-----------------------------------------
--------- KNOWN ISSUES - 0.17.2 --------
-----------------------------------------

------ 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 -------

- Enabling R_TexturesStreaming 1 will result in several material features being unsupported, which will cause several unintended graphical problems.
- Sometimes solid yellow camo looks like gold on certain assets
- Sometimes darker camos will appear to have a uniform sheen over them in certain lighting, this is because the gloss in diffalpha feature fails, which many older assets rely on for their specular data. It is unclear why this happens.

-----------------------------------------
------------- VERSION 0.17.2 ------------
-----------------------------------------

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

- Increased weapon cost of the Sniper Artillery to 37900 from 32000

- Variant tweaks or changes
	- Daishi A - Lobo C - Enfield F - Ares B

- Lobo
	- Reduced hitbox sizes for externals to more tightly hug the geometry and reduce the overlap on the torsos and arms.

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

- Removed some third person camera views from live build which were intended for testing in alpha.
- Fix for MKII Arms not using free ret correctly.
 
------- AUDIO ---------

- Added new code to detect non-traditional footfall timings so that mech footstep sounds do not skip over some animations (hellhound walk/commando walk/hellion walk/run) this should allow any further non traditional leg setups to correctly play sounds in the future.

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

- Lobo
	- Reworked running animation to give it both more vertical bob and switching its hip twist to be correctly aligned with which foot it is putting forward, this should also smooth the transition between running and fast walk.

- Hellion
	- Increased hip joint geometry length so that the legs no longer visually seperate from the pelvis when running.

- Shiva
	- Removed geometry from the inner side of the cockpit glass to prevent glare effects from blinding the pilot.

- Changed Sniper Artillery visual to match other artillery pieces for better visibility. 

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

- Adjusted Ammo/Repair points among the capture points on TC_Dune.




