping the good parts of a video game implementation.
In TT rules you roll to hit, and if you miss all missiles are spent and all will miss. If you hit, you roll on a table to determine how many actually hit. This is a 2D6 table with steps of amounts, for example an LRM 20 could hit with 6, 9, 12, 16 or 20 missiles, nothing less, nothing inbetween.
I have implemented a ‘Missile Modifier’ that will affect LRMs, SRMs and other missile weapons that is applied AFTER hit % is calculated. So if your to hit after all modifiers is 70%, the cluster modifier, which as standard is 63% is applied. 70% * 63% = 44% chance to hit for each missile.
The cluster modifier is exactly representative of the Cluster table from the Battletech Manual, and when applied to hit %'s will mean that it has the exact average amount of missile hits as the tabletop weapon would. Following this, missile damage and stability damage has been increased per missile.
This has allowed proper implementations of Narc, Artemis IV and AMS almost exactly as it worked in tabletop, affecting the Missile Modifier.
Hit chances are going to look a lot worse but damage and stability are similar because of the increased impact per missile. Gunnery skill gives you improvements to these various modifiers at different levels.
Note, this cluster modifier is also applied to UACs in rapid fire mode. Also of note, cluster 2 weapons, UACs and SRM 2 have slightly better modifier than Cluster 3 weapons like ATM 3s, which are better than 4s and so on, until cluster 5, LRM 5s. Everything 5 and above has the same modifier.
With these changes ECM is slightly changed. Rather than providing both the ghost effect and a +to hit to missile weapons, the +to hit has gone, and in it’s place ECM will stop the effect of Narc Missile Beacon and Artemis IV LRMs/SRMs.
Bigger Drop Sizes - You can now potentially take up to 8 Mechs if you make the relevant Argo upgrades, this isn’t a neccesity as you can use the drop tonnage for heavier 'Mechs in a single lance if you wish.
You can take up to the weight of a mission difficulty, +25 tons, without incurring any costs, no matter how many 'Mechs you bring.
However now on all difficulty modes if you take weight above and beyond the difficulty of the mission you will incur some extra logistical costs, scaling based on how far over the difficulty weight you are. The contract provider is covering the logistical costs as appropriate for the mission, above this is at your cost.
Your choice of ‘Extended Difficulty’ in Career settings will also affect the amount of tonnage before you encounter drop costs. Lower difficulties provide larger drops before costs are incurred.
This is a cost you can choose to incur to over weight a mission, but at the cost of less reward for completing it.
Vehicles - Vehicles are slightly more of a threat on a like for like basis, however the weight class of vehicles will be less for the same difficulty as before. So larger vehicles generally will only occur in higher difficulty missions.
Vehicle armour is not reduced from tabletop values as it was previously. This was reduced by a percentage before, so low armour vehicles, such as SRM carriers, will not change much. High armour vehicles will be tougher to crack.
+Motive Systems
Vehicles, when hit in either the Front, Rear, or Sides, have a chance to have their Motive System damaged, even through armour.
Motive System damage effects are a stacking reduction in movement allowance. The chance to damage the Motive System is affected by crit bonuses on weapons and will increase as structure is damaged.
A side hit is twice as likely to damage the Motive System than a front hit. A rear hit is 1.5x as likely as a Front hit.
Wheeled vehicles are 1.5x more likely to have their motive system damaged than tracked vehicles. Hover vehicles are twice as likely as tracked.
The Motive system damage effect will help give SRMs and more intentionally LBX Cluster rounds more of an identity on a battlefield with vehicles. However as represented on tabletop by the Cluster 5 of LRMs and MRMs, they will have 1/5th of the chance to damage the motive system per missile of any other weapon. Meaning machine guns, Cluster rounds and to a lesser extent SRMs are a good choice to reduce a vehicles speed, they will be more effective than LRMs, or single shot weapons.
Remember, on convoy ambush missions you can have a 'Mech standing in the evacuation zone (Denial Zone) to stop them evacuating, allowing you time to eliminate them if they get there before you can achieve your objective.
Other Notes - Pilots suffer from various panic states based on the damage they take and other natural factors. When panicked they have a chance to eject, this is the same for your pilots as the enemies.
Melee to hit values are lower, countered by mech quirks on certain mechs. This is further affected by the actuators that come stock on the 'Mech or are damaged.
Salvage is based on the amount of the 'Mech left rather than flat max pieces if the pilot is incapped., and 2 for a legged mech.
Head hits do not always cause a pilot injury, lowering the amount of injuries received from a stray LRM or Machine Gun hit. The chance to injure is based on the weight of the hit and the amount of armor left on the Head location. A hit stripped Head location will always cause a pilot injury.

Weather/Atmosphere/Gravity
In the contract description it may detail conditions, such as Foggy, Gravity, Light conditions, Rain etc. By hovering over the biome icon of the mission you can see the detail of what these conditions affect in mission allowing you to tailor your lance to the conditions.
The biome description lists all possible conditions for the biome, only those listed at the top of the contract description will be in effect for that mission.

Mechs
Hover over mechs in the 'Mech Bay to see the Mech Quirks, in the Mech Lab hover over the Stock Role to see the quirks as you build.

Pilots
Hover over pilots to see the Pilot Quirks and favourite Mech.
The Commander provides 2 resolve if in the lance, the same as pilots with the Officer quirk. This does not stack, but keeping Officers as stand ins for your Commander is a good idea.
Pilot Fatigue occurs after a mission, dependent on how damaged their 'Mech was. You can still take Fatigued pilots on missions, you will get lower resolve and they will be in low spirits for 14 days. Pilots are cheaper to maintain though so stock up! Fatigue time is reduced by higher Guts, certain quirks, Morale and Med Tech value. On Normal or Hard a pilot may receive a light injury if they are used while fatigued. A tip, in the early game consider taking fatigued pilots, don’t always roll the clock on. A loss of resolve generation is less concerning than it sounds and the fatigue or light injury time can be offset by travel time.
Only the single highest 'Mech + Pilot combination Resolve generation bonus will be used but Light 'Mech affinity, and negative Pilot quirks are outside of this limitation.

Skills
Gunnery and Piloting provide a 2% bonus to hit, rather than 2.5%.
Gunnery provides improvements to Short Range Missile Modifiers, Long Range Missile Modifiers and Rapid Fire Modifiers at different levels.
Multi Target also ignores 1 negative to hit for heat.
Breaching Shot ignores all negative to hit for heat.
Piloting skill steps provide a bonus to stability.
Tier 1 Piloting, Sure Footing, ignores the movement penalty from Foggy or Dusty weather conditions.
Tier 2 Piloting, Focused Balance, provides a new skill. When available it will reduce the To Hit penalty from moving (Running or using Jump Jets) by 1. If the skill is used it will remove the penalty for this turn but go on cooldown. While on cooldown there is no bonus provided to To Hit values from movement, so use at the right moments.
Bulwark provides a guarded state when making a Walk action outside of cover. This does not apply from a Jump action, Run action or Sprint action and it does not provide a guarded state in addition to cover.
Minimum Range bonuses reduce the negative from firing in minimum range, it does not reduce the minimum range.
Tier 2 Tactics skill, Master Tactician, now provides the bonus of the previous Ace Pilot skill, allowing the pilot to move after shooting.

Weapons
Many new munitions and available. Munitions are variant ammo types that can be used for existing weapons. In 3025 that is just tracer ammo for Autocannon 2/5/10/20 and inferno SRM ammo for using in your SRM launchers, the rest and all the weapons come on different dates (mostly) post Clans in varying rarity. Once added to a 'Mech in mission pressing the middle mouse button on a weapon will switch the Ammo type used.
Ultra Auto Cannons and LBX Autocannons have weapon modes. They can be switched in mode in mission with the middle mouse button. UACs can be fired single fire mode to use heat and ammo more efficiently. LBX Autocannons can be switched to solid slug mode, able to fire standard Autocannon ammunition but with reduced stability damage compared to standard ACs. The AI will use weapon modes against you.
Weapons that can be found are more heavily based on lore. The Heavy Metal expansion added many weapons that make no sense in a game set in 3025. While no weapons are removed, and in fact many more are added, the chance of certain weapon types appearing is much more based on the date in game, the area of space you are in and the type of planet you are visiting. For example there is no such thing as an LBX 20 prior to 3058 outside of the Clans (who will be fielding them when they arrive), and wont start being available in the Inner Sphere until 3058. Availability will depend on where you are, however it is possible that they may turn up early on a research planet.
Lots of adjustments, please read weapon descriptions.

Argo Upgrades
Training pods can provide the ability to retrain a pilot one time ever per pilot.
Each Mech Bay provides a new bay that repairs at the same time. Automation upgrades improve the effectiveness of the extra bays.
The Machine Shop provides the ability to combine variants of the same Chassis that have the same engine and internals type. You cannot combine an endo mech with a non endo mech, same with ferro.
Maintenance costs reduced in early upgrades, but are higher for later upgrades.

Factories
Faction shops in Extended are the factories from the source books. Once allied with a faction you can visit their factories and pick up what they are building straight off the factory line. Their inventory is based on the source books and the date in game.

Components
After you enter a mission 'Mechs will have components on them that have effects as they are lost. If a crit occurs in a slot that was already hit for multi slot components it is ignored.

HEAD
Sensors (2 slots) - First crit -2 to hit, Second crit -4 to hit
Life Support (2 slots) - A crit in either slot destroys the Life Support, pushing heat in to the red causes a pilot injury (Poor Life Support 'Mechs will take 2 damage to the Pilot)

CENTER/SIDE TORSO
Engine Shielding (6 slots + sides for XL/Light/Clan XL) - +10 heat per turn per crit, 4 crits causes an engine explosion destroying the Center Torso
Gyro (4 slots) - First crit increases the minimum stability, 2nd crit will destroy the Gryo increasing minimum stability further, minimize movement and knock down the mech.

ARMS
Shoulder - Destruction overrides the loss of weapon accuracy for Upper and Lower Arm actuator loss and adds +4 to hit with weapons on this arm
Upper Arm - Destruction adds +1 to hit with weapons on this arm, -melee damage
Lower Arm - Destruction adds +1 to hit with weapons on this arm, -melee damage (If the 'Mech has no Lower Arm stock then the weapon accuracy is not affected but -melee damage is)
Hand - +1 to hit in melee per missing/destroyed Hand

LEGS
Hip - Increased minimum stability and halves movement
Upper Leg - Reduces movement, max stability reduced
Lower Leg - Reduces movement, max stability reduced
Foot - Reduces movement, stability threshold reduced

Notable changes for tabletop players (and why):
A cockpit component is not added as adding a 1 shot kill crit component was decided against.
When HBS made BattleTech they effectively gave all 'Mechs CASE for free which stopped ammo explosions bleeding in to other locations. In Tabletop rules ammo explosions would often destroy a 'Mech from some unlucky RNG and I didn’t want to add another RNG death to the game. Therefore I made 'Mechs that would receive CASE, a half ton component, receive CASE II, a 1 ton component in it’s place.
Engines take 4 crits to destroy, allowing an Inner Sphere XL engine to survive a side torso loss but at the cost of crippling heat. XL engines have always had questionable value which is in contrast to the massively increased c-bill cost and desirability in lore. This change keeps some vulnerability but is less of a death trap than before. A Clan XL or Light engine will still handle the loss of a side torso better taking only 2 crits and 20 heat per turn as a result.
Double Heat Sink engines provide 40 cooling base, as opposed to the 30 from a standard Fusion Engine or the 60 that tabletop rules would provide. This is for multiple reasons. Jordan Weisman stated that Double Heat Sink engines were the one thing he would change in hind site, and has been changed in other BattleTech games such as Mechwarrior Online. Double Heat Sink engines are a free upgrade, no weight, no crit slots, and as such a 1.33 scale bonus is more appropriate.
In tabletop there were rules to customise 'Mechs more heavily, adding Endo Steel to a chassis for example, or changing the engine. In lore however, performing such a task would require a factory level rework, and in game terms means that a 65 ton 'Mech is like any other 65 ton 'Mech but with different starting conditions. For Extended, primarily for gameplay reasons, I kept that 'Mechs are way more unique, not allowing such levels of customisation, improveing replayability as you experience trying out different 'Mechs and making collecting different 'Mechs more significant. If you want an Endo Steel Centurion you will have to earn one, fight who is using them or ally with them.
Walking does not provide a negative to hit, this encourages more dynamic tactical game play.
AMS systems operate on the first attack that involves missiles, and additional systems will work on additional attacks. This is because of the lack of ability to select a launcher and adds tactical depth to your choice of activation and attack order.

TIPS FOR THE VETERANS
Jump Jets are more of a situational or survival tool now, rather than a force multiplier offensive tool. Woods and water terrain is more costly now, as such heavily consider bringing jump jets in Jungle biomes as an example, especially if time is an issue (Target Aquisition).
Not bringing jump jets in a Target Aquisition that drops you in a water map is a sure fire loss.
When selecting where to move pay attention to the chevrons around potential targets to see what range brackets you would be in, and whether a move would be a run move or not.
Hover over weapons to get a feel for why hit chances might not be good in a situation, you are likely to learn something. Missile/Rapid Fire modifiers will make hit chances look bad, but you are doing more damage per missile now, and Rapid Fire is ALWAYS more damage average than single shots, at the cost of ammo and heat efficiency.
Hit chances will feel lower in general but base hit chance is higher. Obtaining optimal results like range brackets and move choices are more key to getting good hit chances. Sticky Evasion is going to make 'Mechs that choose to use their movement more survivable in general.
Each move is a weighted choice of accuracy vs survivability. How you weigh up those choices in different moments is what is deciding your success rate.
Check those weapon and equipment descriptions.

Installation

Extended_Tactics_2_0_0_2.zip (84.4 MB)

Battletech Extended is a compilation of mods and requires a few steps to get started. You will need a clean mods folder for this.

Step 1 - Clear old mods

Remove the contents of the BATTLETECH\Mods directory, or rename the directory or move it elsewhere if you want to keep a backup. If you do not have a BATTLETECH\Mods directory then you are fine to continue to the next step.

Step 2 - Battletech Extended

Download and unzip the BattleTech Extended .zip file to …\Steam\steamapps\common\BATTLETECH\

You should see scores of folders within your …BATTLETECH\Mods folder including BT_Extended, BT_Extended_3050, BT_Extended_CE, etc.

Step 3 - Community Asset Bundle

Download the Community Asset Bundle Installer and run it.

Your “Install Target” will be your …BATTLETECH\Mods folder.
Your “Checkout workspace” should be located on the same harddrive.
CAB Install Mode: All
Click “Update CAB”

You are finished. Note, do not apply any patches that would be applied to previous versions of BattleTech Extended. That functionality is already included.

To create BattleTech Extended I have had to purchase many source books and have committed countless hours. I gift this to you completely free of charge but if you would like to tip me in return and are comfortable to do so, you have my deepest thanks, and are able to here:

Remember other mods like the Community Asset Bundle, Mission Control which is included with Extended and other mods included would also appreciate any donations where they accept them.

Credits
Many people contributed to the making of this mod. Thank you!

Special thanks to:
Harebrained Schemes for the Battletech game and their help to support modders.
Special mention to HBS Eck for his tireless help answering any modding questions I’ve had.
PGI for their two BattleTech universe games, and for giving permission for modders to use their 'Mech models within mods for Battletech.
MegaMek is an online version of the BattleTech Tabletop game. I have to thank them for their data on planet ownership changes, it was invaluable.
Sarna for their site, and all of the contributors, for such an awesome collation of details of all things BattleTech.

In no particular order,

Haree78
Mech definitions outside of base game models
Mechs and technology post 3025 timeline including clans
Game balance, weapons, equipment, abilities etc.
Skill changes
Full Xotl tables faction mech rarity that adjusts over time
Bespoke adjustments to the Inner Sphere map, updates over time, shops rework and changes over time, hiring hubs, new factions
Units and Mercenary additions and functionality to accommodate them.
’Inner Merc’ events describing new mech releases
New tech and it’s functionality
Mech Quirks
Mech icon artwork
Extra missions including possible Bounty Hunter turning up
All of the extra tactical functionality, hit chance, heat changes, weapon modes, new weapon functionality, munitions, Run rules, evasion rework, random mech starting pool by faction, 'Mech components, appropriate pilots for mechs, minor AI improvements, and everything else!
Help with Fluff Writing: Wi1D_K4rD, craig77
jamie wolf: Mech Affinity
Hounfor:
Mech icons
'Mech definitions
Refreshed old flashpoints
Many fixes and lots of testing
mcb:
BTSimpleMechAssembly
Start Date selectable in difficulty options
NickAragua:
Clan mech definitions
Tons of script related changes to files like integrating Inner Sphere map updates to the bespoke version
Many fluff based events
Ablomis:
Clan mech definitions
‘Inner Merc’ events describing new mech releases
Multiple new Flashpoints
MRB:
Many news events
Multiple new Flashpoints
Kierk: Many fixes
RJPhoenix: Some ComStar missions and other various tweaks including Diamond Shark addition and unit display code.
Moved various flashpoints around the map.
Extended Xotl tables from 3057 until 3061.
Glucose: One Point Armor Adjustment
panser: Tabltop armor point mod
Justin Kase: JK_Variants, JK_Rarity, GiveThemKell, Give me Death, M.A.S.H. Truck
3025 Comstar events
Extra lore adherance adjustments such as a few star system movements and other improvements
Mech icon artwork help
Extra missions
don Zappo: s, Pilot Fatigue, Repair Bays
Updating the following mods as the base game breaks them: CBTBehaviours, DropCostPerMech, MonthlyTechandMoraleAdjustment, Stabile Piloting
Adjustments of mods to only occur in certain difficulty levels
gnivler: Panic System, FewerHeadInjuries
Redferne: Firing Line Improvements (BTML Color LOS) for BEXCE
Cap’n Morgan: Beta testing
Doyle: Beta testing
mpstark: LogoReplacement, MechSpin, NavigationComputer, InnerSphereMap, Timeline
Morphyum: InnerSphereMap, BiggerDrops
janxious/jo: 'Mech Resizer, FYLS, Firing Line Improvements (BTML Color LOS)
CptMoore + m22spencer: BattletechPerformanceFix
CptMoore: CustomFilters
Amechwarrior: BetterAI, The Raid
FrostRaptor: BTRandomStartByDifficultyMenu, Loot Magnet, IRTweaks
CWolf: Mission Control
Drowsy Corgi: RogueTechPerfFix
t-bone: IRTweaks
0x1d7: VMMWSGC

Unit Artwork
Flieger
Hayden
BlackPhoenix01
Ironhawk
Haree78

ModTek Team
mpstark
CptMoore
janaxious
m22spencer

CommunityAssetBundle (CAB) Team
All mechs ported from MWO and countless whole new mech models. See the CAB page for contributors.

cFixes Team
Amechwarrior
DrBuckarooBanzai
Justin Kase
scJazz2
Sheep-y

Various other people in the mod community have helped me with my questions, thank you, BEX would not exist without your kindness.

1 Like

Patch notes
2.0.0.2
Updated Mercury to use the new CAB model and added 1 in 6 chance to be in the Starleague cache start
Further corrections to the effects of Pilot Quirks
Corrected reward for Battle of Tukayyid
Fixed extra target in Clan Assassination missions
Added 50T extra leeway for Drop Costs on the mission “The Gauntlet” as they give minimum tonnages and the employer asks you to bring heavy
Corrected Easy difficulty to have the HBS extra armour on torsos
Corrected description of LB 10-X Cluster ammo to correct shots per ton
Updated Inferno Ammo description to let the player know they do not benefit from Artemis IV or Narc.
Corrected the Mercury 98’s description Yang gives when obtaining the 'Mech
Multiple fixes for Flashpoints, including Linux compatibility
Corrected ATM Weapons to be using the correct ammo bins for HE and ER modes

2.0.0.1:
Fixed Linux compatibility
Switched out UrbanMechs from the Training Day and B Team missions
Added missing events from MRB
Fixed Spector quirks
Added Large Engine perk to Excaliburs
Corrected Cautious Quirk to be the right way round and for it to stack with Gyros
Updated Firebee to be using the latest CAB model
Minor typos fixed

When installing from a previous version do the following:
IMPORTANT: Load up the Community Asset Bundle installer and Click ‘Update Cab’ to get the new Mercury model or you will get infinite loads.
Remove the contents of the BATTLETECH\Mods\ directory, all except the folders beginning with CAB.
Now copy the contents of the newest version of Extended - Tactics zip file in to the folder one level above, the BATTLETECH\ folder.

1 Like

For me early game is a real drag.

  • No targeting equipment in early game and resolve is very hard to get(= no precision strikes). Light mech vs light mech takes pretty long thanks to the new to hit formula. Even buildings take forever because of this low hit chances.
  • Everything is overheating like crazy in the beginning.
  • Too many trash mechs that give you nothing on completion because they can only carry a single laser or no armor. This decreases the chance of getting usable mechs. You found an cicada with only 2 med lasers? In BTAU/RT you take out the oversized engine, add some armor and better weapons and you have an decent mech. In this game it’s junk.
  • The AI knows only one maneuver: backstabbing. No matter if they bring themselves into a bad position. And they are still hard to hit. I even guess balancing the AIs fallacies is the reason they have made so hard to hit.
  • The balancing of the economy is made to make new mechs very hard to get in the beginning. I completed around 10 Missions and completed one firestarter.
  • You get almost nothing for selling parts of mechs and weapons. Something that is btw. not lore accurate at all(10% vs 50%) but a dev decision to slow down progress.
  • The compound nature of all the changes has made long range so weak that the it has made the game a vulgar brawl. With the shortened range and the enemy number of units advantage, the enemy is always in your rear and melee. SRMs seem almost useless now. Well, except for the enemy commando that is in your rear arc and doesn’t have to move to shoot you. XP for non-commander pilots seemed to be nerfed a lot as well.

To sum that all: progress is much slower, everything is harder and just taking forever in the beginning. I’d go as far to say this version is much more demanding in the early game then BTAU and maybe even RT. In those mods you at least can do something about a bad mech and bad targeting. Overall, I dislike the malus to hit that BEXT introduced. I understand the reasoning, but that doesn’t change the fact that it feels less satisfying to play and makes some missions a slog. It’s a shame because otherwise, I think that BEX is fantastic.

Played many hundred ours on original extended. Just uninstalled this new version. Don’t like it at all. The advance to close combat has become a real slog. No one seems able to hit the side of a barn any more.
While its ridiculous to talk about “realism” on a game like this, the fact that the mechs are engaging at targets that are nominally in the hundreds of metres away range (point blank for armoured vehicles now) but are unable to hit them or cause meaningfull damage despite firing swarms of missiles, gigawatts of laser energy and hundreds of rounds of ballistic ammo…nope, not for me I’ll go back to the ‘old’ extended version.
Best of luck with this version. Its early days yet so I’ll keep an eye out.

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Seeing the feedback above makes me wonder if I am playing the same mod.
Sure the early game is perhaps a bit of a grind, but then so was vanilla.
There is nothing wrong with a bit of blood & sweat.
I like the new walk run sprint options.
I think it could do with the Don’t Shoot the Dead mod adding in, I have done that myself & it seems to be working well.
Some of the many changes are subtle, for instance the granular experience gain, which I think is good.
TBH I am struggling to find an aspect of it that I actually dislike.
A small bug I came across is sometimes I get pink mechs in the Mech bay background when I select the Sentinel. Sometimes it is OK and other times it goes back to pink. :0/
If I come across something I will let you know :slight_smile:
Is there any plans to make career length variable?

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One thing I have noticed is that the vast majority of flashpoints seem to be in the lower half of the map.
Also I think more flashpoints generally would be good.

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