Version 1.6.3d for BEX Tactics 2.0.0.2 released.
– Fixed a bug with the final boss loadout, due to which one of the 'Mechs didn’t spawn.
– Fixed a bug in Henry Jackson’s bio.
– Added a fix for The Opportunist FP, should do something with performance complaints, but not sure. Also included edits to Xotl tables for compatibility with the future version of CAC. Thanks to Kierk for all this.
– Fixed incorrect icon and overload for Kyudo model 01.
Version 1.6.3e uploaded.
– Fixed a critical error in Excalibur B1. Thanks to Hrothgar Havenlight for the report and Kierk for the help.
Hallo, sorry for bothering you again.
I was considering changing to the new BEX 2.0.0.2 Tactics version, but did not want to give up my current playthrough, this said I still had an older version of your mod installed (with the old CAB), so I am updating to the version 1.6.3 for BEX 1.9.3.7 right now. I decided to go with a new clean install for the squeaky new CAB, for BEX + Solaris + TBD with Medical upgrades and Flashpoints of the inner sphere. By doing that I followed your great installation manual in TBD pdf, thank you for that, and thus deleted Extended Conversations (and BT_Extended_Timeline) folders. As I wanted to install the Flashpoints of the Inner Sphere I noticed that it, too, has an Extended Conversations Folder. The question is now if I can just delete it and use the one from TBD or is a merge more involved?
Again thank you for your work!
Sorry, the message got lost in inbox.
You’ve already solved the problem, I assume, but for future reference: TBD and FPotIS use the same version of Extended Conversations, so you can just overwrite the folder when installing.
Thank you for your answer, yes, I already solved it, but it is nice to have confirmation.
Happy Thanksgiving!
Hi Thank you for all the work on the mod, I’ve really been enjoying it so far.
I noticed a bug, here’s where I encountered it and how I worked around it (not a fix though sorry).
During the Spite and Violence flashpoint mission “Urbies got a gun”
Killing the crosscut piecemaker was crashing the mission every time, so I replaced it in the mission def file with a spider.
Note using wsl bash shell, so / not \ in path
Created a backup copy of this file then edited it
BATTLETECH/Mods/fps_TheBigDealBEXCE/lance/lancedef_mech_d4_PiratesBlackie.json
replaced
mechdef_crosscut_ED-PCM
with
mechdef_spider_SDR-5V
saved the file, relaunched save before mission, it all worked, I was able to complete the mission.
I tried killing it about 3 times before, and each time the game would freeze.
I’ve got BEXT 2.x installed from GoG, this is my first TBD play through so I downloaded the addon on the 16th of Feb 2025
Yeah, it’s a known bug, will be fixed in 1.7.
ATTENTION!
I looked at the code of BEXT 2.0.0.3 and I STRONGLY don’t recommend installing TBD 1.6.3e on it because it has a new version of MechAffinity. If you still want to do this, then when installing DON’T use the MA folder from TBD zip. Will be fixed in 1.7, ofc, but I can’t say when.
Finally, the day has come. 1.7 is here.
ATTENTION! BEFORE INSTALLING TBD 1.7, PUT Spector SPR-4F or Angry Urbie INTO STORAGE, IF YOU HAVE THEM!
What’s new:
– A new flashpoint. This time it’s a single one, but in terms of the amount of madness that fits in it, it corresponds to a full-length campaign, imo. It turned out to be more of a movie than an FP, but I think you’ll like it: it’s a regular FP in my style with a lot of weird situations and references. How to start: complete the Hearts and Minds FP by any means and, if your MRB rating is 750 or more, hang out somewhere in Taurian space, sooner or later Elena Marisol-Chaplin will send you a message. I recommend preparing at least one and a half medium lances and one really cool assault lance: in terms of difficulty, this is close to the original TBD campaign. And, as always, you’ll only have one attempt.
– Several new unique 'Mechs. Of course, you will not be able to get them all per single career/campaign.
– Added an easy mode that allows you to use a second lance in all missions of all TBD campaigns, but remember that the second lance will have the same tonnage restrictions as the first. To enable this mode, go to Mods\fps_TheBigDealBEXCE, open mod.json, switch the AdditionalPlayerMechs setting to true and save the changes. Don’t forget to thank Kierk for this – he did hell of a job coding this in a very short time, without him none of this would have happened.
– 4 new canon Helm-Tech chassis: AC7-K-DC, ZEU-9S-DC, WHM-7M-DC and CP-11-A-DC.
– Some more content, but you’d better see it for yourself to avoid spoilers.
– 8 new events, some of which are random.
– 6 new emblems for your unit.
– Added an extension for the updated version of Opportunity Missions, so if you have OM installed, then sometimes in these missions you can stumble upon canon SLDF BattleMechs from TBD (and CAC if you have it).
– CAC-C-compatible version for BEXT 2.0.
– Disabled the limit on the target heat generated by flamers and Inferno SRMs, so that your SRM-arsonists can once again feel like kings of the battlefield. But remember that this is TBD – you yourself can run into a salvo of Infernos.
Fixes and tweaks:
– Corsairs finally have a common affinity for all chassis versions. Unfortunately, the roles had to be assigned standard ones, but they work.
– All chassis have been given the roles added in 2.0.0.3.
– LosTech turrets no longer have increased durability.
– Inferno ammo has been returned in the vanilla version to all enemies that should have it (including vehicles). Some enemies in old FPs also received tracer ammo for autocannons.
– Angry Urbie has been reworked to comply with TT design rules – in particular, the stupid limitation on the number of jump jets depending on the engine rating. To do this, I had to install a heavier engine, replace the MPLs with MLs and reduce the number of jump jets, but in return you’ll get a mighty high-speed trashcan. In the Fistful of Diamonds FP, MPLs are no longer given as a reward.
– Supposedly fixed repeating events that should be one-time only (Thanks to SirMrMan and JoseyWales for reporting the issue).
– RF2-A’s inflated max speed has been fixed.
– Fixed IndustrialMech in MMRNR in the first mission, now it works fine.
– Lots of text edits – mostly typos, but some meaningful ones too.
– Renamed 2 units in old campaigns to avoid repetitions.
– Fixed Genie Arm standing and doing nothing in the final mission of TBD.
– Spector works fine again and is ready to rock.
– Replaced voiceover for pilot Hounfor (yep, that’s me).
– Increased efficiency of new medical equipment in the optional patch (just to be enough for pilots without lvl 10 Guts skill).
– Removed zip with data for manual input (there are only 4 of us modders in BEXT, no one uses it).
– Fixed buggy CrossCut in the Urbie’s Got A Gun FP – disabled Hard to Pilot quirk. Disabled temporarily – this is an error of BEXT itself, when Haree fixes it – I’ll turn it back on.
What wasn’t included in the patch:
– Installation in comics.
– Corrections to the drop costs for MMRNR.
I haven’t forgotten about this, it’s just that the first one delays the release, and for the second Haree promised some functionality in future versions of BEXT.
A huge thanks to Perry Chalmers for proofreading the texts, Kierk for helping with the code for easy mode and some specific settings, and mcb for the game over code. Without you, folks, 1.7 wouldn’t exist.
And one more thing. This is probably the only time I write a disclaimer for TBD. I in no way approve of such “ways” of solving problems as in this new FP, it’s just that in the world of BattleTech anything can happen… Like this time. Everyone makes their own decisions, you know? So I’m not calling anyone to anything, it’s just a video game where a merc commander make decisions, and nothing more: there is no hidden meaning there. What you imagined after this FP is all your own thoughts, I have nothing to do with it and bear no responsibility for it.
And almost immediately version 1.7.1.
– Added 4 more canon DC chassis that I forgot about: ON1-M-DC, DRG-5K-DC, BLR-3M-DC and MAD-5D-DC.
– Restored standard heat sinks in one of the events as a reward.
– Unfortunately, the mod no longer fits on the main page of its GitHub repository, so version 1.7.1 has been uploaded to the releases section. For MiE, everything remains unchanged.
Released 1.7.1b.
There are fixes in IDs of some ChassisDefs and MechDefs, should fix a critical error in WW3. For some reason it doesn’t work for everyone, further patches on this part are possible. Thanks to JoseyWales for reporting the issue.
Well, 1.7.1c is already here.
– A bunch of fixes from Kierk (thanks to him for that) for missing commas and incorrect IDs. Supposedly should help if you can’t continue some FP due to the disability to leave the conversation screen.
Version 1.7.1d released:
– Rail Gun fixes, thanks to Kierk. The ratio of short, medium and long firing ranges has been revised, now it is 270, 570 and 840 meters. The minimum range has been reduced to 180 meters, and the weapon description is now displayed correctly in both versions.
– Added 1 new unit emblem.
Version 1.7.2 released:
– The pilot added in version 1.7 has had his Unstable tag replaced with a new unique tag with its own combination of effects specifically for him. Thanks to Graywolfe and TLDrake for the idea. Unfortunately, if you have already hired this pilot, then there’s no way to update the tag automatically, but you can do this using the save editor.