-----------------------------------------
--------- KNOWN ISSUES - 0.15.2 --------
-----------------------------------------

------ GAMEPLAY -------

- If you are lucky, your pulse lasers occasionally will fire an additional laser pulse. Despite being useful in some situations, this is not intended. Sorry! :)
- In the Coupled Unlocked mode, when the reticule is very close to the center of the screen, the torso will stop moving, but the reticule will keep trying to recenter.
- BA SRMs always update in the HUD correctly whether they are selected or not, but only after they have been selected once after a respawn happened. After they have been selected, weapons can be switched, and they will always update correctly.
- When left empty, each BA SRM tube needs to be manually reloaded (can be initiated by using the fire button)
- BA hardmount MG cannot be fired during SRM reload while the SRM are selected
- BA arm remains in position when hardmount MG is expended - weapon switch clears it
- BA hardmount MG triggers "reloading" state on one of the SRM indicators when they are selected
- BA hardmount MG is not yet textured. 
- BA hardmount MG lacks a muzzleflash effect. (it was heavily bugged) Tracers still work properly, however. 
- Bpod hit detection remains buggy
- In rare cases directly after buying an asset, a mixed weapon group will only fire for one cycle and then stop. Works normally after that.
- BA will show up as both air and surface targets

---- GAME SYSTEMS -----

- Crashes can happen. Workarounds are available in the Troubleshooting guide.
- You might get stuck in the connecting screen. This depends on your ISP, but if that happens, a workaround is available in our Troubleshooting guide.

------- AUDIO ---------

- Due to a hack required for new leg sets and animations to create footstep sounds and footstep effects, all mechs will play one footstep sound anytime they come to a complete stop even though they are not moving.

-------- MAPS ---------

- TC_Palisades: Both ASF factories will only build one ASF at a time.
- TC_Tukayyid trees may still cause some convergence issues when aiming directly at them. We are working on a permanent solution to this, but the most prominent issue with the trees has been resolved
- TC_Scorched on low settings may cause blinding issues in the water

-------- HUD ----------

- Certain HUD elements might overlap other UI elements.
- BA SRM ammo counter does not update until the weapon was selected and the reload on them was triggered once
- There is a hang up in frames when you switch targets when using the tank HUD.
- BA SRM ammo counter states you have one ammo when you spawn, which you do not. This could not be easily fixed as it is a default state problem rather than it reading your actual ammo. Once you switch to the weapon, it will read your actual ammo and update.

------ CONTROLS -------

- DirectInput Joystick support has been removed due to instability. You can continue using your joystick by following this guide: https://wiki.mechlivinglegends.net/index.php/Joystick_Setup

-------- VISUAL -------

- Sometimes solid yellow camo looks like gold on certain assets

-----------------------------------------
------------- VERSION 0.15.2 ------------
-----------------------------------------


------ GAMEPLAY -------

- New Assets
	- New Inner Sphere Heavy Mech ; Orion 75t - Ticket cost 10 - Tier 11. 
		Some variants feature Light Fusion engine which gives side torso transfer rates of 1.4x and back torso 2.0x.
		It comes in two speeds, 64kph and 75kph, the 64kph variants are forward buyable to help compete with more expensive clan heavy forward buys.
		Note: cockpit texture is not yet done and will be included at further date; foot placement on uneven ground while standing still may cause strange foot twisting like the warhammer, will attempt to fix later.

	- Binary Laser Cannon. Slighty more damage than two IS ERLLs but more waste heat and less range. Recieves bonus damage against tanks and air but has a much longer recharge time.
	- Light AC/2 ; Light AC/5. Sized down versions of the standard AC/2 and AC/5 retain full raw damage but at the cost of range, splash area, and loss of light kinetic modifier (bonus damage against tanks).  

- Decreased Cluster Arrow outer splash area and increased missile spread to prevent damage against single targets being equal to a volley of standard Arrows (the intent was to less average damage landing).
- Increased power of Base-LAMS to better destroy incoming bombs and arrows quickly.
- Flattened locktime on LRM-15 and LRM-20 with the LRM-10 like was done with the CLRMS.
- Added Vtol version of Air_RAC5 which has less range, splash area, and longer reload time to prevent the Hawkmoth G from being such a terror.
- Increased Snubnose_Thumper Rate of fire to 7 from 6.

- Donar / Hawkmoth
	- Increased ticket cost to 4 from 3. Increased tier to 5 from 4.

- Variant tweaks or changes
	 Archangel Prime - Argus D - Commando B - Mauler G - Chimera A - Warhammer E

------ BUG FIXES ------

- Changed Arrow IV on Daishi C to Cluster.
- Reduced armor on Marauder by ~0.5 tons as it was over the max protection rule.
- Hellhound proxy mesh tweaked on the torso in an attempt to prevent physicalized shots passing through when it is running directly at or away from you. (this issue has existed on flat shaped mechs for awhile now and it is doubtful can be fixed completely but hopefully this will help)
- Fixed several ballistic weapons having a mismatch between the speed of their visibile tracers and the speed of the actual shell entities. 
- Fixed missing reactor sound on ArchAngel

------ AUDIO -------

- New IS laser sounds: Normal, ER, Pulse for ir and ground; Clan keeps existing ones
- New sound Binary laser
- New sound events for Light AC2 and Light AC5
- New launcher, whiz, and explosion sound event for Arrow IV Cluster

-------- VISUAL -------

- Water impact effects removed for rapid firing projectile weapons to prevent game going power point
- graphics.cfg updated so that missile smoke trails are active again