Releases: MegaMek/megamek
Releases · MegaMek/megamek
v0.43.5 Development Release
- Tech Progression Fixes.
- PR #686: Large Craft Advanced Point Defense Rules from Stratops p96
- PR #686: Expanded AMS functionality. Now works against Arrow IV Homing and LAA/AAA/AS missiles per the rules for
large, single missiles in TW. - PR #686: Santa Anna S2S nuclear missiles now correctly deal *10 damage to SI on a successful cap missile roll.
- PR #691: Princess controlled conventional fighters will now drop bombs
- Bug - TP wrong for AP Mount (Inner Sphere)
- Cleaning up the Docs folder, and adding some other files.
- Issue #684: Alternative Proto-AC ammo in the process of Implementing the Proto-AC Ammo,
I noticed the Clan Improved AC's didn't have them implemented - PR #693: Show unit roles in summary view.
- Bug: Infantry weights calculated wrong, due to double adding of AntiMek training.
Fixing unit files to include standard Foot infantry and AntiMek Trained one. - PR #699: Errata: Mechs should not become stuck in mud
- PR #701: Space stations now require 2 pilots, which fixes issues in MHQ
- Issue #680: Updated startup.sh to handle Java 9
- PR #706: Fixed several quirk-related NPEs. Implemented display of partial repairs on unit info card.
- Issue #704, #299: Bot units will now scamper out of disabled transports.
- Issue: Last man standing victory could fire even when checking for victory is disabled
- Feature: Adds ASEW missile functionality
- Feature: "OUR WORDS ARE BACKED BY NUCLEAR WEAPONS" -Mahatma Ghandi (adds Alamo, Santa Anna and Peacemaker warheads)
- Issue #530: MegaMek Help->Contents now points at Readme.txt
- Issue #711: Aeros and spacecraft with destroyed fire control system or combat information center now count as crippled
- Issue #716: Targeting a non-Entity with Arrow IV Homing Missile no longer causes NPE
- Issue #666: Linked equipment now works with bay weapons
- PR #740: Optional cargo/transport bay damage on cargo critical hit for large craft
- Issue #205: Airborne dropships can now fire Arrow IV artillery from weapon bays (as long as there's only one artillery weapon per bay)
- Issue #743: Skidding Vehicle freezing Client(s)
- Issue #738: CamoChoiceDialog.valueChanged NPE
- Issue #521: Submarine cannot pass under bridges in a turn when their elevation changes.
- Issue #725: BattleMech Mechanical Jump Boosters not working correctly.
- Issue #702: Unable to deploy ASF over Woods
- Issue #631: Show quirks in the Unit view when in the mech selector
- PR #749: Added client GUI option to display a mini armor status visual in the boardview mouse-over tooltip.
- Data - New Sprites and unit file fixes.
- Issue #697: Over verbose princess
- Issue #548: View > Round Report Does Not Allow Copy & Paste of Text
- Issue #519: Fuel cells producing heat in battlemechs
- Issue #727: Sniper and Range Master SPAs now work with Line of Sight range
- Issue #460: Field of Fire/firing arc sprites not cleared when unit finishes movement
- Issue #758: Princess doesn't check for ownership when deploying units
- Issue #759: Princess won't move units with a move index of 0 or less
- PR #760: XCT Infantry implemented
- PR #772: Make tooltips disappear when mouse is over the Status Display / buttons
- PR #771: Improved bot mobile unit deployment effectiveness and speed (faster and less deploying in completely inaccessible holes)
- PR #775: RISC Hyperlaser Implemented
- Data: New Sprites and Removing extra files.
- PR #757: Caseless ammunition Implemented
- Data: Rat fixes
- Easier ammo configuration for large craft.
- Validation for Small Craft and Dropships.
- Changed infantry bay capacity to match transport weights of platoon
type rather than treating all infantry as foot. - Specialized cargo bays treat value in unit file as capacity rather than
tonnage to be consistent with all other bay types. - SF Issue #4115: Princess now supports simultaneous phases
- Issue #644: Fix potential invalid turn packets in simultaneous phases
- Track older unit names so changing the name will not break MekHQ campaign files.
- Fixed LAM conversion gear cost calculation.
- Princess can now take point blank shots with hidden units
- Naval C3 (space, not water)
- Board editor hex preview indicates if hex is invalid, tool tip lists why
- Board view in board editor shows invalid terrain and adds the reason why to the tooltip
- Board editor now has validate button which will report all of the errors on the board
- Board editor sorts terrains by alphabetical order, supports terrain type tooltips
- Data: RAT fixes, New Sprites, Unit file fixes.
v0.43.4 Development Release
v0.43.4 (2017-10-01 11:00 UTC)
- Issue #573: Jumping through buildings.
- Issue #414[MekHQ] - Longinus (WoB) not showing in Hanger
- Fixing issues with sprite names in the mechset.
- Fixing some quirks to be inline with the new BMM
- Plasma weapons should have the energy weapon tag.
- New Sprites and Maps(Thanks arekP64)
- Bug: gyro hits require PSR for tracked mechs and QuadVees in vee mode instead of the other way around.
- Issue #542: Megamek can't exit attack phase using fighter squadrons 0.43.1
- Enhancement #581: Implement Log4J
- Made the resetLogFile method public so that it can be used by MML and MHQ.
- Issue #587: Squadron disband damage is not applied correctly
- Issue #588: Split equipment on Super heavies
- Issue #593: Wrong destroyed unit icon for Centurion aerospace fighter
- Feature #479: Added BV listing to unit tooltip.
- New Sprites and mechset fixes.
- Updated GUIPreferences for BV Matching and changing default splash screen.
- Feature: LAMs and glider Protomechs.
- Feature: TacOps VTOL bombing and strafing option (per pending errata, VTOL strafing is a separate unofficial option).
- Issue #539 - Enable Princess to rotate turrets and use "extended torso twist" quirk.
- Data - LRM Infantry date fixes. Also Clan LRM infantry become unofficial since LRM Infantry is a IS weapon.
- Issue #598: Terrain Impassable to ASFs? Airborne Units?
- Issue #606: Aerodyne DSs Dropping Units on Ground Map Have Issues.
- Data: New Sprites and GE/BA Sprite Clean up
- Issue #603: New Data: Wars of the Republic Era RATs
- Updates to Skins
- Issue #604 - Packrat LRPV PKR-T5 unable to carry 1 ton of troops
- Issue #596 - Bandit (C) Invalid units
- Issue #620: Image Atlasing breaks tilesets that flip images
- TileMapImageLoader now fails if the file it's trying to load doesn't exist
- Issue #609: Ice not working with unit displacement correctly
- Added Random Skills dialog button to Random Army Dialog (helps if using to reinforce mid-game)
- Issue #624: Mechs with destroyed gyros can't eject
- Issue #579: Reflective armor takes strange damage from physicals
- Issue #625: Initial BV in Entity tooltip can be wrong
- Issue #626: Reinforced units don't count against a players total BV
- Issue #623, #627: Missing mech icon crashes UnitSelectorDialog
- Issue #628: Gained BV On Round Two (LAMS, Tripods, & QuadVees)
- Issue #582: Crash when spotting for LRM indirect fire
- Issue #582: LRM/SRM smoke munitions now use current TO rules, fixes rare NPE
- Fixed a bug where some ancillary images weren't working, along with the largeTextures tileset
- PR #613: Aero partial repairs
- Issue #645: Princess continues to stop at one point.
- PR #635: Terrain Master SPA (Forest Ranger, Frogman, Mountaineer, and Swamp Beast)
- PR #640: Improved Princess turret placement (including preventing illegal turret deployments)
- PR #642: Feature: Configure starting fuel points in lobby
- PR #642: Feature: Damage KF Boom, Cargo/Transport Bays and Bay Doors in lobby
- PR #642: Save the above to/load from MUL files
- PR #642: Feature: Add functionality to KFBoom critical hit
- PR #642: Feature: Strategic Fuel use calculations
- PR #642: Feature: Implement Superheavy Vehicle Bays
- PR #642: Feature: Prep work for adding all of the above as MHQ parts
- PR #642: Feature: Add docking collar and KFBoom damage display to Aero/SpheroidMapSet Critical Hits list
- PR #642: Bug: Fix right thruster hits, which were displaying left thruster hits
- PR #642: Bug #597: Fix NPE when recovering aeros within visual range of the enemy
- PR #642: Bug: Fix recovery slot update on Small Craft Bays
- PR #642: Bug: Change recovery code to always put ASFs in an available ASF bay first if one is present
- PR #642: Bug: Remove landing gear crit checkbox from unit editor for Jumpships, warships and stations
- PR #655: Popup mines (fixed loading and validation problems, added modes for squads larger than 4 troopers.
- PR #650: IO Tech
o Updates all tech intro dates to the Universal Technology Advancement Table in Interstellar Operations.
o New era-based play option to vary unit tech level according to year.
o Numerous unit validation fixes. - PR #656: BA Quad turrets (displays equipment location correctly; no change in function)
- Issue #657: Right click -> Set all MGs to burst fire doesn't work [also hotload and searchlight].
- Issue #646: NPE in Compute canMoveOnPavement.
- Data: New Sprites and some unit file fixes.
- Issue #664: Weird punching behavior [Nightly Build 363]
- Set GUIPreferences.java to use correct BW skin.
- Data: New Sprites/Quirk Fixes/RAT fixes.
- Fixed some quirks that where assigned to units they shouldn't be.
v0.43.3 Development Release
v0.43.3 (2017-07-18 18:30 UTC)
- Added support for specifying # of marines, BA & other for large craft
- New Sprites
- Bug: Quads not getting +2 mod for firing while prone with bad hip.
- Feature: multiple crew roles for Tripods, command consoles, and (unofficial) dual cockpits.
- Feature: QuadVees
- Feature: implemented Mech tracks
- New Sprites and Unit Fixes.
- Issue #562: Unit Type Gun Emplacement Not Working in RAT Generator
- Issue #563: SRM and LRM Carriers' Weights
- Issue #567: Princess instance hanging following point-blank attack.
- Issue #568: Server stops responding when DropShip crashes at a map edge.
- Bug:Fixing some map board issues.
- Bug:Fixing some unit issues.
- PR#524- Human TRO (Thanks Pheonixstorm)
- Feature: TacOps advanced vehicle movement rules.
- Fixes for WiGE movement, including interactions with terrain (buildings, bridges, woods, water) per errata.
- Issue #481: VTOL unable to fly over bridge
- Issue #523: VTOL Cannot Pass Under Bridge
- New Sprites/Cleaning up old splash screens/New Screen added.
v0.42.2 Stable Release
- Issue #476: VTOL armor diagram changes color incorrectly?
- Issue #198: Long tom cannons cannot switch to indirect firing mode
- Issue #456: Cannot cancel hotloading of LRMs during battle
- Issue #499: Map Editor Theme Broken
- Issue #487: Issues with startup.sh
- Issue #464: Incorrect titles for ASF and BA in the end-of-battle text
- Issue #421: Toughness Text In Pilot Tab Spacing Issue
- Issue #442: Tooltip colors still not quite right for firing vectors
- Issue #511: Fall height is wrong for falls when moving into a higher hex
- Bug: ASF can use Silver Bullet Gauss Rifles/Ammo
- Issue #510: Reports related to geysers weren't marked public
- Issue #440: Explosions greater than 1 hex ring away not affecting all hexes
- Issue #488: Chat window not disabling some hotkeys in targeting phase
- Issue #466: Themed hexes can revert to no theme on explosions
- Bug: Fuel tank magnitude terrain type not removed from collapsed buildings
- Issue #473: Vehicle threshold report erroneously added for VTOLs
- Issue #430: Smoke artillery only affecting center hex
- Issue #458: Map selection changes when loading generated map settings
- Issue #471: TacOps zip-lining didn't factor in elevation
- Issue #454: Physical attacks and friendly units
- Bug: Potential NPE in TroopSpace.unload
- Issue #513: Infantry killed by Inferno ammo not giving kill credit
- Issue #70: Engine explosions not igniting center hex
- Issue #348: Selecting lance move options does not disable individual init
- Issue #225: Bad String in Round Report for Thunder LRMs
- Deploying doomed units now nags the user (ie, infantry in a vacuum)
- Issue #408: Offboard units not checked for planetary conditions (ie, vacuum)
- Issue #394: No location exposure check on deployment
- Data: Turret Rats pt1 Thanks Bloodwolf. New Maps.
v0.43.2 Development Release
- PR #518: Implemented quirks: Stabilized weapon, barrel fist
- PR #518: Updated quirks for errata: Improved sensors, cooling system flaw,
fragile fuel tank - Issue #526: Further image atlas packaging bugs
- Issue #487: Carriage returns in startup.sh causing issues
- Removed BLDG_CF & BRIDGE_CF from board validator (these aren't strictly
required, as they have default values if not defined) - Issue #529: Movement Interruption with Dialog Box Ends Turn
- Data: New Sprites, Unit Fixes and RAT Fixes.
v0.43.1 Development Release
v0.43.1 (2017-03-31 01:15 UTC)
- Feature: Added checks for null crew when checking for MD enhancements
- Feature: Merge pull request #486 from pheonixstorm/SPA-Update
- Issue #476: VTOL armor diagram changes color incorrectly?
- Feature: Added checks for illegal superheavy mech equipment.
- Feature: Added specialized infantry to verifier.
- Feature: Added infantry specializations to cost calculation.
- Feature: Fixed max platoon size test in verifier.
- Feature: Show BV calculations for conventional infantry.
- Feature: Added infantry BV calculations from TacOps.
- Feature: Added infantry specializations to weight calculations.
- Feature: Added anti-mek equipment back to infantry weight calculations.
- Data: New Sprites and New Maps (Thanks DancefloorLandmine)
- Issue #494 - Updated Princess Behaviors (Thanks pfarland and xStormforgex)
- Issue #484 and fixes to image names.
- Issue #490: Fixed princess documentation.
- Feature: Princess will now respond with "You are not my boss." if a player
attempts to issue a command to an enemy Princess instance. - Issue #198: Long tom cannons cannot switch to indirect firing mode
- Issue #456: Cannot cancel hotloading of LRMs during battle
- Issue #457: Hot loaded LRMs not working properly
- Issue #499: Map Editor Theme Broken
- Issue #487: Issues with startup.sh
- Issue #464: Incorrect titles for ASF and BA in the end-of-battle text
- Issue #421: Toughness Text In Pilot Tab Spacing Issue
- Issue #442: Tooltip colors still not quite right for firing vectors
- Issue #507: Image atlas map has cross-platform issues
- Corrected BV calculations for HarJel II/III, coolant pods, and interface
cockpit. - Issue #511: Fall height is wrong for falls when moving into a higher hex
- Bug: Cannot fire arm-mounted weapons while prone.
- Bug: ASF can use Silver Bullet Gauss Rifles/Ammo
- Bug: Attack sprites/arrows no longer shown for sensor returns
- Feature: Unit files distinguish between fixed and pod-mounted equipment in
omni units. - Issue #510: Reports related to geysers weren't marked public
- Issue #440: Explosions greater than 1 hex ring away not affecting all hexes
- Issue #488: Chat window not disabling some hotkeys in targeting phase
- Issue #466: Themed hexes can revert to no theme on explosions
- Bug: Fuel tank magnitude terrain type not removed from collapsed buildings
- Issue #473: Vehicle threshold report erroneously added for VTOLs
- Issue #430: Smoke artillery only affecting center hex
- Issue #458: Map selection changes when loading generated map settings
- Issue #471: TacOps zip-lining didn't factor in elevation
- Issue #454: Physical attacks and friendly units
- Data: Unit fixes and new Sprites.
- Data: Fixing some unit validation errors.
- Issue #513: Infantry killed by Inferno ammo not giving kill credit
- PR #515: Show %BV remaining in round reports
- Issue #385: Freeze When Zooming Out With LargeTexture.tileset
- Issue #70: Engine explosions not igniting center hex
- Issue #348: Selecting lance move options does not disable individual init
- Issue #225: Bad String in Round Report for Thunder LRMs
- Deploying doomed units now nags the user (ie, infantry in a vacuum)
- Issue #408: Offboard units not checked for planetary conditions (ie, vacuum)
- Issue #394: No location exposure check on deployment
- Data: Turret Rats pt1 Thanks Bloodwolf. New Maps.
v0.43.0 Development Snapshot- DO NOT USE THIS RELEASE HAS A PACKING ERROR DO NOT USE.
Pre-release
v0.43.0 (2017-02-13 03:30 UTC)
+Issues #47/#48 from MML Tracker - Critical Slot allocations wrong for
BA SRM4(OS) and BA LBX
- Issue #467: Princess bot NPEs in physical attacks phase
- Issue #427: Firing weapons split across arm/torso while prone
- Data: Some unit fixes, and new maps from DancefloorLandmine
- Data: Sprite fixes and new Sprites.
- Data: More Sprite/Unit/Board Fixes
- Infantry armor kits.
- Mechanized VTOL infantry.
- Infantry specializations: SCUBA, TAG.
- Conventional infantry augmentations (e.g. Manei Domini) can be set in unit file. Note that not all options are implemented.
- Random generation using formation building rules from Campaign Operations.
- Adding some references to missing MD Infantry stuff. Names only not implemented for play.
v0.42.1 Stable Release
v0.42.1 (2017-02-13 03:30 UTC)
- Issues #47/#48 from MML Tracker - Critical Slot allocations wrong for
BA SRM4(OS) and BA LBX - Issue #467: Princess bot NPEs in physical attacks phase
- Issue #427: Firing weapons split across arm/torso while prone
- Data: Some unit fixes, and new maps from DancefloorLandmine
- Data: Sprite fixes and new Sprites.
- Data: More Sprite/Unit/Board Fixes
v0.42.0
v0.41.28 (v0.42.0 RC2)
v0.41.28 (2016-12-18 17:35 UTC)
- Issue #437: Issues with tooltip foreground colors
- Issue #438: "Show Wrecks" graphics option ignored in isometric mode
- Bug: Natural Aptitude Pilot/Gunnery restored.
- Data/Feature: Turret Project Part 2 - Major additions to the number and
types of turret. Sprites still in progress. - Data: New Sprites.
- Issue #434: Hex updates from server don't respect client set hex theme
- Fixed ordering issues in official tilesets