About this mod
Harder, Better, Faster, Stronger. Better combat's purpose is to go light. With nearly 500 lines of settings don't confuse light with limited. Better Combat focus on bringing enchantments to the base game without needing a hour between load screens. AIM / WeaponRealizer Reborn. +++ Edition.
- Permissions and credits
- Mirrors
- Changelogs
New Weapon Realizer is here! No more json edits it "Just works"
Discord: Better Combat Discord Server (REPORT BUGS HERE)
(GA Release) - It's just a bug hunt from here!
Better combat started from the need to go light. Too much time staring at the loading screen and not enough time bringing the rain.
The day has finally come. BetterCombat is entering LTS with 0.6.1.0 From here out on it's just Bug Hunts. - 0.6.1.0 (Fully Featured) Release
- Weapon Realizer reloaded. No more JSON edits. LBX/SNUB and any custom weapons with the tag work right out the gate.
- - Major Code Reduction to just a few patches.
- AIM (Attack Improvement Mod) Fully Implemented.
Better Combat will retire into the Better Series. Personally, I believe a lot of the BT Modding community has done an amazing job but strayed from what I believe modding is about. Your game, your way. As Such Every Feature from Better Combat will be recompiled as standalone mods.
The Better Series ... The Story So Far (None of these mods require the others to work! Pick and choose what you like and what you don't, and even then, every mod is setup with a preloader so you can disable the entire patching. Every mod has been updated to make sure it's fully featured, streamlined, and designed to be run without ANY dependencies. (Expect ModTek of course) More to come!
- Better Combat (Light) - Somethings just work better together.
- Better QOL
- Better AI 2.0.0 (amechwarrior)
- BetterCalledShots (AIM - Sheepy)
- Better Filters - For use with the Better Series (Denadan CustomFilters Recode)
- Better FlashPoints - HeroMechs, Stories Retold, New Pilots to hire. Much better loot. (This will expand)
- Better HUD (AIM - Sheepy)
- Better Initiative (Original Work by IceRaptor) (Recode WIP)
- Better LOS (AIM - Sheepy)
- Better Panic System (See credits as the panic system has gotten around!!)
- Better Performance (Small tweaks such has disabling HBS gathering APIs)
- Better Pilots - Simple Fatigue, Simple Quirks, Respec, Cheaper Pilots and more (DonZappo for Concept) Might be others.
- Better Reputation - Simplify the Grind!
- Better Salvage - No Blacklists, No worries! Build in selling and inventory on the salvage screen (recoded from LootMag IceRaptor)
Recommended Mod List:
Unofficial BattleTech Patch (UBTP) at BattleTech Nexus - Mods and Community (nexusmods.com)
BattleTech Quality of Life at BattleTech Nexus - Mods and Community (nexusmods.com)
Vanilla Plus at BattleTech Nexus - Mods and Community (nexusmods.com)
Not Compatible with CAC/CB
Better Combat (Light) CAC Compatible at BattleTech Nexus - Mods and Community (nexusmods.com)
What is better combat?
Fully modular combat system that only loads patches while combat is active and puts you in control of every option, every setting, don't like a feature? Just disable it. Gone are the days of being forced to load massive, bloated mods that don't put you in the driver's seat. It's your game, play it your way. Copy any section from the settings.defaults.json to settings.json to override.
Feature List
BetterLog: I/O Free logger which only logs errors. Change settings to debug if you are troubleshooting as issue. Otherwise your log should be empty.
CalledShots: Show Corrected Hit chance and Called Shot Chance; Boss headshot which are impossible are visually seen.
Criticals: Entirely new critical system which takes TAC into play.
Improved HUD: Paperdoll updates, Ammo Updates, expected damage based on current state. This is the real targeting computer. Sensor lock your enemies for tons more information.
Initiative: Turrets and vehicles now go based on their weight. Expanded to 10 rounds based on mech weight and pilot skill. 100t goes on 1, 20t goes on 9. Combat is dynamic and this can change based on getting legged, gaining morale, or losing it.
LOS: Changes the default red to various colors based on your positioning and what side you are targeting.
Melee: Far too many changes to list them all. Move your attack position when melee, save support weapons when your target is dead, unlock juggernaut with pilot/mech/skill tagging. Enable the CHANGE ability. Get projected damage, stability, and informational popups when near hazards.
OpForUpgrade: If the OpFor a fighting but fair chance by dynamically updating weapons and gear to +/++ variants.
Performance: Numerous enhancements. API tracking disabled, averts and banners removed, delays in turn based when switching teams, graphical tuning.
WeaponRealizer: Rebuild of WeaponRealizer: Edits to json files required but included as part of the mod. (LBX's have some strange behavior, still a WIP)
Combat Controller: This is the heart of this mod. It is required to be enabled. Combat Controller is designed to keep non-combat patches from running during other areas of the game vastly improving the performance of every aspect of the game. Options include Combat Speed which includes everything from mech movement to projectile speed. The default 'Speed up Combat' was 5x and only did movement. This modifies the game fixed game in Unity to give you better control. Tired of seeing mechs with only 50% armor? Now we can prevent that entirely. Give the OpFor a fighting chance with dynamically upgraded Weapons, Armor and HeatSinks. Implemented SkillCheck system. (Guts to reduce injury from explosion, Piloting for Jumping / Running / Charging / Combat Misses). Pray to RNGesus with a green pilot and overheating your mech.
BETTER COMBAT (0.5.0.3) (Check Out New Settings)
BugFixes
- Overheating / Shutdown ALWAYS causes ammo to explode.
- OutofRange <64
- AttackDirection Colors not proply showing.
- Jump ToHit Modifier working
- Overheating Mechs not dying when shutdown (See UBTP)
Unofficial BattleTech Patch (UBTP) at BattleTech Nexus - Mods and Community (nexusmods.com)
0.4.0.1 Major Release
- Now with LCC (Lite Custom Ammo) Examples using DataDrivenEnums. - Melee and DFA warnings / display fixed.
- Heat check and performance removed pending more testing.
- NewtonSoft swapped for fastJSON pending tuning (Will change it back later)
- OpFor Upgrades now checks for upgrades that are valid. (Helps with ME builds)
- RollCorrection / Roll Modifiers / Targeting / Weapon Information and Weapon Realizer all rebuilt and merged together.
- Better Logging system changed to internal sealed due to conflictions with FYLS
- Calledshots on heat shots should show proper value
- HitLocations% / Missile Path / Clustering all cached to improve performance. (No recalculation needed if you change targets)
- Contract Days to Skip added to restore 1.3 features. (Can be disabled) Set to 1 day.
- Fire Suppressing Support weapons if target is dead no longer needs to re-build the entire stack. (Small audio bug I still need to work out where pilots talk before firing support weapons) Still conflicts with mods that modify the stack prefix. Reduced code by 50%
- Legacy Color HEX Removed. Still need to update MechBay HEX Codes. - All transpile code removed (Much Faster now)
- BetterLogger Sealed to prevent Public Overlaps with over mods.
- Called Shots should work for Heads correctly. All Code reworked and integrated.
- JUGGERNAUT and Melee Fire Control System joined reducing code by 50%
- JUGGERNAUT can be added by mech tags, pilot skills, pilot tags, or auras (Equipment)
- Critical reworked. TAC should be working. (Default is damage > current armor)
- Contracts now take 1 day to complete restoring 1.3 behavior.
- Floaties should be compress (the same message should appear as x1/x2/x3)
- Combat Hud fully reworked. UI for weapons correctly applies all buffs/debuffs (Let me know if you see "Cool buff"
- MELEE/DFA now shows terrain warning before attacking.
- Punch/Kick/Charge Options WIP
- Fire Suppression System for dead targets now includes calculation of mech damage / crit calculations / suppressing support weapons. MAJOR improvement on combat times. Let me know if you see LRM damage still calculating after a mech as died. (It should just end the turn)
- JUGGERNAUT "Charge" no longer actives COIL
- RNGesus reworked for DFA stab damage and melee missing based on Pilot Skill.
- So many UI changes. Really hard to list them all.
- Multitarget and Shift tab should back out and reverse targeting.
- Auto Targeting of weapons for best chance of hit A,B.C requires upgraded combat computer.
- JUGGERNAUT Damage currently set for 1.5 damage on charge and 1.5 stab to charging mech (Might make this configurable if people ask for it.
- Projected STAB for DFA/Charge will show above mech on left bottom paper doll- CAL (Custom Ammo Light) Using data driven enums (No DLL patching) added Heavy Gauss Example.
- Pilot Injury, Heat Damage (Component can explode) disabled pending further testing. Caused issues with mechs shutting down and never coming back online when MechEngineer was installed.
- Full HUD rework. Much faster now. Less Micro Studder in combat.
0.3.1.2 Hotfix
Adds settings.json as an example file now.
Options to remove analytics and DLC Banner.
Increased Zoom has been added. See (AdvancedJSONMerge\CGCEdits.json) for customization options.
Version is now included in the mod.json file.
0.3.1.1 Hotfix for heat damage
- Corrected HeatDamage Patch.
0.3.1.0 New Features (Fixes MicroStudder in Combat)
Alpha release 0.3.X.X was about performance. All Features are now unified patches, and the HTML color system has been fully replaced with a Native Unity RGBA system. This removed nearly 600 instruction calls and puts BetterCombat as the top performer in combat mods. Finally, the goal of smooth combat has been brought to the BTG system.