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LittleTex

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LittleTex115

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About this mod

Completely revamps a large portion of the mech quirks and adds a bunch of new ones to vanilla as well as most other mech mods. Individual mech variants now have a specific faction quirk that were made from the ground up. This mod also goes through and adjusts/overhauls the various equipment featured in YAML and YAEC.

Requirements
Permissions and credits
Changelogs
Donations
For any extra kind souls that wish to donate or buy me a coffee, I have a Ko-fi account.
Additional donation links + credits for other mod creators at the bottom of this page.
[LittleTex's Ko-fi Donation Link]

[NOTES]
  • Please remember to activate Mech Re-scale and Enforce max engine rating in YAML's Mod Options settings.
  • YARQE is in a maintenance phase of development. Updates will mostly revolve around keeping up with other mods.

[Requirements] 
  • YAEC: This mod is what YARQE is built around. There is also YAEC-Eternal, but it currently only exists on the Yet Another MW5 discord. Choose one or the other, but YAEC-E is the proper continuation of YAEC.

[Compatibility]
  • YAEC-Revived: Page will be updated after YARQE update. 
  • Zatara-based mods are not 100% compatible with YARQE and are not recommended.
     No longer 100% compatible for a few reasons but still works for the most part. Certain equipment will not work correctly BUT YAEC-R is planned to be updated in the future which will hopefully help fix incompatibilities. YARQE will eventually include a patch for YAEC-R to allow both mods to run smoother together.
    Additionally, a lot of the equipment found in YAEC-R simply invalidates any alternatives due to being over-powered. Equipment like this in the main file is planned to be patched through YARQE or YAEC-R. Make sure to actually read YAEC-R's mod page, as not all the content in its download is required. Some of the Extra equipment will reduce Mech-build diversity/game balance but whether this negatively/positively affects gameplay is up to the user. 

[MECH CHANGES]
  • Revamps the existing quirk system from YAML to greatly enhance uniqueness with each mech chassis and variants of said chassis.
  • Adds faction specific quirks for most mechs. Exceptions to this rule are most of the Hero mechs. Most faction quirks come with pros and cons to make the variants stand out more. This helps mechs with lots of variants such as the Thunderbolt.
  • Adds lots of new quirks to make certain chassis better where they were weak or quirks to make them stand out more. 
  • Most -P mech variants are mechs added by PGI and therefor non-cannon. Because of this, most of these mech variants use the Pirate or Periphery quirk.
  • NO MORE SUPER TANKY URBANMECHS! They're just deadlier now but at least they don't have the armor of a heavy mech. 

[Mech Mods affected by YARQE]
  • YAML: Finished but may require "maintenance" every now and again.
  • YACM: Mostly finished but needs some "maintenance" every now and again.
  • YASV: Finished but may require "maintenance" every now and again.
  • YALM:  Finished but will require maintenance on future updates.
  • YAGDM: Mostly finished. *Would like to revisit.
  • YAISM: Finished but may require "maintenance" every now and again.
  • YAFV: Finished but will require maintenance on future updates.
  • YAMM (Maintenance Fork): Finished but may require "maintenance" every now and again.
  • YACHM: Finished but may require "maintenance" every now and again.
  • YASM: Finished but may require "maintenance" every now and again. 
  • LBMV: Finished but may require "maintenance" every now and again. 
  • Wasp, Stinger and Wyvern standalone mechs:  Finished but may require "maintenance" every now and again.
  • Exotic IS Mechs: Finished but may require "maintenance" every now and again. 
  • Classic Mech Collection: A large portion of these mechs have be worked on, but there's still more to do. Maintenance also required.
  • Brian Cache: Finished but may require "maintenance" every now and again. 
  • Tedwin's Custom Mech Foundry: Finished but will require maintenance on future updates.


[Equipment Tweaks (Yet Another Equipment Collection / YAEC-Revived + Yet Another Mechlab)]
  • Most equipment is more likely to spawn/generate in markets due to having a higher "rarity value". 
  • Besides melee, damage quirks have been removed for the most part.
  • Cooldown quirks have been reduced but are supplemented with other quirks.

[Defensive equipment]
  • Blue Shield Particle Field Damper is now -40% PPC damage taken + -10% energy damage taken. Used to be -15% PPC damage + -35% energy damage.
  • None of the modular armor's are stackable, which is how the Modular Ferro worked already. (In my opinion this is a patch to a potentially overpowered bug)
  • All forms of Modular armor incur a slight penalty to the mech's acceleration, deceleration and turning speed. (This is to represent the Tabletop's -1 to pilot skill when the armor is equipped.) Unfortunately, I have no way of removing this penalty when the armor is destroyed.

[Offensive equipment]
  • NEW: Gauss Capacitor -intro 3063. Akin to PPC capacitor but for Gauss Rifles. Doesn't apply to AP Gauss and Magshot Gauss.
  • NEW: Power amplifier (PA)+ Internal Combustion Engine (I.C.E). I.C.E Is required for PA. PA is for using Energy/Gauss weapons with the I.C.E. Chemical Energy weapons are an exception. I.C.E are heavy but reduce weapon heat (mostly ballistic and missile) by a significant amount and makes repairs + upkeep WAY cheaper and easier.
  • Weapon mounts now all have spread reduction. Normal weapon mount and turret mount boost range slightly.
  • Turret mount has a minimal reduced heat bonus, otherwise exactly the same as the weapon mount. 
  • Pulse Laser module stats are slightly worse or the same, but it now has a +5% damage bonus.
  • Overcharge laser module increases cooldown and burn duration and has less damage and range boosts. Still powerful.
  • PPC capacitors now produce varying amounts of damage based on the PPC type. Now named Proto PPC Capacitor.

[Mobility equipment]
  • Machined pivot now weighs half as much and provides +7.5% turn speed vs +5%.
  • Interlinked Myomer provides +7.5% acceleration and +2.5% top speed vs just +5% acceleration.
  • Speedy leg actuators only provide a +6% top speed vs+12% and reduce deceleration by 10% vs 8%. The rest of the stats are not affected as much or at all.

[BCs and Targeting-Computers (TCOMPs)]
  • NEW: Power-Couple FCS/BC. 1.5 tons vs 1, but it combines buffs for Gauss, PPCs and a predictive targeting system into one.
  • Missile computers vary the most between another. They have much faster lock on time bonuses along with improvements to min-range.
  • Ballistic computers now have range improvements.
  • PPC computers from YAEC no longer have spread reduction, but they have a slight heat reduction and the PPC TCOMP has a slight range boost. 
  • Laser computers function mostly the same.
  • Several BCs had their stats nerfed, but some got buffed as well. Examples: BC Heat is -7.5% heat vs 10%, but BC Predictive is now -12.5% spread and +7.5% velocity vs -10% spread and +5% velocity. 

[Yet Another Mechlab Tweaks]

  • Basically, just changes to the FCSs to be in line with the FCSs in YAEC.


[List of mods by LittleTex]

[Credits]
cszolee79 - Creator of the Yet Another series of mods. Thank you for the source files!
trueg - Another Creator of the Yet Another series of mods. Thank you for the source files!
Furomoffu - The amazing front page art.