-----------------------------------------
--------- KNOWN ISSUES - 0.16.2 --------
-----------------------------------------

------ 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 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
- Upon entering a Heavy Vtol your Free Reticule setting will be forced to On (Off is not supported on them) since this is a global setting, next time you get in a mech it will still be on, so if you prefer off in mechs you will need to press the button to turn it off every time after you take a heavy vtol.

---- 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 0.16.2 ------------
-----------------------------------------

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

- Increased AC10 projectile speed to 1650 from 1400
- Increased AC20 projectile speed to 1500 from 1200
- Removed unintended ability for SRMs to follow TAGs
- Reworked Thunderbolt ammo code to make them functionally similar to other missiles (may make them more consistent)
- Rebased all Thunderbolt shared refire rates around a point between the old Tbolt-15 and old Tbolt-10 rates (from Tbolt-20 rate) {read this as faster}

- Anhur
	- Adjusted critical engine modifier to 0.7 engine power from 0.6 to give them minimal ability to fly.

- Karnov
	- Adjusted critical engine modifier to 0.7 engine power from 0.6 to give them minimal ability to fly.
	- Adjusted hitboxes on engines so that they're protected on sides by wing hitboxes so that you will no longer instnantly lose engines if you bump into objects from the side.

- Masakari
	- Reduced size of torso by ~5% on all axis.
	- Reworked hitboxes.
	- Moved torso missile spawn points forward to help prevent missiles appearing to spawn in cockpit effect.
	- Cbill Tier 14 -> 12
	- Ticket Cost 13 -> 12

- Variant tweaks or changes
	- Mithras G, Oro E, Xerxes D, Commando E, Corsair B, Karnov B, Osiris B, Rusalka F, Sparrowhawk Prime, Bushwacker E, Corsair Prime.

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

- Added Three new Camo patterns; WaspblackGreen, WaspblackBlue, WaspblackPurple.

- Added/finished cockpit art to the following assets:
	-Avar		-Masakari	-Archangel	-Warhammer
	-Sulla		-Shadowcat	-Atlas		-Hawkmoth
	-Visigoth	-Solitaire	-Chimera	-Karnov(sortof...)
	-Bloodasp	-Uller		-Avatar		-Novacat
	-Cougar		-Anhur		-Fafnir
	-Daishi		-Corsair	-Hollander
	-Loki		-Shiva		-Orion
	-MKII		-SparrowHawk	-Thanatos

-Added normal maps for following existing cockpits:
	-Commando
	-Sunder
	-CauldronBorn

-Fixed wonky UVs causing stretchy textures in Uziel cockpit.

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

- Fixed syntax error in actionmaps.xml/defaultprofile/actionmapper which was causing some binds to not stick/constantly reset.
- Fixed Jumping Orions sometimes losing all jumpjet fuel and gaining infinite heat capacity (missing leg mass).
- Fixed missing RecoillessRifle modifiers on the Regulator.
- Restored a half ton of Ryoken B which was missing.

---- GAME SYSTEMS -----

- Updated graphics.cfg to include most of the updated balanced user.cfg setting used on the wiki. Better shadow rendering, SSAO on by default for everything not to look so dull/flat, dyntexmaxsize to reduce fps drops on texture heavy locations.
	Also included the function hot keys from the wiki that do:
    	F4 toggles shadow rendering (disabling all shadows will increase FPS)
   	F9 toggles Shader post processing (Very slightly increases FPS but some maps look dull / desaturated with it disabled, removes depth of field blur effect while zooming, removes god-rays and shimmering underwater effects)
   	F10 toggles Crysis's FPS counter
    	F11 toggles net_channelstats - use to diagnose red-x / lossy connection to servers. Check the troubleshooting wiki for net_channelstats details
   	PAUSE toggles HUD - for screenshots