Releases: MegaMek/megamek
Releases · MegaMek/megamek
v0.45.2 Development Snapshot
- Switched build system from ant to gradle.
- Issue #1122: Piloting/gunnery skills generated from the wrong tables [Force Generator]
- PR #1132: Zweihander
- Issue #1149: Force Generator switching from Mechs to Protomechs for Clans that deploy them
- Data: Various fixes to unit names as a result of the Large Craft changes.
- Data: New Sprites
- PR #1152: Refactor of methods for getting pilot SPAs
- Issue #1127: Fix for units not applying camo in certain circumstances
- PR #1164: System wide equipment [Support for aerospace equipment in a generic, non-firing arc location]
- Issue #1172: Game Non-Responsive
- Data: New Sprites
- PR #1170: Bullet-proofing various edge cases for space maps; weather related info no longer displayed in space
- Issue #1177: Rocket Launcher bug after configuring unit
- PR #1185: Protomech validation, updates to protomech unit files from errata and addition of Wars of Reaving units.
- PR #1186: Protomech equipment (implentation of melee weapon, quad melee system, fusillade, and magnetic clamps)
- PR #1184: Bot handling for aerospace units on low-atmospheric maps and on space maps using non-advanced flight rules
- PR #1193: TRO style summary
- Data: New Sprites
v0.45.1 Development Snapshot
- PR #1096: Security - address XXE vulnerabilities in XML parsers
- PR #1053: Gradient & Difference Clouds Camos
- Issue #1081: Narc Explosive ammo type no longer missing the letter "E" in reports
- Issue #378: [Feature] Implements Tac Ops "Use AMS as Weapon" rule
- Issue #1051: AMS no longer nags player when a shutdown mech is attacked
- Data: New Sprites and data fixes.
- PR #1084: [Feature] Allow bot to have separate destination edges (similar to "immediate withdrawal")
and retreat edges (for when the bot is trying to "forced withdraw" crippled units) - Data: Moving old and out of date Read.me file.
- PR #1092: Fixes for force generator (some unit rating mismatches, skill calculations, a few faction rule fixes)
- PR #1100: Changed a long-standing bot behavior where a bot with "immediate withdrawal"
on would ignore "forced withdrawal" rules and keep firing with its crippled units. - Data: New Sprites and some unit fixes.
- PR #1118: Expose MULParser.parse(Element) for MekHQ perf improvements.
- Issue #612: [Feature] Year setting in various random unit generation mechanisms now gets set to the game year whenever that changes.
- PR #1068: Advanced Aerospace construction data and unit fixes.
v0.45.0 Development Snapshot
- PR #1010: New snow theme light woods images for Bloodwolf tilesets & removal of volcano theme woods.
- Issue #1008: When adding units through Add A Combat Unit dialog adds two instead of one when using enter key
- PR #989: Errata - Range Master SPA no longer applicable to LOS range
- PR #1001: [Feature] Prototype improvements to infantry pathfinding allowing Princess to make significantly better use of infantry than previously.
- PR #1013: Defer calculating initial BV when adding multiple entities to game.
Fixes bug that disconnects C3 networks when loading from MUL of any unit loaded before the C3 master. - Issue #1027: Off-board Infantry Field Artillery "Target Out of Arc"
- Issue #1028: Infantry TAG has 0 range
- PR #1025: [Feature] Princess can now fly spacecraft using the advanced flight rules.
- PR #997: [Feature] Spacecraft can now fire tele-operated missiles.
- Fixed fusion engine weight calculation for conventional fighter validation.
- Issue #1048: Field Gunners unable to target Air Units
- Issue #1046: Narc Ammo Type Missing From Reports
- Issue #1039: NPE FiringDisplay.clear
- PR #1054: Adding the small pilot custom trait [Pilot option that ignores effects of cramped cockpit quirk]
- Issue #1038: BA leg attack doesn't report hit
- Issue #1023: MM doesn't inform user if previous solo attack was made (like leg attack)
- Bug: ammo selection in lounge is filtered using variable tech level even when option is not enabled.
- Issue #1017: Advanced munitions available at standard tech level
- PR #970: [Feature] Implementation of StartOps Advanced Space Sensors
- Issue #1060: Allow Princess to properly consider paths that take her aircraft (VTOL and ASF) over low-CF fixed structures
- Issue #1056: Rotary AC Ammo Does Not Populate Munitions Carried Lists
- PR #1041: Force Generator
Available as tab in Random Army Dialog; generates faction- and era-appropriate forces up to a regiment
(larger for some factions) with optional support combat and transport forces. Some or all of the
force can be added to the forces in the lounge or exported to a MUL.
See documentation: docs/RAT Stuff/force-generator.txt - PR #1070: Makes the advanced search dialog smaller by default and resizable.
- PR #1071 - Mech Sprites
- Data - New Sprites
- Issue #1073: Princess will no longer be able to move out-of-control aeros on ground and atmospheric maps
- PR #1064: Fixes targeting and landing issues with glider protomechs
0.44.0 Stable Release
v0.43.11 Development Snapshot (0.44 RC5)
v0.43.11-RC5 (2018-06-04 0100 UTC)
- Data: Adding missing weights for infantry weapons.
- PR #971: Fixes for incorrect flight time calculations for cruise missile artillery in weapon bays and/or on spacecraft.
- PR #696: Fixes #974: Edge Reroll for Superchargers Breaks Superchargers
- PR #983: Implement "waypoint launch" for capital missiles
Prevent capital missiles from being fired in anything other than normal mode on non-space maps
Fix inability to switch firing modes on capital missiles - PR #963: Fix for glitchy-looking empty hexes near window edges when rendering large/zoomed maps in isometric mode
- Data: New and Updated Sprites.
- Updated RAT generator files with dropship name changes and conformed mechs and vehicles to MUL early SW era.
- Data: New and Fixed RATs (thanks mkerensky)
- Data: Various minor data fixes, including fix for #984,#719
- Data: Fixing #906 Incorrect heat for Prototype Rocket Launcher 15
- PR #985: When considering point blank shots from hidden units, Princess will make use of torso twists.
- PR #988: Sniper SPA should not affect LOS-range shots, per errata
- Data: Reference fixes for ATOW-C equipment, and making the Mydron a little lighter.
v0.43.10 Development Snapshot (0.44 RC4)
Some good fixes in this release. Including a couple which are fixed by way of enhancements to the way it was done before.
v0.43.10-RC4
- PR #952: Ground to air fix
Fixes issue #864: SRMs properly deal damage to airborne targets in the event that they hit - PR #964: Aero Sensor Suites and Visibility in Atmosphere/Low Vis Conditions
Fixes issue #387: Fixed aero targeting in limited-visibility scenarios - PR #946: shaky stick logic adjustment
Fixes issue #942: Shaky Stick SPA now only applies to ground-to-air attacks - PR #945: Fix (Again) for Tooltip Problems
Fixes issue #943: Setting tooltip dismiss delay to -1 no longer freezes clint - PR #947: Fix for #936 && PR #938: Fix for tooltip NPEs
Fixes issue #936 revisited: Fixed a situation where Princess would freeze during simultaneous turn movement phase after mechwarrior ejection. - PR #959: Fixed cost for CASE
Fixes issue #949: Kraken (Bane) 3 costs over 5 billion c-bills - Issue #948: Error in armor of Reptar and Araña
- PR #940: Fixed number of crits for Clan endo-composite
- PR #939: Unit type adds for mhq
- PR #937: Artillery Class Cast Errors
Cleans up Server.assignAMS() regarding NPE caused by non-homing artillery rounds
Partially fixes #936: 0.43.9-RC3 Princess crashes - PR #950: Make Mount List Submenus
Fixes issues #764: Mount List Too Long - PR #967: Ant bulid.xml fix
Fixes issue with ant build.xml not seeing localized messages.properties files - PR #956: Added cost for T_AEROSPACE_ARMOR
Fixes issue mekhq#671: aerospace armor costs -5 - PR #941: Unload Stranded Bug fix and Voluntary Infantry Unloading Implementation
Fixes princess throwing NPEs when she has stranded units in the deployment phase - PR #953: Make weapon mode button handling better
Fixes issues #829: Switching off PPC Field Inhibitor has no effect
v0.43.9 Development Snapshot (0.44 RC3)
v0.43.9-RC3
- Issue #902: Fixed multiple issues relating to configuring ammo in weapon bays
- PR #916: Make MUL files work for tracking ammo on GunEmplacements
- PR #928: Corrections to scenarios, new keyword for handling random maps
Fixes Issue #927: Scenario random maps don't work with the new board directory structure - PR #924: Fix for #215: Entity Sprites displacement in Deployment
Fixes Issue #215: Entity Sprites displacement in Deployment - PR #921: Fixes boardview tooltip NPEs
- PR #919: Pavement hexes not turned to mud in rainy conditions
Fixes Issue #546: Can get bogged down on pavement - PR #915: Board Background / BoardEditor fixes
- PR #839: Add check to ignore SI damage for squadron status display
- PR #917: Implemented break in PD heat checks instead of continue
- PR #909: Add MiscType entry for Clan Endo-Composite structure
Fixes Issue MegaMek/megameklab#143: Endo-Composite not showing up as an option - PR #923: Bogdown after DFA
Fixes Issue #420: Jumping Mech is Not Bogged Down in Swamp Automatically After Sucessful DFA - Remove duplicate Glancing Blow and Direct Blow report messages
- PR #930: Fix the image cache
- PR #931: Observer Initiative & TacGen ICB Reset
Fixes Issue #339: Init streak compensation
Fixes Issue #345: Using Tactical Genius should not reset Initiative Streak Compensation
Fixes Issue #804: Initiative Streak Compensation Counts Observers
Fixes round reports showing initiative for observers
Fixes round reports showing BV information for players who never had any (original observers) - PR #932: Add Handle override to CapitalMissileBayHandler
Fixes Glancing/Direct Blow with capital missiles
Fixes handling of AMS vs. capital missiles - PR #933: Fully amphibious water travel fix
Fixes Issue #913: [.43.8 RC2] Bridge has a basement for some reason
v0.43.8 Development Snapshot (0.44 RC2)
A huge thanks to everyone who has contributed this cycle while I've been unavailable!
v0.43.8-RC2 (2018-02-11 22:40 UTC)
- PR#877: Add the missing new skin files.
- PR#881: Fixed transparency around buttons in the new skins.
- Issue #620: Unused bombs are not recovered for VTOLs after battle
- VTOL cruise MP reduced by 1 per bomb carried per errata.
- Reports about units being on fire and escaping unscathed are better formatted.
- Issue 875: Over Verbose Princess.
v0.43.7-RC1 Development Release (RC1 for Stable 0.44.0)
- Issue #823: Charging Damage against Buildings looks wrong (Mech skidding into building)
- Issue #637: Infantry in swamp/mud terrain should not have a psr check (Bog Down)
- Data: Fixing Validation Errors
- Issue #520: MM allows boats to be deployed under bridges, where they become entrapped.
- Issue #554: Possible Unexpected Princess Indirect Fire Causes Crash
- Issue #556: Ammo Explosion not treated as Area Effect vs Battle Armor
- Issue #831: Fixed a few situations where hostile players were able to incorrectly detect hidden units
- Issue #834: (PlayerColors) java.lang.ArrayIndexOutOfBoundsException
- Issue #835: MRM-30 ammo does not explode when hit
- Issue #696: Arrow IV infernos calculate cover incorrectly?
- Issue #737: Oblique Attacker can't indirect fire without a spotter
- Changed ghost target ECM modifier from +2 to +3 per errata.
- Issue #761: Protomechs and ghost targets
- Issue #815: Space movement for aero units being resolved incorrectly
- Issue #837: Mauser IIc and other clan infantry weapons missing in customization
- Issue #838: NPE Princess.calculatePhysicalTurn
- Issue #463: Megamek sometimes fails to show the * symbol to warn that movement will require a PSR
- Fixes for multiple hangs during turn change when deploying minefields and unloading stranded passengers from transports.
- PR#842 - Inner Sphere & Periphery skins update
- Issue #839: Bots on "no team" no longer refuse to fire on other players with "no team".
- Bug: Some BA were not writing all crit slots to MUL.
- Issue #382: Added remaining structure CF to damage reports when structures (buildings, bridges, etc) are damaged.
- Improvement to Princess deployment algorithm - should no longer put units in places where they can't get out.
- Fixes for multiple issues relating to unit movement when unit is subjected to a point blank shot from a hidden unit
- Errata: Infantry no longer get -1 modifier on bog down checks
- Unofficial feature: option to allow AMS to engage multiple times per round.
- Aeros can no longer attempt to 'evade' an unlimited number of times.
- Issue #862: Fighter Squadron BV
- Data: New Sprites and adding MWO Canon Mechs(Sun Spider and Roughneck)
- Issue #859: Game Options Tooltip Exception
- Princess will no longer waste firepower targeting solitary mechwarriors in buildings.
- PR#851 Change Default KeyBinds (adds ctrl to overlay and unit label toggles).
v0.43.6 Development Release
- Bug: Weight issues with BA LRM5 and Ammo.
- Account for Clan CASE in unit cost calculations.
- Fixes for Princess aircraft refusing to engage ground targets, being stuck on the edge of the map
- Enable Princess to properly consider standing still and firing for infantry units that have "move OR fire" rules (field guns, etc)
- Issue #351: Dropping units cannot attack ground targets
- Feature: Capital missile bearings only launch
- Issue #362: Tooltips are a lot less sticky
- Issue #819: Leap check for LAM passing over terrain.
- Issue #818: Fighter stuck on atmospheric map with no movement options
- Data: New Sprites