Releases: MegaMek/megamek
Releases · MegaMek/megamek
v0.41.27 (v0.42.0 RC1)
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.
v0.41.26
v0.41.26 (2016-11-02 02:00 UTC)
- New Sprites.
- Issue #357: Mass Configure Allows mechs to be deployed off board
- Issue #204: Planning jump path means any subsequent walk paths climb buildings
- Issue #368: Duplicate Messages When Changing Sensors
- Issue #380: Graphical artefacting behind the board when using plain skin
- Issue #354: Better reporting for attacks against infantry using direct hits
- Issue #354: Ultra/Rapid fire ACs against infantry handled incorrectly
- Issue #381: HE ammo type missing in battle round report
- New Sprites
- Updating Turret Introdates.
- adding XTRO V Primitives units (note the Ymir and Command Van has changed)
- PR #252: HQ Support Vehicle fuel tracking
- Added PR for Range Master support
- Issue #375: Replace Player Inop After Loading From A Save In Lobby
v0.41.25
v0.41.24
v0.41.24 (2016-10-06 03:15 UTC)
- Refactored FighterSquadron's specific methods so that we can more easily support all composite entities.
WARNING: This is an API change. The following methods are new in Entity:
+Bug: RAT Generator incorrectly adjusting proportion of succession war/upgraded/Clan tech.
+Data: New Sprites
+Data: New Sprites
+Data: Changes to Field Gunners/Artillery intro dates and moving them
from Unofficial to Infantry - Fixed Mac OSX Packaging (Hopefully for good this time!)
- Clan Industrial structure was missing proper equipment flags
v0.41.23
v0.41.23 (2016-09-20 00:07 UTC)
- Issue #323: Artefacting drawing the boardview background
- Bug: Bot would fire at hidden units
- Added option to toggle displaying of unit labels, default key is Y
- Bug: IllegalFormatConversionException in ASFBay.getUnusedString
- Issue #328: Out of control ASF has the "launch" button available
- New (faster) scale method for certain zoom levels
- New rotation operation for Entity icons, yielding smoother rotated units
- Transparency now properly preserved in Unit icons, allowing shaded icons
- Unit icon colors now preserved when camo is applied (only gray scale pixels
have camo applied to them) - Added dynamic random assignment table generator.
- Unit fixes and New Sprites.
- New Map Pack - Derv's Map Pack the maker of the Jihad Pack Pack
- Moving old unshaded sprites to unused folder and adding the GIMP files created
by ColonelSandersLight in the widgets folder with some basic notes. - Removed obsolete Neoancient RATs, superceded by RAT Generator.
v0.41.23-GR (Graphic Enhancement Experimental Release)
This is an experimental release of some new graphic options in Megamek. This release shouldn't be mixed with MekHQ of any version.
The sprites have a new look and have the ability to support color. There is also a group of 'Royal' units (not to be confused with the SLDF units) that have received close attention and additional details.
The units are:
CLAN
- Dire Wolf
- Mad Dog
- Storm Crow
- Kit Fox
- Elementals
INNER SPHERE
- Battlemaster
- Warhammer
- Griffin
- Locust
- All infantry units
Big thanks to Bloodwolf (Elementals and Infantry) and ColonelSandersLight (Mechs) for these units.
v0.41.22
v0.41.22 (2016-08-26 03:00 UTC)
- Issue #295: Roads not preventing swamp/rubble PSRs
- Bug: Clicking Walk from Jump, would still plot jumping movement
- Issue #258: Added Next/Prev Weapon Mode keybinds
- Issue #189: AMS mounted on ASFs do not fire on the ground map
- Issue #133: ASF strikes can have multiple targets if target is a building
- Issue #297: Direct blow can make Tandem Charge SRMs fail
- Issue #138: Jumping into Water and Falling deals incorrect damage
- Issue #70: Terrain Factor Damage for Engine Explosions and Ammo Explosions
- Issue #300: Ground to Air fire Causing Accidental Fire Check
- Issue #303: Reporting issues with misses on units in buildings
- Bug: Fixed IndexOutOfBoundsException in ChatLounge.customizeMechs
- Data New Sprites and some unit fixes. (Thanks SirMegaV)
- Feature: Adding Default Key binds.txt for MegaMek Use.
- Issue #308: Incorrect heat when strafing with dropship bay weapons
- Feature: Non-Infantry Weapon Damage Against Infantry changes now reported
- Bug [#4186]: Combat within building damage for infantry now correct
- Adjusted building floor names during deployment; starts with ground floor
- Issue #310: Tripod cockpit weight calculations
- Issue #25: Added support for infantry specializations
- Issue #238: Various issues with hidden units
- Issue #305: Strange matches when a theme doesn't exist in the tileset
- Adjusted starting fires modifiers for buildings to match TO pg44
- Issue #145: Infantry unimpacted by fire in buildings if above HL1
- Issue #313: Altitude bombing: Cannot bomb more than one hex
- Issue #314: Dive bomb resolution shows blank after first attack during game
- Issue #160: Mechs switching hot-loading LRMs on/off during battle
- Issue #315: Movement processing doesn't initialize current location, which
could lead to skid checks not being made for turns on starting hex, or could
lead to NPEs backing up over bridges
+Data: New Sprites (Infantry Project) and some new units.
(Big Thanks to Bloodwolf for the often frustrating process.) - Feature: Colored pixels in Unit images are now ignored when applying camo
- Issue #315: Nag for Lava PSR shown when moving on bridge over lava
- Issue #306: Thread-safety issues in Princess.Precognition
- Issue #223: ECM hex display not always updating, especially in deployment
- Issue #180: Unit labels can now have a color border that correspondes to owner
- Issue #180: Units now have a set draw order based on unit type. Draw order:
Infantry, BA, Tank, Mech, VTOL, Aero - Board background image can now be scaled instead of tiled
- Made 'BW - Default.xml' the default skin
- Data: Adding Colonel Sanders Light Camos and reorganized Standard Camo folder.
- New Sprites
v0.41.21
v0.41.21 (2016-07-31 10:00 UTC)
- Feature: Added "Swarmed" entry to unit tooltips
- Issue #275: Non-optimal paths planned in certain circumstances
- Data New Sprites and some unit fixes.
- Bug: +4 Ice PSR penalty applied to Hover/WiGE instead of not Hover/WiGE
- Bug: Fixed error in blue shield failure report
- Issue #280: Adding snow theme to default tileset
- Bug: Fixing some weight issues causing units to fail.
- Issue #264: Dropship.isLocationProhibited Error
- Issue #262: Unloaded ammo in ATMs and MMLs can cause NPEs
- Issue #261: Host cannot deploy as observer if commander killed victory active
- Bug: Rounding issues when computing SV engine weights
- Unit Fixes
- Bug: Engine missing some engine types when determining if fusion.
- Feature: Deployment tab in Custom Unit Dialog now works for multiple units
- Feature: Custom Unit Dialog now saves/loads size (width and height)
- Issue #132: ASF Altitude Bombing uses incorrect scatter pattern
- Bug: Manually shutdown units skipped during movement with option turned on
- Feature: Custom Unit Dialog now remembers selected tab within session
- Bug: Hotkeys not ignored in some cases (ie: scrolling when save menu is up)
- Issue #195: Elevation incorrect when collapsing basement in lvl 1 building
- Searchlights can no longer be removed from units with the searchlight quirk
- Feature: Added "Equipment" context menu in lounge, for burst MGs, hot loading
and searchlights (Covers SF features #1399 and #1418) - Bug: UnitEditorDialog always sets critical hit on ASF life support
- Issue #167: EntitySprite drawn at wrong scale when entity becomes visible
- Issue #284: Null images returned for hexes and mechs
- Bug: Superheavy meks should halve number of criticals for armor (and weren't)
- Added Superheavy Gyro type for Superheavy meks
- Unit fixes and new sprites
v0.41.20
v0.41.20
- Data: Date fixes for units
- Data: New Sprites
- Data: Adding Jake's map pack
- Issue: Pilot/Crew not damaged reports did not have subject id set
- Issue #242: Unit Can Self Destruct and Stackpole in same turn
- Issue #236: PSR Terrain modifiers added inappropriately
- Issue #243: PSR issues related to high/low gravity
- Issue #241: Dropship Cannot Eject w/o expending all velocity
- Issue #244: Added TigerShark's alternative Pilot Skill BV mod table to docs
- Issue #245: Smoke & chaff from weapons fire appears in end phase
- Bug: EntityWeightClass.getWeightClass missing entry for hydrofoil support vees
- Issue #253: UnitDisplay Extras tab now display # of doors for small craft bays
- Data: New Sprites and Mechfile fixes
- Data: New Map (Thanks mikecj)
0.41.19
- Issue #233: NPE Displaying Client Options when no skins present
- Issue #21: SPAs and Unit Quirks not displaying after loading saved game
- Issue #208: Incorrect color when reversing a mech with lateral shifts
- Issue #224: Backup MP cost possibly incorrect when mech is prone
- Issue #217: Zip Line Dialog sometimes displayed when it shouldn't be
- Issue #182: For display, overlapping friendly ECM/ECCM could cancel out
- Issue #232: Bloodwolf IS House Skins added
- Issue #210: VTOLs incorrectly able to lateral shift, can shift and flank
- Issue #220: TO vehicle crew rule counts # of targets incorrectly
- PR #222 & # #229: New SPAs: Shaky Stick and Oblique Artilleryman
- Issue #176: Real Blind Drop: unit customization messages reveal how many units
a player has - Issue #234: Mechbuster & Protector CF's Not Using Their Images
- Issue #230: Axel Heavy Tank IIC (XL) has incorrect name and stats
- New Maps - Thanks Razorback (via Facebook)
- New Sprites.
- Issue #156: Graphical To-Hit Modifiers ('firing solutions') in Indirect Phase
- Bug: MiniMap selected unit highlighting persists after turn ends
- Issue #149: IS Small Laser firing at LOS Range
- Issue #152: MGs, Flamers, AMS firing at LOS Range
- Issue #151: Flamers can't Strafe
- Issue #144: Feature: Hi-Res Backgrounds