Releases: MegaMek/megameklab
Releases · MegaMek/megameklab
v0.43.4 Development Release
- Issue #58: Right-click > Left/Right Torso > Add to Left/Right Torso for targeting computer makes it use only one crit slot
- Issue #63: Double Heat Sinks are allowing "doubling up" on Super Heavy Mechs
- Issue #70: Updated project URL on the About dialog.
- Issue #52: Gyro switching and validation
- Issue #66: Jumpjets on Vehicles greyout out on loading (0.43.3)
- Feature: LAM construction rules.
- Fixed issue setting fluff image on tanks
- PR #79: IOTech
o Updates all tech intro dates to the Universal Technology Advancement Table in Interstellar Operations.
o New configuration options for filtering construction options by tech level in a given year or
by faction availability.
o Rewrote structure tab code to implement consistent filtering of options by intro year and tech level.
Some minor layout changes. - PR #80: BA Quad turrets
v0.43.3 Development Release
v0.43.3 (2017-07-18 18:30 UTC)
- Bug: Some conventional infantry options require a higher tech level for Clan conventional infantry.
- Issue #59: Drop-down list error when creating infantry.
- QuadVee editing support; record sheets are usable but show as quad mech without second crew damage track.
v0.43.2 Development Release
- Issue #61: Coolant pods don't add weight until assigned critical slots
- Updated MegaMek.jar to 0.43.2
v0.42.2 Stable Release
v0.43.1 Development Release
v0.43.1 (2017-03-31 01:15 UTC)
- Issue #50: Super heavies shouldn't be allowed to use certain equipment.
- Feature: Mark fixed equipment in omnis and button to reset base configuration be removing all pod-mounted equipment.
- Updated MegaMek.jar to 0.43.1
v0.43.0 Development Snapshot
v0.43.0 (2017-02-13 03:30 UTC)
- Printing for conventional infantry record sheets.
- New infantry motive types: VTOL and SCUBA.
- Set infantry field guns, armor, specializations, and cybernetic implants/prosthetics (only what is currently
supported by MegaMek). - Fix #49: Engine Criticals not set correctly in Super Heavy Mixed tech units.
- Updated MegaMek.jar to 0.43.0
v0.42.1
v0.42.1 (2017-02-13 03:30 UTC)
- Printing for conventional infantry record sheets.
- New infantry motive types: VTOL and SCUBA.
- Set infantry field guns, armor, specializations, and cybernetic implants/prosthetics (only what is currently
supported by MegaMek). - Fix #49: Engine Criticals not set correctly in Super Heavy Mixed tech units.
- Show correct engine types for mixed tech superheavy Meks (including
- Updated MegaMek.jar to 0.42.1
v0.42.0
v0.41.28 (v0.42.0 RC2)
v0.41.28 (2016-12-18 17:35 UTC)
- Updated MegaMek.jar to 0.41.28
v0.41.27 (v0.42.0 RC1)
v0.41.27
- Fixes #14: Mixtech does not allow you to select mixtech armor
- Fixes #31: ProtoType Jump Jets Missing from Dropdown
- Fixes #34: Mixed tech units display ALL armor types
- Fixes #30: Cannot change gyro type with mixed clan tech
- Added naval movement modes for combat vehicles.
- Fixes #33: Large shield messing with jump jets
- Fixes #29: Jump Jet issue with modular armor
- Updated MegaMek.jar to 0.41.27