-----------------------------------------
--------- KNOWN ISSUES - 0.19.0 --------
-----------------------------------------

------ 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 0.19.0 ------------
-----------------------------------------

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

- New Assets
 	- New Improved Heavy Lasers for Clan assets. IHLs deal the same damage and have the same heat and range as their heavy counterparts but apply their damage as quickly as standard lasers. Due to the quicker firetime, they also recharge slightly faster. 
		Their main drawbacks are increased cost and they will explode upon destruction, damaging the user based off their location, number, and size. 

	- Increased mechbased Snubnose Thumper cost by 6k.
	- Increased HVAC10 shot velocity to 2300 from 1800.
	- Increased Rate of Fire on AC/20 to 22 from 20.
	- Normalized locktimes on ground based ATM-(STD/ER), Thunderbolts, and NARCs to 1.6 seconds to match (c)LRM timings.  
	- Increased ELRM ammo per ton to 135/140 from 120.
	- Reworked Thunderbolt tonnage curve across the launcher sizes; the 5 class is unchanged while the 10/15/20 all now increase along a smoother curve, resulting in slightly lighter 10s, lighter 15s, and much lighter 20s.
	- Adjusted the armor values on any asset which uses stealth armor but would've used FF armor normally (stealth armor only gives standard armor protection values).


- Variant tweaks or changes
	- Locust F -  Anhur C - Avar E - Bloodasp E - Hellhound C - Hellion E - Kodiak C - Warhawk C - Puma D - Ryoken D - Sulla D - Xerxes B - Visigoth E - Argus B/F - Avatar Prime - Awesome Prime - Catapult F - Chimera D - Commando A - Enfield F - Fafnir C -
		Goblin A - JES C - Karnov B - Sunder A - Orion G - Mauler G - Owens B - Regulator D - Rifleman A - Rusalka G - Mauler G

	- Bushwacker
		 - Reworked armor values to match their CBT correct numbers (FF armor plus CASE).
	- Visigoth
		- Added missing pilot location helper to the script, this was defaulting pilot location to be at point of origin below the plane on the ground and causing missiles to track below the plane. This might help with pilot splat bug when landing.
	- Rusalka
		- Moved pilot location helper in script, which adjusts where missiles track; by moving this closer to the nose of the plane and further in its center mass, hopefully missiles will track from behind it better and over/under track less often. (The rusalka is particularly bad about dodging missiles when it shouldnt)
	- Warhawk 
		- Reduced base chassis cost by 7k.

---- GAME SYSTEMS -----

- Removed old Java based actionmapper with new Python based actionmapper.
- Removing support for 32bit. While this had been unofficially unsupported for a long time (heavily outdated dlls) they now will no longer compile with the various bugfixes included in the new 64bit codebase. The option to switch to them will be removed from the launcher.

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

	- Lobo
		- Added more Z-bob to walk, run, and reverse walk cycle animations.
	- Thor
		- Replaced old Thor model with new totally reworked one. Will add cockpit screens at a later date.
	- Orion
		- Increased wear apperance on texture for standard material and solid yellow.

	- Reworked methodology on how solid black camos are created on all assets in order to prevent the ugly buggedlike appearance of no detail with uniform specular sheen; assets should now appear to be simply painted black.
	- Added in missing specular textures for the ATM-6 and 12 launchers.
	- Also added dynamic lights for all laser weapons and used glow effects to slightly color them as needed. Impacts also have dynamic lighting too. 
	- Done a full pass on all lasers and tweaked their particle effects to lessen the over exposure effect on grouped weaps.
	- Tweaked the muzzle flash effect on some lasers so they don't intrude too much into the FOV when the mount is right dead center (Regulator) or right next to the cockpit (Hellion D).
	- Fixed the distorted PPC muzzle flash effects that were clipping and artifacting. Their emmisive lighting and hdr had to go from 3 to 2 and alpha effect from 1 to ~0.5. 
	- Fixed large pulse and large x pulse laser impact to use their respective impact particles and not the large laser impact particles.
	- Rebalanced the headlight and spotlight lighting for assets. Std headlight goes from 135m to 150m but drops from 6 intensity to 2.4. Fixed the first person flare effect so it doesn't block the view on some assets. Beam effect smaller so it doesn't partially intrude into the FOV for some mechs. 
	- Spotlight goes from 320m to 350m but drops from 9 to 5 intensity. 

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

- Various fixes for MWLL code related crashes. (there is a long techincal list wont bother with here)
- Adjusted rechamber sounds on air lbx2/5 to better match their actual reload timings.


Added dynamic headlight to Mithras and Ares.
------ MAPS ------

TC_Dune:
Dark night 2 am time of day added.
Flattened the dune at the end of Clan's hangar runway for more takeoff space. 
Lake in F3-F4 slightly deeper.
Texture flicker on mid office buildings reduced significantly when viewed from far.

TC_Outskirts:
Bushy trees lowered to avoid assets getting stuck on the remaining tree stumps after they're destroyed.
Mid capture area lowered slightly.
Texture flicker on mid office buildings reduced significantly when viewed from far.

TC_Inferno: 
Pathing added to new minimap. 
Dynamic lighting from lava areas improved.
Added roads with lights that lead to/from capture points to aid map situational awareness. 
Minor terrain changes to break up mid view into F3 rep cap.
Dark night 4 am time of day added.

TC_Frostbite:
East capture point gets 2 mechbays 70t, worth 2x.
West capture point gets ammo, worth 2x.
North/South capture forward factories upgraded to 2 mechbays, worth 1x. Less clutter in cap area.
Entrances to the North/South forward factories increased in size by ~30%.
Terrain tweaks to equalize the travel distance from main bases to North/South forward factories.
Time of day tweaks, proper sun/moon positioning & shadows. 
Snowfall particles smaller but a bit more numerous. 
Render distance increased, performance tweaks.