Hardpoints, Mech Data, and Loadouts

Adding new mech variants

A mech consists of these files

MDL

HPS

MDA

Loadout

UnitCard

MDL

This asset defines basic characteristics of the mech, and the HPS file.

HPS

The Hardpoint file contains all mech weapon hardpoints and models for the chassis. Each hardpoint has a name (this will appear in the MDA), a SlotType (ballistic/energy/missile/ams), slot size (small, medium, large) and all the weapon models for that hardpoint.

MDA

The MDA (Mech Data) file is the mech variant itself. It contains all the variant’s stats (movement, health, etc), its slots, name, icon, and so on.

The MDA is linked to the Loadout.

Loadout

The Loadout contains the mech variant’s weapon and equipment loadout, armor, custom paint scheme, Hero status. For new Hero mechs you’ll have to edit the HeroMechsForPurchase table.

The Loadout is linked to the MDA.

UnitCard

The UnitCard tells the spawner (both in-mission and in the markets) the mech Battle Value, rarity per faction, market availability, intro date, unit role (Brawler, Skirmisher, etc), unit type (Light/Medium/etc class). If adding a Hero mech, set Unit.Usage.Market to Unit.Usage.Unique.

The UnitCard is linked to the loadout.

Example 1: adding a new variant (basic)

You’ll need to copy the MDA, Loadout and UnitCard of your chosen mech within the editor’s browser to the mod plugin’s Content directory. Folder structure does not matter, you can put all files for a mech in one folder, or however you want.

After copying them, the editor will warn you that duplicate assets are present. Go to the copied files and rename them to the new variant.

Open UnitCard and change the referenced Loadout to your new loadout. Change the rarity, Battle Value as necessary, save.

Open Loadout and change the referenced MDA to your new MDA, save.

Open MDA, and set the base stats of your variant:

- unclick „Read From File on Save” for the mech stats, and set your own as desired (speed, torso movement, arms, structure, health, etc.)

- change Variant Name. This is the name you’ll see as the mech name in-game.

- add / remove weapon hardpoints (these are defined by the HPS file) as needed.

- add / remove slot types (engine cooling, jump jets, ecm, etc)

- there’s an option to „Recalculate Free Slots on Save”. For mods with custom HPS, you’ll want to unclick this. Generallly it’s best practice to turn this off and adjust free (general) slots manually. The editor will default to the base HPS during cooking, and recalculate free slots according to it. Having the tickbox on might lead to weird results.

- make sure your free crit slots are the correct amount (if not using the „recalculate free slots” option).

- the Mech Type tag is only used by the Skin assets. It is best to not change or add new tag, because that would need editing every Skin file to include the new tag.

- Engine Rating has no effect except cost (movement is defined in the stats section). XL engine tickbox will remove 3-3 side torso slots if recalculate is ticked.

- Structure (endo or standard) has no effect, except cost.

- Ferro armor has effect in-game but does not use crit slots.

Once everything is set up, pack your mod and try it in-game (Instant Action is the easiest). If all goes well, you’ll want to make a custom loadout for it. There are two ways:

- add all the equipment, weapons in the editor by directly editing the Loadout file.

- json import-export (explanation needed).