Mechlab memory use has been decreased by unloading mech visuals not on display this however causes a bit of a pause each time a mech is fetched from the mech list. Critical hits now are based on 2D6 rolls (and damage amount on the part where the critical resides) to mimic the board game rules. Clan LRM missiles now have a reduced flying arch, the closer their target is. AI behaviors corrected for their close range combat. MASC allocation bug on the empty varians has been taken care of. Saladin Assault Hover Tank 46 Saracen Medium Hover Tank 48 Scimitar Medium Hover Tank 50 Striker Light Tank 52 Engineering Vehicle 54 Hetzer Wheeled Assault Gun 56. EG you can use Ctrl+Z and Z alone for different functions. Keymaps now properly use combined strokes without having conflics. This also means leg actuator damage does manifest in this version. I understand everything that went down with MW4 and Jehosephat, but just quickly killing. Other mechs will suffer from legging too, but will feature a normal and slower walk animation. I think its funny, they had EVERYTHING going for them until they decided to put all efforts towards Solaris Assault Tech and completely ignored AT1 all to just out of the blue cut all things BT/MW off. Still experimental and only three mechs (MadDog, Timberwolf and Stormcrow) feature the animations for it. We will be adding the rest in as updates come. New cockpit artwork for a few mechs other than the MadDog. HUD color customization: no more forced green and yellow. AT1 torso twist style (torso twists when mouse reaches near the edge of the screen) and ability to change between this and the old one.
![assault tech 1 battletech assault tech 1 battletech](https://media.indiedb.com/images/games/1/11/10050/screenshot_27_Apr_2009_1.jpg)
#Assault tech 1 battletech Patch
New keymapping commands have been added to the game but wont appear if you keep your old input.at1 file in order to restore the default keyboard and joystick input and thus gain access to the new keystrokes (such as radar display mode) delete input.at1 file on your game directory after patch installation and let AT1 restore it on the next launch. Instant action menu now autofills your newly created starmates with random mechs in order to make the "action" more "instant". New shadows rendering method (hopefully, faster) Changes on the interface design: the menus now use pixel-relative scales according to how big your screen is, much like the way websites work. Improved input settings: multiple joystick support.
![assault tech 1 battletech assault tech 1 battletech](https://assets2.rockpapershotgun.com/mechwarrior-5-mechs.jpg)
Minimal graphics settings available for users with lower-end machines. Animation blending, mostly visible while the mech walks-runs. The further it moves, the harder it hits, which could give fast-moving light mechs a real leg up when things get hairy.- Mechlab changes: added the advanced criticals section for those items that could not get added automatically to certain mech parts. The new weapons include a Mortar, the first area-of-effect weapon in the game, and the COIL Beam, with an energy output that increases based on the distance traveled by the attacking mech before firing. The eighth and final mech is unknown for now, but it's a brand-new design created exclusively for Battletech and it promises to be a beast: The trailer indicates that it's a 90-ton unit, putting it squarely in the middle of the massive Assault class. RFL-3N Rifleman (60 tons, and now I'm excited-the Rifleman was my first main mech when I got into Battletech).Given that, I think it's safe to say that these are the new units we can look forward to: The new fighting machines aren't listed in the announcement, but a list of eight mechs appears on a readout in the trailer and that's probably not a coincidence.