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Releases: MegaMek/megamek

v0.47.13 Development Snapshot (DO NOT USE)

09 Nov 17:19
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  • Data #2345: Infantry force assignment tables
  • Data #2365: Incorrect battle armor manipulator location

v0.47.12 Development Snapshot (DO NOT USE)

09 Nov 00:00
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Removing this release due to game breaking bug in MekHQ.

  • PR #2310: Implement "Static Ammo Feed" quirk
  • PR #2315: Prevent bot freeze when bot attempts to counter-battery fire using an on-board unit vs off-board artillery
  • PR #2308: Normalizes Data Files
  • Issue #2313: Some fixes for SSW -> MM BV Issues
  • Issue #2331: Laser Insulator costs (slightly) wrong
  • Data: New Sprites, new units (Rec Guides 4/5, Kaumberg, Hanseatic Crusade)
  • Data: Mass/Crit slots of Prototype UAC5 Wrong.
  • PR #2332: Substantial Princess performance (turn calculation speed) improvement across the board, especially visible for fast units
  • Issue #2338: Artemis IV counting for slot space
  • PR #2336: New equipment: ram plate
  • Issue #2344: Incorrect generic infantry armor cost
  • PR #2350: Allow java.util.TreeMap to be deserialized
  • PR #2334: Modernizing Multiple Visual Configs
  • PR #2351: Prevent aerospace units from sometimes showing as crippled after rolling for but not confirming a crit
  • PR #2357: Restored(?) full head ejection system to a lot of Wolfhound/Hatchetman variants;
    ejection now hits the cockpit or blows off the head for full head ejection - mostly relevant for MekHQ
  • Issue #2246: "Change Tileset Theme" menu entry disabled outside the Board Editor
  • Issues #2349, #2347. #2339 Various Data fixes
  • Data: New Sprites
  • Issue #2343: Player units can flee during tornado; fix for blank report when loading game with report sprites in client with report sprites disabled
  • Issue #2367: Bot can no longer use searchlights with hidden units
  • Issue #2369: Heavy Machine Gun 0/0/0 Range
  • Issue #2300: Head loss with torso-mounted cockpit no longer prevents weapons fire unless other sensor damage has occurred
  • Issue #2371: Odd interaction between Modular Armor and Hardened Armor
  • Issue #2267: Units are no longer able to fire ammo-based weapons that don't actually have any ammo (thus locking up the game)
  • Issue #1955: Mechs can deploy hidden in water as long as they are completely submerged
  • Issue #2377: Fuel Air Bombs size wrong
  • PR #2380: Implement "Oversized" quirk
  • Data: Updated Boards, RecGuide 6, and new Sprites. To confirm the naming conventions on some of the new clan
    Omni Variants are correct.

v0.47.11 Development Snapshot

04 Oct 22:51
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  • Data: Fixing missing ProtoMek Sprites
  • Issue #2144: correctly report avoidance of ASF ammo explosions due to heat
  • PR #2230: fix NPE in portrait chooser when customizing a pilot twice in a row
  • PR #2231: Swapping to LocalDateTime For Hour, Minute, and/or Second Dated MegaMek Saves
  • Issue #1233: VTOLs can now stack more than two per hex at different elevations
  • Issue #705: Jumping into water and getting a 'hull down' result on the PSR no longer causes the unit to become permanently stuck on top of the water
  • Issues #1762, #2233: Board editor fixes
  • Issue #1093: Addressed several issues with magma crust handling; hovercraft don't trigger breakthrough check, jumping onto crust breaks through on 4+
  • Issue #2093: Mech summary/TRO view properly displays mechs with 0 heat sinks
  • PR #2254: Fix wreck decal path Linux UI rendering problem
  • Issue #1918: Vibrabombs no longer damage units moving out of the mined hex
  • Issue #1813: Lasers (and other non-ammo weapons) are once again unable to clear minefields; prevent endless loops in weapon attack handling in certain cases
  • PR #2260: Fixing a key bindings NPE
  • Issue #2251: Bandaid Fix for the Clan OmniFighter TRO View Panel
  • Issue #2215: add exception handling when failing to draw background image
  • Issue #2269: 0.47.10 Prototype LB-10X record sheet typo
  • Issue #2271: 0.47.9 Rocket Launcher introduction dates
  • Issue #2215: Fix for exception drawing background image in certain themes on 4k monitors
  • Issue #2043: Artillery flak attacks can damage flying Battle Armor, WIGEs, LAMs in airmech mode, etc.
  • PR #2283: Fixing Large Support Tank isCrippled Check
  • PR #2284: Fix soft-lock when selecting infantry units using infantry weapons
  • PR #2285: Fixing isCrippled check for Super Heavy Tanks
  • PR #2288: Fixing player name display for game connection dialog from MekHQ
  • PR #2289: Fixing Unit Selector Name Generation
  • Issue #2240: Unit Tooltip Work
  • Issue #2214: Generic Infantry Types Data
  • Issue #2270: Recovered Prototype Gauss Rifle Ammuntion intro date wrong
  • Issue #2235: Primitive Prototype Weapons missing Static Tech tags.
  • Data: Fix for #2154 Stoat Weight, Protomek Sprites and Fluff for Units (Thanks Greekfire).
  • Issue #2253: Screwy speed on a Notos with QuadVee
  • Issue #2273: Address instability in BV calcs for Aeros
  • PR #2286: IS foot infantry fixes
  • PR #2295: Implement ammo feed problem quirk
  • Issue #1898: Boards of sizes xx:yyy don't load
  • PR #2298: VTOL pathfinding and movement corrections

v0.47.10 Development Snapshot

20 Sep 22:41
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  • Issue #2127 - Physical attack to-hit values incorrect
  • Data: Fed Com armor has wrong modifier.
  • Data: Fluff text (Thx Greekfire) and some royal Sprites.
  • PR #2088: Reduced unnecessary logging for tileset and mech summary cache
  • Issue #2146: Grounded LAMs no longer have to make PSRs when prone and taking damage.
  • Issue #2099: Advanced option to display attacker/defender sprites in the combat log
  • Issue #2141, 2142: Attempts to fix multiple threading-related bot freezes (addressable by kicking and replacing)
  • PR #2148: Out-of-control spheroid dropships in atmo no longer pretend to let the player control movement
  • Data: New Sprites
  • PR #2132: No more sending malformed game data objects over to the server to exploit deserialization vulnerabilities. Sorry.
  • Issue #2150: Fixing Princess Vehicle Abandonment NPE
  • Issue #2089: Generate Names from Specified Historical Ethnicity
  • PR #2158: Press ctrl-k for a handy summary of keyboard shortcuts
  • PR #2103: Graphical upgrade for all unit wrecks, except mechs and infantry.
    Immobilized tanks also have a visual indicator depending on motive type and power plant.
  • Data New Sprites, add Rec Guide Vol 1/2 and Golden Century.
  • Data: Updated Maps including AGoAC maps
  • PR #2168: Improvements to Princess behavior when attempting to navigate to a destination/retreat edge
  • Issue #2176: Added multiple "unofficial" high-powered turrets
  • Data: New Sprites, undated SimonLandmine and Dervs map packs
  • Issue #2029: Skidding into terrain will now properly apply 2x damage to reflective armor
  • Issue #2074: Mech mortars now properly apply only 1/2 damage to reactive armor
  • Issue #2207: Fixing Typo on Partial Repairs tab
  • PR #2194: Princess will avoid bulldozing her own turrets when doing long-range pathfinding
  • Data: New Sprites (Includes start of new Deadborder Proto sprites)
  • Data: Fixing Issues #2203, #2159, #2157, #2145
  • PR #2149: StratOps ECHO maneuver for airborne dropships and warships (basically, torso twisting with an MP/to-hit cost)
  • Issue #2206: Reduced DFA damage to proper levels
  • PR #2219: Track ammo for small support vehicles
  • Issue #2186, 2190: Inconsistent Combat Log Sprites
  • PR #2221: Combat Sprite are now default in the round report
  • PR #2198: New Camo and Portrait Choosers
  • Data: New Protomek Sprites, removing OTP Tokasha as the units are all in Golden Century.
  • Issue #1719: Level 1 Foliage
  • Issue #2212: Diagramming LOS calculation issue

v0.47.9 Development Snapshot

08 Aug 15:29
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  • Issue #1807: Potential fix for princess crash (fixable with kick/replace) when attempting to calculate moves for a destroyed unit
  • Issue #2110: When using the LOS tool, if you somehow manage to select an out-of-bounds hex, it will no longer throw an error
  • Issue #2113: Fixing Alternate Pilot Skill BV Mod Tooltip
  • PR #2111: Another attempt to get Princess to stop firing on crippled units when using forced withdrawal rules
  • Issue #2115: Prevent NPE when rolling individual initiative for non-existing units belonging to phantom player who's not in the game
  • Issue #2116: Going hull down from the top-level dropdown menu no longer attempts to sweep mines instead
  • Data: Updated Sprites (This includes some temporary removal of existing Royal Sprites but they will return)
  • Issue #2122: Blazer has incorrect short range AV
  • Data: Moving the unused sprites to the extras repo to save space in releases.

v0.47.8 Development Snapshot **Buggy Don't Use*

03 Aug 01:08
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  • Data: New Sprites and numerous Mechset naming fixes.
  • Issue #2024: Fix possible NREs in AccessibilityWindow during various game events
  • Issue #2023: Destroying artillery which has rounds in-flight no longer stops the game
  • Issue #2020: Respect deployment round for offboard entities
  • PR #2040: Grass theme as default (unnamed) theme
  • Issue #2039: Tripod mechs with an active pilot now properly get +1 to physical attack rolls
  • PR #2049: Fixed bot NPE when trying to generate paths around hostile units blocking a straight path to a long-range destination
  • PR #2050: Entities which sprinted no longer report as being able to spot since that's illegal anyway
  • PR #2058: Fixed missing paren for damaged aero heat sinks in aerospace unit "Mech View"
  • PR #2042: Remove incorrect minimum range penalty on direct fire artillery vs aerospace units
    Enable Princess to use artillery in direct-fire mode (vs both ground and air units), including artillery cannons
  • PR #2060: Fix game freeze for bot-controlled ejected pilots and hot-dropped infantry on ground maps
  • PR #2061: Random Callsign Generator
  • PR #2041: Remove weird 'Hardened' on the equipment section of some Combat Vehicles
  • Issue #2066: Changing year or tech level for DropShip sometimes removes anti-missile systems from assigned bays
  • Data: First units from Fluff Text project (Thanks to Greekfire for this batch)
  • Data: RAT and Force Gen name fixes.
  • Issue #2054: New Ahne Texture pack (Tileset) for the megamek client
  • Issue #2037: New additions to TheJungle for Kaji maps (and some other new maps)
  • Issue #2071: Battle armor taser attacks against battle armor no longer lock the game up when a BA suit in the target unit shuts down
  • Issue #2028: Units now visually indicate damage levels
  • PR #2079: Update dermal armor implant to use IO rules for conventional infantry
  • PR #2082: Wasp and Stinger LAMs are now more rare when using RAT generator; Wasp Mk I LAM now has actual bomb bays instead of cargo bays
  • PR #2085: Recolor movement in tooltip for dark themes
  • PR #2080: Unit Label Team Coloring
  • Issue #2022: Lobby summary/TRO view for gun emplacements no longer shows up blank
  • PR #1998: Improving formatting of legacy gunnery skills
  • Data: New Sprites (first of the ones based on KS images.Thanks to Deadborder)
  • PR #2087: Gun emplacements are no longer considered to have dual turrets (fixing some tech progression calculation issues for those units)
  • Data: Some infantry name fixes.
  • Data: New Sprites (fix for HMG ranges)
  • PR #2092: Screamer, Pwkka, Yurei LAMs have actual bomb bays; removed incorrect alias for protomech MG ammo; micro laser tech ratings corrected
  • PR #1992: Inclines and cliffs, as per TacOps page 39
  • Issue #2065: PPCs with charging capacitors now build up heat on the first turn of the charge
  • Data: New Sprites (Thanks Bloodwolf for working on making some of these royals)

v0.47.7 Development Snapshot

23 Jun 00:48
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  • PR #1912: Fixing spelling issues in Campaign Options
  • Issue #1850: Plasma Rifle Dealing too much damage to conventional fighters
  • Issue #1916: Primitive and Primitive Prototype Weapons should have fixed intro dates.
  • Issue #1915: Battle Armor taking Damage multiples from artillery attacks
  • Issue #1928: Quirk spelling error
  • Issue #1931: Quirk Updates (errata fixes)
  • Issue #1880: Adding the Terrain Camo Pack (Thanks Teerayne) under Standard Camos
  • Issue #1930: Fix Sandblaster SPA to not require Weapon Specialist
  • Issue #1936: Map Editor - Can't lower terrain with up/down button on Linux Distributions
  • Issue #1934: ProtoMech Torso Critical Hit Issues
  • PR #1878: SirMegaV Buildings
  • Issue #1942: Princess no longer locks up processing ejected pilots on space maps when using basic spaceflight rules
  • PR #1952: Princess no longer locks up deploying units to "center" or "any" on larger rectangular boards
  • Issue #1959: Main Gun Bug - ProtoMechs
  • Issue #1960: BV Calculation Errors - ProtoMechs
  • PR #1964: Prevent mechs that have fallen into water while walking backward from teleporting back under the shore
  • Issue #1645: Terrain displayed on map is shifted to adjacent hexes
  • PR #1929: Some commonly-used dialogs now recognize ESC button as cancel, minor visual improvements to said dialogs
  • PR #1877: Add options to BoardsValidator for automation usage
  • Issue #1905: LAM and Leaping Optional Rule
  • Isse #1974: Start of Game Stuck at Transmitting Game Data Packet Pump Null Pointer Exception (Generated Map Settings)
  • Data: Updated Grounded Dropship image now works with Camos.
  • PR #1969: Draw larger arrow for final facing of move
  • Issue #1141: DFA victim takes no fall damage if pushed off building onto lower building
  • Issue #1887: View Game Board now shows actual board instead of minimap for more detail
  • PR #1906: Random Names and Gender Rework
  • Data: Some fixes to Tech Progression.
  • PR #1946: Fixes and performance improvements for changing tilesets
  • Data: IO Tech Progression Errata.
  • Issue #1983: Implement SirMegaV Buildings and Saxarba Roads for hq_saxarba
  • Issue #1115: Allow saving quirks override for units reduced to no quirks
  • Issue #1014: Shift-clicking to change direction no longer messes with the field-of-view display
  • PR #1980/1987: Long-range bot pathfinding - bot should no longer get stuck in cul-de-sacs when moving across the map;
    will also attempt to destroy intervening terrain if doing so would allow a unit to move across the map;
    massive performance improvement to unit deployment;
    VTOLs can now adjust their height to get over obstacles;
  • Data: Tech Progression Fixes.
  • PR #1999: fix the /localload command
  • Issue #2008: fix NPE related to artillery being fired from unit with phantom ammo trailer
  • PR #2012: fix NPE when attempting to view TRO in meklab after setting # of secondary weapons on infantry to 0
  • Data: New Sprites with clean up of Vehicle folder.
  • Issue #2015: Only update valid ammo selections in Configure Mech dialog
  • Data: Resolving #2006, #1982, #1981, #1957, #1945, #1941, #1870
  • Issue #2005: Allow units to flee if they made it into prohibited terrain
  • Issue #2004: Spikes - Not working correctly
  • Issue #2019: 100-ton mechs no longer able to gracefully pirouette over thin wooden sticks laid across rivers (1-CF bridges)

v0.47.6 Development Snapshot

03 May 18:31
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  • Issue #1814: Fuel-air bomb infantry insta-kill check is no longer reversed
  • PR #1808: Abandon ship! Large spacecraft can now launch escape pods, giving the opposing player more opportunity to commit war crimes.
  • Issue #1824: Implementing Tactical Operations Low Visibility Errata
  • Issue #1768: Resizing the map no longer messes up building/road layout. Note that resizing westward needs to be done by an even number of hexes.
  • Issue #1812: Semi-guided warheads indirectly fired at TAGged targets are no longer subject to terrain modifiers for the purposes of "to-hit" numbers.
  • PR #1837: The bot will now be able to use a searchlight on buildings without crashing the server.
  • Documentation: Trailer How-To added (thanks mkerensky)
  • Data: First SW RATs - Thanks SLDF_gunslinger
  • PR #1843: Saxarba roads
  • Data: Adding Royal Fantasy units as Unofficial.
  • Data: New Sprites
  • Issue #1802 - Kajis Maps and Scenarios Update
  • Data: Missing Archive Sprites
  • Issue #1830 - Sarath 'Mech - Lacking Quirk
  • Issue #1827 - Not every head hit on a quad mech should be a through-armor critical
  • PR #1847 - Restore the bot's ability to use physical attacks against buildings containing gun emplacements
  • Data: Various unit errata Fixes.
  • Issues #1496, #1467: Ammo Sharing between adjacent trailers/tractors, Allow infantry loading/unloading to trains,
    Errata: Calculate MP of trains using engine rating + lowest suspension factor
  • Data: More Errata fixes, and fixes for units that should work.
  • Issue #1862 - Fix BA SSW weight multiplier.
  • PR # 1838: Add Silverfin and Silverback to naval RAT generator tables
  • Issue #1860: Quality of Life improvement - edit bot parameters in lobby by right clicking on bot name
  • PR #1835: Game option to set turn time limit in movement and firing phases.
  • Issue #1853: ArrayIndexOutOfBoundsException while loading certain mechs and viewing in Selector
  • PR #1875: Fixing Clanner Name Generation
  • Issue #1879: DFL folder to SimonLandmine
  • PR #1883: Improved Princess effectiveness with aerospace units on low altitude maps (can now turn at end of movement)
  • Issue #1786: Corrected Stacked Units Tooltip ECM Reporting
  • Issue #1856: Map Editor - Bridges now appear on preview hex and various QoL changes
  • Issue #1891: Battlefist now applies only once and for the proper arm
  • PR #1901: Re-enable Princess to fire rocket launchers and other one-shot weapons
  • PR #1908: Switching default tileset to Saxarba
  • PR #1909: BA Tube artillery fixes #1848,#1849

v0.47.5 Development Snapshot

02 Apr 02:54
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Pre-release
  • Data: Removing broken Unit from Fan Council TRO
  • Issue #1661: Grounded Aero Penalty for AirMech or Mech Mode LAMs
  • Issues #1636 #1637: Main menu and minimap now work when loading a new map
  • PR #1670: Fixing AI Documentation location
  • Issue #1634: Zoom in/out on map editor now works
  • Issue #1660: Narrow/Low Profile quirk implementation matches most recent errata (glancing blow on TN or TN + 1 hits)
  • Issue #1687: Missing Ti Ts'ang (Jason)
  • Issue #1689: Communication gear missing costs.
  • PR #1694: Supercharger and VTOL jet booster cost for support vehicles
  • Issue #1701: SRT ammo has extinction and reintroduction dates for One-Shot launchers
  • Data: Updating Maps and couple of variant Dropships.
  • Issue #1446: Units with trailer hitches properly distinguish between loading infantry and towing other units
  • PR #1711: Add Entity.getPriceMultiplier() method
  • PR #1717: Fixing name issues
  • PR #1716: Use weights when randomizing names
  • Issue #1688: Fixing Radical Heat Sink Target Number
  • PR #1723: Implemented fuel-air bombs from IntOps. Includes bot capability to drop them, so spread out.
  • PR #1737: Implemented fuel-air bomb ordnance for artillery pieces.
  • Issue #1746: Variable Tech Level sometimes changes tech level of equipment the wrong way
  • Issue #1639: in map editor, set building CF to default values when ctrl-scrolling through building types
  • Issue #1638: MapEditor Sidebar Vertical real estate improvements
  • Issue #1635: Errors in classic.tileset
  • Issue #1755: Battlemech Turrets should all be Tech Base ALL.
  • Issue #1302: Improved visibility on unit list scroll buttons; gray them out to indicate no further scrolling possibility
  • PR #1758: Fixing display with negative heat (e.g. while snowing)
  • PR #1754: 'next player' button now properly functions for situations with more than two players on a team
  • PR #1685: Allow Starting Height to VTOL Infantry/Battle Armor
  • PR #1766: Adding tool tips for board editor elevation
  • Issue #1769: Added 'cancel' button to random map dialog; now a user can access that dialog in map editor without a map reset
  • Issue #349: Random map dialog now looks in mapgen folder instead of boards folder by default for presets
  • Issue #377: Ask user if they want to quit MegaMek when attempting to close the window.
  • PR #1765: Fix several board validation issues with map editor concerning buildings and bridges; performance improvement for map editor.
  • Issue #1767: When randomly generating a map, picking a theme is reflected in the map editor.
  • PR #1790: various improvements and fixes around random map dialog;
    ability to directly open map definition file from map editor
  • Issue #1787: user can now manually reset mini-map and mech info card positions
  • PR #1795: Corrections to invalid data in some unofficial boards
  • PR #1779: Counter-battery fire
  • PR #1805: Adding BV Calculation to ChatLounge Entity Right Click
  • Data: New Sprites adding Icewind Metals Shadow Cats and Pendragon.
  • Data: Grasslands Map Pack (Thanks SimonLandmine for converting)
  • Issue #1797: Fix bot freeze when evaluating infantry moves against support vehicles and BA equipped with infantry weapons
  • PR #1810: Bot units with LRMs will no longer be stuck in indirect fire mode

v0.47.4 Development Snapshot

10 Feb 00:46
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  • PR #1626: Add LargeCraft Roles to RatGen
  • Issue #1630: Fixed an issue introduced in 47.3 which prevented spheroid dropships from firing nose/aft weapons on space maps
  • PR #1650: When a bay door gets blown out, only blow out one bay door instead of two
  • PR #1648: Don't auto-eject crew from large space craft due to ammo explosions and such
  • Issue #1641, #1643: Fixes for undesired map editor behavior involving buildings
  • Issue #1655: Printing wrong weapon
  • Data: Various Fixes (#1652,#1615,#1545,#1534) and some errata.
  • Issue #1647: WiGEs can't sideslip across water
  • Issue #1479: Add theme selection and dark themes