It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
high rated
Changelog for Update 1.3.2 (added 05 December 2018):

* Fixed a bug affecting new users attempting to register a Paradox Account, blocking access to Multiplayer mode.

Known Issues under active investigation:
-- Some players may experience a significant delay during the initial splash screen
high rated
And 1.4.0 is here:

Welcome to BATTLETECH 1.4! This release contains a number of quality-of-life improvements and bug fixes, as well as the official localized releases of BATTLETECH in French, German, and Russian. We have also improved performance for saving and loading games.

A few things to note about localization:

If you switch to a different language and it isn’t showing up on screen, back out to the main menu so that the language pack can refresh.
There is no noun declension in procedurally generated contracts.
BattleMech names are consistently not translated, as consistent with other BATTLETECH translations.

We hope you enjoy our latest BATTLETECH update!

-- HBS

IMPORTANT: An additional note for players who mod various game files… Reminder that modding is not officially supported. If you have saved a game with any mod active, that saved game will not work after an update has been applied unless you replace all modded files exactly as they were when the save game file was created. Saved games require the exact same data state in order to function properly.


As always, if you experience further issues please contact Customer Support at: https://support.paradoxplaza.com


Highlights

Localized versions of BATTLETECH - French, German, and Russian players, rejoice! BATTLETECH has now officially moved out of the localization beta and into a full release! We’ve implemented an increased number of translations, and improved translation accuracy.
UI improvements - We’ve removed excess symbols and fixed many occurances of text truncation/bleeding and incorrect line breaks for text in all languages.


Improvements

Fixed the splash screen delay that some users experienced and reported.
Some conversation and narrative text was updated for clarity.
Updated tree placement around hexes so that players can navigate to forest positions more easily.
The player is now notified about reputation requirements for events.

Bugfixes

Fixed an issue with video settings not saving in fullscreen or windowed modes.
Player ‘Mechs are no longer submerged in deep water.
Fixed store issues that prevented some players from selling items in Ironman career mode.
Fixed functionality with the Big Steel Claw that prevented players from selling and storing it.
Corrected an issue that could cause the wrong follow-up event to trigger after completing Operation: Flattened Earth.
Flashpoint owners can now play multiplayer games against non-Flashpoint owners.
Fixed issues with enemy ‘Mechs getting stuck in geometry when spawning outside the map in some combat missions.
Fixed an audio issue with turret generator destruction in Target Acquisition missions.
“Spore Cloud” debuff icon is now present in the jungle biome.
Dropships that fly in at the end of the Steel Beast Flashpoint land correctly and no longer float above the map.
Fixed issues with UI card on the star map for the Kurita Alliance Flashpoint.
Fixed the Mechwarrior VO played after successfully damaging an enemy structure.
Fixed UI issues with reputation icons and tooltips.


Known Issues

On rare occasions, a small amount of partly unlocalized mission objective text may appear in French, German, and Russian versions of the game.
Custom Mechwarrior callsigns and ‘Mech names may appear localized if the custom name is a word that is already used elsewhere in the game.
A desync notification may appear during rounds in Multiplayer if the Host and Guest use different decimal separators (e.g. English vs Russian, French, or German). However, clicking “Continue” will clear the notification, and the match can be finished.
high rated
And now we have 1.5 out: (be careful with prices on Blackmarket, if you have low rep with pirates, a simple Jenner costs 400m for me)

Highlights

File corruption issues have been addressed and force quitting during shutdown will no longer potentially cause multiple issues, including the loss of contracts in the command center.
Mac users should now be unblocked if their volume of save files becomes large.
We've reduced some delays for MechWarrior combat VOs and camera moves to speed the pace of combat.


Bugfixes


Fixed an issue where the user could become stuck if none of the user’s remaining ‘Mechs were operational or all of the user’s MechWarriors were injured. The issue occurred in Flashpoints with consecutive deployment missions and in consecutive deployment late in the story campaign playthrough.
Fixed an issue where some missions could not be completed when an enemy 'Mech failed to load.
Unit Flags are now properly deleted on unit destruction.
Multiplayer no longer desyncs each round if the host and guest use different decimal separators based on language.
Enemy 'Mechs no longer get shut down after using JumpJets when being deployed in specific Capture Base contracts.
COMMUNITY REPORTED: LRM variants stability damage has been corrected.
COMMUNITY REPORTED: Trebuchet TBT-5N now has correct max armor for the Center Torso.
COMMUNITY REPORTED: Zeus ZEU-6S now has the correct number of max Jump Jets.
COMMUNITY REPORTED: Atlas AS7-D AC/20 ammo is now correctly located in the right torso instead of in the legs. It should now be more difficult to get a knockdown or incapacitate the Atlas.
COMMUNITY REPORTED: ER-PPC's now properly have sensor degradation effects.
COMMUNITY REPORTED: Crab CRB-27 is no longer slower than intended.
COMMUNITY REPORTED: The BL-6-KNT's PPC no longer appears in the wrong location on its right arm.
COMMUNITY REPORTED: Atlas AS7-D and AS7-D-HT Center Torso internal structure and max armor values are no longer off by 5.
COMMUNITY REPORTED: Several PVP MechWarriors are no longer missing traits.
COMMUNITY REPORTED: The weapon mounts for the head location on the Crab no longer appear incorrectly.
Destroyed enemy units no longer become targetable after loading a combat save.
The store icon on the star map now displays properly after becoming an ally with Magistracy Of Canopus or Taurian Concordat.
Store prices in the Black Market are now affected by your reputation with the Pirates faction. The System owner's reputation price modifier is no longer applied.
Achievement - "I Thought You Were Dead" can now be obtained, however it is not granted retroactively.
Achievement - "Professional Scavenger" can now be obtained, however it is not granted retroactively.
Vehicle nameplates no longer remain visible if destroyed with a single attack.
Fixed two issues that might cause a softlock to occur during the story campaign.
Many issues relating to the Big Steel Claw have been resolved.
An event involving antivirals now works properly.
Numerous localization issues have been cleaned up or resolved.


Known Issues


An audio related crash is being heavily investigated. The fix for this will be shared with the community as soon as it is ready.
On rare occasions, a small amount of partly unlocalized mission objective text may appear in localized versions of the game.
Custom Mechwarrior callsigns and ‘Mech names may appear localized if the custom name is a word that is already used elsewhere in the game.
Jump Jets are not showing up when try to fix my mech.
high rated
1.6.0

New Free Features & Content

Star Map Upgrade - We've added 50 new systems to the Star Map, expanding it toward the more populated areas of the Inner Sphere. The Star Map also now features the ability to filter by biome and difficulty, and will indicate which systems you've already visited. Navigating the periphery has never been easier!


Battle+ Encounter Type - We’ve updated our Battle encounter to bring more variety and fun to the battlefield! Battle+ includes a bunch of surprises including optional secondary objectives, and allies for friendly and enemy teams.


Stray Shots and Collateral Damage - The battlefield is more dangerous than ever! Stray shots now have the chance to hit nearby buildings - and you won’t want one of your units standing on one when it collapses. In addition, stray shots have the chance to hit nearby enemies in the line of fire. This is true for the opposing force too, so watch your spacing. Note that this feature is not available in multiplayer.


More Mech Variants
UrbanMech UM-R60L - The same walking trashcan, sporting an AC20.
UrbanMech UM-R90 - The 'Suburban Mech', a more energy-efficient war machine.
Banshee BNC-3S - Slower, but packing far more guns of varying ranges.
Catapult CPLT-C4 - Sporting dual LRM-20s to make it rain (death).
Vindicator VND-1AA - Half the armor, twice the speed.
BlackJack BJ-1DB - The Large Lasers on this variant can keep firing all day.
Hatchetman HCT-3X (For owners of the Flashpoint expansion only) - Featuring SRMs, lasers, and Machine Guns to shred opponents at close range.


New Events and Event Chains - More free events have been added to the game, including events that lead to other events. Now your decisions have short-term and long-term consequences.


Career Mode

Added the option to start your career with a randomized roster of ‘Mechs (defaults to ON)

Individual difficulty settings now modifies your career score.

More missions per star system

UI

Objective regions or avoidance zones are now color-coded with added call-out labels

Secondary objectives are smaller to better distinguish from primary objectives

Added team heraldry to unit call-outs

Added team heraldry to targeting HUD

Status floaties adjusted for less flag overlap

Team-specific turn indicator shows above combat HUD so you know who you are waiting on


Bugfixes & Improvements

Over 1000 bugfixes and minor improvements! Here are a few examples from issues called out by the BT community...

Dramatically reduced the Black Market price penalty for making pirates an enemy
Contracts now display a more accurate difficulty rating
A variety of Event bug fixes to remove Typos, Error Messages, and unfulfilled Rewards
Fixed an issue in which combat saves reset Coolant Vent cool down time
Company morale now affects whether certain MechWarriors can be hired
Added more biome variety in procedural missions
Fixed an issue with the Financial Expenditure Level changing unexpectedly and/or not respecting players’ selections
Fixed an issue in which stores might occasionally display negatives costs of items
Fixed Assassinate contracts that were not auto-completed after the user destroyed all enemy units
Fixed some data loss issues for 'Mechs in the Mechbay
Fixed an issue that caused a random 'Mech to disappear in the Mechbay
Fixed an issue in which a readied Mech in the MechBay would overwrite an existing 'Mech if the latter was moved manually to a different slot
Fixed Battlemaster BLR-1G's and Trebuchet TBT-5N's left arm hardpoints that caused weapon overlap issues
Fixed an issue in which negotiated pay and salvage levels for travel contracts would irrevocably reset upon arrival at the destination
Fixed achievement unlocking issues and descriptions that didn't match career mode scoring


Known Issues (to be fixed asap)

Localization:
A small amount of localized text has extraneous formatting. This does not affect readability.
A small amount of new text is not localized.
Some buildings (<1%) cannot be destroyed (Urban Warfare expansion only).

In the Difficulty settings, the “Restore Defaults” button does not work correctly and saves changes instead.

We believe we have a temporary fix for the AkSoundEngine.dll crash that some players have reported but we cannot reproduce this crash internally or through any of our external test groups. Thus, we are leaving it on the Known Issues list until we hear back from the community. A permanent and more robust fix is being investigated for an upcoming release.


1.6.1

We have fixed the issue in which the Arano Restoration controlled systems become swapped with the Aurigan Directorate after loading a historical post-Campaign save
We have addressed a special character display problem impacting our French translations
We have fixed an issue that caused an infinite loading screen if a Kickstarter Backer skin was in use
We have made several AI improvements that will result in better path finding
high rated
Release 1.6.2 Notes, 6/20/2019

From the Community

Fixed an enemy spawning issue that could prevent the story campaign mission ‘Liberation: Tyrlon’ from being completed
The AI no longer freezes when trying to target units with seven or more evasion pips
Fixed an issue where you couldn't accept a contract even though you were honored in the stated faction
Reloading a combat save no longer causes enemy ‘Mechs to ignore active stealth charges
The Raven ‘Mech cannot be encountered in combat before completing the ‘Prototype’ flashpoint
XML Audio files have been removed, this may address the AKSoundEngine crash for some players
Fixed a DLC unlock issue that prevented players using the PDX Launcher from successfully accessing all DLC content

AI

Pathfinding for AI going to a zone has been improved.
When fleeing during Assassination contracts the AI is now less likely to become stuck
The AI will now be more aggressive when it has a ‘Mech with ECM capabilities
When in an enemy ECM field the AI now makes better decisions regarding firing while cloaked
Active probe now targets units that were revealed in the current round by the AI

Localization

Fixed UI issues with some German and Russian strings overrunning text boxes
Updated translations for improved accuracy
Added more translations

Performance

A new option has been added to reduce the number of props and visual effects in Urban biomes. You can find it in the ‘Settings Menu’ Video: Advanced tab
Smoke VFX now dissipates properly after buildings collapse. This was affecting performance for some users

Map Graphics

Resolved several instances of textures flickering
Fixed ground plates swapping on save/load on urban maps
Removed several instances of buildings hiding within other buildings
Fixed many issues of urban props penetrating buildings or other props
Grounded several urban props that were floating in mid-air
Replaced a number of missing urban textures

Other

'ECM Missile Defense' now applies to units that enter an ECM field in which a hostile is positioned
The player is now correctly shown when an ECM carrier will lose stealth charges while plotting a move of the ECM field over multiple enemies
The 'Missile Defense' icon no longer displays on the movement flag when units leave an ECM field
ECM blurring effects now follow a ‘Mech during melee
Multiple toast messages no longer appear over units that migrate between an ECM field with no hostile units and an ECM field in which at least one hostile unit is positioned
ECM cloaking VFX now conform better around non-assault ‘Mechs
Electrical field effects are no longer obstructed by Non-DLC ‘Mech ECM bubbles
Coolant field game effects should now better match visual pool locations
Small dots no longer appear on part of the coolant splash pool
Added more environmental sounds to urban biomes
Building collapse sounds now play over pilot barks
Flowing water sound effects are now more prevalent in Urban biomes
You can now review the Raven tutorial in the Mech Bay once unlocked in the ‘Prototype’ flashpoint
In the flashpoint ‘Double Agent’ ally ‘Mechs no longer spawn on the same grid node
Removed a redundant payment increase prompt from The ‘Tournament of Champions’ flashpoint
A character is no longer present in the mission report after being eliminated during the ‘Tournament of Champions’ flashpoint
In the flashpoint ‘Siegebreaker’ the 'Destroy reinforcement wave' objectives are no longer doubled on the after action report
One of the objectives In the flashpoint ‘Double Agent’ is no longer swapped
Darius now gives a warning prompt when starting missions with a weak lance in the flashpoint ‘Siegebreaker’
Employer mission debriefs in the flashpoint ‘One Man’s Trash’ now correctly correspond to the right events
Enemy transport vehicles no longer lose their objective marker after loading a save file in 'Liberation: Smithon'
Moving a ‘Mech into the transport vehicles destination objective no longer fails the related objectives in the campaign mission: 'Liberation: Smithon'
Destroying all enemies in a contract now triggers an ending dialogue in several of the new contract types
Withdrawing from the ‘Test Drive’ mission no longer displays an “Error” name or blank portrait
Future evac zones are now visible in more contract types
Several rooftops in the Capitol Hill map can now be landed on that were previously unreachable
The side objective of 'Protect all Condo Complex Buildings' now fails when the first building gets destroyed
When completing the second mission of ‘SiegeBreaker’ destroying both forces no longer causes an error
The player can no longer target a hostile if the unit that was spotting them is destroyed and then the opposing force attacks any of the player's ‘Mechs while in the ‘untargetable' state
‘Sensors Impaired’ flags now only display in the status panel
Armor bars now properly display when right-clicking cloaked units
Coolant pools no longer apply '+1 to hit from' and '+1 to hit into' difficulty modifiers
The Gallant Urban Assault Tank now has headlights
The 'Meeting Archangel' event's outcome no longer displays an error in lieu of the pilot's callsign
Two placeholder dialogues at the end of ‘The Gauntlet’ contract have been removed
Region flags are now displayed during procedural contracts played on the 'Barter Town' map
‘Restore Defaults' no longer automatically saves changes made in ‘Difficulty Settings’
Tooltips describing the injury mechanic are now properly evoked
Enemy units no longer get stuck when spawning during 'Target Acquisition' contracts on certain map
Electrical transformer field effects no longer hang in the air after a building is destroyed
Morale tooltips now appear when hovering over highlighted 'Morale' information
Color swatches are no longer set to red when the player re-enters a MechWarrior's Customization Menu after reloading a combat save file
Beacons for allied forces now highlight the correct position during ‘Capture Escort’ contracts on the Power Structure map
Destroyed ‘Mechs no longer periodically revert back to their default state after loading a combat save
In Career Mode, the total score multiplier has more tooltip information regarding its minimum value

Known Issues

Small amounts of text remain untranslated
‘Mechs location destruction SFX are audible only at certain camera positions when an ECM field is active during their destruction
Post edited June 20, 2019 by hohiro
Ho can i get the updates like 1.6? Why does the game not do the updates automatically?
My last version is 1.3.2-41BR. I paid the game at kickstarter
Post edited July 01, 2019 by Dark_Phoenix
avatar
Dark_Phoenix: Ho can i get the updates like 1.6? Why does the game not do the updates automatically?
My last version is 1.3.2-41BR. I paid the game at kickstarter
To get automatic updates, you have to use Galaxy, else you have to do manually. Nearly no game offers autoupdates on its own.
@Hohiro: Thx for the hint, installed Galaxy, update works
high rated
And new patchhere,updating right now.

Release 1.7 Notes, 9/10/2019

From the Community


Fixed a formatting problem with the json for the PNT-9R
Updated the Hatchetman HCT-3X faction so that it is part of more lore relevant enemy lances
Fixed an issue where the ‘Double Agent’ Flashpoint awarded the wrong faction reputation
The Packrat now moves as a light wheeled vehicle
Stock lances in skirmish mode are no longer duplicated in the dropdown when the budget is unlimited
Several libraries for Ubuntu Linux users are now installed along with the game by default

AI

Improved AI’s ability to avoid a potential ECM exploit
ECM carriers will now work harder at keeping their allies cloaked
Further pathing fixes for several missions where the AI could become stuck
Updated lance role tags for a number of ‘Mechs (such as “tank”, “sniper”, “scout”, etc.)

Combat Performance Improvements

Particle system optimization
UI rendering optimization

Map Graphics


Many small map polish fixes - closing seams, grounding assets, clipping corrections, etc.

UI

Fixed a bug where an event may reference a random star system rather than the currently orbited one

Other


Re-balanced the Attack/Defend encounter type
Fixed many small grammar and translation errors
Improvements to missile trajectories
Balance adjustments to the Kamea story campaign:
Lowered mechwarrior hiring cost
Increased payout in c-bills for contracts
Increased base salvage for contracts
Increased the frequency of non-weapon rare items in salvage
Increased the starting cbills from 980k to 1000k
Increased the starting morale from 25 to 28
Increased MechWarrior XP per mission from 400 to 500
Updated difficulty settings to match new defaults
Fixed an issue where certain sounds on Urban maps would persist after save/load
Fixed an issue where player ‘Mechs could not melee units cloaked within an ECM field
The 'White Lies' Flashpoint is now available during career mode as well as after completing the campaign
Fixed an issue where buildings could collapse while they still had health
Fixed the contract results page for the ‘Hearts and Minds’ Flashpoint with the correct objectives
Fixed an issue where ally defense turrets would not turn on in Attack and Defend - Retaliation contracts
Fixed an issue where attacks would pass through buildings without causing stray shot damage
Gyro+++ component gameplay effects can no longer be stacked
Fixed an issue where Pre and Post mission autosaves would not properly generate for procedural contracts when any Flashpoint was active

Known Issues


Small amounts of text remain untranslated
The game does not always enter turn-based mode when hostiles drop in


IMPORTANT: Additional note for players who mod various game files…Reminder that modding is not officially supported. If you have saved a game with any mod active, that saved game will not work after an update has been applied unless you replace all modded files exactly as they were when the save game file was created. Saved games require the exact same data state in order to function properly.
high rated
Gone are my 100s of Atlases ;)

Release 1.7.1 Notes, 9/23/2019

From the Community

Fixed an issue with randomization which caused all enemy lances to be composed mostly of 'Mechs in alphabetical order
high rated
Changelog for update 1.8 (added 21 November 2019):

New Free Features & Content

Classic BattleMechs
- MARAUDER (75 Tons) - perhaps the most iconic 'Mech in BattleTech, known for its ability to hang back and snipe from a distance. Its Lance Command Module decreases the damage taken by it and its allies and gives a boost to Called Shots.
- WARHAMMER (70 Tons) - known for dealing devastating particle cannon strikes, it exists to destroy other 'Mechs quickly and efficiently. Its Optimized Capacitor Feeds increase the damage of all equipped Energy weapons.

Official Mod Support - With this release of BATTLETECH, we are introducing official mod support to the game and now support the ModTek format that the modding community is currently using. Mod locations are now external to the game, making them more portable and less prone to Steam interference and breakage. We’ve also added new mod management UI to the main menu to streamline mod use. As usual, use mods at your own risk. Some mods may not work at launch. In-game modding tools are not included.
- Formalized mod installation location and process
>We have included documentation on where to find mods, how to add/delete mods, and links to the BATTLETECH modding community.
- Simpler mod injection process
>The current approach effectively requires a mod for mod support to be enabled. Our version will integrate the mod loading process into BATTLETECH, allowing modders to focus more on mod generation rather than mod loading.
- Support for most existing mods with minimal changes to their existing data format
- Save game mod awareness. Save games that include active mods become unavailable if those mods are uninstalled or disabled.
For more information, see the Readme document located within the Battletech files on your computer at the following locations:
- Forums:https://forum.paradoxplaza.com/forum/index.php?threads/mod-support-readme-documentation.1285684/
- WIN: C:\Users\user_name\MyDocuments\MyGames\BattleTech\mods
- LIN: /home/user_name/MyGames/BattleTech/mods
- OSX: /Users/user_name/MyGames/BattleTech/mods
New Maps - Two new maps bring even more variety to your contracts: Jumbled Karst (an iconic rock formation set between two valleys), and Boulder Field (rolling hills and rocks dot this battle scarred landscape)

New contracts - Over 40 new contracts, including new recurring allied and enemy NPCs, and new contract variants that mix up the missions you’ve seen in new and unexpected ways. Battle a dangerous solo mercenary, train a group of overly enthusiastic rookies, and serve as the personal bodyguard of an arrogant noble.

New Events - We’ve added a slew of new mercenary travel Events to “enhance” your mercenary life.

New Star Map Weapon Store Filters - We’ve added a new filter dropdown to the star map that lets you view planetary industry by type and a tooltip that tells you what you can find in each star system.

Rebalanced Stores & LosTech - We’ve completely overhauled how weapons and equipment appear in our stores. Finding items is now more straightforward. We’ve also given LosTech items a boost in power to fit their legendary status.

New Mech Viewer - Get a close-up, rotatable view of your ‘Mech and customize its paint pattern directly in the Mech Lab!

New Merc Company Crests - Scads of new emblems to choose from for your mercenary company, drawn from notable factions throughout the Inner Sphere. Roleplay your heart out!

New Mech Variants
- Locust LCT-1E - The 1E Locust packs only Lasers for its armament, for better overall damage without the risk of ammo explosions. It runs quite a bit hotter than other variants, though, so it works best with hit-and-run attacks.
- Spider SDR-5K - The 5K Spider variant keeps the extreme maneuverability of its more common 5V cousin but adds some Machine Gun weaponry for close-in work. It's still got very little armor, so it works best as a scout and spotter.
Additional Tutorial Slides - For new players, we’ve added some tutorial slides to an early story campaign mission to help smooth the on-ramp to BATTLETECH’s many options and tactical readouts.

Bug Fixes & Improvements

Combat Improvements
- UI performance cost reduction
- Fixed an issue where the game did not enter turn-based mode as expected when hostiles dropped in during Battle+ contracts
- “Target Acquisition” contract type balanced to be a less punishing and more dynamic experience
Map Graphics
- Many small map polish fixes - floating props, disappearing signs, assets clipping into each other, etc.
- Fixed an issue which caused windmills to stop spinning when any one of them was destroyed
UI
- Fixed and clarified invert mouse axis options
- New targeting treatments for area of effect weapons
- Evasion Pip coloring for COIL beam charging
- New flashing elements to highlight the Assassin’s ability to ignore evasion
- New combat 'Mark' to show targets hit by NARC, TAG, and other abilities
- Mini-Campaign Flashpoint elements have a unique look and color to distinguish them
- Improved Combat UI performance
Other
- Memory use optimizations
- Fixed an issue where Gauss Cannon was displayed as AC/10 on both Blackjack's arms
- Fixed an issue which caused weapon VFX to stop/impact before hitting the target
Known Issues
- Small amounts of text remain untranslated
- Rubble effects on Urban Maps may disappear, restarting the game resolves the issue
- Entering bankruptcy causes problems with starting a new career or campaign in the same session, restarting the game resolves the issue
- Thumper heat is not correctly previewed
- Coil Beam heat and damage does not update in the weapon panel from the previous turn until you move your ‘Mech
Known Mod Support Issues
- When mods have been enabled and then disabled or deleted, the overlay for save states is missing
- Depending on the mod, a debug string may appear in the mod status window
- Players using mods can run a skirmish match against players without mods installed
- The revert button works on its first use; after that you may need to relaunch to revert mods
- ‘Boulder’ and ‘Jumbled Karst’ moods display the wrong names in skirmish when mods are installed
- Mods that contain other mods do not show up as bundled with their dependencies

Roll Back
It is possible to revert to past versions of our game in case you have trouble with this update. For more platform specific information go to our forums at: https://forum.paradoxplaza.com/foru...rollback-to-a-previous-patch-version.1112335/

As always, if you experience further issues please contact Customer Support at: https://support.paradoxplaza.com

Changed Windows/Linux/MacOS Installer (1.7.1-598R ⇒ 1.8.0-629R) at 21 November 2019
Post edited November 22, 2019 by JohnnyCrank
Wish this patch was available for download, since it isn't on the list for Battletech under my "Games" tab. :-\
avatar
Morpheusalpha: Wish this patch was available for download, since it isn't on the list for Battletech under my "Games" tab. :-\
I have same issue, it isn't there. It has only last patch (1.7.0-589R to 1.7.1-598R).
avatar
Morpheusalpha: Wish this patch was available for download, since it isn't on the list for Battletech under my "Games" tab. :-\
avatar
AbuSalma: I have same issue, it isn't there. It has only last patch (1.7.0-589R to 1.7.1-598R).
Are you guys talking about the version in Galaxy? The GOG downloader installer is: setup_battletech_1.8.0-629r_(64bit)_(34047).exe