-----------------------------------------
--------- KNOWN ISSUES - 0.18.3 --------
-----------------------------------------

------ 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.
- Spawning into Hvtols is disallowing BA weapon purchases due to the bugzone flag not getting updated correctly; thus it depends on if you were in a buy zone when you died whether it will work or not.

---- 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 0.18.3 ------------
-----------------------------------------

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

- Reduced minimum arming range on MRMs to 55m from 60m.
- Reduced offset factor on MRMs to 1.25 from 1.525 on large MRM (non 10) launchers. This reduces the amount of missiles in the larger clouds which will always miss against even large targets. 
- Globally reduced and standardized locktime on ground based standard (c)LRMs to 1.6 seconds. Since LRMs fly the slowest and are most telegraphed of the non-artillery missiles, I've decided to cut down their locktime to encourage more ease of use with aggressive play.
- Reduced heat per shot on the HVAC10 to 28 from 33.
- Increased Clan LBX5 price by 500.
- Increased VtolRAC5 price by 2k.

- Blacklanner
	- Removed 360 torso twist capability, it for now has -100/100 degree yaw capability.
	 	(NOTE: It is very rare that I will flatly nerf an asset [especially one of the older/WS ones] but after years of trying to ignore the Blanner by not driving it personally I have been driving it more often and confirmed my conclusion that its survivability/mobility is so disgustingly out of balance with everything else that it truly feels like I am playing a different game when I use it.
			I have for several years considered how to bring it more in line with every other asset in the game but there is little to no wiggle room in its buildrules without failing to be able to construct the CBT prime variant (which is my minimum rule for tonnage allotment) and its extreme speed and armor are too purpose built to play around with without ruining the spirit of the CBT original.
			Understand that the Blanner has some of the most exceptional buildrules in order to function properly (have enough heatsinks to actually use weapons and masc).
			Thus, my best option ended up being to compare it to its closest cousin in the game, the Owens. The Owens shares the design philosophy of maximizing speed and armor at the cost of weapons. However the Owens has the worst torso twist in the game while the Lanner has the best possible. The Lanner now still has better twist than that (same as the Ryoken) but has lost 360.
			I will monitor the effectiveness of the Blanner from here and adjust twisting capabilities, cost, and ticket/tier numbers as needed.)
- Huit
	- Angled Arrow launcher helpers in a more upward trajectory on the Prime so that arrows will rain down at a steeper angle. Arrrows on the C variant retain their current more shallow launch angle for more aggressive play.
- SM1
	- Moved armor from sides to front
- Hawkmoth
	- Reworked base chassis cost across the board to better throttle when they appear in the gameflow.
- Avar
	- Adjusted Avar B pricing to give the C company as an early rank choice.
- Hollander
	- Moved Hollander Prime to a Light Fusion Engine for some durability and a cheaper rank cost to fill out the variant deadzone around 54k rank.

- Variant tweaks or changes
	SM1 A/C, Anhur C, Epona A, Mars F, Uziel D, Thanatos E, Rommel G, Partisan D, Osiris B, Hollander Prime, Fafnir F, Xerxes C, Corsair Prime, Hawkmoth G, Orion G

- MKII
	- Adjusted some missing extra cost for armor allotment on the A to help bring it in line with the other variants in cost.
- Corsair
	- Moved the LLs and MLs on the Prime to their ground versions to remove some bonus damage against aircraft and throttle its oppressiveness against other ASF somewhat.

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

- Changed the light source radius for the Heavy Flamer from 15 to 25 to bring the light effect closer to the missile lighting radius effect without it being oppressive.
- Fixed misaligned arrow launcher geometry on the Huit and added custom ATM12 launcher geometry
