Releases: mcb5637/BTX_CAC_Compatibility
Releases · mcb5637/BTX_CAC_Compatibility
v2.0.0.3b
v2.0.0.2b
- moveable endo/ferro blocker return
- inventory sorting
- ac special ammo boxes now have bonus texts
- bugfix MASC code
- to-hit clustering UI names
- hide invalid equipment in mechlab
- LRM can no longer fire deadfire missles in artemis mode
- improved mech autofixer
v2.0.0.1b
v2.0.0.0b
- update for BEX 2.0 (Tactics)
- AC ammo types
- LBX ammo switch (instead of mode)
- bonus: can use ac ammo types
- UAC/RAC cluster modifier
- NARC/Tag forward BEX changes
- Artemis IV can be disabled for indirect/inferno/deadfire (and TAG/NARC)
- PPC Capacitor: now works with Snub PPCs
- Updated LAM/Quad mechs by @AkiraBrahe
- Reworked Uller C (the 3 AMS config) to proper ammo locations, armor values and A-Pods
Note: Moveable Endo/Ferro blockers are currently disabled, working on an update
v0.1.22.3b
- manual deploy
- weapon visuals by @AkiraBrahe
- more quads/lams by @AkiraBrahe
- mech visuals by @AkiraBrahe
- moveable endo/ferro blockers
- some bugfixes
v0.1.22.2b
- updated SMA to work with new CC
v0.1.22.1b
- artillery loader in shops
- more LAMs (with bomb bays)
- LAM models
- double lance deploy
- stealth exterminator
- sprint to melee
- CT loader fix
- CAC/CU/CAE upgrade
v0.1.22.0
- fixed jamming chance calculations
- laser visuals updated
- artillery rework
- now each artillery piece requires a artillery loader
- loader may be placed in adjacent location
- Bull Shark has a builtin free loader
if you update from the previuops version:
- make sure you store any BSK-LTs you might have, this disassembles them into a MAZ and a Long Tom
- add a artillery loader to any artillery piece you already have mounted and check its ammo (if you just add the loader + respective ammo, you should be at the same tonnage/slots)
v0.1.21.11
- fixed drop slots not being locked
- fixed LBX/UAC range values
- better combat HUD ammo names
- AMS ammo rework
- AMS OL mode rework
- NARC/iNARC pod types
v0.1.21.10
- added SLDF royal LAMs
- coolant pod bugfix
- finally figured out how to do AC/UAC visual only projectiles