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Releases: MegaMek/megamek

v0.41.27 (v0.42.0 RC1)

07 Dec 03:27
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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

02 Nov 02:28
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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

15 Oct 15:34
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v0.41.25 (2016-10-15 14:40 UTC)

  • Added movement type filters to RAT Generator for BA.
  • Issue #356: Almost all dropships have 2/3 movement
  • Data: New Sprites

v0.41.24

06 Oct 03:44
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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

20 Sep 11:55
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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)

02 Sep 20:06
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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

27 Aug 04:16
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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

31 Jul 23:27
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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

28 Jun 02:46
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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

05 Jun 23:53
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  • 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