MissionControl
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A HBS BattleTech mod that provides a framework for runtime modifications of the contracts and encounters.
Add a `SetStatusEffectByTag` result. Something similar to: ``` { "Type": "SetStatusEffectByTag", "Duration": 3, "Effect": "SomeStatusEffect", "Tags": ["Player 1"] } ```
Feature request from BTR. Ability to set specific `Chance` values for AL for specific contract types.
Investigate lowering priority of buildings for Phase 2 invading lance a bit. I'm getting reports that, especially in modpacks with clan mechs, the buildings don't last more than 1 round...
The convoy escort contract type, or AI, has an 'out of sight' ending condition which fails the mission. Research this and see if it can be improved or optionally removed.
Use the custom contract type builder to recreate `SimpleBattle` to ensure feature parity.
Add a Node to the contract type builder that disables ECM if used. The rough idea is that it'll ensure `AbstractActor.HasECMAbilityInstalled` is always false for the contract type.
Odd behavior was reported for spawns. Copying this here for posterity. "So... let me tell you a story about TA tundra map (the same one used for Kurita flashpoint) tested...
Any contract type that has a timed objective needs to be rebalanced. Often the enemy or the player spawns too close or too far away and it ruins the contract...
Tweak the player spawns to prevent such long distances to travel to the OpFor or objective.
Placeholder for a new contract type to be added. This will include: Support for all biomes Custom encounter logic that doesn't exist in any other contract type