Harebrained Schemes Backer Beta BattleTech Manual
BattleTech Backer Beta is a turn-based strategy game where you command a Lance of four 'Mechs piloted by brave MechWarriors. 'Mechs are giant machines of war, each with a variety of weapons and capabilities. You will encounter bugs, missing features, and balance issues, and this is where you can provide helpful feedback.
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Footage & Screenshot Capture Tools
Version 1.06
— Last Updated: June 5, 2017
Welcome, MechCommander!
Welcome to the BATTLETECH BACKER BETA.
From all of us at Harebrained Schemes, we thank you for your support and we hope you enjoy this
early look at BATTLETECH combat!
This Backer Beta contains Single Player Skirmish vs. AI, 5 arena maps, 20 ’Mech chassis (32 variants) and 11 MechWarriors. After a
forthcoming update, it will also contain 1v1
Online & LAN Multiplayer. It does not include
MechLab or any elements of the story campaign.
Please note that while we will update the Beta as needed to fix high-impact and game-breaking bugs, we have no plans to update the Backer
Beta with additional features or content beyond the scope of the Beta Kickstarter reward. This is a targeted Beta to get data on BattleTech combat with our Backers, not an Early Access game release. You should expect the Beta to close at some point during the run up to the launch of the game so we can focus on the shipping version without the need to maintain the beta version. We’ll make sure it’s up for at least a month after multiplayer gets added, however.
We’re incredibly excited to put this early look at the game into your hands. Of course, this is an early Beta, not a finished product. You WILL encounter bugs, missing features, and balance
issues. This is where we need your help! Please provide your feedback via the survey prompt
at the end of each battle you complete.
It’s been a fantastic journey with all of you since the Kickstarter campaign closed at the end of
2015, and this release is the first step on the road to launching the full game later this year.
Thanks for your help, and we’ll see you on the battlefield!
-- Mike, Jordan, Mitch and the BATTLETECH Team
2
Getting Started
A Steam Key for the BATTLETECH Backer Beta will be added to your BackerKit account if you have backed BATTLETECH at the “MechWarrior” level or above. You can go directly to your
BackerKit account and click on Get Your Digital Rewards to find your key.
IMPORTANT: With over 25,000 keys to distribute, this can take some time. When your Beta key lands in your account, you will get a notification email directly from BackerKit. We appreciate your patience!
Note that this is a Steam key for the Backer Beta only, NOT a Steam key for the launch version of the game. BATTLETECH launch product keys for the platform you chose for your Kickstarter
Reward (GoG, Humble, or Steam) will be fulfilled separately when the game launches.
Don’t remember your BackerKit info? Go to https://battletech.backerkit.com/ and follow these instructions to recover your account:
1. Enter the email address you used to back the game and click on Get My Survey.
2. Click on the link to your account in the email sent to you by BackerKit.
3. Click on Get Your Digital Rewards.
4. Redeem your key in your Steam account. (New to Steam? Follow these steps. )
Haven’t answered your survey? BackerKit will require you to do that before giving you access your Beta key. If you have any questions or issues with your BackerKit account, contact us !
Backed at a lower Reward Tier? Until two weeks before the close of Beta, you can contact us to upgrade your pledge to the MechWarrior level and gain Beta access.
Not a Backer yet? You’re not too late! Until two weeks before the close of Beta, you can head here to become a Late Backer at the MechWarrior level and gain Beta access.
https://battletech.backerkit.com/hosted_preorders
3
System Requirements & Support
Only 16:9 and 16:10 display aspect ratios are officially supported, from 720p (1280 x 720) up to
4k (3840 x 2160).
Note that while the below are the system requirements for the Backer Beta, they may change for the launch title as we continue to improve performance.
Minimum Recommended
WIN
MAC
OS: OS X Mavericks
Processor: Intel 2.5 Ghz Mid 2011
Graphics: Radeon HD 6970M
Memory: 8 GB RAM
Network: Broadband Internet connection
Storage: 7 GB available space
Sound Card: On Board Audio
OS: OS X El Capitan
Processor: Intel 2.9GHz Late 2013
Graphics: Nvidia GeForce GTX 775M
Memory: 16 GB RAM
Network: Broadband Internet connection
Storage: 10 GB available space
Sound Card: On Board Audio
If you’re unable to run the game at all, please follow the directions below and contact us with the requested files attached and a short description of what happens. IMPORTANT: This is not
how to report a bug within the game - see Reporting a Bug, p.18 for that.
WIN
1.
Press the Windows key or open the start menu.
2.
Type in "dxdiag".
3.
Hit enter or select the icon that looks like a blue circle with a yellow 'X' in front of it.
4.
A window will pop up, please wait for the loading bar on this window to finish.
5.
Press the "Save all information" button.
6.
Save this document somewhere you can locate it.
7.
Contact us with the title: BT Beta DXDiag and attach the file and a short description.
MAC
OS: Windows 7 or Higher (64-bit)
Processor: Intel Pentium Core i3 3210
3.20GHz or AMD FX 4300 3.8GHz
Memory: 8 GB RAM
Graphics: NVIDIA GeForce 660 GTX or AMD
Radeon HD 7850
DirectX: Version 11
Network: Broadband Internet connection
Storage: 7 GB available space
Sound Card: DirectX 9 sound device
OS: Windows 7 or Higher (64-bit)
Processor: Intel Pentium Core i5 3450
3.10GHz or AMD FX 6300 3.5GHz
Memory: 16 GB RAM
Graphics: NVIDIA GeForce GTX 950 or AMD
Radeon HD 7900 Series
DirectX: Version 11
Network: Broadband Internet connection
Storage: 10 GB available space
Sound Card: DirectX 9 sound device
1.
Press the Mac icon.
2.
Select the "About This Mac".
3.
A window will open, press the "System Report..." button.
4.
A new window will open, Select "File" -> "Save".
5.
Save this document to a location you can find.
6.
Contact us with the title:
BT Beta DXDiag and attach the file and a short description.
4
Mouse & Keyboard Controls
WASD
Move camera
Q/E
Rotate camera.
Right-click + drag
Freely tumble camera.
Scroll wheel
Zoom in/out.
Middle-click
Auto-pan camera to selected spot on map.
Left-click
Right-click
TAB
1 - 9
Minus
Portrait click
T
ESC
Select destination, attack a ’Mech, or confirm action.
View details for any friendly or enemy unit in the targeting computer.
Switch between available ’Mechs, or when in firing mode, switch between available enemy targets.
Select movement mode or pilot ability.
Brace (End turn.) Note that the UI incorrectly displays this hotkey as “s”.
Single-click to “find” your ‘Mech if it’s offscreen. Double-click to center camera on selected ‘Mech.
Cycle through available Melee targets, when Moving (or DFA targets, when
Jumping.)
“Back up” to previous mode or selection.
In general, ESC backs out of
everything. If you select a unit, then change your mind and want to
Reserve it, ESC will de-select it (unless you’ve already taken an action with it). If you’re in firing mode and don’t want to be, ESC will exit. If you don’t have a unit selected, ESC will bring up the exit game popup. Note that this
will be replaced by an in-game menu for launch.
5
Combat Overview
This Manual is a rough substitute for an in-game tutorial, which has not been implemented yet.
We highly recommend reviewing the following sections before playing your first skirmish!
BATTLEMECHS
In BATTLETECH, you command a Lance of four ‘Mechs piloted by brave MechWarriors. ‘Mechs are giant machines of war, each with a variety of weapons and capabilities. ‘Mechs have many body Locations which can take damage independently and be destroyed. Each location has
Armor, which protects Internal Structure.
●
A Location generally won’t take Structure damage until all of its Armor is destroyed.
● When a Location’s Internal Structure is gone, the Location itself is destroyed and all of the internal components and weapons on that Location are also destroyed.
● The Locations on a ‘Mech are: Head, Center Torso, Left Torso, Left Arm, Left Leg, Right
Torso, Right Arm, and Right Leg.
● A ‘Mech will “die” (cease being a combatant for this fight) if its Head, Center Torso, or both Legs are destroyed.
MECHWARRIORS
MechWarriors are the brave, squishy center of your ‘Mechs on the battlefield. MechWarriors each have four Skill ratings from 1-10:
Gunnery determines ranged attack to-hit %. (See p.8)
Piloting determines Melee and Death-From-Above attack to-hit %. (See p.9)
Tactics determines your line-of-sight (LOS) distance, information gained from radar blips, and your Called Shot attack to-hit %. (See p.9)
Guts determines how much heat you can build up before Overheating. (See p.9)
MechWarriors also have powerful MechWarrior Abilities based on their skills - in the Beta, each
MechWarrior has exactly one ability. (See MechWarrior Abilities, p.15 )
6
CAMERA
Use WASD keys to pan, mousewheel to zoom, and hold R-Mouse to freely tumble the camera.
Mouse edge-panning is also enabled by default.
MOVEMENT
Left-click once on a terrain dot to set your desired position, which will lock your movement indicator in place. Then move the mouse cursor out and hover around to set your desired
rotation. Left-click a second time to confirm your rotation and execute the move. Note that
‘Mechs have a limited turning radius - the farther you move, the less rotation you’ll be able to
set for your destination. (For more about movement, see Standard Actions, p.12 .)
HEAT
‘Mechs gain Heat with every action they take, but particularly from firing weapons and from using jump jets. At the end of each turn, ‘Mechs dissipate a certain amount of heat (based on the functional heat sinks they have in their various Locations.)
● When ‘Mechs get too hot, they start OVERHEATING, and take Internal Structure damage.
●
When a ‘Mech’s Heat bar fills up, it shuts down. SHUTDOWN ‘Mechs require a full turn to restart and are vulnerable to Called Shots (see p.9) - so manage your heat carefully!
●
While in Firing Mode, before committing to an attack, your heat bar will show how much
heat the attack WILL generate. Some ‘Mechs are more heat efficient than others, and firing all of your weapons is often not the best decision. Toggle weapons off via the weapon panel in the lower-right to conserve heat.
●
If you’re running hot, try standing in water - you’ll dissipate twice as much heat while standing in water.
7
STABILITY
When ‘Mechs take damage, they can also take Stability Damage.
Past a threshold of Stability Damage, ‘Mechs become UNSTEADY.
UNSTEADY ’Mechs will fall and become PRONE if their yellow
Stability Damage bar fills up.
●
PRONE ‘Mechs are vulnerable to Called Shots (see p.9), and must spend part of their next move standing back up.
●
UNSTEADY lasts until the next time the ‘Mech uses the Brace (End Turn) action.
● The best ways to deal Stability Damage are attacking with Missiles (LRMs and SRMs) and with Melee and Death From Above attacks.
RANGED ATTACKS
Use the Weapon Panel in the lower-right of the HUD to toggle weapons on and off. The Weapon
Panel will also indicate whether weapons are in range or not, and what their individual chances to hit are. Ranged attacks use your MechWarrior’s Gunnery Skill to determine chance-to-hit.
Clear Shot
If you Move or Jump here, one or more of your weapons will be able to fire on the target.
Obstructed Shot
If you Move or Jump here, one or more of your weapons will be able to fire on the target at a to-hit penalty, because intervening terrain or
‘Mechs are partially blocking.
Indirect Shot
If you Move or Jump here, you won’t have direct LOS to this target, but your LRMs will be able to fire indirectly at it
(because another unit in your Lance has LOS to it.)
No Shot
If you Move or Jump here, you’ll have LOS to this target, but won’t be able to fire on it (either because the target is out of range, or outside your firing arc.)
When looking at a target on the battlefield, the number of brackets around the target indicates how many weapons are in-range to that target. Gold brackets indicate weapons that have optimal range to a
target, meaning they will have a better chance to-hit.
8
CALLED SHOT
When the target of your ranged attack is PRONE or SHUTDOWN, you can make a Called Shot
on that target. (The interface will appear automatically in firing mode.) This allows you to select a Location on the target ’Mech to be the focus of your attack. Your weapons will be more likely - but not guaranteed! - to hit this Location. Unlike normal ranged attacks, Called Shots use your
MechWarrior’s Tactics skill to determine chance to-hit.
POSITIONING & FLANKING
Positioning is a critical part of commanding your ‘Mechs effectively on the battlefield. When firing on a target, you can hit its Front, Left, Right, or Rear Arc depending on your position relative to the target’s. (Indicated by the red arc at the base of the target.) This arc determines which Locations on the target your attack will be able to damage. A Left-Arc attack, for example, cannot damage the Right Arm. If you’ve been dealing damage consistently to one
Arc of an enemy ‘Mech, it’s a good idea to try to continue dealing damage to the
same Arc. This will maximize your chance of punching through Armor and damaging the Structure of Locations on that side of the ‘Mech.
‘Mechs generally have much weaker rear armor than front armor, and Rear-Arc shots ignore
Defenses such as Cover and Guarded (see Defenses, p.13 ). Moving or jumping behind an
enemy to get a Rear-Arc shot is often an effective way to gain the upper hand. Just be careful
that you don’t expose your rear arc to different enemy ‘Mech in turn by doing so!
MELEE & DEATH FROM ABOVE
Melee attacks are full-turn actions that can be used to break enemy
Defenses (see the Defenses, p.13 ) and deal significant amounts of
damage when they connect. They deal the most Stability Damage in the game, and are a great option when you’re running hot and want to avoid firing weapons in order to cool down. However, they also leave you exposed and without Defenses! In general, heavier ‘Mechs deal more Melee damage, but this varies from ‘Mech to ‘Mech.
Execute Melee attacks against targets via the gold brackets in Move mode, or execute risky
Death From Above attacks from Jump mode (warning: Death From Above deals damage to your own ‘Mech’s legs!) These both use your MechWarrior’s Piloting skill to determine chance to-hit.
If your ‘Mech has enough movement available, you can control the direction of your melee
attack within a limited arc. Select a Melee target, then click on an adjacent terrain dot if available - for example, the dots to the left and right in the above image. This feature is WIP.
9
Initiative Turn-Order
At mission start, you're able to move your entire team simultaneously until contact is made with
an enemy unit. This continues until you make contact: as soon as you see an enemy on your sensors (what we call a ‘blip’), we switch over to combat movement, where each player takes a
turn moving just one ‘Mech.
Each combat round is divided into 5 Phases, and which Phase each ’Mech can act on depends on the size of the ‘Mech. Lighter ‘Mechs can act earlier in a round, while heavier ‘Mechs are
forced to act later in the round.
Here you can see that the player has one ‘Mech that can act in Phase 4, while the enemy has
two. In Phase 3, the player has two ‘Mechs, while the enemy has one.
The game will always try to trade off acting between you and your opponent, until one side runs out of ‘Mechs in the current Phase. When that happens (like in Phase 3) the side with ‘Mechs
remaining will get to use all of them in a row.
After the end of Phase 1, a new round begins at Phase 5. (Or the first Phase that either side has units available for.)
An interesting thing happens when you Reserve your
‘Mechs. You don’t have to act with your ‘Mechs when
it’s your turn. You can instead reserve ALL of your remaining ‘Mechs for the current Phase down to the
next lower Phase. So if you had two light ‘Mechs that could act in Phase 4, you might reserve them down to Phase 3, just so you could see what your enemy was going to do first. You can reserve all the way down to Phase 1, if you want! But you have to act in Phase 1, before the end of the round; you can’t keep on reserving right into the next round entirely.
Knowing when to act and when to reserve, and how to use those two things together to get the jump on the enemy, is a key element of the tactics of BattleTech.
10
Weapon Types
ENERGY - The simplest weapons are the energy weapons . Energy weapons don’t require any ammunition, but generate a lot of heat. The basic energy weapons are the medium lasers and
large lasers, but the real king of this type is the Particle Projector Cannon (PPC): huge damage and long range, but also massive heat.
● Medium and large lasers get a bonus to accuracy over other weapons.
●
The PPC is able to deal a moderate amount of stability damage upon impact.
BALLISTIC - The ballistic weapons are familiar; they’re similar to modern guns. There are four different classes of autocannon: the AC/2, the AC/5, the AC/10 and the AC/20. The numbers indicate how powerful the weapon is; the AC/2 does comparatively light damage, but has enormous range, while the AC/20 does absolutely crushing damage (it’s the most damaging weapon in the game!) but has very short range.
● Ballistic weapons generate less heat, but use ammunition.
● That ammo can run out or even be damaged by enemy fire and explode, causing additional internal damage to that location on your ‘Mech.
● All ballistic weapons deal some stability damage relative to their class as well.
● Ballistic weapons incur a small “Refire Penalty” to their to-hit % when fired multiple turns in a row.
MISSILE - Missile weapons come in two flavors, long-range missiles (LRM) and short-range missiles (SRM). Missile batteries have a number next to them; this tells you how many missiles will fire when you use that weapon. The LRM-10 weapon fires ten long-range missiles; the
SRM-2 fires just two short-range missiles. It’s best to think of SRMs as shotguns: a lot of damage delivered up close. LRMs do less damage per-missile, but come in bigger launchers and can fire extremely far.
● LRMs also can fire at targets that you don’t have a direct line-of-sight (LOS) to, which you’ll recognize by the curved arc shape of the red line of fire.
● Missiles deal more Stability Damage than the other weapon types do.
●
The larger the size number of a launcher, the faster it chews through ammo.
SMALL - The final category of weapon is small weapons. This includes, the machine gun, the
small laser, and the flamer. They have extremely short range and low damage, but they also have a special feature: unlike larger weapons, they can be fired when you melee attack an enemy. If you’re close enough, they can also be fired as normal ranged weaponry.
● Machine guns are excellent at dealing critical hits to exposed structure.
● Small lasers deal good raw damage relative to their heat generation.
● Flamers can decrease the performance of opponents by raising their heat levels.
11
Standard Actions
These are standard actions that all ‘Mechs can perform.
Attack
Fire selected weapons at any target within your ‘Mech's current firing arc.
Move
Move to a destination and set a new facing for your ‘Mech.
May also use to initiate a Melee attack on nearby enemies.
Reverse
Reverse-move to a destination and set a new facing for your
‘Mech.
Sprint
Jump
(requires
Jump Jets)
Brace (End
Turn)
Melee
Death From
Above
(requires
Jump Jets)
Use your entire turn to move farther and gain EVASIVE (50% chance to dodge all incoming ranged attacks until your next turn.) Cannot Sprint if UNSTEADY, or if a leg is completely destroyed.
Jump a distance over terrain and set a new facing for your
‘Mech. May also be used to initiate a Death-From-Above attack on nearby enemies.
Remove UNSTEADY and end your turn. Gain GUARDED (50% damage reduction against ranged attacks to the front and side) and ENTRENCHED (50% stability damage reduction.)
Execute a melee attack using your MechWarrior’s Piloting skill to hit, Removes GUARDED, and deals damage and stability damage if successful. To Melee, select a target within range
while in Move mode.
Execute a Death From Above attack using your MechWarrior's
Piloting skill to hit. Removes GUARDED from the target, and deals massive damage and stability damage if successful.
Causes severe damage to the attacker's legs and incurs
UNSTEADY. To Death-From-Above, select a target within
range while in Jump mode.
12
Defenses
A savvy MechCommander is aware of how to effectively use and counter the following defensive effects on the battlefield. Beyond using terrain to block line-of-sight,
ending a ’Mech’s turn with one or more of these Defenses is an effective way to increase its survivability.
Likewise, knowing when to hold your fire against a GUARDED target - or when to counter it with a
Melee attack - is key to maximizing the damage you’re able to deal each turn.
Cover
25% damage reduction against ranged attacks to the front and side. Does not stack with GUARDED. Typically gained by standing in Forest areas.
Guarded
Evasive
50% damage reduction against ranged attacks to the front and side. Does not stack with COVER. Countered (removed) by any
Melee attack. Typically gained by using the Brace (End Turn)
Action, or from the Bulwark MechWarrior Ability.
50% chance to dodge all incoming ranged attacks. Suppressed by Sensor Lock, ignored by Melee attacks, and lost if the unit becomes UNSTEADY. Typically gained by using the Sprint
Action, or from the Evasive Move MechWarrior Ability.
Entrenched
50% stability damage reduction from all attacks. Typically gained by using the Brace (End Turn) Action.
Moved (1-3)
This unit has a +2, +4, or +6 Defense based on the distance it moved on its turn. (This modifier will be applied against enemy to-hit rolls against this unit.)
13
Vulnerability States
There are several major vulnerability states that you will see on units in the game.
Paying close attention to your own vulnerabilities, and taking advantage of your opponent’s, can spell the difference between victory and defeat.
Unsteady
This unit is vulnerable to being knocked PRONE, cannot Sprint, and cannot bleed stability damage below 50%. Removed by
BRACE.
Prone
Sensor
Locked
Called Shots can be made against this unit, and it will suffer a movement and to-hit penalty on its next turn after standing back up.
This unit is Sensor Locked until end of round, making it visible to both sides regardless of normal visibility. EVASIVE and movement to-hit modifiers are also suppressed.
Overheating
This unit takes structure damage each turn while Overheating, and is close to shutting down.
Shutdown
This unit is easier to hit, and Called Shots can be made against this unit. It must use its entire next turn to restart.
14
MechWarrior Abilities
These are special actions or passive attributes that your MechWarriors will provide to your
‘Mechs. In the Beta build, each MechWarrior has exactly one ability, but in the launch game more experienced MechWarriors will be able to unlock multiple abilities.
These abilities are an
important part of your Lance selection - choose wisely!
Multi-Target
Fire weapons at up to three separate targets within your
‘Mech's current firing arc. Multi-target is still a work-in-progress.
Step 1: After selecting Multi-Target with Kraken or Wildfire, select up to 3 enemies within firing range by left-clicking them on the battlefield. Step 2: Click weapons on your weapon panel to cycle them between the selected targets (or to turn them off.) Step 3: Click the FIRE button to execute, or ESC to back out of the mode.
Precision
Strike
Evasive
Move
Angel of
Death
PASSIVE: When attacking with a single weapon: Ignore COVER and GUARDED on the target.
PASSIVE: Your Move action grants EVASIVE (50% chance to dodge all incoming ranged attacks until your next turn.) Does not apply to Melee Moves, or when UNSTEADY.
PASSIVE: Your jump distance is increased by 25%. You take
50% less damage when executing Death From Above attacks and do not become UNSTEADY.
Sensor Lock
Select any target within sensor range (The large blue circle around your ‘Mech while in movement mode.) Gain line-of-sight to that target, and remove EVASIVE and all movement defense modifiers from it. Lasts until the end of the current round.
PASSIVE: +1 Initiative. This ‘Mech loses UNSTEADY when reserved.
Master
Tactician
Bulwark
PASSIVE: You gain GUARDED when remaining stationary (50% damage reduction against ranged attacks to the front and side.)
15
Morale & Inspiration
The blue meter to the left of your MechWarrior portraits represents your Lance’s overall morale and adrenaline on the field. Morale is a resource that is continually gained. Positive actions
(damaging and destroying enemy ‘Mechs) increase your Morale. You will also gain some Morale
at the start of each turn.
When your Morale Bar fills completely, you gain “Inspire” buttons above your
MechWarrior portraits.
● You can choose to use this right away, or wait until later - however you won’t be gaining any new Morale while waiting.
● Clicking one of these Inspire buttons will give that MechWarrior the
Inspired buff for one turn.
● Your Morale Bar now empties, and can start filling back up again.
Inspired A powerful buff for a unit for exactly one turn. When attacking, this unit ignores COVER, GUARDED, and EVASIVE, and all attacks gain a 95% chance to hit, except for long-range weapons that are inside their minimum range band.
Each time either player uses Inspire, the rate of Morale gain for both players increases - Morale
Bars fill quicker. This effect is cumulative.
16
Footage & Screenshot Capture Tools
Ctrl + Shift + I
Ctrl + Shift + U
Toggles the Debug / Fly Camera
Toggles through All / InWorld / None for UI
Left Ctrl + K
Takes a 4k screenshot with no UI (Note that screenshots will
always be 4k regardless of current screen resolution.)
Takes a 4k screenshot with the entire UI
Left Ctrl + Left Shift + K
Left Ctrl + Right Shift + K
Takes a 4k screenshot with just the inworld UI (WIP)
Screenshot Save Location
WIN: C:\Users\<USER>\AppData\LocalLow\Harebrained Schemes
MAC: Users\<USER>\Library\Application Support\Harebrained Schemes\BattleTech
Note that there is a bug where screenshots from each new play session will override screenshots from previous sessions - so if you want to keep your screenshots, move them out of this folder before starting a new game!
You can also plug in an XBOX Controller to control the camera with a controller. You’ll want to toggle the debug/fly camera with Ctrl+Shift+I when using the controller.
17
Known Issues
●
The BATTLETECH Launcher allows you to select unsupported Resolutions. Supported resolutions are standard 16:9 and 16:10 resolutions from 1280 x 720 up to 4k. For all other aspect ratios, results may vary!
● Settings Menu is currently disabled. Expected to be re-enabled in an update.
●
Skirmish matches will very occasionally fail to launch - just try it again if this happens and it should work.
●
The selected Mood for a map will very occasionally fail to initialize correctly - just try it again if this happens and it should work.
●
OSX only: Water may not render correctly (it can appear entirely black.)
● OSX only: Using ESCAPE to exit a match can cause the game to lock up.
●
AI occasionally fails to re-engage after all LOS has been lost.
● AI does not take advantage of certain abilities (Reserve, Called Shot, Sensor Lock,
Multi-Targeting.)
● After using Multi-Targeting, all of that ‘Mechs weapons will become deselected. There may also be some other issues with Multi-Targeting when trying to switch target selections or “back up” to previous stages of the selection.
●
MechWarrior Skills will have additional impact on their respective areas (i.e. Piloting will increase the threshold point at which a ‘Mech becomes Unsteady) that are not currently functional.
● UI incorrectly indicates that “s” is the hotkey for Brace (End Turn). Actual hotkey is the
Minus key (“-”).
Reporting a Bug
1. Check the known issues list above. If your issue is already mentioned, there is no need to report it.
2. Check the “Known Issues” section of the BATTLETECH Community Forum at https://community.battletechgame.com/
3. If you have encountered an uncommon bug (one you think won’t be found with standard testing), please provide as much detail as possible in the form below. Thank you!
Report a BATTLETECH Backer Beta Bug
18

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Key features
- Turn-based strategy
- Command a Lance of 'Mechs
- Variety of weapons and capabilities
- Encounter bugs and balance issues
- Provide feedback