
-----------------------------------------
--------- KNOWN ISSUES - 0.10.3 ---------
-----------------------------------------

------ 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.
- The Oro and Rommel cannot turn while reversing. 
- Air LBX does not collide with mechlegs
- 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. 

---- 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.

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

- TC_Palisades: Both ASF factories will only build one ASF at a time.

-------- 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

------ 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

-----------------------------------------
------------- HOTFIX  0.10.3 ------------
-----------------------------------------

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

- Prevented special characters from being used in player nicknames
	- This is needed to fix a known crash

-----------------------------------------
------------- VERSION 0.10.2 ------------
-----------------------------------------

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

- Fixed a crash caused by the chat system
- Madcat Prime now recieves its two free tons from previous CLRM build rule changes.
- Fix for missing textures on Vulture torso. 
- Fix for BA SRMs rarely registering hits, they should now always hit reliably. 
- Fix for RearFiringLaser visual beam not reaching to its full 500m.

---- GAME SYSTEMS -----

- Hatch escape timer globally reduced from 3.5 seconds to 2 seconds.
- Hatch escape timer has been removed from the APC.
- Select Mech variants now have B-Pod Anti Battle-Armor equipment. These are mounted on the mech's hips and release an explosive when fired (default key 6) which will cripple or heavily damage any BA in a radius around the mech. Note that the damage is not great enough to kill a BA from full health.
- Battle Armor now have a hardmounted Machine Gun which can be fired by pressing Mouse 2 (old grenade throwing button).
- Activated BA spawning onto infantry bays for the Hephaestus and Goblin.

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

- AC2 moved to AP ammo to match the other standard ACs.
- ATM [HE] lock time reduced to 0.6 from 1 second.
- Decreased the spread cone of ATM-3 [HE] launcher to improve accuracy.
- BA Recoilless Rifle animation sped up to more closely match mPPC raise time. 

- The BA Recoilless Rifle now has Armor piercing capabilities against tanks, hovercraft, and aircraft. Damage modifiers are as follows:

	- Tanks: 2.25x against side armor
		- 3x against back armor
		- 1.5x against turret armor

	- Hovercraft: 1.3x against side armor
		- 1.6x against back armor
		- 1.15x against turret armor

	- The LT, Huit, and Mithras are considered hovercraft for these modifiers. The APC is not affected.

	- Vtols: 1.6x

	- ASF: 
		- Light 1.75x
		- Medium 2x
		- Heavy 2.25x
		- Assault 2.5x

- Increased damage of PointDefenseSystem and doubled its HP to prevent it from being destroyed so quickly.
- Restored full explosive area of Air_MRMs to match ground MRMs.
- Improved BA Grenade Launcher fire rate and explosive radius. Increased the speed and drop of the grenade.
- Slightly improved the agility of MRM tracking.
- Reworked BA Small Pulse laser to continuously fire, also reworked damage.
- Reduced light kinetic modifier against VTOLs from 1.9x to 1.6x
- Reduced Mgunammo mass so they don't push hovers as much
- Increased TAG range from 1300m to 1350m.
- Decreased HAG range from 1250m to 1200m.
- Increased Light Gauss range from 1200m to 1250m.
- Increased MRM damage from 78 to 82.
- BA armor regen delay increased to 5 seconds from 3.
- Moved some armor from Cauldron-Born Externals to its Side torsos.
- Moved some armor from Argus side torsos onto its Arms.
- Improved the turning ability of the Bushwacker.
- Reduced cost of BASRM ammo from 2k to 1k.
- Reduced BA health and Armor regeneration rate by 25%

- Thanatos Build rules tweaks: 
	- Thanatos now received free hard mounted GECM. 
	- Standard and Improved Jump Jets prices and tonnages halved for the Thanatos.

- Enabled equipment for the LongTom. The standard now comes with one PDS and one LAMS, the short with two PDS, the long with two LAMS.

- Ryoken Build rules tweaks:
	- Fix for missing internal tonnage in build rules which resulted in an extra ton of podspace. (was counting as 45 tons rather than 55 tons)
	- Ryoken now no longer recieves a free heatsink.
	- Ryoken now counts as 10 tickets from 11.

- Ryoken 
	- adjusted torso hitboxes on upper torso to match the shape of the lower torso (cockpit canopy).

- Hawkmoth Build rules tweak:	
	- Moved Hawkmoth engine to STD from ICE to match Donar as its base chassis price was already set up for STD engine.
	- Hawkmoth gained 1.5 tons of podspace, all of which went into better weapons to help it keep up with the Donar.
	
- Huit:
	- Moved to Clan FF armor from standard armor to improve its durability.
	- Increased base chassis price by 6k. 
	- Redistrubuted armor to areas more likely to be hit.

- Mauler:
	- Base chassis price decreased by 3k.
	- Improved the max yaw from 90 degrees to 135 
	- Increased armor on CT slightly.

---- AUDIO CHANGES ----

- Vehicle based weapons are audible for close to 1km from the source. Locate your enemy by the sound of the carnage.

- ASF engine sounds changed so that when a player throttles down the plane doesn't get near total audio stealth

- Heavy Small and Heavy Medium Laser play charge sounds again 

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

- TC_IvoryTower: Removed erroneous Assault class builds from forward bases (this was never intended)

--------- VFX ---------

- Adjusted BASRM missile particles to look more like SRMs and less like Tbolts. 

