Jan 16

Greeting Living Legends!

In light of recent confusion and rumors, the co-owner of Wandering Samurai Studios and I are here to clear some things up.

First and foremost there has not, nor has there ever been, any legal action or threat of legal action leveraged against the MechWarrior: Living Legends development team. This was an assumption of a small amount of volunteers based on incomplete information.

To clarify, the decision to discontinue development of MechWarrior: Living Legends was made by the founders and owners of the project. On behalf of all the people involved in MechWarrior: Living Legends we must sincerely apologize to all parties affected by this miscommunication.

In closing, development on this project has officially come to an end. We thank you for your support and express our hope for the continued success of the MechWarrior franchise.


Continue the Discussion


Jan 16

We here at Wandering Samurai Studios would like to present to you our Final Public Release:

MechWarrior: Living Legends 0.7.0

First, I must present you with some important news.
This  letter doubles as a thank you and a farewell.

Over the years, we’ve strived to create the greatest, most innovative Battletech/MechWarrior game ever conceived. We feel our efforts re-inspired faith in the MechWarrior IP and paved the way to show that hard work and perseverance can bring anything to life given enough blood, sweat, and tears. Created by fans, for fans, we present to you this culmination of 6 years of work and whatever else we could slap together in time to release this final update to you; our community. You’ve stood by us over the years; providing critiques, discussions, and arguments that have bettered this game and made it into one of the best MechWarrior Communities I’ve ever seen.

As developers, this is a hard patch to free into the wild. It’s a compilation of everything we’ve made functional up to this point with more than likely a few bugs thrown in for good measure. We are unable to include or finish various features and assets that were in development, and many of the things we’d planned will never come to realization. When we started this project we had great ambitions, and in some respects may have been a bit much, although as our enthusiasm grew, so did the scope and possibilities. Given enough time, anything is possible, but in this day and age time is a luxury. You may not have as much time as you may believe. In turn, do what you can while you can to make a lasting impact on the world around you. In our case, we’ve made a lasting impact on an intellectual property we love. We’ve paved the way for innovation and have proven the viability of new ideas.

In terms of overall scope, I believe we’ve met and exceeded our initial expectations set forth when creating our original design document. Many things have changed, many things have been included or excluded, but in the grand scheme of things it’s exactly what we envisioned; a Combined Arms Battletech Experience. It has been amazing seeing it come to life before our eyes through the tips of our fingers. Over the years we’ve won multiple consecutive industry awards and were noted in various international print and digital publications. We don’t close our doors feeling any regrets; we close our doors knowing we’ve provided one of the most unique and in-depth Battletech/MechWarrior experiences ever created; with gameplay innovations and graphical fidelity that matches and even surpasses many AAA titles to this date. There will never be another experience quite like this.

We will move on to greater things as individuals, always remembering and presenting MechWarrior: Living Legends as our shining beacon of accomplishment. A testament to what can be accomplished by the devoted players who see fit to take game development into their own hands, with their own vision, on their own time. To create a unique experience that will be remembered by players and industry leaders alike for years to come. We hope you’ve enjoyed the ride as much as we’ve enjoyed the journey. Thanks for supporting us, and have fun playing MechWarrior: Living Legends.



Now, on to the Change-Log!

Version 0.7.0 

Change-log and Feature Updates

New Features:

– Free Reticle
– New Tank Hud
– New Mech Hud
– Three new mech camos
– Camo for tanks and hovercrafts is now partly supported
– The ejection key has to be tapped twice now to trigger the ejection
– Crysis Wars radio messages reworked for MWLL

New Content:

– Added Ares Tank
– Added Solitaire Mech
– Added Chimera Mech
– Added Masakari Mech
– New Map: TC_Altay

Bug Fixes:

– Tag Exploit Fixed
– Fixed crash when shooting at destructible trees with pulse lasers
– Fixed crash in arm animation code
– Fixed reticle showing red on friendly mech legs
– Fixed not getting rewards for narced target getting damage
– Fixed grenades not working before opening map


– Heavy sound optimization across the board
– Cut sound channel use for all weapons, impacts
– New weapon/impact sounds- gauss, ppc, high caliber ACs, machine guns

Balance Changes:

– Maximum heat threshold for mechs, ASF, VTOL reduced from 1000c to 900c;
– Heatsink damage starts at 75% of heat (675c for mechs – orange line, was 750c);
– Armor damage starts at 83% of heat (750c for mechs – red line, was 800c);
– Heat damage to armor increased from 350 to 1400;
– Coolant effectiveness do not depends from number of heatsinks now;
– If asset is powered down it gets heat dissipation increased up to level needed to be immune to almost any flamer  boat;
– Heat dissipation penalties on maximum speed removed;
– Heat from hand brake removed;

– LXPL heat decreased;
– RAC2, RAC5, U\Ac2, U\Ac5, U\Ac10, U\Ac20 heat increased;
– (E\C)LRMs, (S)SRMs heat increased;

– All UACs use burst fire mode now;
– UAC20 range decreased from 500 to 350m;
– UAC10 range decreased to 600m;
– Damage of UAC2\5 against air targets decreased by 50%;
– Damage of UAC2\5 against hovers decreased by 33%;
– Shots\damage per ton recalculated and in line now;

– AC20\10 splash and shake increased;
– AC20 damage reduced;
– AC20 range decreased from 500 to 350m;
– AC10 range decreased to 600m;
– Damage of UAC2\5 against air targets decreased by 35%;
– Shots\damage per ton recalculated and in line now;

– SRMs rate of fire reduced from 20 to 17;
– SRMs missiles per ton increased from 90 to 96;
– SSRMs rate of fire reduced from 20 to 15;
– SSRMs damage increased;
– SSRMs missiles per ton reduced from 90 to 72 while damage per ton increased by 10%;
– Dual launchers have standard number of missiles per ton now, every mech got 1 free ton for every dual launcher;

– New tracers for racs;
– Spread reduced;
– RAC2 damage per ton increased;
– Performance impact reduced;
– Damage against air targets decreased by 50%;
– Damage against hovers decreased by 33%;

– LBX2\5 damage and spread are in line with LBX10\20 now;
– LBX2 range increased from 1000 to 1200;
– LBX5 range increased from 800 to 900;
– LBX20 spread reduced;
– Damage against air targets decreased by 50%;

– Damage increased to 1250;
– Damage against air targets decreased by 50%;

-IHGauss shots per ton increased from 4 to 5;

– PPC range reduced from 800 to 700;
– (C)ERPPC range reduced from 960 to 900;

– Thunderbolt5-20 ammo per ton increased;

– Damage reduced by 50%;
– Ammo per ton increased from 1 to 3;

– Ammo per ton increased from 72 to 108;
– Minimum range reduced to 120m;

– CLRM minimum range reduced to 150m;
– ELRM target tracking is in line with LRMs now;

Air weapons
– Air MRMs (now on all air assets) – unguided cheap missiles with big spread;
– eATMs – ATMs with reduced by 50% and 1250m range;

– NARC range reduced to 500m;
– Clan NARC (cNARC) introduced (700m range);
– Improved NARC introduced (900m range);

– TAG user gets rewards only for missile hit on target now;
– TAG must be hold on target for 3 sec for beacon to be created;

BA weapons
– Bear AC have 600m range, spread decreased, damage increased;
– Bear AC is the only default BA weapon;
– All weapons except BearAC are dedicated now (will be lost upon entering vehicle except APC);
– SBL range increased to 400;
– Prices reworked;
– BA TAG laser have 700m range now;

Build rules
– Recalculated to Fusion Engine 215 instead of XL;
– Base armor reduced;
– Recalculated to Fusion Engine 195 instead of XL;
– Hull armor factor reduced from 750 to 500;


We here at Wandering Samurai Studios would also like to inform you of our list of incompletions.

These are features, assets, and game-play mechanics that are at various stages of development but will never see the light of day due to recent events. We thought you, as our community, would like to know what you will not have just as much as you’d like to know what you will have. These items listed below were other milestones we planned to meet that we did not have time to finish by this final release but were notable based on our long-term goals. All of these items had substantial work done but were left incomplete.

Game Features:
– MechLab
– Aerospace HUD
– BattleArmor Claw
– Revised Buy Menu
– Revised Launch/Start menu
– User Selectable Ammo Types
– Full Damage/Impact sound set
– External Destructible Equipment Slots
– Finalized Internal Damage Components

Playable Assets:
– Kodiak
– Marauder
– Commando
– Schrek Tank
– APC variants
– Hunchback IIc
– Mobile Field Base
– Anhur Aerospace
– Xerxes Aerospace
– Kharnov Aerospace
– Svantovit Hovercraft
– Alacorn Assault Tank
– Commando Light ‘Mech
– Swiftwind Scout vehicle
– Corona Heavy Battle Armor
– Phalanx Heavy Battle Armor

Game Modes:
– Capture the Flag game mode
– Planetary Assault game mode
– Team Domination game mode

– Cold Steel
– Scorched
– Palace Gates
– Cavernous
– Wildlands
– TC_Ascent
– TC_Breach
– TC_Clearcut
– TC_Enkeladus
– TC_Extremity
– TC_Harvest
– TC_IndustrialRiverbed
– TC_Ridgeline
– TC_Tremors
– SA_Vesuvius

– In-game ambient music
– MWLL specific F-key radio dialog
– Unique sounds for each mech including ambience and movement/torso sounds
– Replacement sounds for every crysis weapon/asset
– Dialog for events: under 5:00 minutes, under 20 tickets, etc
– Replacement sound for all the subpar ticks, warnings, beeps, etc
– Elimination of sounds cutting out

Continue the Discussion


Jan 07

Hey Everyone,

I wanted to post this fantastic novel written by our very own published author S7alker117.

I hope everyone enjoys this as much we enjoy having someone write novels for our game. His fantastic work is now available for public consumption.


The Human Equation

The Human Equation


You can continue the discussion on the forums here

Dec 04

Hey Everyone!

We’ve got some awesome Mech Goodness for you based on the upcoming .7 release we’re working feverishly on. To get you just as excited to play as we are to release, here’s a few screenshots to get you going.


Continue Discussion

Jul 30

The release of MechWarrior: Living Legends 0.6.0 saw the single largest content update in the history of the project.  Despite this, the MWLL team wanted to up the ante even further and so we decided to include an extra special and unannounced asset that has long been one of the most-requested community favourites: the Inner Sphere Rifleman Heavy AA ‘Mech.

The Rifleman is purpose-built to play a fire support and anti-aerospace role within the Inner Sphere lineup.  The platform features extreme torso pitch and rotation capabilities allowing it to track targets at all angles.  Such an advantage does not come without a cost; the chassis is not armoured for front-line combat and does suffer from speed and rear armour deficiencies.

Variants for the Inner Sphere Rifleman heavy ‘Mech in MWLL are as follows:

Rifleman “Prime”
2x UAC5
4 HS

Rifleman “A”
4x UAC5
2x MG

Rifleman “B”
2x LBX10
2x AC5
2x MG

Rifleman “C”
2x Light Gauss
2 HS

Rifleman “D”
4x RAC2
2x AC2

Rifleman “E”
4x LPL
11 DHS

Discuss in our forums!

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