-----------------------------------------
--------- KNOWN ISSUES - 0.13.4 ---------
-----------------------------------------

------ 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.
- 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. 
- 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.
- Chain fire settings will be saved but not loaded correctly in a newly bought asset

---- 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.

------ 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

-----------------------------------------
------------- VERSION 0.13.4 ------------
-----------------------------------------

---- GAME SYSTEMS -----

- Including possible lagfix code into servers. No way to test it but to try it with full actual games, might help, might do nothing, might explode.
- Stealth GECM assets when detected by hostile C3 are no longer shared through the enemy network.

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

- Increased StealthGECM detection debuff to -700m from -650m
- Decreased AC10 overheat time from 4 to 2.5; increased damage per shot to 42 from 30.
- Increased outer splash EMP damage on ERPPC to 280 from 230.
- Decreased heat generation on CERPPC from 276 to 265.
- Increased Rate of Fire on Sniper Artillery to 6 from 3.
- Increased damage on all classes of Small Pulse Laser to 27 from 15; Increased modifier vs BA to 1.3 from 0.8.
- Mars
	- Moved armor from turret to front.
	- Increased netural turn rate and eased up on suspension.

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

- Sunder 
	- Tweaked standing animation to not be so stiff-knee'd.

- Hellhound
	- Tweaked standing animation to not be so stiff-knee'd.