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v0.41.27 (v0.42.0 RC1)

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@Dylan-M Dylan-M released this 07 Dec 03:27

v0.41.27

  • Feature: Can save board image with units (renders the same as seen on screen)
  • Feature: PhaseDisplay buttons can now use tooltip text defined in i18n files
  • Bug: Manually targeting doesn't update next target id
  • Feature: Added "only valid" & "no allies" options to firing phase next target
  • Feature: Added keybinds for "only valid" & "no allies" next target -- This
    means that some of the default keybinds have changed, check client settings
  • Bug: Heat-seeking LRM modifiers being applied before side table is set
  • Issue #401: Princess deploys multiple units in/on top of one building
  • Issue #404: Adjacent building auto-success could trump some automatic failures
  • Data: New Sprites.
  • Data: Updated Key Binds.txt in Docs folder to take into account above valid
    target feature.
  • Issue #393: Highlighting currently selected ASF flight path
  • Issue #416: Kill Count Victory ignores kills from destroyed units
  • Bug: Fix to Ammo Names and restoring Low/Profile for vehicles.
  • Issue #410: Underlying terrain modifiers always applying to skid checks
  • Issue #48: Combine, Dual Saw, Chainsaw, improper damage against conv inf
  • Issue #411: MM allows illegal terrain combinations in boards
  • Added tooltip entry for spotting; spotters now display who they're spotting
  • Issue #422: Firing solutions now indicates units that are spotted
  • Issue #395: New MechWarrior minimap icons: circle, or infantry icon w/ dot
  • Issue #423: Squadron Armor tab is empty
  • Issue #367: Building Fires Not Shown On Minimap
  • Bug: Jumping can never be considered "along a road"; fixes some missed PSRs
  • Issue #402: Jumping meks should not be allowed to stand after falling
  • Quirks for Buildings.
  • Issue #386: VTOLs don't deploy at lounge specified height
  • Issue #341: Armor properties not updated for damage transfer location
  • Issue #360: Hull-down punches to lower target uses wrong location
  • Issue #326: Changing climb-mode prevents first-step amnesty
  • Bug: Climb Mode toggle appears to have three modes
  • Feature: Default Climb Mode is now an Advanced Client Setting
  • Issue #172: Climb Mode now defaults to "Climb Up" instead of "Go Thru"
  • Feature: Client Settings Advanced now displays human-readable names & tooltips
  • Issue #291: Rapids terrain validation & no PSR mods to hover, wige, vtol
  • Issue #399: Isometric bridges not darkened by night overlay
  • Issue #358: DFA against targets that jumped displaces to top of buildings
  • Data: New Sprites
  • Data/Feature: Turret Project Part 1 - Major additions to the number and
    types of turret. Sprites still in progress.