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Editing MechWarrior: Living Legends

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[[Image:MechWarrior Living Legends mod logo.jpg|thumb|right|Original logo under Wandering Samurai Studios]]
 
[[Image:MechWarrior Living Legends mod logo.jpg|thumb|right|Original logo under Wandering Samurai Studios]]
  
MechWarrior: Living Legends has been in development since December 2006, and was at version 0.7.1 Beta as of January 2013. As of February 9th, 2024, the mod has been brought to version 0.16.2<ref>[https://wiki.mechlivinglegends.net/index.php?title=Mechwarrior:_Living_Legends/Versions MWLL wiki's version history log with release dates]</ref> by new developers from its community, marking over a decade of continued development and support.
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MechWarrior: Living Legends has been in development since December 2006, and was at version 0.7.1 Beta as of January 2013. As of July 22nd, 2023, the mod has been brought to version 0.16.0<ref>[https://wiki.mechlivinglegends.net/index.php?title=Mechwarrior:_Living_Legends/Versions MWLL wiki's version history log with release dates]</ref> by new developers from its community, marking over a decade of continued development and support.
  
 
Originally, development was done on the Doom 3 engine{{cn}}, with the team switching to CryEngine 2 after the release of Crysis. The next major release after the initial one, version 0.5, dropped support for Crysis in favor of Crysis Wars, and was released in May 2011.
 
Originally, development was done on the Doom 3 engine{{cn}}, with the team switching to CryEngine 2 after the release of Crysis. The next major release after the initial one, version 0.5, dropped support for Crysis in favor of Crysis Wars, and was released in May 2011.
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In all game modes, players initially spawn as [[battle armor]] (often shortened to "BA" among players), usually in friendly bases or 'Mech bays that allow for purchases. However, depending on the game mode and map, only certain bases will have facilities that allow for the purchase of a 'Mech or vehicle. For instance, in ''Terrain Control'', the main bases players start with provide access to all weight classes of 'Mechs and vehicles, while some capturable bases only allow players to purchase weapons for their battle armor in a bunker. Some such bases do, however, also. In contrast, ''Solaris Arena'' will often only feature bases or hangars that allow the purchase of any class of 'Mech and vehicle (though some community-made Arena maps feature air-only bases). Many maps also include separate air bases allowing players to purchase aerospace fighters and VTOLs to take the battle into the air. Players receive a set amount of [[C-bill]]s when they spawn according to their rank, with rank being gained as the player gains points through damaging or destroying opponents and capturing control points. Battle armor are armed by default with an integrated battle armor-scale [[SRM-2 (Battle Armor)|SRM-2]], a [[Battle Claw|claw]]-mounted [[Machine Gun (Battle Armor)|Machine Gun]], and a [[Small Laser (Battle Armor)|Small Laser]] (which can be exchanged for a variety of dedicated weapons). Though the battle armor for each side is identical in role and performance, the Clan team battle armor is the Elemental, while the Inner Sphere team uses the Longinus. Both battle armor units use [[jump jet]]s, as well as a secondary weapon pod, and when entering a 'Mech or vehicle (excluding [[APC]]s) all dedicated weapons - including the default Small Laser - are lost.
 
In all game modes, players initially spawn as [[battle armor]] (often shortened to "BA" among players), usually in friendly bases or 'Mech bays that allow for purchases. However, depending on the game mode and map, only certain bases will have facilities that allow for the purchase of a 'Mech or vehicle. For instance, in ''Terrain Control'', the main bases players start with provide access to all weight classes of 'Mechs and vehicles, while some capturable bases only allow players to purchase weapons for their battle armor in a bunker. Some such bases do, however, also. In contrast, ''Solaris Arena'' will often only feature bases or hangars that allow the purchase of any class of 'Mech and vehicle (though some community-made Arena maps feature air-only bases). Many maps also include separate air bases allowing players to purchase aerospace fighters and VTOLs to take the battle into the air. Players receive a set amount of [[C-bill]]s when they spawn according to their rank, with rank being gained as the player gains points through damaging or destroying opponents and capturing control points. Battle armor are armed by default with an integrated battle armor-scale [[SRM-2 (Battle Armor)|SRM-2]], a [[Battle Claw|claw]]-mounted [[Machine Gun (Battle Armor)|Machine Gun]], and a [[Small Laser (Battle Armor)|Small Laser]] (which can be exchanged for a variety of dedicated weapons). Though the battle armor for each side is identical in role and performance, the Clan team battle armor is the Elemental, while the Inner Sphere team uses the Longinus. Both battle armor units use [[jump jet]]s, as well as a secondary weapon pod, and when entering a 'Mech or vehicle (excluding [[APC]]s) all dedicated weapons - including the default Small Laser - are lost.
  
The game features a fairly large list of 'Mechs and vehicles available for purchase, and many more were planned for future releases by the Wandering Samurai development team. As of version 0.4.9 there were 22 BattleMechs, 9 vehicles, 3 aerospace fighters and 1 VTOL in the game. As of the official last release, version 0.7.1, there were 32 'Mechs, 12 vehicles, 5 aerospace fighters, and 2 VTOLs (not including the hidden Karnov VTOL) available. By version 0.16.0, the total asset count grew to 43 'Mechs, 20 vehicles, 8 aerospace fighters, and 4 VTOLs. Individual unit customization - ''i.e.'' a mechlab - is not available, but MechWarrior: Living Legends offers between six and nine variants of each asset's chassis for purchase, with different loadouts of weapons, armor and equipment. Unit customization was originally (under Wandering Samurai Studios) a planned feature to be implemented in a later release, however the new community developers have stated that this in no longer a goal. Instead, variants are designed to fulfill unique roles given their corresponding chassis' speed, weight, and cost profiles, among other considerations.
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The game features a fairly large list of 'Mechs and vehicles available for purchase, and many more were planned for future releases by the Wandering Samurai development team. As of version 0.4.9 there were 22 BattleMechs, 9 vehicles, 3 aerospace fighters and 1 VTOL in the game. As of the official last release, version 0.7.1, there were 32 'Mechs, 12 vehicles, 5 aerospace fighters, and 2 VTOLs (not including the hidden Karnov VTOL) available. By version 0.14.3, the total asset count grew to 42 'Mechs, 20 vehicles, 8 aerospace fighters, and 2 VTOLs. Individual unit customization - ''i.e.'' a mechlab - is not available, but MechWarrior: Living Legends offers between six and nine variants of each asset's chassis for purchase, with different loadouts of weapons, armor and equipment. Unit customization was originally (under Wandering Samurai Studios) a planned feature to be implemented in a later release, however the new community developers have stated that this in no longer a goal. Instead, variants are designed to fulfill unique roles given their corresponding chassis' speed, weight, and cost profiles, among other considerations.
  
 
The lore of BattleTech plays an integral role in design and development but is often a secondary concern to balance and the "fun factor", a necessity for any multiplayer-centric game. This focus on balance can be seen in the weapons configurations of 'Mechs and vehicles, many of which conflict with or ignore canon sources for the sake of balance. For instance, the Wandering Samurai team had stated that non-'Mech assets such as vehicles, VTOLs and battle armor were made purposely more powerful in relation to 'Mechs, as otherwise they would be far too weak or ineffective for players to want to use in games.
 
The lore of BattleTech plays an integral role in design and development but is often a secondary concern to balance and the "fun factor", a necessity for any multiplayer-centric game. This focus on balance can be seen in the weapons configurations of 'Mechs and vehicles, many of which conflict with or ignore canon sources for the sake of balance. For instance, the Wandering Samurai team had stated that non-'Mech assets such as vehicles, VTOLs and battle armor were made purposely more powerful in relation to 'Mechs, as otherwise they would be far too weak or ineffective for players to want to use in games.
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* ''[[Corsair (Aerospace Fighter class)|Corsair]]'' aerospace fighter
 
* ''[[Corsair (Aerospace Fighter class)|Corsair]]'' aerospace fighter
 
* [[Hawk Moth]] VTOL
 
* [[Hawk Moth]] VTOL
* [[Karnov]] VTOL *
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* [[Karnov]] VTOL
 
* ''[[Rusalka]]'' OmniFighter *
 
* ''[[Rusalka]]'' OmniFighter *
 
* ''[[Shiva]]'' OmniFighter
 
* ''[[Shiva]]'' OmniFighter
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{{column}}
 
{{column}}
 
'''''Aircraft'''''
 
'''''Aircraft'''''
* [[Anhur]] VTOL *
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* [[Anhur]] VTOL
 
* ''[[Avar]]'' OmniFighter *
 
* ''[[Avar]]'' OmniFighter *
 
* [[Donar]] VTOL
 
* [[Donar]] VTOL
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* [[Mobile Field Base]]
 
* [[Mobile Field Base]]
 
* [[Musketeer]]
 
* [[Musketeer]]
* [[Odin (Combat Vehicle)|Odin]]
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* [[Odin]]
 
* [[Schrek]] **
 
* [[Schrek]] **
 
* [[Svantovit]]
 
* [[Svantovit]]
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* [[Anhur]] VTOL **
 
* [[Anhur]] VTOL **
 
* [[Karnov]] VTOL **
 
* [[Karnov]] VTOL **
** Prior to version 0.16.0, the Karnov was a special case, in that it was technically playable - if very buggy - when placed in a custom map through the Sandbox Editor. Otherwise, it was hidden and unfinished.
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** The Karnov is a special case, in that it is technically playable - if very buggy - when placed in a custom map through the Sandbox Editor. Otherwise, it is hidden and unfinished.
 
* ''[[Xerxes (Aerospace Fighter class)|Xerxes]]'' aerospace fighter **
 
* ''[[Xerxes (Aerospace Fighter class)|Xerxes]]'' aerospace fighter **
  

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