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Merge branch 'refs/heads/master' into campaignOptionsIIC
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IllianiCBT committed Oct 25, 2024
2 parents d2e644f + c75a49b commit 2897b5e
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5 changes: 3 additions & 2 deletions MekHQ/data/scenariomodifiers/EnemyDropship.xml
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Expand Up @@ -18,9 +18,10 @@
<forceAlignment>2</forceAlignment>
<forceMultiplier>1.0</forceMultiplier>
<forceName>DropShip</forceName>
<generationMethod>2</generationMethod>
<generationMethod>3</generationMethod>
<generationOrder>3</generationOrder>
<maxWeightClass>4</maxWeightClass>
<maxWeightClass>4</maxWeightClass>
<minWeightClass>0</minWeightClass>
<objectiveLinkedForces>
<objectiveLinkedForce>OpFor</objectiveLinkedForce>
</objectiveLinkedForces>
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5 changes: 3 additions & 2 deletions MekHQ/data/scenariomodifiers/GroundedEnemyDropship.xml
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Expand Up @@ -22,9 +22,10 @@
<forceAlignment>2</forceAlignment>
<forceMultiplier>1.0</forceMultiplier>
<forceName>DropShip</forceName>
<generationMethod>2</generationMethod>
<generationMethod>3</generationMethod>
<generationOrder>3</generationOrder>
<maxWeightClass>4</maxWeightClass>
<maxWeightClass>4</maxWeightClass>
<minWeightClass>0</minWeightClass>
<retreatThreshold>50</retreatThreshold>
<startingAltitude>0</startingAltitude>
<syncDeploymentType>SameEdge</syncDeploymentType>
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2 changes: 1 addition & 1 deletion MekHQ/data/scenariomodifiers/LiaisonGround.xml
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Expand Up @@ -9,7 +9,7 @@
<forceDefinition>
<actualDeploymentZone>-1</actualDeploymentZone>
<allowAeroBombs>false</allowAeroBombs>
<allowedUnitType>9</allowedUnitType>
<allowedUnitType>0</allowedUnitType>
<arrivalTurn>0</arrivalTurn>
<canReinforceLinked>false</canReinforceLinked>
<contributesToBV>true</contributesToBV>
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2 changes: 1 addition & 1 deletion MekHQ/data/scenariotemplates/Decoy Engagement.xml
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Expand Up @@ -110,7 +110,7 @@
<objectiveCriterion>Custom</objectiveCriterion>
<percentage>1</percentage>
<timeLimitAtMost>false</timeLimitAtMost>
<timeLimitScaleFactor>2</timeLimitScaleFactor>
<timeLimitScaleFactor>1</timeLimitScaleFactor>
<timeLimitType>ScaledToPrimaryUnitCount</timeLimitType>
</scenarioObjective>
<scenarioObjective>
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2 changes: 1 addition & 1 deletion MekHQ/data/scenariotemplates/Decoy Interception.xml
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Expand Up @@ -110,7 +110,7 @@
<objectiveCriterion>Custom</objectiveCriterion>
<percentage>1</percentage>
<timeLimitAtMost>false</timeLimitAtMost>
<timeLimitScaleFactor>2</timeLimitScaleFactor>
<timeLimitScaleFactor>1</timeLimitScaleFactor>
<timeLimitType>ScaledToPrimaryUnitCount</timeLimitType>
</scenarioObjective>
<scenarioObjective>
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7 changes: 3 additions & 4 deletions MekHQ/data/scenariotemplates/Deep Raid Defense.xml
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Expand Up @@ -42,9 +42,9 @@
<destinationEdge>NONE</destinationEdge>
<objectiveCriterion>Preserve</objectiveCriterion>
<percentage>100</percentage>
<timeLimit>30</timeLimit>
<timeLimitAtMost>false</timeLimitAtMost>
<timeLimitType>Fixed</timeLimitType>
<timeLimitScaleFactor>2</timeLimitScaleFactor>
<timeLimitType>ScaledToPrimaryUnitCount</timeLimitType>
</scenarioObjective>
<scenarioObjective>
<associatedForceNames>
Expand All @@ -66,8 +66,7 @@
</failureEffect>
</failureEffects>
<additionalDetails />
<description>Destroy, cripple or force to withdraw 50% of the following force(s) and
unit(s):</description>
<description>Destroy, cripple or force to withdraw 50% of the following force(s) and unit(s):</description>
<destinationEdge>NONE</destinationEdge>
<objectiveCriterion>ForceWithdraw</objectiveCriterion>
<percentage>50</percentage>
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6 changes: 3 additions & 3 deletions MekHQ/data/scenariotemplates/Deep Raid.xml
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Expand Up @@ -155,9 +155,9 @@
<destinationEdge>NONE</destinationEdge>
<objectiveCriterion>ForceWithdraw</objectiveCriterion>
<percentage>100</percentage>
<timeLimit>30</timeLimit>
<timeLimitAtMost>true</timeLimitAtMost>
<timeLimitType>Fixed</timeLimitType>
<timeLimitAtMost>false</timeLimitAtMost>
<timeLimitScaleFactor>2</timeLimitScaleFactor>
<timeLimitType>ScaledToPrimaryUnitCount</timeLimitType>
</scenarioObjective>
<scenarioObjective>
<associatedForceNames>
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6 changes: 3 additions & 3 deletions MekHQ/data/scenariotemplates/DropShip Raid.xml
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Expand Up @@ -155,9 +155,9 @@
<destinationEdge>NONE</destinationEdge>
<objectiveCriterion>ForceWithdraw</objectiveCriterion>
<percentage>100</percentage>
<timeLimit>30</timeLimit>
<timeLimitAtMost>true</timeLimitAtMost>
<timeLimitType>Fixed</timeLimitType>
<timeLimitAtMost>false</timeLimitAtMost>
<timeLimitScaleFactor>1</timeLimitScaleFactor>
<timeLimitType>ScaledToPrimaryUnitCount</timeLimitType>
</scenarioObjective>
<scenarioObjective>
<associatedForceNames>
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143 changes: 143 additions & 0 deletions MekHQ/data/scenariotemplates/Engagement.xml
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@@ -0,0 +1,143 @@
<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<ScenarioTemplate>
<name>Engagement</name>
<shortBriefing>Engage and destroy enemy at the front.</shortBriefing>
<detailedBriefing>Enemy forces are advancing towards a key landmark. The objective is to either destroy or force them to retreat. At least 50% of the enemy must be neutralized, while maintaining 50% of friendly forces to hold the line and secure the frontline position.</detailedBriefing>
<mapParameters>
<allowedTerrainTypes />
<allowRotation>false</allowRotation>
<baseHeight>0</baseHeight>
<baseWidth>0</baseWidth>
<heightScalingIncrement>5</heightScalingIncrement>
<mapLocation>AllGroundTerrain</mapLocation>
<useStandardAtBSizing>true</useStandardAtBSizing>
<widthScalingIncrement>5</widthScalingIncrement>
</mapParameters>
<scenarioForces>
<entry>
<key>Player</key>
<value>
<actualDeploymentZone>-1</actualDeploymentZone>
<allowAeroBombs>false</allowAeroBombs>
<allowedUnitType>-2</allowedUnitType>
<arrivalTurn>0</arrivalTurn>
<canReinforceLinked>true</canReinforceLinked>
<contributesToBV>true</contributesToBV>
<contributesToMapSize>true</contributesToMapSize>
<contributesToUnitCount>true</contributesToUnitCount>
<deployOffboard>false</deployOffboard>
<deploymentZones>
<deploymentZone>0</deploymentZone>
<deploymentZone>1</deploymentZone>
<deploymentZone>2</deploymentZone>
<deploymentZone>3</deploymentZone>
<deploymentZone>4</deploymentZone>
<deploymentZone>5</deploymentZone>
<deploymentZone>6</deploymentZone>
<deploymentZone>7</deploymentZone>
<deploymentZone>8</deploymentZone>
<deploymentZone>9</deploymentZone>
<deploymentZone>10</deploymentZone>
</deploymentZones>
<destinationZone>5</destinationZone>
<fixedUnitCount>0</fixedUnitCount>
<forceAlignment>0</forceAlignment>
<forceMultiplier>1.0</forceMultiplier>
<forceName>Player</forceName>
<generationMethod>0</generationMethod>
<generationOrder>1</generationOrder>
<maxWeightClass>4</maxWeightClass>
<minWeightClass>0</minWeightClass>
<retreatThreshold>50</retreatThreshold>
<startingAltitude>0</startingAltitude>
<syncDeploymentType>None</syncDeploymentType>
<useArtillery>false</useArtillery>
</value>
</entry>
<entry>
<key>OpFor</key>
<value>
<actualDeploymentZone>-1</actualDeploymentZone>
<allowAeroBombs>false</allowAeroBombs>
<allowedUnitType>-2</allowedUnitType>
<arrivalTurn>0</arrivalTurn>
<canReinforceLinked>true</canReinforceLinked>
<contributesToBV>false</contributesToBV>
<contributesToMapSize>true</contributesToMapSize>
<contributesToUnitCount>false</contributesToUnitCount>
<deployOffboard>false</deployOffboard>
<deploymentZones />
<destinationZone>5</destinationZone>
<fixedUnitCount>0</fixedUnitCount>
<forceAlignment>2</forceAlignment>
<forceMultiplier>1.0</forceMultiplier>
<forceName>OpFor</forceName>
<generationMethod>1</generationMethod>
<generationOrder>5</generationOrder>
<maxWeightClass>4</maxWeightClass>
<minWeightClass>0</minWeightClass>
<retreatThreshold>50</retreatThreshold>
<startingAltitude>0</startingAltitude>
<syncDeploymentType>OppositeEdge</syncDeploymentType>
<syncedForceName>Player</syncedForceName>
<useArtillery>false</useArtillery>
</value>
</entry>
</scenarioForces>
<scenarioObjectives>
<scenarioObjective>
<associatedForceNames>
<associatedForceName>OpFor</associatedForceName>
</associatedForceNames>
<associatedUnitIDs />
<successEffects>
<successEffect>
<effectType>ScenarioVictory</effectType>
<effectScaling>Fixed</effectScaling>
<howMuch>1</howMuch>
</successEffect>
</successEffects>
<failureEffects>
<failureEffect>
<effectType>ScenarioDefeat</effectType>
<effectScaling>Fixed</effectScaling>
<howMuch>1</howMuch>
</failureEffect>
</failureEffects>
<additionalDetails />
<description>Destroy or rout 50% of the following force(s) and unit(s):</description>
<destinationEdge>NONE</destinationEdge>
<objectiveCriterion>ForceWithdraw</objectiveCriterion>
<percentage>50</percentage>
<timeLimitAtMost>true</timeLimitAtMost>
<timeLimitType>None</timeLimitType>
</scenarioObjective>
<scenarioObjective>
<associatedForceNames>
<associatedForceName>Player</associatedForceName>
</associatedForceNames>
<associatedUnitIDs />
<successEffects>
<successEffect>
<effectType>ScenarioVictory</effectType>
<effectScaling>Fixed</effectScaling>
<howMuch>1</howMuch>
</successEffect>
</successEffects>
<failureEffects>
<failureEffect>
<effectType>ScenarioDefeat</effectType>
<effectScaling>Fixed</effectScaling>
<howMuch>1</howMuch>
</failureEffect>
</failureEffects>
<additionalDetails />
<description>Preserve 50% of the following force(s) and unit(s):</description>
<destinationEdge>NONE</destinationEdge>
<objectiveCriterion>Preserve</objectiveCriterion>
<percentage>50</percentage>
<timeLimitAtMost>true</timeLimitAtMost>
<timeLimitType>None</timeLimitType>
</scenarioObjective>
</scenarioObjectives>
</ScenarioTemplate>
2 changes: 1 addition & 1 deletion MekHQ/data/scenariotemplates/Heavy Recon Evasion.xml
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Expand Up @@ -114,7 +114,7 @@
<objectiveCriterion>Preserve</objectiveCriterion>
<percentage>50</percentage>
<timeLimitAtMost>false</timeLimitAtMost>
<timeLimitScaleFactor>2</timeLimitScaleFactor>
<timeLimitScaleFactor>1</timeLimitScaleFactor>
<timeLimitType>ScaledToPrimaryUnitCount</timeLimitType>
</scenarioObjective>
</scenarioObjectives>
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4 changes: 2 additions & 2 deletions MekHQ/data/scenariotemplates/Isolated DropShip Defense.xml
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Expand Up @@ -42,9 +42,9 @@
<destinationEdge>NONE</destinationEdge>
<objectiveCriterion>Preserve</objectiveCriterion>
<percentage>100</percentage>
<timeLimit>30</timeLimit>
<timeLimitAtMost>false</timeLimitAtMost>
<timeLimitType>Fixed</timeLimitType>
<timeLimitScaleFactor>1</timeLimitScaleFactor>
<timeLimitType>ScaledToPrimaryUnitCount</timeLimitType>
</scenarioObjective>
<scenarioObjective>
<associatedForceNames>
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2 changes: 1 addition & 1 deletion MekHQ/data/scenariotemplates/Recon Evasion.xml
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Expand Up @@ -114,7 +114,7 @@
<objectiveCriterion>Preserve</objectiveCriterion>
<percentage>50</percentage>
<timeLimitAtMost>false</timeLimitAtMost>
<timeLimitScaleFactor>2</timeLimitScaleFactor>
<timeLimitScaleFactor>1</timeLimitScaleFactor>
<timeLimitType>ScaledToPrimaryUnitCount</timeLimitType>
</scenarioObjective>
</scenarioObjectives>
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4 changes: 4 additions & 0 deletions MekHQ/data/scenariotemplates/ScenarioManifest.xml
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Expand Up @@ -180,5 +180,9 @@
<key>44</key>
<value>VIP Defense.xml</value>
</entry>
<entry>
<key>45</key>
<value>Engagement.xml</value>
</entry>
</scenarioFileNames>
</scenarioManifest>
55 changes: 54 additions & 1 deletion MekHQ/docs/history.txt
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Expand Up @@ -47,7 +47,7 @@ MEKHQ VERSION HISTORY:
+ Fix #4771 & #4781: Fixed ConcurrentModificationException in Personnel Removal Process
+ Fix #4736: Regenerate Personality Descriptions for NPCs
+ Fix #4721: Removed Automatic Conversion of CVP into SP when Reinforcing in StratCon
+ Fix #4782: Removed TN Modifier for IS Techs working on Clan Tech, Removed Clan Tech Knowledge SPA and Effects #4863
+ Fix #4782: Removed TN Modifier for IS Techs working on Clan Tech, Removed Clan Tech Knowledge SPA and Effects
+ PR #4463: Decoupled Dependents from AtB, Reworked Dependents, Reworked New Personnel Ages, Added Documentation
+ PR #4644: Initial work on CamOps RAW Contract Market
+ PR #4859: Reworked AtB Morale, Rebranding it as MekHQ Morale
Expand Down Expand Up @@ -109,6 +109,59 @@ MEKHQ VERSION HISTORY:
+ PR #5054: Implement CamOps Contract Negotiation
+ PR #5055: Parts In Use - Filter Mothballed and Spare Part Quality
+ PR #5064: Bug fix and improvements for calculateContractDifficulty()
+ Fix #5061: Fixed TurretLock Part not saving
+ Fix #4725: Added duplicate kill checking for multi-crewed units
+ Fix #5058: Fixed `isMilitary` and `isPrepSchool` flags; corrected typo
+ Fix #4973: Fixed `isMilitary` and `isPrepSchool` flags; corrected typo
+ Fix #5065: Showed actual amount of armor on order in repair info
+ PR #5066: Parts improvements - minor refactoring and better information
+ PR #5067: Changed "Clear All Items" to "Remove Selected Items" on CC Tab list
+ Fix #5059: Added "No Eligible Personnel" dialog to turnover & retention checks
+ PR #5069: Implemented hiring hall overrides
+ Fix #5045: Added TotalGenericBattleValue tag to MUL export
+ Fix #5037: Fixed hire minimum complement commands
+ Fix #4725: Added duplicate kill checking for multi-crewed units
+ PR #5073: Refactored contract difficulty display and added tooltips
+ PR #5074: Updated primary allies scenario modifiers
+ Fix #5003: Fixed wrapping of personality description
+ Fix #4999: Updated fatigue column of personnel table to use effective fatigue value
+ Fix #4998: Fixed new day reporting
+ Fix #4991: Re-added compatibility handlers for SPA skill prerequisites
+ Fix #5019: ForceRenderer - Bolded unit commanders
+ Fix #5083: StratCon vs normal deployment status of units
+ PR #5085: Improved Force Gen unit substitution
+ Fix #5079: Refined PartQualityReportDialog layout handling and exclusions
+ Fix #4995: Fixed SPA tooltip HTML wrapping in PersonViewPanel
+ Fix #5020: Fixed SPA tooltip HTML wrapping in PersonViewPanel
+ PR #5088: Added 100+ new quirks, refactored personality traits & quirk classes
+ Fix #4988: Added empty jump path check to UnableToAffordJumpNagDialog
+ Fix #4987: Fixed camouflage directory assignment for null faction codes
+ PR #5091: Added minimum number of tracks (1) to StratCon initialization
+ PR #5092: Fixed objective criteria for intercept engagement
+ Fix #4980: Fixed outsourcing of babies
+ Fix #4972: Corrected parameter order in simulated relationship history reports
+ PR #5097: Simplified reputation display
+ PR #5098, #5113: More FG3 scenario adjustments
+ PR #5099: Added award bonuses to award ceremony dialog
+ Fix #5100: PartsStore - Fixed equipment parts and OmniPods (fixes hatchets and maces at least)
+ Fix #4955: Prevented dropout and some graduation events occurring for very young children
+ Fix #5102: Fixed portrait folder names
+ Fix #5023: Fixed Divide by Zero Error in Loans Dialog
+ Fix #4975: Prevent Early Clan Units in Non-Clan Campaigns
+ PR #5103: Globally fix slow mouse wheeling issues, with scaling
+ PR #5104: Fixed Preset Picker Date Issues
+ Fix #4980: Fixed Outsourcing of Babies
+ PR #5105: ResolveScenarioWizardDialog - Some UX Improvements
+ PR #5106: ResolveScenarioWizardDialog - Ransom All Button
+ PR #5107: Updated Interstellar Map View Defaults & Optimized 'ISW' view
+ Fix #5109: Corrected DropShip Scenario Modifier Generation Method
+ PR #5111: Better multi-day repair and refit reports.
+ PR #5112: TechTabelModel - Show Daily Available Time for Techs
+ Fix #5118 && #5117: FG3 Scenario Improvements
+ PR #5121: Label OmniUnits as Omni in the MekHQ UI
+ Fix #5119 && #5108 && #4297 Fixed Position of NewDayEvent Trigger in processNewDay
+ PR #5126: Rebalanced Random Unit Quality


0.50.0 (2024-09-01 2000 UTC) (THIS MARKS THE START OF JAVA 17 AS THE MINIMUM REQUIRED)
+ PR #4332: CI Updates for windows build and normalizing
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Expand Up @@ -84,7 +84,7 @@ messageChallengeHard.text=Our analysis of the upcoming mission indicates that th
\ be prepared for a tough fight and the possibility of sustaining losses.\
<br>\
<br>This mission will test your tactical abilities and resourcefulness. Victory is achievable, but\
\ it won't come without cost. >We trust in your leadership to make the right call.\
\ it won't come without cost. We trust in your leadership to make the right call.\
<br>\
<br><i>If you are ready to face this challenge, confirm your deployment.\
<br>Otherwise, you may return to assess alternative missions.</i>
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Expand Up @@ -10,6 +10,7 @@ mia=MIA
kia=KIA
prisoner=Captured
prisonerRansomed.text=Ransomed
prisonerRansomAllButton.text=Ransom All Prisoners
bondsman=Bondsman
escaped=Escaped
dead=Dead
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